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Hey beautiful people!

A new roadmap is up. Not much has changed since the last roadmap, except for two epic mod releases! Vanilla Weapons Expanded - Coilguns is out, and it's a very accurate remake of the old coilgun mod. I call it a remake, because under the hood, we essentially did the coilguns from scratch!

At the same time, we have also released Vanilla Quests Expanded - Drone Factory, which is an epic questline that will have you free the Tinkerer and potentially allow you to start your own drone army! The mod has been out for a short while now, did you try it? How are you finding it?

At the moment we're pushing hard for a minimum viable product on Vanilla Gravships Expanded. A minimum viable product is essentially a stage in development of a mod where we can put it out for testers to test and give us their feedback and findings. I suppose you could compare it to an 'early access' release, where a group of people tells us if they think we're on the right path.

For minimum viable product, I have the following expectations:

Introduce new weapons, including bigger gravship artillery pieces, warpod torpedoes, compact defensive turrets and gravmines.

Introduce new defensive solutions, such as buildable gravship shield generators, flare launchers, landing scramblers.

Add some new orbital-tech related things: new combat vacsuits, airlock doors, astrorigs to allow you to move rapidly through space, escape pods, vacuum warning lights and so on.

Introduce new insectoids you've already seen before - but this time, with proper events and orbital locations to find them.

Introduce a gravship detection system with some early experimental boss fight - a mechanoid artillery platform.

Introduce some new orbital locations such as gravship husks, derelict gravships and more.

Introduce enemy variants of normally player-buildable structures.

Introduce basic logic for enemy to operate gravship artillery.

Introduce a few new gravcore quests.

After we reach a minimum viable product, we can start pushing the content further. This means adding more quests, adding quest rewards, expanding the enemy gravship content, and ultimately ensuring Chapter 2 serves as a nice continuation to Chapter 1.

Chapter 2 will offer some solutions to problems you've encountered while using Gravships already. For example, buildable shield generators will be a life saver when asteroids come knocking in space. Gravship subarmor will ensure your landings in the mountains never result in any damage.

The idea is that your gravship will evolve with each chapter, because every consecutive completed research project will unlock some new, valuable things for you to build.

I will leave you with a screenshot I made when preparing gravship husk fragments for export!

Files

Comments

Nickolok

I need more xenotypes! I lack the imagination make my own 😂

Spoon Trauma

Oh cool, warwalkers is back in the planning section

Book Report

I hope warwalkers takes inspiration from Titanfall 2, that game is so goated

Jared Wolff

Any thoughts with ship combat aiding with gravtech research similar to how using the gravtech ship now in chapter one gives you that knowledge. So repairing and fighting in combat with the ship would also help gain that knowledge.

Bart Corremans

Your MVP list doesn’t name the biggest thing, just implies it: enemies can have gravships!

Charles

Please bring the health, childhood and mining mod to life ! Very curious on what it would bring

BrenTenkage's Gaming

I hope there is gonna be a psycasting tree for controlling the worms...CHILDREN OF GAEA REPRESENT! (if you don't get it, Alpha Centari Reference)

BrenTenkage's Gaming

oh and dumb idea for any gravship update or something bonsai Archean trees, a way to add oxygen to the ship

Adamtomical

This post makes me think there is about to be a new expansion released or announced soon. Idk why, it's just giving me that feeling.

Oskar Potocki

I sure hope not. That would throw a spanner in the works.

Mark Martinez

Can I ask a possibly ignorant question? It looks like Megacorps has been in design for over a year now. Is there maybe a big roadblock around this mod?

Oskar Potocki

The roadblock is essentially ‘there’s a cooler or more needed mod that can be done quicker and will be a lot more fun to design’. Just as I was gearing up to continue working on Megacorps, Odyssey released so we obviously wanted a grand gravship mod. Then I wanted to finish exploration expanded (now landmarks expanded). Now people seem to want Mechanoids badly. I promised myself to work on it as soon as Mechanoids is out.

Damien Polici

We gotta trust in the promised fleshers that got delayed many times and yet are still standing

owen

I am so excited for the remake of vanilla events expanded!

Whisper

We're getting FTL in rimworld before GTA 6 !!!

Chase Johnston

sad to see those anomaly tapes are no longer planned they looked cool.

Jake

More threats in space, more loot in space, and more ways to nuke threats in space, what more can you ask for?

Dom Speziale

Osk… pls give me Monster Hunt 😮‍💨😭

anonymoose

any plans for larger derelict gravhulks to explore ala Space Hulk? 👀

Washington

I hope some time soon you guys can start working on those older mods soon! I've wanted more vehicles mods for ages now!

