Pop Star Life 2
3/14 phases shippedNow Steam store page & announcement · Sep–Oct 2026
Next Closed playtests · Oct–Nov 2026
Full roadmap
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.
Now Steam store page & announcement · Sep–Oct 2026
Next Closed playtests · Oct–Nov 2026
Full roadmapNow Balance & daily-loop polish · Q3–Q4 2026
Next Industry depth · H1 2027
Full roadmapNow Stability & balance · Q3–Q4 2026
Next More leagues & regions · H1 2027
Full roadmapNow Stabilisation & story tuning · Q4 2026
Next Alpha & Early Access scope lock · Q1 2027
Full roadmapNow Stabilisation & quest wiring · Q4 2026 – Q1 2027
Next Production & localisation · Q1–Q2 2027
Full roadmap
Flagship · In production
Early Access in December 2026, six major updates through 2027, and 1.0 in Q2 2028.
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.
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.
The open-city life sim is feature-complete for alpha, with every system covered by automated tests and visual capture review.
Going public now, so the Coming Soon page has at least eight weeks to collect wishlists before launch.
Making the world solid enough to ship, and freezing the Early Access feature list by mid-October.
The launch version of the career loop: write, record, release, chart, get famous. Deeper layers arrive in the first updates.
Two focused Steam Playtest waves, each built around one question.
Content freeze and bug-fix only. The build goes to Steam review with time to spare.
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 first six weeks belong to players: fast fixes, balance and listening.
Six themed major updates, roughly every eight weeks, with smaller patches in between.
No new systems: the final story chapter, a full-career balance pass and stability.
The complete career, about 16 months after Early Access launch.
Support the live game and grow it where players ask for it most.
Roadmap updated 2026-09-14 · windows are targets and may shift with playtest feedback.
Active development
The text-based career sandbox keeps growing: balance, Steam integration, more cities and deeper industry systems.
The full text-based climb from unknown busker to industry icon is in place.
Tuning how money, fame and energy flow across every career stage, and smoothing the screens you use every in-game day.
Getting the game ready for Steam.
More places to play and more to buy along the way.
Make the music industry feel alive around you.
More craft behind every release.
Open the game to more players and keep improving it with them.
Roadmap updated 2026-09-14 · windows are targets and may shift with playtest feedback.
Active development
Stability for long careers, clearer screens, Steam integration, then more leagues and matchday depth.
The season loop is in place: scout, sign, develop and play, all tied to one calendar and budget.
Making long careers reliable and fair.
Dense screens that read at a glance.
Getting the game ready for Steam.
A bigger football world to scout.
Seasons that remember your decisions, and matches worth watching.
Open the game to more players and keep improving it with them.
Roadmap updated 2026-09-14 · windows are targets and may shift with playtest feedback.
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.
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.
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.
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.
Finish the designed pieces the launch needs and freeze the Early Access feature list. Anything not ready moves to a named update.
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.
Two invite-only Steam Playtest waves, each built around one question.
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.
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.
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 first six weeks belong to players: fast fixes, balance and listening.
Four themed major updates, roughly every eight to ten weeks, with smaller patches in between.
No new systems: Act 3 and the endings finalised, a full-game balance pass and stability.
The complete double life, about 16–18 months after Early Access launch.
Support the live game and grow it where players ask for it most.
Roadmap updated 2026-09-27 · windows are targets and may shift with playtest feedback.
In development
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.
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.
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.
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.
Balance the economy from the €21k starter home to the €2.1M villa, and bring all ten languages up to date.
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.
Freeze the Early Access feature list. Anything not ready moves to a named update.
Two invite-only Steam Playtest waves, each built around one question.
A free demo in the October edition of Steam Next Fest: arrive home, restore the family rental and put it on HelloBnb.
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.
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 first six weeks belong to players: fast fixes, balance and listening.
Four themed major updates, roughly every eight to ten weeks, with smaller patches in between.
No new systems: the full career from the family rental to the island empire, a whole-game balance pass and stability.
The complete island career, about 16–18 months after Early Access launch, arriving in the northern summer.
Support the live game and grow it where players ask for it most.
Roadmap updated 2026-09-27 · windows are targets and may shift with playtest feedback.