Roadmap
Where the pond is, where it’s going. Updated as features land.
Done(4)
Procedural koi fish movement
DoneFixed-tick spine physics, carangiform body wave, thrust/drag/turn-rate propulsion.
Koi customization system
Done12 procedural pattern masks, 3 channel colors, body color, fin color, four gradient modes (none / linear / radial / reflect). Native file dialog import/export. Artist pipeline: drop a PNG into the patterns folder, it auto-imports.
GPU-simulated pond water
DoneCompute-shader wave equation heightfield with Perlin wind chop and specular sparkle. Refracts what's underneath via wave-gradient distortion.
Placeholder lily pads and rocks
DoneArtist-authored SVG lily pads tessellated into real mesh with solid shadows. Procedurally generated rocks placed via biome-driven Poisson scatter. Both art passes are placeholders — final art swaps in later.
In Progress(1)
Fish collision with rocks and banks
In ProgressSphere colliders on the spine joints, sweep-and-slide at the head, soft spine bend as the body catches on geometry, short predictive avoidance at cruise speed.
Up Next(6)
Six biomes
Up NextLily pad shallows, deep water, sakura grove, reeds, swamp, and frost. Water tint sampled from the biome map at the fish's position, lerped smoothly as you swim between them.
Surface agents
Up NextDragonflies, falling petals, water striders — biome-specific ambient creatures that inject impulses into the water simulation, producing real ripples.
Rock formations
Up NextClusters and outcrops of rocks threaded through the pond to break up open water into distinct nooks, channels, and hideaways for koi to weave through.
Exploration gameplay
Up NextGive the pond somewhere to go. Hidden corners, points of interest across biomes, and reasons to swim out to the edges instead of circling the middle.
Main menu
Up NextTitle screen with start / load / multiplayer entry, credits, and quit.
In-game menu
Up NextPause-screen hub — multiplayer options, koi customization, game settings, return to main menu, quit to desktop.
Later(8)
Pond Editor window
LaterCustom Unity editor: paint biomes with brushes, place caves and structural props, manage prop spawn rules per-biome. Built for artist-friendly authoring.
Caves
LaterHand-authored prefab chambers with invisible shadow-caster ceilings, so swimming in one feels covered without losing sight of the fish.
Settings
LaterAudio, input sensitivity, graphics quality, language.
Cross-platform multiplayer
LaterSwim in the same pond with friends across PC and mobile. The largest feature on this list by a wide margin — the cozy pond, co-op.
Multiplayer social features
LaterFriends list, block / report, emotes, in-game chat, direct messaging, and parties for swimming together across sessions.
Mini-games and pond activities
LaterSolo, co-op, and competitive. Specifics still open — this is where your suggestions land. What would you want to do with friends in a koi pond?
Mobile build
LaterAndroid and iOS ports with native touch controls and a mobile-friendly UI.
…and more
LaterThe roadmap's not final. Tell us what Koi Koi should have next — the suggestion box is right there.