Turkwise

Is the Mechanitor/Mechanoid mod first anymore?

litchio

Hey Oskar! First, I would like to acknowledge the amazing work you've been doing and keep on doing; thank you so much! Also, I would like to bring up that some people, including me, have been experiencing bugs with, what we think, "vanilla expanded framework". You might already be aware and if so, disregard my comment, but I was wondering if there was going to be a patch for this mod. Thanks again you are amazing! <3

Oskar Potocki

We only handle bug reports via our bug reporting form.

Oskar Potocki

I’ve answered similar question already so I’ll allow myself to copy an answer: I think I’ve explained this a thousand times: this is not how priority works. My work is no longer needed on VQE: Drones. It’s currently being tested and coded. I don’t do any of these tasks so I move onto the next mod while the work continues on drones, just not the design work. VFE-Mechanoids 2 is in early design stage. I continue to play the game to find out what’s missing and what needs to be added. This is just how early design works: we call it ‚discovery’ stage, as in, we discover what the mod needs to have. Gravships 2 is in late design stage. Most of the art is done. Most of the design is done. It will soon enter coding. While Mechanoids 2 is our highest priority mod, it doesn’t mean that suddenly we will stop work on our other mods, as they are significantly further in the development pipeline already. The reason you’re finding out about new insectoids in gravships 2 is because they’re fully designed already and will be handed off to the coding team soon.

Eyes

When are you going to start working on Megacorps? It's been 6 years since it was first put on the table and it seems like you've been getting money while all we are getting is excuses and that we're somehow the bad guys.

Oskar Potocki

Hi there. Just to clarify, donations are meant as a 'thank you' for the hundreds of mods we’ve already worked hard to release, rather than a preorder for future content. We don't take commissions, and our roadmap is a guideline, not a binding contract. While I shared the Megacorps/Ultratech concept a long time ago, we aren't obligated to make it. We’ve put out a massive amount of content for the community since then! Ultimately, if you’re unhappy with our release schedule, our content, or how we operate, you are completely free to step away and withdraw your support. We only want support from people who enjoy what we currently do, and the last thing I want is someone putting more stress and expectations on me or my team.

Riley Donaldson (edited)

Comment edits

2026-09-10 22:00 Here’s hoping warwalkers happens one day 🥹
2026-06-09 06:41

Oskar Potocki

It won’t be able to happen until Vehicles Framework is complete. You’d have to keep an eye for how Phil is doing with the updates there. I’m not touching it until it’s finished.

AQUALord23

I found that the Drone Factory quest had less of an epic quest feel to it than the other VQE, and I mean that in a good way. While I prefer the bigger longer quests with legendary rewards at the end, this was a nice change of pace and a few more of them every now and again wouldn't sit wrong. I also like how the drones can’t open doors, really makes them feel like discounted mechanoids, and how the pirates came with drones during their raid, giving them a nice feeling of variety, maybe something to contemplate if you ever make a Vanilla Raids Expanded mod.

Oskar Potocki

Thanks! That was exactly our intention. Not every quest chain needs to be an Avengers-level threat! Small quest chains are also important to fill out your middle to late game experience

AQUALord23

Then mission accomplished. Keep up the good work.

Teebo

Those Husk fragments look incredible - so hyped about chapter 2!

Eyes

Right, you shared it a long time ago, and you keep sharing it on your road map, creating the expectation, and you're the one who turned this into a job, and it seems to be a pretty cushy one too. You get to do what you whatever you want, and no one has any say on the matter. If you don't want any undue stress on your team, maybe you should just take Megacorps off of your road map, that way there isn't anymore confusion. And I don't appreciate you framing me as being entitled when I've been supporting you for a long time with little complaint, and when I'm asking for clarity.

Oskar Potocki

I am keeping Megacorps on the roadmap because it is still a project I genuinely want to tackle. As the disclaimer on the roadmap explicitly states, these are concepts and ideas, not concrete promises or a binding release schedule. Furthermore, it is impolite to make assumptions about my financial situation or call this a 'cushy' job. To you, it might seem like I just open my computer and 'make mods,' but in reality, my work never stops. Behind the scenes, I am constantly writing hundreds of pages of design documents, creating all the required art, communicating with programmers to resolve implementation issues, making promotional materials and infographics, overseeing testing, responding to feedback, and iterating on designs. I am also always planning several projects ahead since each mod takes months to develop. If this process seems effortless from the outside, it's because I am good at what I do, and I've built an efficient release pipeline that ensures users like you get a new, entirely free mod more or less every month. Having the creative freedom to work on projects when we are truly inspired to do so is exactly how we maintain the high quality of our releases. Again, our content is completely free, and supporting it remains entirely optional.

