Studio roadmap

Built in the open.

Every game we make has a public production plan: what's shipped, what's in production now, and what comes next. Windows are targets, and we say so when they move.

Next launch Pop Star Life 2 · Early Access Dec 2026

All games at a glance

Shipped In production Planned

Pop Star Life 2

3/14 phases shipped

Now Steam store page & announcement · Sep–Oct 2026

Next Closed playtests · Oct–Nov 2026

Full roadmap

Pop Star Life

1/7 phases shipped

Now Balance & daily-loop polish · Q3–Q4 2026

Next Industry depth · H1 2027

Full roadmap

My Scout Life

1/7 phases shipped

Now Stability & balance · Q3–Q4 2026

Next More leagues & regions · H1 2027

Full roadmap

Midnight Bloom Simulator

2/14 phases shipped

Now Stabilisation & story tuning · Q4 2026

Next Alpha & Early Access scope lock · Q1 2027

Full roadmap

HelloBnb Simulator

2/15 phases shipped

Now Stabilisation & quest wiring · Q4 2026 – Q1 2027

Next Production & localisation · Q1–Q2 2027

Full roadmap
Flagship · In production

Pop Star Life 2

Early Access in December 2026, six major updates through 2027, and 1.0 in Q2 2028.

Current build
0.9.0 (internal alpha)
Target Early Access
December 2026
Target 1.0
Q2 2028
Story at launch
Chapters 1–3 of 7
Major EA updates
6, every ~8 weeks
Playable venue interiors
45
Side jobs
12
Transit stops
109
In-engine test & capture tools
270+
UI languages
English, Turkish
  1. Q1 2026 Shipped

    Concept & pre-production

    Took the text-based Pop Star Life into a 3D open city. Audited the first game to decide what carries over, and locked the engine, art and animation pipelines.

    • Sequel pitch: a small-town musician's life in a living 3D city
    • Audit of the first game's career systems
    • Godot 4 tech stack and modular character pipeline for five body types
    • Asset index for 1,600+ city and interior pieces and a searchable sound library
  2. Q2 2026 Shipped

    Vertical slice

    The first hour, playable end to end: leave your mother's village house, ride the dolmuş into the city, create your character and play your first street set.

    • Opening sequence: village, dolmuş ride, city arrival
    • Character creator
    • Rhythm-based street busking with crowd reactions
    • First venue interiors, shopping and eating
  3. Q2–Q3 2026 Shipped

    Production & internal alpha (0.9.0)

    The open-city life sim is feature-complete for alpha, with every system covered by automated tests and visual capture review.

    • 45 venue interiors, home renting/buying and a decoration mode
    • Day/night clock with sleep, economy with banking and loans
    • 12 playable side jobs and a 13-skill passive skill book
    • Live shows: busking, open mic, concerts, piano and drums
    • NPC social system, traffic, taxis, buses, dolmuş lines and driving
    • Combat, stealth and wanted system; casino with 6 games; leisure mini games
  4. Sep–Oct 2026 In production

    Steam store page & announcement

    Going public now, so the Coming Soon page has at least eight weeks to collect wishlists before launch.

    • Steam app setup, store page and capsule art (English and Turkish)
    • Coming Soon page live in October
    • In-engine announcement trailer
    • Press kit on rakuninteractive.com, Discord and Steam community hub
  5. Sep–Oct 2026 In production

    Alpha hardening & scope lock

    Making the world solid enough to ship, and freezing the Early Access feature list by mid-October.

    • City rebuilt to a 1,504 m map
    • Crowd and traffic performance (evening rush hour from 5 to 45 FPS in testing)
    • UI audit fixes across HUD, menus, transit, driving and decoration
    • Versioned save migrations and safe-save rules
    • Early Access scope locked: anything not green moves to a named update
  6. Sep–Nov 2026 In production

    Music career foundations

    The launch version of the career loop: write, record, release, chart, get famous. Deeper layers arrive in the first updates.

