What's Coming

This page is a preview of what's shipped recently, what's partway there, and what's still to come — so if you're wondering "is X in the game?", check here first.

The game is in alpha. Things change fast. This page reflects the state as of 2026-07-09; the authoritative, up-to-the-minute list is docs/foundations/README.md.

Recently shipped (no longer "coming")

A big run of features landed across May–June 2026. These are now live — coverage in the relevant Player Guide pages:

  • Electricity — the wired power tier (Axe'n'Stax's take on redstone) — cables, levers, buttons, pressure plates, logic gates (AND/OR/NOT/XOR), generators, light-beam + motion sensors, and powered rails. See Electricity.
  • Explosives — Black Powder, the Blasting Keg (fuse + plunger detonation), and the Composter (turns crop/seed waste into Saltpetre). Demolition only — no mining shortcuts. See Explosives.
  • Rails & carts — the engine's first vehicle. Lay Track, ride a Cart, load and unload cargo at depot chests, and speed carts up with powered rail. (A dedicated guide page is on the docs to-do list.)
  • Building-detail blocks — slabs (including vertical slabs), stairs, doors, trapdoors, fence gates, glass panes, iron bars, signs and item frames — all with proper shapes and collision. See Building Blocks.
  • Third-person camera (F5) — opt-in third-person view with smart collision, avatar fade and feel settings.
  • Recipe book — browse a 268-recipe catalogue and click a card to auto-fill the grid. See Crafting.
  • Graves + Keep Inventory — die and your stuff waits in a grave; or toggle keep-inventory. See Cheats and Combat & Mobs.
  • Minimap, waypoints & WorldEdit — an in-world minimap, player waypoints, and built-in /we region tools (set/replace/walls/copy/paste/stack) plus Minecraft .schem import.
  • Art galleries & exhibits — show off hi-res art in-world with /exhibit + a kiosk showcase mode. See Art Galleries.
  • Challenge Board (J) and Rig Studio (Y) — around 38 authored Trials that nudge you to try specific features across nearly every game system, and an in-game tool to author animated rigs that save with your world. See Minigames.
  • Villages, Villagers & Raid Defence — village procgen, 10 professions, gossip, Knights (village defenders), reputation, and raids (hostile waves attack a village treasury; defenders split the bounty). See Villages & Villagers and Quests & Reputation.
  • Wolves — tame with bones (33% per click), sit/stand on command; tamed wolves drop nothing on death. See Wolves.
  • Dyes, fibre & dyed décor — the 16-colour dye paintbox, farmable flowers + cotton + hemp, Rope/Lead/Cloth/Canvas, and dyed décor (wallpaper, bunting, paper lanterns, kites, banners, sails, tents). See Dyes, Fibre & Magnesium.
  • Cyanotype blueprints — capture a build (or wall art) onto Blueprint Paper, develop it in the sun, then rebuild it or hang it as décor. See Build Schematics.
  • Leads & fence posts — craft a Lead to walk animals around and tie them to fence posts.
  • Inventory Explorer (B), stone tools + cobblestone, stone variants + Copper Ore, 6 wood species, 8 biomes with blending, the Furnace, the Vendor Block, Plaque tipping, Bulk Vendor mode, Chainmail (Marauder drop), and the armour data layer all landed earlier in the run.

A Minecraft-parity gap-closure wave landed 2026-06-21:

  • Bonemeal grows crops — right-click Bonemeal (1 Bone → 3 Bonemeal) on a growing crop to jump it 1–2 stages. See Farming.
  • Animals flee when struck — hit a cow/sheep/pig/horse/rabbit/goat and it bolts.
  • Tamed wolves follow you — your wolf now trots after you (sit to make it stay).
  • Beds — sleep through the night and set your respawn point (right-click a bed at night).
  • Animal breeding — feed two adults their food (cow/sheep/goat = wheat, pig/rabbit = carrot, chicken = seeds) and they make a baby that grows up.
  • Fishing — right-click a Fishing Rod at water, wait for a bite, right-click to reel in a catch; cook Raw Fish on a campfire.
  • Hoppers — craft a hopper (5 iron + a chest) and place it between two chests to move items down automatically.