Eyes

For years, questions about Megacorps have been answered by talking about inspiration, donations, voluntary support, other releases, and the fact that the roadmap isn't a promise, rather than addressing the expectations created by keeping the project on the roadmap. What frustrates me is that whenever this topic comes up, the discussion seems to shift away from the expectations created by the roadmap and toward whether supporters are entitled to demand anything. After years of seeing these conversations, I no longer think that's accidental. It feels like a consistent avoidance of the core issue. If you can keep something on the roadmap indefinitely based on "continued interest" what is practical distinction between a roadmap and the other ideas you have that we never hear about? To be clear, my criticism was never that you don't put in any work. My criticism is that you seem able to benefit from the expectations created by the roadmap while rejecting responsibility for those expectations whenever people question them.

Oskar Potocki

Originally, I never even wanted to create a public roadmap for the exact reason you just listed: I knew it would inevitably lead to people treating ideas as concrete promises and building undue expectations. Ultimately, though, I decided it is a good thing for the community to get a peek into what goes on in my head and see our long-term ambitions. To answer your question directly: the practical distinction between the roadmap and unshared ideas is that the roadmap shows the projects I actively intend to develop when the time, resources, and inspiration align. Unshared ideas are just passing thoughts. Over the years, many mods have appeared on the roadmap and been released, while others were added and later permanently removed because we decided not to pursue them. The fact that Megacorps is still on the roadmap should tell you that we still genuinely want to develop it. However, it will be done on my terms, when I am ready, and not simply because a patron grows impatient. You argue that I am avoiding the 'expectations created by the roadmap.' The only expectation the roadmap should create, because of the explicit disclaimer right on it - is that these are concepts we hope to tackle. If someone develops an expectation of a guaranteed release, they are choosing to ignore that disclaimer. Regarding 'benefiting from expectations': we don't accept pre-orders. Any financial support we receive is a tip for the massive library of free mods we have already delivered, not an investment in an unreleased concept. No one is paying us for Megacorps right now. I am not avoiding the core issue; we just fundamentally disagree on what a roadmap is. To us, it's a transparent look at our ambitions, and Megacorps remains one of them. If that level of uncertainty doesn't work for you, I understand, but this is how we operate.

duskforged

exciting stuff! eager to see what awaits us in future!

Eyes

You acknowledge that the roadmap creates expectations. You knowingly created it despite that. You continue maintaining it despite that. Yet when people express the expectations you knew would arise, the conversation often shifts toward disclaimers, entitlement, impatience, or voluntary support rather than addressing whether the roadmap itself is contributing to those expectations. You've been putting this project on display for SIX YEARS, that's around 72 roadmaps maybe a little a less, and you say I'm impatient? I'm not the only patron who whose been waiting on Megacorps, so it's even more unfair and ridiculous for you to say "a patron grows impatient." Nor is this simply a "roadmap" this is a staged roadmap that implies a developmental process, you have moved other projects through those stages or removed them entirely, yet Megacorps has remained in the same "In Design" stage for six years. "In Design" isn't a neutral category it has a much more active connotation, why not just add a new category for it to be in? You keep describing donations as though they're exclusively a reward for past work. But that's your interpretation. People support creators for many reasons, including enthusiasm for future projects. Given that you publicly maintain a roadmap and regularly discuss future ambitions, I don't think it's reasonable to pretend those future expectations play no role in why some people choose to support you, and the fact of the matter is that people give you MONTHLY donations while you deliver MONTHLY roadmaps, those donations aren't mere tips. People EXPECT these things because you SIGNAL THEM, you say you are going to keep working on it that's a signal, and then inevitably something else catches your fancy, it's predictable. I said at the very beginning that if you aren't going to release it, why not take it off the roadmap? That isn't a demand that you release Megacorps. Yet the discussion keeps getting reframed as though the issue is patrons demanding content rather than the expectations created by keeping it on the roadmap, and these are patrons who are giving you money in an effort to support you.

George Hoyle

I know I am late but will the flowers mod have any unique features with the mediaeval 2 mod? I was thinking how flowers were used by many apothecaries for potions. I highly doubt it and will be fine if it’s not. I just think a flower tonic would be cool.

patmagoestrelar

me too we are waiting and hoping with love!