    • Four-stage songwriting played in the world: lyrics, instrument, vocals, production
    • Starter studios and single releases
    • Streaming with daily streams, hype and weekly royalties
    • Local charts against rival artists
    • Fame tiers and fans as real headcount
    • Phone with career apps; story chapters 1–3
  7. Oct–Nov 2026 Planned

    Closed playtests

    Two focused Steam Playtest waves, each built around one question.

    • Wave 1 (late Oct): the opening and first hours (onboarding, controls, clarity)
    • Wave 2 (mid Nov): first song to first chart entry (pacing, economy, long saves, mid-range PC performance)
    • Feedback surveys and a public known-issues list
  8. Late Nov 2026 Planned

    Release candidate & launch prep

    Content freeze and bug-fix only. The build goes to Steam review with time to spare.

    • Content freeze and release candidate build
    • Steam build and store review
    • Launch trailer, press and content-creator keys
    • Day-one patch branch prepared
  9. December 2026 Planned

    Early Access launch

    Launch in early December, ahead of the Steam Winter Sale. If the career loop isn't solid, the date moves; we won't ship it half-built.

    • The full 0.9 open city plus the write → record → release → chart → fame loop
    • Story chapters 1–3
    • English and Turkish UI
    • Steam achievements and cloud saves
    • Public roadmap and patch cadence announced on day one
  10. Dec 2026 – Jan 2027 Planned

    Launch support

    The first six weeks belong to players: fast fixes, balance and listening.

    • Day-one patch and weekly hotfixes through the holidays
    • Economy and pacing balance from real save data players choose to share
    • Community poll on update priorities
  11. Feb – Dec 2027 Planned

    Early Access major updates

    Six themed major updates, roughly every eight weeks, with smaller patches in between.

    • Studio & Albums
    • Lights, Camera, Viral
    • On the Road
    • Labels & Rivals
    • Band & Relationships
    • Own the Scene
  12. Q1 2028 Planned

    Beta / content complete

    No new systems: the final story chapter, a full-career balance pass and stability.

    • Story chapter 7 "Legacy" and the stadium finale
    • Balance pass from street corner to stadium
    • Opt-in beta branch for the 1.0 candidate
    • Performance and accessibility pass
  13. Q2 2028 Planned

    1.0 release

    The complete career, about 16 months after Early Access launch.

    • Complete 7-chapter story line
    • All Early Access updates polished and integrated
    • 1.0 trailer and launch event
  14. Q3 2028 onward Planned

    Post-launch

    Support the live game and grow it where players ask for it most.

    • Quality-of-life and balance patches
    • Additional languages based on demand
    • Evaluating Steam Workshop and Steam Deck support
    • Free seasonal city events

Roadmap updated 2026-09-14 · windows are targets and may shift with playtest feedback.

Active development

Pop Star Life

The text-based career sandbox keeps growing: balance, Steam integration, more cities and deeper industry systems.

Format
Text-based career sandbox
Platform
PC (Windows)
Feature areas
12
Featured world cities
7+
Status
Active development
Next milestone
Steam integration (Q4 2026)
  1. By Q3 2026 Shipped

    Core career sandbox

    The full text-based climb from unknown busker to industry icon is in place.

    • Career progression from street busking to arenas and festivals
    • Vitals and daily life: energy, hunger, thirst, inspiration, morale, stress, courage
    • Skills: vocals, instruments, stage charisma, songwriting, production, networking, marketing, resilience
    • Songwriting, studio recording, releases, charts and streaming revenue
    • Tours, world travel, crew, finance, media and achievements
  2. Q3–Q4 2026 In production

    Balance & daily-loop polish

    Tuning how money, fame and energy flow across every career stage, and smoothing the screens you use every in-game day.

    • Balance and economy tuning across career stages
    • UI and UX polish on the core daily loop
  3. Q4 2026 In production

    Steam integration

    Getting the game ready for Steam.

