Early Access Roadmap
~12 months of planned development after July 22, 2026 launch.
Dirty Business Development Roadmap
Plan Dirty Games entered Steam Early Access on July 22, 2026 with a public expectation of roughly one year of continued development before a 1.0-quality launch. This roadmap page organizes what is in the game at EA start, what developers have signaled, and how fans should interpret roadmap items during a live EA — without treating guesses as promises.
Roadmaps move. When Plan Dirty revises plans, we update this page and link from the updates hub.
Philosophy of EA for this project
Dirty Business is not a content-complete title hiding behind an EA label. The demo proved core loops; EA funds expansion of:
- Production depth and machine interactions
- Contract variety and economic balancing
- Base building space and upgrade paths
- Risk systems tying police or rival pressure to logistics decisions
- Quality-of-life based on player telemetry and Discord feedback
If you prefer finished sandboxes, read review before buying mid-roadmap.
Launch baseline (July 2026)
At EA ship, players reasonably expect:
- Persistent saves separate from the demo
- Expanded crafting or processing versus demo caps
- Multiple contract tiers with scaling risk/reward
- Upgrade tree beyond demo placeholders
- Ongoing patch cadence on Steam
Exact feature lists belong in patch notes; compare against demo on demo vs EA.
Indicative EA phases
The following phases are editorial structure, not leaked internal docs. They help you set expectations for the ~year after release.
Phase 1 — Launch stabilization (Q3 2026)
Focus: Crash fixes, performance, input bugs, economy exploits, tutorial clarity.
Player action: Report reproducible bugs officially; use Early Access start for efficient progression while balance settles.
Wiki action: Hotfix summaries on updates; calculator tweaks on tools if prices shift.
Phase 2 — Mid-game expansion (Q4 2026 – Q1 2027)
Focus: New districts or hubs, advanced recipes, equipment tiers, possibly social features if prioritized.
Player action: Re-test old loops with profit calculator; do not assume week-one routes stay optimal.
Wiki action: New walkthrough branches under walkthrough hub.
Phase 3 — Feature complete push (2027)
Focus: Narrative closure if applicable, endgame contracts, polish passes, localization improvements, 1.0 candidate.
Player action: Revisit roadmap monthly; backup saves before large migrations.
Features commonly requested vs confirmed
Community wishlists often include:
- Deeper automation or employee NPCs
- Co-op base building
- Map modifiers or difficulty modes
- Steam Deck verified performance
- Mod support or Steam Workshop
Only items confirmed by Plan Dirty belong in the “committed” column. Everything else is interest signals — upvote in official channels, not wiki rumor sections.
We mirror confirmed items here with source links when available.
Comparison to Schedule I evolution
Schedule I fans sometimes expect Dirty Business to mirror identical feature order — districts, dealers, research, etc. Dirty Business may parallel themes (risk vs greed) while diverging on mechanics (station layout, order batching). Roadmap expectations should come from Plan Dirty’s posts, not genre analogy alone.
Use walkthrough for how systems work today; use this page for directional plans.
How wishlists influenced scope
13k+ wishlists pre-launch suggest market appetite for a polished Schedule I-adjacent experience. That interest can justify broader scope if revenue and team capacity align — but wishlists do not auto-add features. Treat them as context for why EA launched with momentum, not as a public feature ballot.
Tracking roadmap changes responsibly
When reading leaks or datamines:
- Wait for Steam patch notes or official Discord announcements
- Check release date page for timeline anchors
- Avoid prepatching guides until changes hit public builds
We delete or revise roadmap claims that age poorly rather than leaving stale promises indexed.
Your personal roadmap as a player
Align play style with likely EA beats:
| You want… | Suggested timing |
|---|---|
| Cheapest entry | Seasonal Steam sales post-launch |
| Influence balance | Play months 1–3, submit feedback |
| Complete story | Late EA / 1.0 |
| Demo-only taste | Stay on free demo; revisit demo vs EA quarterly |
Contributing corrections
This wiki is fan-run. If Plan Dirty publishes a roadmap graphic or blog post, ping community maintainers or open a PR if the repo is public. Accuracy beats speed for roadmap claims.
See also: Updates hub · Release date · Demo vs EA · Tools
Frequently Asked Questions
Quick answers to the most common questions.
Is there an official public roadmap document?
Plan Dirty communicates via Steam, website, and social channels. This wiki consolidates **confirmed** items; always verify primary sources linked from updates.
How long is Early Access planned to run?
About **one year** from the July 22, 2026 launch, though 1.0 date is not fixed. See release date for launch facts.
Will co-op or multiplayer be added?
Only if officially announced. Check latest patch notes before planning co-op progression — start solo with Early Access start today.
Does the roadmap include mod support?
Not confirmed unless Plan Dirty states it. Unofficial tools like our order planner help until any official mod API exists.
How often should I re-read the roadmap?
Monthly during active EA is enough for most players, plus after major Steam updates summarized on updates hub.