Quary1805

Holy entitlement, I pity anyone having to interact with you in any way and I seriously hope this isn't a window into your personality. You got all reasons and answers perfectly noted in replies, yet you still have to get it your way. The fact you misinterpreted what the donations are about doesn't magically project your reasons for donating onto anyone else. Donating doesn't make you a shareholder, but a supporter.

BR164ND

I think it'd be kinda cool if there were a modified grav anchor that you could build that would pull down gravships. That way you could be ship bandits and snag smaller ships to scrap it for parts, prisoners and other goodies, or potentially pull down some heavily armed and armored enemies, spelling your doom.

Oskar Potocki

That wouldn’t make much sense considering gravships are this ultra rare technology and there’s maybe 2-3 other gravships on the planet in total. The game isn’t high sci fi where everyone and their mother suddenly has a gravship! It’s still a glitterworld ultra technology that’s incredibly rare to see!

justaFunguy

Not to be that guy but if it was that rare why would the trader's guild just let us keep the gravship engine of the gravjumper crash quest?

Oskar Potocki

Because they'd rather you have the broken gravjumper you need to invest into fixing, than the ship crashing into their station with mechanoids tailing it.

BR164ND

Fair enough, just spitballing. Looking forward to the mod.

Dom Speziale

Osk, keep doing what you and the team are doing. I can understand that you and the team are basically a development team no different than any other game developers and these projects take time. You have also been very clear and have stated time and time again that these projects take time and multiple reworks of Megacorps have been in the works and must align correctly with the way RimWorld evolves with each passing update and DLC drop and should be released when you feel comfortable with the product. Take as much time as you need and although I’m in the same boat as others (we want Megacorps), you can’t rush art. We are patrons because we believe in what you and the team do and willingly support you guys financially because we believe in the image and feel you guys deserve something for the FREE hard work you do. Thank you Oskar and team, and please don’t be discouraged or pressured by a few disgruntled patrons.

Ricardo Vazquez

I'm hoping for events expanded! I really like when you put that kind of things on the roadmap, it is like having more love to a mod that I think the majority of us is using. Keep the great work!

Levahka

please consider making vve imperial vehicles... it's going to be peak...

BocianeqU

When the mechanoid 2 mod might get released? Could it be around a month, two months, three or longer?

Oskar Potocki

We don’t put dates on our mods but if we can make it before the end of year I’ll be pleasantly happy. Factions expanded mods usually take a year to develop and we only recently started!

ActionDice!

Im looking forward to the new cambat gravsuits the most

Bro Moment

Cant wait for the 2nd chapter of the gravship expanded mod! dont really like SOS2 because the art doesnt match rimworlds artstyle

Kira

Whatever is happening with Fleshers? I understand it’s probably not a priority and people don’t seem so keen on Anomaly as much anymore. Though I really was excited for a unique Xenotype and some fleshy expansion.

Grey

Have the anomaly mods been cancelled? I'm truly sorry if this has been answered many times before, I don't frequent your patreon a lot.

Oskar Potocki

They have been for many months now. Lost interest in anomaly, I don’t think the gameplay loop it offers can be fixed with some new monsters tbh. It’s a one and done dlc and not many people will play it again simply because we’ve added a new monster. I think time is better spent on more general mods. That being said quite a few things we wanted to add (such as shamblers expanded) we already added in other mods (or are going to add with some upcoming releases).

Grey

That's disappointing to hear because I'm one of the few people who liked anomaly and was hoping to see modders expand on the content and make it less linear. But I understand why the enthusiasm is gone.

Oskar Potocki

Modders wouldn’t be able to without drastic changes to the DLC, essentially remaking it. At that point honestly it’s better to just make something new.

Dương Kephir

I miss the total war mechanic of mechanoid expanded very much

Roberto Villela

I just want to say, thank you Oskar! I love Rimworld and what you've been doing for the community deserves an award.

Eclipse

Are you going to touch odyssey’s mechanoid ending content in “mechanoids 2”? Especially the reward part of it. In vanilla the prize is quite meh

Oskar Potocki

No, that will be the focus of Chapter 3 of Gravships Expanded in 2027-2028.

Eclipse

Will “mining expanded” implement some kind of verticality/z-level gameplay (via pocket maps) or any other “going deeper” things or this is not the idea?

CristiSteel kr

Awesome additions as always, just a question, any new updates regarding VFE: Mechanoids 2? I really loved the original's difficulty and genuinely can't play the game without it anymore lol.

Oskar Potocki

No updates in regard to that now. I’ll share some insights regarding mechanoid playthrough once I complete my run with a mechanitor.