The Forgotten Clockwork · Development roadmap · October 2026

A playable foundation. A larger world taking shape.

A clear view of what exists, what is being rebuilt and what remains an ambition.

The Forgotten Clockwork is a solo-developed PC action RPG built in Godot. Many systems are already playable, while world construction, content integration, presentation and testing continue. An implemented feature can still need substantial balancing and polish. This roadmap describes the current state without assigning completion percentages.

How to read the roadmap

Implemented
Built and usable in development builds; quality, balance and compatibility may still change.
In progress
Active construction, integration or refinement, with remaining work identified.
Planned
Part of the intended direction, with design or delivery still to complete.
Exploratory
A concept or proposal that is not a release commitment.

Implemented · Refinement ongoing

Combat, character builds and rewards

Core combat, loot, equipment, affixes, Unique and Legendary items, talents, temporary upgrades, account unlocks, crafting and New Game+ are implemented. Together, these provide a playable foundation for building a character and finding equipment that changes how it fights. Balance, the economy, drop tuning and gear art remain ongoing work.

Six classes are playable at different levels of maturity. The Druid has eleven base abilities and three talent trees built, while shapeshifting remains a prototype. Full form kits, visuals, effects, audio and progression still need work. Ranger effects improvements have been integrated; wider class presentation and balance continue.

In progress · Current priority

Rebuilding the main campaign

The earlier campaign is playable across five Acts, twenty chapters and sixty missions, with twenty environment sets already created. Those achievements are the starting point for an expanded overworld campaign. They do not mean the new world is finished.

An Act I district pilot was integrated on October 11 following developer playtesting. It brings outdoor encounters, chapter progression and instanced boss lairs into the new structure. Keys, clues and four puzzles have been approved with placeholder visuals. The enlarged Act I island and the rollout through Acts II–V remain ahead.

The older mission maps are being retained for a separate roguelike side mode. Its final structure is still to be designed. Settlements, side quests, world bosses and caravans are planned after the world foundation, with their design and delivery still open.

Implemented encounters · Integration ongoing

Bosses, enemies and visual identity

The five Act boss fights, the prologue boss and two bespoke chapter bosses are built. Most other chapter bosses still use stand-ins. Model and animation integration, effects and encounter presentation remain substantial work, alongside tuning how these fights fit the expanded campaign.

The Unmade has an approved Tripo body, rig and animations, plus approved absence, rewind and unique slam effects. Charge and pulse reviews, ageing and awakening behaviour, and vertical-erasure work remain. This is an enemy in active visual development, with approved assets and effects already established.

Implemented foundations · More depth planned

Life between battles

Professions & crafting

Gathering, workbenches and profession progression are built. The full recipe catalogue and deeper profession mechanics remain to be completed, alongside economy and reward tuning.

Housing

Three floors of housing and decoration are implemented. This gives the project a working home-building foundation while the broader game continues to develop.

Hirelings

Damage, tank and healer roles are implemented, together with equipment and expeditions. These systems add uses for character builds and gear beyond the player’s own loadout.

Playable pilots · Scope still developing

Other ways to test a build

A ten-floor Tower pilot includes upgrades, checkpoints and rewards. Endless play and artifacts remain concepts; the current Tower should be understood as a bounded pilot.

A pet-controlled survival pilot featuring Cricket is playable, with progression, charms and adapted bosses. Full-run balance, presentation and additional pet kits are planned. These pilots establish working ideas while leaving room to decide how much depth each needs.

Implemented hooks · Production ongoing

Story, cinematics and New Game+

Story hooks, the ending handoff and the first remembered encounters in New Game+ are implemented. New Game+ connects progression and memory to a new branch of reality. Deeper branch variations and ending possibilities remain to be developed.

The cinematic system has an opening and clock-skip slice working. The rest of cinematic production remains ahead. The five-Act setting is established, but a lore record or a working story hook does not by itself represent finished narrative presentation.

Implemented support · Fresh verification needed

Preparing for a dependable playtest

Saves, account slots, checkpoints, controller remapping and display settings are implemented. Windows playtesting has taken place on an older build. The expanded world and newly integrated work still need fresh quality checks, performance testing and external player feedback.

The immediate direction is to bring the expanded world and existing systems together in a stable, representative build. Testing needs to establish how reliably progression, encounters, controls and presentation work together before broader readiness claims can be made.

Mixed maturity · No release promises

Seasons and longer-term ideas

An offline seasonal framework exists. Season production and Steam leaderboards remain unfinished. Online co-op is a proposal, and an elemental seventh class is a concept. Neither is a confirmed release feature. Their scope and priority will depend on the development of the core game.

Timing follows the build.

January 2027 has been the readiness target. It is not a confirmed release date. Steam Next Fest remains an aspiration; participation has not been confirmed. The expanding world, remaining production and fresh testing will determine what is ready and when.

For testing information, visit Playtest or join Discord. Explore the story and Game Codex for the world and systems behind the roadmap.