Steam Sky  To-Do

Things on the list are in random order. Even if something is on the top of the list, it doesn't mean it will be added next. Tasks, added to the stable version of the game, are removed from the list. Bold text means the task is currently in work. Strike-through text means the task added to the development version and will be available in the next stable version.

  • UI beautification
  • Code cleanup, refactoring, generally making it better
  • Rewrite the game to Nim language
  • Bigger guns have bigger range but smaller chance to hit
  • Training skills in bases should depend on reputation in them too
  • Move whole UI to code
  • Age and aging for all characters, with possibility to set it for each faction
  • Optional, auto-updater for the game
  • In the Firsts Steps, more information how to survive the firsts flights
  • Bigger guns need more gunners, or they shoot less often
  • Another story with explanation about the world lore (why bases are floating, history of the world, etc.)
  • Ability to cheat death with score points
  • Option to set back to the last save on player death
  • Ability to disable death from falling due to lack of fuel
  • Tutorial: slideshow with images with information about UI and base of the game mechanic
  • Lore of the world - the best if discovered by stories
  • Traditional roguelike ship to ship combat (or similar to Master of Orion)
  • Traditional roguelike combat for boarding
  • Ships hulls shapes
  • Time limit for stories
  • Tools give bonus to crafting
  • New type of mission - search for the specialist
  • Ability to start with the selected story
  • New type of mission - bring something from destroyed ship
  • New type of mission - defend ship
  • New type of mission - defend base
  • New type of story step - kill mob
  • New type of story step - defend ship
  • New type of story step - defend base
  • New type of story step - bring something
  • New type of story step - deliver something
  • Mutiny of disloyal crew
  • Ability to change faction during play
  • New type of mission - kill mob
  • Artifacts - finding, research, using
  • Range for melee weapon
  • Speed of gaining reputation should depend on population in the base
  • Items quality (masterwork, good, broken)
  • Crafting items with custom attributes (more durable, stronger, etc.)
  • Setting starting ship and its cargo
  • Saving custom starting templates
  • Setting starting attributes/skills/equipment for the player and crew members
  • Wind and impact on travelling (and combat)
  • Alchemical elements for bases and ships
  • New ship module: energetic shield
  • New mission type - prisoner transport
  • New ship module - prison
  • New skill - gambling
  • More detailed health of the crew members (locations, diseases, etc.)
  • New type of ships weapon: fighters
  • New type of enemies: living ships
  • Not buried crew member should change into undead
  • Funerals of dead crew members
  • Add destroying and repairing cargo
  • Containers for objects
  • Accidents during crafting
  • Combat with a few enemy ships at this same time
  • Relationships between crew members (love, hate, friendship, etc.)
  • Personality for crew members (stubborn, loyal, etc.)
  • Setting behavior of crew members (what food to eat, what tool use, etc.)
  • Setting in which cargo bay items are stored
  • Losing cargo after destroying cargo bay
  • Ability to attack bases
  • Better screen for new game (more options to set)
  • Mini-games based on position on which player character is on duty
  • Attack speed for melee weapons
  • Templates for orders in combat
  • "Coffee" - thing which allow reducing tiredness of crew members in exchange for health
  • Bonus for finishing goals
  • Add actions related to the player reputation with factions
  • Bigger engines need more engineers to work
  • Replace current system of generating enemies (based on player ship equipment) with global reputation with each faction
  • Add unique (or bosses) ships
  • Selling unavailable by reputation items in bases should give more reputation
  • Group modules in shipyard with materials
  • Emergency sails - when ship lose all its fuel, ability to use emergency system to travel to the nearest base or emergency sub-ship to travel