Broken Roads Post-Launch Roadmap

To the Broken Roads community,

This launch has been a rough one. We’re glad so many people have enjoyed playing the game. We’ve loved watching the streams, engaging with you all and hearing about your positive experience with Broken Roads.

But we know that, overall, we’ve fallen short of player expectations in some key areas and in many ways we’ve not delivered the quality game we had hoped to ship, so we’re changing that. Our work on Broken Roads is far from over.

We have taken the criticism on board. There’s a lot we can improve and a lot we can outright redo because it just isn’t good enough. On top of fixing bugs and issues with quest logic, we’ve also been gathering feedback on the main areas we need to refine. You want more freedom from the early game. You connected with the companions you met, but wish they had more depth and more to say along the way, and you want to level them up yourselves as you go. We greatly underestimated how much combat players expected during the origin stories. You want more features such as being able to click on the map to move the party. Moral or ethical moments that could have been far more interesting lack depth. Translations need to be improved. Combat needs a lot of work.

We’re on it. We have a short term roadmap that begins with what we’re delivering by the end of next week, a May patch goal that aims to flesh out some areas of the game where players have felt they wanted to see more, and we’re busy working on a longer-term list of improvements that all address your most commonly reported issues and areas where Broken Roads is falling short.

Thank you for your continued support and interest in Broken Roads, and for caring enough to comment and report issues. We welcome all feedback and suggestions, be it on forums or our official Discord, and are getting back to work improving the game from Monday. 

She’ll be right.

Craig Ritchie,
Game Director

planned 19th April 2024 PC patch

  • Add more combat in the early game.

  • Allow manually leveling up your companions (option will allow to auto level all, auto level some, or manually level up all) 

  • Improvements to the random encounters, including more non-combat REs

  • Introduce a mechanic to the overworld that lets you flee based on cumulative party agility vs cumulative enemy agility, on or off as an option in the setting screen, and start a battle with 50% initiative if you fail 

  • Add stat restrictions to different weapon types (for example, SR98 +1 requires shooting Mastery 25+, SR98 +2 requires SM 50+, etc)

  • Additional localization fixes and improvements 

  • Additional VO throughout the game

  • Fixes to quest logic issues in Lake Deborah, Merredin and Korrelocking

  • More animations and gestures throughout the game

planned mid-may 2024 pc patch

  • Allow users to set up different keybindings

  • More fleshing out of Kalgoorlie and the last chapter.

  • More reactivity to events in Merredin.

  • Additional Aussie slang entries in the ‘Cyclopedia

  • Many additional dialogue options and combat resolutions in quests.

  • More skill checks throughout the game

  • Additional low-level moral options throughout

  • Add considerably more companion interactions as well as some companion quests.

  • Overworld flee is as described above, but is also Puntable

  • MORE variety of beers

  • Adding more VO to consecutive dialogue nodes in conversations that currently have partial VO

  • Make gear more impactful (additional options of wearables and making them have more significance in combat)

  • And, maybe our most egregious oversight of all, allow you to pet more of the animals

Craig Ritchie