    • Steam achievements
    • Cloud saves
    • Store page and assets
  4. Q4 2026 – Q1 2027 In production

    World & market content

    More places to play and more to buy along the way.

    • More venues, cities and travel routes
    • Expanded vinyl and music market content
  5. H1 2027 Planned

    Industry depth

    Make the music industry feel alive around you.

    • Deeper record label and industry relationship systems
    • Rival artist simulation and chart competition
  6. 2027 Planned

    Songwriting & genres expansion

    More craft behind every release.

    • Expanded songwriting mechanics
    • Deeper genre mechanics
  7. 2027 onward Planned

    Localization, accessibility & community updates

    Open the game to more players and keep improving it with them.

    • Localization improvements
    • Accessibility improvements
    • Community-driven quality-of-life updates

Roadmap updated 2026-09-14 · windows are targets and may shift with playtest feedback.

Active development

My Scout Life

Stability for long careers, clearer screens, Steam integration, then more leagues and matchday depth.

Genre
Football scouting & management
Platform
PC (Windows)
Feature areas
11
Status
Active development
Next milestone
Steam integration (Q4 2026)
  1. By Q3 2026 Shipped

    Core scouting & club management

    The season loop is in place: scout, sign, develop and play, all tied to one calendar and budget.

    • Club hub and calendar with fixtures, transfer windows and match attendance
    • Leagues by country and tier with full tables
    • Scouting network with regions, scout assignments and report chains
    • Watchlist, transfer pool, offers and negotiations
    • Academy tiers, training focus, staff, finance and sponsors
    • Match simulation with event timelines, director profile, inbox and achievements
  2. Q3–Q4 2026 In production

    Stability & balance

    Making long careers reliable and fair.

    • Balance passes and economy tuning
    • Bug fixes from player reports
    • Performance and save stability on longer careers
  3. Q3–Q4 2026 In production

    UI clarity & polish

    Dense screens that read at a glance.

    • UI and UX polish across scouting, matches and academy flows
    • Additional copy and tooltips for dense screens
  4. Q4 2026 In production

    Steam integration

    Getting the game ready for Steam.

    • Steam achievements
    • Cloud saves where applicable
    • Store page assets
  5. H1 2027 Planned

    More leagues & regions

    A bigger football world to scout.

    • More leagues and regions
    • Procedural variety where it fits the design
  6. 2027 Planned

    Narrative & matchday depth

    Seasons that remember your decisions, and matches worth watching.

    • Deeper narrative and inbox variety tied to your decisions
    • Expanded match presentation and statistical detail
  7. 2027 onward Planned

    Localization, accessibility & community updates

    Open the game to more players and keep improving it with them.

    • Localization improvements
    • Accessibility improvements
    • Community-driven quality-of-life updates

Roadmap updated 2026-09-14 · windows are targets and may shift with playtest feedback.

In development

Midnight Bloom Simulator

A small, steady track while Pop Star Life 2 launches: story tuning and tests now, the Steam page and Next Fest demo in 2027, Early Access in Q3 2027 and 1.0 in Q1 2029.

Current build
0.1.0 (vertical slice)
Engine
Godot 4.7.2
Target Early Access
Q3 2027
Target 1.0
Q1 2029
Story at launch
Day 1 to Week 12, Act 3 first pass
Major EA updates
4, every ~8–10 weeks
Walk-in interiors
13
Property tiers
9 homes, 8 operation spaces
Quests
33 across 3 acts
UI languages
English, Turkish
  1. Q3 2026 Shipped

    Concept & pre-production

    A florist sim with a second life after dark. We wrote the design bible, locked the tech stack and set up the character and animation pipeline before building anything big.

    • Design bible: two businesses, one clock, one town
    • Godot 4.7.2 stack with Forward Plus rendering and Jolt physics
    • Shared-skeleton character pipeline for the low-poly cast
    • Data-driven content: flowers, furniture, staff, vehicles and properties as data files
  2. Q3 2026 Shipped

    Vertical slice (0.1.0)

    The core of the game is playable: take over the uncle's florist, run every shop job by hand and step into the night operation, all in one living coastal town.

