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SeaColonyEventsSeaColony — 2026 Roadmap 🌊
Community

SeaColony — 2026 Roadmap 🌊

SeaColony · published 8 Sep 2026, 15:46 UTC

All eventsPlayers around this dateRead on Steam

SeaColony — 2026 Early Access Roadmap 🌊

Here’s what I’m working on for SeaColony in 2026.

Current State — Early Access v0.5

SeaColony is now in Early Access v0.5.

You can build and expand your floating colony, grow food, fish, manage resources, produce water and energy, research new technologies and take care of your colonists.

With that foundation in place, I’m happy to share a clearer look at what I’m working on for the rest of 2026. As a solo developer, I’m keeping this roadmap focused on the features that are currently planned and in development.

The updates below represent the major milestones currently planned for SeaColony. Each milestone will introduce new buildings or gameplay systems, while existing systems continue to be improved. These headline features are not the full extent of each update; many additional buildings and other content will also be added as development continues. Smaller bug fixes, balance changes and quality-of-life improvements will also be released separately and regularly throughout Early Access.

0.6 — Tailoring & Headwear

This update will introduce a new Tailor’s Workshop, where you can process textile materials and craft hats for your colonists.

Hats will include seasonal and role-based options, giving colonists more visual identity while keeping the system focused on headwear.

Target: September 2026

0.7 — Animal Husbandry

This update will introduce chickens, sheep and goats to SeaColony.

Animals will provide new resources, including eggs, milk, meat and wool. Wool from sheep can also be used as a textile material for hat production.

Target: October–November 2026

Sandbox Mode

Sandbox Mode is planned as an interim update rather than something reserved for the full release.

It will provide a more open-ended way to build and experiment with your floating colony.

Planned for 2026 — exact timing to be announced.

New Marine Hazards

A future 2026 update will also introduce new marine hazards and events at sea, including shark sightings and encounters.

These events can disrupt fishing, put colonists at risk and affect daily colony routines. You will need to recognize the danger, protect your colony and decide how to respond.

More details will be shared as the system develops.

A Note About the Roadmap

The dates shown here are target windows and may change as development continues. This roadmap reflects the current direction of SeaColony, and further details will be shared as each feature gets closer to release.

Thank You! ❤️

Thank you to everyone who has added SeaColony to their wishlist, supported the Early Access launch, shared feedback or followed the game’s development.

Your support and feedback have been a huge part of SeaColony’s development, and I’m excited to continue improving and expanding the game throughout Early Access.

See you out on the open sea! 🌊

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SeaColonyGame update12 Sep 2026SeaColony Update v0.5.24 – Large Refrigerator & Trash BinAdded the Large Refrigerator, providing 9 storage slots. Added a Trash Bin system for manually discarding unwanted items.SeaColonyGame update8 Sep 2026SeaColony Update v0.5.23 – Nutrition, Winter & Quality-of-Life ImprovementsColonists can now become sick during winter. Added new medical treatment and recovery options. Improved hunger, thirst, sleep, and food consumption. Food now has different nutritional values, and cooking skill slightly affects meals. Improved construction behavior and performance. Added clearer feedback for unreachable construction targets and indicators showing the working side of supported pr…SeaColonyGame update5 Sep 2026SeaColony Update v0.5.22 – Power, Storage & Quality-of-Life ImprovementsThe game now continues running in the background after Alt+Tab. Added lid animations for Chests, Big Chests, and Refrigerators and improved the storage flow. Fixed the Electric Stove consuming wood and adjusted electricity usage: the stove now uses 2 electricity while cooking, while the Electric Water Purifier uses 1 electricity while processing. Improved Archery Target positioning to prevent s…