Doloc Town Early Access to 1.0 Roadmap
From May 2025 Early Access through four major updates to the August 2026 full release on Steam.
Doloc Town’s public development arc ran from Steam Early Access on May 7–8, 2025 to the 1.0 full release on August 5, 2026 (Steam app 2285550). RedSaw Games Studio, Logoi Games, and Pathea Games shipped four major Early Access updates — Pastoral Waves, Thrive & Ties, Harvest Fusion, and Steam Workshop integration — before the launch patch tied every system into the complete single-player experience. This page is the wiki timeline: what each milestone added, how it affects your farm today, and where to read deeper guides.
New players landing post-launch should still read this roadmap — it explains why gene system depth, Workshop mods, and Old City Ruins exist as separate pillars rather than day-one features.
Timeline at a glance
| Phase | Window | Headline additions |
|---|---|---|
| Early Access launch | May 2025 | Core vertical farming, drone combat foundation, Doloc Town build loop |
| Pastoral Waves | EA major #1 | Animal husbandry, ranching, livestock economy |
| Thrive & Ties | EA major #2 | Town relationships, festivals, social storylines |
| Harvest Fusion | EA major #3 | Gene system, fish farming, Long Night Festival |
| Workshop integration | EA major #4 | Steam Workshop mod pipeline on PC |
| Version 1.0 | Aug 2026 | Story finale, Old City Ruins, automation, languages, 80 achievements, farm expansion |
Early Access launch (May 2025)
The EA debut established Doloc Town’s identity: side-scrolling pixel exploration, a scavenger protagonist, vertical farm construction, extreme weather threatening crops, and customizable combat drones. Players learned manual planting, watering, and platform stacking on the Outskirts while unlocking basic regions travel.
EA launch intentionally omitted late systems — no full gene lab, no agricultural drones, no Old City — so feedback could shape economy pacing. If you watch legacy EA footage, expect simpler farms and fewer festival hooks than 1.0.
Start here for mechanics that did not change: Getting Started, controls, early-game, and weather protection.
Pastoral Waves — animals join the farm
Pastoral Waves expanded Doloc Town beyond crops into animal husbandry: barns, feed crops, manure for fertilizer, wool, milk, and eggs feeding cooking and bulletin orders. Ranching tied into town NPC requests and mid-game gold loops documented on ranching.
Community impact: players asked for livestock automation precursors — answered fully in 1.0 drone helpers. Pastoral Waves also pushed vertical platform planning (pen placement vs crop tiers), still relevant on farm expansion guides.
Thrive & Ties — town life and festivals
Thrive & Ties deepened friendship arcs, heart events, and town festivals that rotate seasonal requests. Social progression gates recipes, shop stock, and Tech Tree hints from NPCs like Gerald, Lank, and Mayor Claud.
Festival literacy matters at 1.0 — launch added Mushroom Fest alongside existing seasonal events from Harvest Fusion’s Long Night Festival tradition. Thrive & Ties taught players to stockpile specialty crops before festival weeks; see daily checklist for modern routines.
Harvest Fusion — genes, fish, Long Night
Harvest Fusion was the largest pre-1.0 gameplay expansion:
- Gene system — roughly twenty mutations, three module slots per seed, dedicated tech branch
- Fish farming — ponds, bait, tank breeding on fishing
- Long Night Festival — seasonal event demanding lighting, crops, and town participation
Harvest Fusion shifted meta toward min-max crop gene tiers and gene notes planning. Players entering at 1.0 still interact with this layer daily — automation does not replace gene choice.
Workshop integration — PC mod support
Before 1.0, Steam Workshop integration opened Doloc Town to community mods: decor, crops, QoL tweaks, balance experiments. The Workshop guide covers subscribe flow, load order, and vanilla achievement safety.
Workshop is not a narrative update — it parallelized player creativity while RedSaw finished Old City and automation. Patch days still require mod audits listed on updates hub.
Version 1.0 (August 2026) — the capstone
The 1.0 full release (detailed on version 1.0 launch notes) delivered:
Old City Ruins
A multi-district zone — Industrial, Residential, Commercial, Central Park — with seven new enemy types, two new NPCs, side quests, and the main story finale. Industrial District conveyor belts activate after restoring the generator, opening vertical shortcuts.
Farming automation
Mechanic Mody and Gunsmith Cod showcase Tech Tree Automation: agricultural drones, indoor mini hubs, seeding through harvest loops. Read farming automation for power and hub placement.
Final farm expansion and territories
Upgrade the home farm to its final expansion tier and unlock two additional farming territories worldwide — see farm expansion.
Mushroom Fest and achievements
Launch festivals include Mushroom Fest; Steam achievements rise to 80 total (37 new in 1.0). Hunt after automation stabilizes — many assume ruin access.
Localization
Japanese, Korean, Russian, French, German, and Brazilian Portuguese join English, Simplified Chinese, and Traditional Chinese on Steam.
Launch celebration
1.0 coincided with the Wholesome Games Steam Celebration and a temporary discount window — check the store page for current pricing; wiki pages stay mechanics-focused.
How to use this roadmap today
Returning EA veterans: skim which major you missed, then read version 1.0 notes for migration quirks (automation nodes, ruin gates).
Fresh 1.0 players: treat Pastoral → Thrive → Harvest as historical context; your save unlocks systems through story and Tech Tree, not download order.
Achievement hunters: map Long Night and Mushroom Fest calendars before ruin marathons.
Modders: Workshop predates 1.0 — verify mod compatibility after every Steam patch.
Recommended reading order
- Getting Started — current 1.0 onboarding
- EA Roadmap — this page, for context
- Version 1.0 launch notes — launch feature breakdown
- Priority unlocks — Tech Tree spending
- Walkthrough — story sequence across all majors
Related hubs
- Updates hub — patch notes entry point
- Farming hub — every major touched crops, genes, or automation
- Map hub — regions through Old City Ruins
- Review — how the full arc feels at 1.0
Doloc Town grew in public for fifteen months — this roadmap is the changelog narrative behind the vertical farm you build on day one.
Frequently Asked Questions
Quick answers to the most common questions.
When did Doloc Town Early Access start?
Steam Early Access began May 7–8, 2025. Full 1.0 released August 5, 2026.
What were the four major Early Access updates?
Pastoral Waves, Thrive & Ties, Harvest Fusion, and Steam Workshop integration — each expanded ranching, social systems, genes/fish, or mod support respectively.
Which update added the gene system?
Harvest Fusion introduced roughly twenty gene modules, three slots per seed, and the Long Night Festival.
Did Workshop arrive before or after 1.0?
Before — Workshop integration was the fourth major EA milestone, still active on PC at full release.
What did 1.0 add beyond Early Access content?
Old City Ruins, story finale, farming automation, final farm expansion plus two territories, Mushroom Fest, 37 new achievements (80 total), and six additional languages.
Do I need to replay older update content separately?
No — 1.0 saves progress through story and Tech Tree. This roadmap explains history, not mandatory replay chapters.