    • Coastal town with 10 districts, 13 walk-in interiors, traffic, pedestrians, boats and day/night lighting
    • Full florist loop: hands-on restocking, pricing, the breaker, the till, customers, chores and a daily report
    • Bouquet bench with 15 flowers, 3 sizes, 6 occasions and 5 palettes
    • Night layer: Growth Station, night orders and the weekly debt
    • Home and operation property ladders, 13 staff roles, 4 vehicles, suspicion and wanted states
    • Story chapters from Day 1 to Week 12 plus Act 3 milestones and endings
  3. Q4 2026 In production

    Stabilisation & story tuning

    A small, steady track while the studio launches Pop Star Life 2: tune the story after Week 1, get every automated test green and make the town's names consistent.

    • Story from Week 1 to Week 12 tuned from proposal to final
    • All automated test items green (NPC reactions, trunk-to-shop placement in the redesigned florist)
    • One set of place names across map labels and in-game UI
    • Pacing pass on the first in-game week
  4. Q1 2027 Planned

    Alpha & Early Access scope lock

    Finish the designed pieces the launch needs and freeze the Early Access feature list. Anything not ready moves to a named update.

    • Difficulty presets: Cozy, Standard and Risky
    • The rear shed / garage placed in town, completing the 8-step operation ladder
    • Night-only hours for the night contact
    • Versioned saves with migrations
    • English and Turkish UI pass
    • Early Access scope locked
  5. Q1 2027 Planned

    Steam page & wishlists

    We go public after Pop Star Life 2's launch support ends, so the Coming Soon page has months to collect wishlists before Next Fest.

    • Steam app, store page and capsule art (English and Turkish)
    • Coming Soon page and an in-engine announcement trailer
    • Press kit on rakuninteractive.com, Discord and Steam community hub
    • Cross-promotion from the Pop Star Life 2 community
  6. Q2 2027 Planned

    Closed playtests

    Two invite-only Steam Playtest waves, each built around one question.

    • Wave 1: the opening days (onboarding, controls, hands-on shop jobs)
    • Wave 2: the first month (debt pacing, two-money balance, suspicion, long saves, mid-range PC performance)
    • Feedback surveys and a public known-issues list
  7. Q2 2027 Planned

    Steam Next Fest demo

    A free demo in the June edition of Steam Next Fest: the uncle's hand-over, the first days in the shop and the night everything changes.

    • Demo covering the opening days, ending at the start of the night work
    • Livestream of the florist loop and bouquet bench
    • Demo feedback folded into the launch build
  8. Q3 2027 Planned

    Release candidate & launch prep

    Content freeze and bug-fix only. The build goes to Steam review with time to spare, and the launch window stays clear of Pop Star Life 2's own updates.

    • Content freeze and release candidate build
    • Steam build and store review
    • Launch trailer, press and content-creator keys
    • Day-one patch branch prepared
  9. Q3 2027 Planned

    Early Access launch

    Launch a few months after Next Fest, while the demo is still fresh. If the story and the two-money economy aren't solid, the date moves; we won't ship it half-tuned.

    • The full town, the florist, the bouquet bench and the uncle's garden
    • The night operation, both property ladders, 13 staff roles and 4 vehicles
    • Story from Day 1 to Week 12, plus Act 3 and its three endings as a first pass
    • Difficulty presets, English and Turkish UI
    • Steam achievements and cloud saves
    • Public roadmap and patch cadence announced on day one
  10. Q3–Q4 2027 Planned

    Launch support

    The first six weeks belong to players: fast fixes, balance and listening.

    • Day-one patch and weekly hotfixes
    • Debt, wage and suspicion balance from save data players choose to share
    • Community poll on update priorities
  11. Q4 2027 – Q3 2028 Planned

    Early Access major updates

    Four themed major updates, roughly every eight to ten weeks, with smaller patches in between.

