Early Access launch 28 October 2026 · every page read against the launch build
Fantasy World Manager

What Early Access includes today

Quick answer

Launch has the world, region, zone, NPC, creature, item, equipment, faction and POI tooling plus a working simulation. Quest, event, pet, dungeon, boss, mount, class and spell editors are scheduled across three 2027 updates; modding is a 1.0 feature.

The launch build is wide on creation and narrow on authoring. If you want to know whether the thing you care about is in the game today, this page is the short answer - and the roadmap table is the long one.

In the launch build

SystemStateNotes
World editorInTerrain, objects, layers, brushes, shapes, select, undo
Region editorInDraw, name, inventory
Zone editorInOwnership, atmosphere, weather, fog, spawns
POI editorInVisual plus minimap icon per landmark
NPC editorInLibrary, race assignment, identity, visuals
Creature and monster editorsInTiers, themes, base stats, special spawns
Race editorInEight primary modifiers, derived preview
Item editorInIdentity, inventory block, recipes
Equipment editorInBonuses, derived preview, recipes
Faction systemsInCurrency, crafting, equipment distribution, diplomacy
SimulationInNeeds, hunger, threat level, zone capture, ageing
PrefabsInImport and export, default prefab at world creation
Steam WorkshopInWorlds, prefabs, custom sprites
Tutorial and guidebookInShort tutorial, F1 guidebook inside every editor

That is a genuinely large launch feature set for a solo project, and the creation side is the part that holds up best. If your interest is mapmaking, world design and template authoring, there is more here than you will exhaust in a month.

Scheduled, not shipped

FeaturePhaseETA
Box Mode (fully automatic world)Major Update 1Q1 2027
Quest editorMajor Update 1Q1 2027
Event editorMajor Update 1Q1 2027
Pet editorMajor Update 1Q1 2027
Dungeon editorMajor Update 2Q2 2027
Boss editorMajor Update 2Q2 2027
Mount editorMajor Update 2Q2 2027
Class editorMajor Update 3Q3 2027
Spell editorMajor Update 3Q3 2027
Modding framework1.0 releaseQ4 2027

Each phase is described as a three-month sprint with monthly status updates, and each includes four new classes, new editor assets, simulation improvements and community requests. Those dates are targets from a solo developer, not commitments - treat the quarters as intentions.

What that means for different players

Worldbuilders and mapmakers: buy now. The editors are the finished half, and Workshop sharing works at launch.

Simulation players: the loop works but the authoring tools that would let you script stories are a year away. If you want to design quests and events, waiting costs you nothing but time.

Worldbox players looking for an automatic god game: this is not it yet. Box Mode is a Q1 2027 feature and the developer says so plainly in the launch FAQ.

Modders: the framework is planned for 1.0. Asset-level modding through Workshop custom sprites exists at launch, but code-level modding does not.

Tabletop players: grid exports and DnD-oriented features are described as coming in the upcoming months, with the developer asking for suggestions in the hub and Discord.

The honest caveats

Early Access means the simulation will change under you. Save protection keeps worlds loadable, but balance changes can alter what a running world does - your stable two-faction valley may become a war zone after a behaviour patch, through no action of yours.

It also means missing polish. The launch build's interface has a known scaling issue below 1920x1080, the recommended specs are barely specified, and the quest system is generated rather than authored. None of those are hidden; they are in the pinned threads and the store page.

Where to start today

If you bought it: the how to play guide gets you through the first hour, and the beginner guide builds a world small enough to learn from. If you are deciding: read the price and platforms page and the roadmap together, then decide which side of 2027 you are buying for.