More landed since then:

  • Animal AI flavour, all four pieces — the rabbit's bouncy hop, the goat's occasional charge, the bee's sting-back, and tamed wolves fighting alongside you in combat are all live now.
  • Armour equipping — a full drag-to-equip UI plus a live HUD armour-points readout. See Armour.
  • NPC Builder commissions — hire a Builder at the Drafting Table: pick a Plan, see the materials + fee preview, confirm, and the Builder pathfinds over and constructs it.
  • Sticky pistons — the sticky variant pulls its block back on retract, same as the plain piston pushes forward. See the Electricity guide.

Partially shipped — finish-the-loop work pending

Cinematic Camera (the Director)

The built-in freecam + film studio is live on PC — fly a detached camera with six modes (free-fly, path/dolly, tripod, follow, look-at, POV), hide the HUD for a clean frame, and record the session to an .axereplay file (F4). See Cinematic Camera. The remaining half is in-game playback — re-flying the Director through a recording with slow-motion and timeline scrubbing — plus filming other players in multiplayer. For now, footage is captured by screen-recording the clean Director view. (Native desktop build only; not in the browser/PWA.)

Farming Tier 1.5 — processed food economy

Tier 1 farming is fully live (wheat, carrots, potatoes, corn, sugar beet, beetroot, berries, pumpkin, papyrus, cotton, hemp, dye flowers — till, plant, grow, harvest). The bigger processed economy — Mill, Oven and Aging Rack workstations; flour/dough/cheese/butter and baked goods; milk-from-cows and eggs-from-chickens — has its data layer in and live workstations coming. See Farming.

Electricity Phases 3–4

Phases 1–2 (the wired grid + sensors) shipped. Analog signal strength, an energy economy, and generators like the Water Wheel / Windmill are the next phases.

Not yet shipped (specced + ready to build)

  • Farming Tiers 2–8 — orchards, ranching, beekeeping, aquaculture, industry, biotech. A long roadmap; each tier derives its own spec after the previous one is playtested.
  • Village procgen from the Plan Registry — the registry framework is live; it needs a batch of authored house plans to take over from the single hardcoded house shape.
  • The wider player economies — markets, services, combat, PvP, land, knowledge and spectator economies beyond farming.

Blocked (waiting on the owner or upstream)

  • Live multiplayer auth test — joining a remote server with your Nostr identity is built on both sides (the handshake signs your identity on join); it needs the owner's two-machine LAN + bunker test to flip from "built" to "verified".
  • Single-player → server unification — single-player still runs a slightly different simulation path from multiplayer. Merging them is a high-risk refactor that wants Axolittle present for phase-by-phase regression.
  • Real Bitcoin settlement — the Proof-of-Play hash, Satori veins and Genesis Block are live, and sats numbers show in trades, but the actual Lightning payout backend (non-custodial) isn't wired yet.

Want to track progress?

The full status table lives in docs/foundations/README.md. Each spec has a status field (READY TO BUILD / PARTIALLY DELIVERED / DELIVERED / BLOCKED) and a one-line summary.

Things that AREN'T in the game (and may not be)

To prevent confusion:

  • Repeaters / comparators (timing & analog signals). Not in yet — Electricity is on/off only for now. (You do have wires, logic gates, switches, powered rails, hoppers that move items, and pistons that move blocks — see the Electricity guide.)
  • Smooth piston push animation. Both the plain piston (shoves blocks when powered) and the sticky piston (pulls its block back on retract) are in and tested; only the polish of a smooth push/pull animation is still pending.
  • Enchantments / magic. Out of scope for alpha.
  • Brewing / potions. Out of scope for alpha.
  • The Nether / End dimensions, and boss mobs (Ender Dragon / Wither). Not specced — the game is single-world for alpha. The Aether dimension is discussed in research but not committed.
  • Trading between villagers (Minecraft emerald economy). Deliberately skipped — trade happens between PLAYERS via the Vendor Block (or via Builder commissions).
  • Boats, crossbows, shields/off-hand, music discs, marriage/family trees, VR. Not in / not committed.
  • Cat / Llama / Parrot. Deferred. (Wolves are in.)
  • Coloured wool / dyeing live sheep. The dyes themselves shipped — but dyeing a live sheep or making coloured wool isn't in yet.

If you want a feature, tell Staxolottle. The roadmap is community-shaped.