    • Home Sweet Home
    • Under Watch
    • Wheels & Deals
    • Balancing the Books
  12. Q4 2028 Planned

    Beta / content complete

    No new systems: Act 3 and the endings finalised, a full-game balance pass and stability.

    • Act 3 and the cozy tycoon, kingpin and clean exit endings finalised
    • Balance pass from the caravan to the estate
    • Opt-in beta branch for the 1.0 candidate
    • Performance and accessibility pass
  13. Q1 2029 Planned

    1.0 release

    The complete double life, about 16–18 months after Early Access launch.

    • Complete three-act story with all three endings
    • All Early Access updates polished and integrated
    • 1.0 trailer and launch event
  14. Q2 2029 onward Planned

    Post-launch

    Support the live game and grow it where players ask for it most.

    • Quality-of-life and balance patches
    • Additional languages based on demand
    • Evaluating Steam Workshop and Steam Deck support
    • Free seasonal flower events

Roadmap updated 2026-09-27 · windows are targets and may shift with playtest feedback.

In development

HelloBnb Simulator

A quiet stabilisation track while Pop Star Life 2 launches: long saves and quest wiring now, the Steam page in Q2 2027, a Next Fest demo in October 2027, Early Access in Q1 2028 and 1.0 in Q3 2029.

Current build
v0.1 (early build)
Engine
Godot 4.7.2
Target Early Access
Q1 2028
Target 1.0
Q3 2029
Quests today
18 (8 tutorial + 10 career)
Major EA updates
4, every ~8–10 weeks
Homes for sale
84
Buyable businesses
8
Furniture & décor pieces
436
UI languages
10
  1. Q3 2026 Shipped

    Concept & pre-production

    A first-person hosting sim on a hand-built Cycladic island. We locked the idea that every hosting job is done by hand, built the island to real scale and set up a character pipeline the whole cast can be rebuilt from.

    • Design pillars: host for real, a living island, a believable rental economy, one rental to an island empire, slow island life
    • Godot 4.7.2 stack (Forward+) with data-driven economy, quests, catalogues and businesses
    • 1,024 m island laid out in 7 districts with 86 homes and a real Cycladic sky
    • Script-built cast (Blender + MPFB) and one shared 156-clip animation library
  2. Q3 2026 Shipped

    Early build (v0.1)

    Much wider than a usual slice: the family rental can be restored, furnished, photographed, listed and booked, and the career chain runs all the way from the first guests to buying a second house.

    • Intro film, character creator with a 109-item wardrobe and the parents' introduction
    • Full 8-quest tutorial and 10-quest career chain
    • The HelloBnb listing, booking, arrival and review loop, with rental tax
    • Renovation, 436 furniture and décor pieces, shops with pickup and delivery, 84 homes for sale
    • Beach loungers, kiosk, kayak and SUP hire, yacht tours, fishing and the boat
    • Aegean Bank loans and mortgages, pool building, 5 restaurants, 2 pubs and a travel agency
  3. Q4 2026 – Q1 2027 In production

    Stabilisation & quest wiring

    A small, quiet track while the studio launches Pop Star Life 2. Prove that the systems already built hold up over long saves, and connect the finished features that no quest points to yet.

    • Long soak saves across a full in-game year of seasons
    • Versioned saves with migrations
    • Quests that introduce pool building, furniture breakdowns and rating your guests
    • Newest dialogue, quest and character-creator texts translated out of Turkish into English
    • Performance pass with ~100 islanders and full beach crowds on screen
  4. Q1–Q2 2027 Planned

    Production & localisation

    Balance the economy from the €21k starter home to the €2.1M villa, and bring all ten languages up to date.

