Roadmap

Where the pond is, where it’s going. Updated as features land.

4 of 19 features shipped
4 Done1 In Progress6 Up Next8 Later

Done(4)

  • Procedural koi fish movement

    Done

    Fixed-tick spine physics, carangiform body wave, thrust/drag/turn-rate propulsion.

  • Koi customization system

    Done

    12 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

    Done

    Compute-shader wave equation heightfield with Perlin wind chop and specular sparkle. Refracts what's underneath via wave-gradient distortion.

  • Placeholder lily pads and rocks

    Done

    Artist-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 Progress

    Sphere 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 Next

    Lily 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 Next

    Dragonflies, falling petals, water striders — biome-specific ambient creatures that inject impulses into the water simulation, producing real ripples.

  • Rock formations

    Up Next

    Clusters 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 Next

    Give 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 Next

    Title screen with start / load / multiplayer entry, credits, and quit.

  • In-game menu

    Up Next

    Pause-screen hub — multiplayer options, koi customization, game settings, return to main menu, quit to desktop.

Later(8)

  • Pond Editor window

    Later

    Custom Unity editor: paint biomes with brushes, place caves and structural props, manage prop spawn rules per-biome. Built for artist-friendly authoring.

  • Caves

    Later

    Hand-authored prefab chambers with invisible shadow-caster ceilings, so swimming in one feels covered without losing sight of the fish.

  • Settings

    Later

    Audio, input sensitivity, graphics quality, language.

  • Cross-platform multiplayer

    Later

    Swim 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

    Later

    Friends list, block / report, emotes, in-game chat, direct messaging, and parties for swimming together across sessions.

  • Mini-games and pond activities

    Later

    Solo, 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

    Later

    Android and iOS ports with native touch controls and a mobile-friendly UI.

  • …and more

    Later

    The roadmap's not final. Tell us what Koi Koi should have next — the suggestion box is right there.