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Roadmap

Paradise Fleet is a light-hearted cruise company management game in active development. Build and refit ships between voyages, send them on planned routes, manage their operation, review the results and improve the next sailing.

Our early-v1 / Early Access goal is a company running roughly three to five smaller river-cruise ships at the same time. Larger ocean fleets remain a later ambition. This is the product direction, not a list of features already released.

Follow the devlog for development updates.

The first single-ship implementation now provides a repeatable operating cycle:

  • Prepare a small ship and choose a simple itinerary and sailing plan
  • Embark passengers, depart and operate for a number of compressed game days
  • Manage staff and services while construction stays locked throughout sailing and intermediate port calls
  • Arrive, disembark and review what worked and what needs changing
  • Refit only after the voyage ends and passengers disembark, or send the same ship out again without rebuilding

This foundation is implemented; it is not the complete company game.

The next proposed slice makes the existing crew schedules easier to manage: assign duties and rest on a visual timetable, use an editable automatic plan, and see gaps in food-service coverage. Plans should repeat without directing each person every few seconds.

The wider staffing design distinguishes required qualifications from skills that affect work quality. Ship service/activity calendars and passengers’ personal plans are separate planned layers; this first crew slice does not implement them all.

Next — Make the operating decisions matter

Section titled “Next — Make the operating decisions matter”
  • Passenger happiness and understandable reasons for good or poor service
  • Company finances and voyage results: revenue, staffing, supplies and running costs
  • Itineraries with distinct stops and attractions that appeal to different passengers
  • Cabin, food court/dining, casino and onboard activity offerings
  • Staff shifts, service hours and activity schedules
  • Utilities, food storage and consumption, with standing restock rules and exceptional shipments at future stops

Routine operations should run automatically once configured. The player manages plans and exceptions rather than manually buying food or directing each passenger at every stop.

Early v1 — Operate a small river-cruise fleet

Section titled “Early v1 — Operate a small river-cruise fleet”
  • Acquire, improve and schedule several smaller ships on shared company time
  • Keep some ships sailing while another boards passengers or undergoes a refit
  • Retain real ship locations: a one-way trip ends at its destination; return services and round trips are explicit
  • Compare service, happiness and financial outcomes, then reinvest in the business
  • Save and resume the fleet, voyages, staff, finances, stocks and orders

A guided demo can introduce this loop, but it is not the whole early-v1 product. Fixed facility counts, disasters, roguelike play and mega ocean liners are not requirements for this first company-management release.

Larger ocean ships, a wider international business, additional facilities and richer campaign content can build on a functioning company loop.

Earlier plans targeted a demo in early 2027. That remains a historical planning target; this scope update makes no new release-date commitment. Timing will follow playable progress and validation of the river-cruise company loop.