    • Economy pass: seasonal demand, nightly pricing, loans and business income
    • All ten languages up to date, including the newest quest and dialogue texts
    • Floor plans and in-game labels localised (they are Turkish-only today)
    • Onboarding and UI clarity pass on the PC and phone apps
  5. Q2 2027 Planned

    Steam page & wishlists

    We go public in spring, so the Coming Soon page catches the Steam Summer Sale and has about five months to collect wishlists before Next Fest.

    • Steam app, store page and capsule art
    • Coming Soon page and an in-engine announcement trailer
    • Press kit on rakuninteractive.com, Discord and Steam community hub
    • Cross-promotion from the Pop Star Life 2 and Midnight Bloom communities
  6. Q3 2027 Planned

    Alpha & Early Access scope lock

    Freeze the Early Access feature list. Anything not ready moves to a named update.

    • Everything in the early build stable across long saves
    • Quest-tied pools, furniture breakdowns and guest ratings
    • Steam achievements and cloud saves wired in
    • Early Access scope locked
  7. Q3 2027 Planned

    Closed playtests

    Two invite-only Steam Playtest waves, each built around one question.

    • Wave 1: the family rental (onboarding, first-person controls, hands-on renovation and furnishing)
    • Wave 2: the first summer (booking pace, pricing, tax, the beach businesses, long saves, mid-range PC performance)
    • Feedback surveys and a public known-issues list
  8. Q4 2027 Planned

    Steam Next Fest demo

    A free demo in the October edition of Steam Next Fest: arrive home, restore the family rental and put it on HelloBnb.

    • Demo covering the 8-quest tutorial, ending when the first booking request arrives
    • Livestream of renovation, furnishing and listing photos
    • Demo feedback folded into the launch build
  9. Q1 2028 Planned

    Release candidate & launch prep

    Content freeze and bug-fix only. The build goes to Steam review with time to spare, and the launch stays clear of the studio's other launches.

    • Content freeze and release candidate build
    • Steam build and store review
    • Launch trailer, press and content-creator keys
    • Day-one patch branch prepared
  10. Q1 2028 Planned

    Early Access launch

    Launch in late winter, just as players start planning their summer and the in-game calendar opens on 1 April. If the rental economy isn't solid, the date moves; we won't ship it half-tuned.

    • The whole island: 7 districts, 84 homes for sale, 6 beaches and 8 businesses
    • The HelloBnb hosting loop, renovation, furnishing, shops and deliveries
    • Beach loungers, kiosk, water sports, yacht tours and fishing
    • Tutorial and career quests, now including pools, breakdowns and guest ratings
    • Ten languages, Steam achievements and cloud saves
    • Public roadmap and patch cadence announced on day one
  11. Q1–Q2 2028 Planned

    Launch support

    The first six weeks belong to players: fast fixes, balance and listening.

    • Day-one patch and weekly hotfixes
    • Pricing, demand and loan balance from save data players choose to share
    • Community poll on update priorities
  12. Q2 2028 – Q1 2029 Planned

    Early Access major updates

    Four themed major updates, roughly every eight to ten weeks, with smaller patches in between.

    • Hired Help
    • Open House
    • Island Tycoon
    • Off Season
  13. Q2 2029 Planned

    Beta / content complete

    No new systems: the full career from the family rental to the island empire, a whole-game balance pass and stability.

    • Career chain completed through the businesses and villas
    • Balance pass from the €21k starter to the €2.1M villa
    • Opt-in beta branch for the 1.0 candidate
    • Performance and accessibility pass
  14. Q3 2029 Planned

    1.0 release

    The complete island career, about 16–18 months after Early Access launch, arriving in the northern summer.

    • Complete career from the family rental to the island empire
    • All Early Access updates polished and integrated
    • 1.0 trailer and launch event
  15. Q4 2029 onward Planned

    Post-launch

    Support the live game and grow it where players ask for it most.

    • Quality-of-life and balance patches
    • Evaluating Steam Workshop for furniture and décor
    • Evaluating Steam Deck support
    • Free seasonal island events

Roadmap updated 2026-09-27 · windows are targets and may shift with playtest feedback.