What the GRAVHOUNDS Early Access roadmap actually says: confirmed additions, expected timing, price changes and what is not planned.
GRAVHOUNDS Roadmap: Early Access Plans and 1.0
GRAVHOUNDS entered Early Access on November 2, 2026, and the developers have been unusually direct about what that means: roughly six months of Early Access, possibly longer, with more of everything before 1.0.
There is no public date-by-date roadmap graphic. What exists is a set of confirmed intentions in the store page and launch communication. This page separates the confirmed from the expected from the invented, because most "roadmap" content for a two-day-old game is guesswork.
Official source: GRAVHOUNDS on Steam ↗ — Early Access description with the developers' stated plans.

The official statement
The developers describe Early Access as a period of roughly six months, and explicitly say it may take longer. During that time they plan to add:
- More Gravhounds (playable characters)
- More jobs
- More worlds
- More enemies
- More weapons
- More upgrades
- Deeper progression
They also state that the price is expected to rise during Early Access.
That is the entire confirmed roadmap. Everything else is inference.
What shipped at launch
To understand what "more" means, here is the launch content:
| Content | At launch |
|---|---|
| Solar systems | 7 |
| Planets | 25 |
| Playable hounds | 5 |
| Turrets and deployables | 22 |
| Weapons | 4 plus the Grav Beam |
| Mods | 60, including 12 Showstoppers |
| Boss | Juggernaut |
| Players | 1–4 online co-op |
A seven-person studio shipping 25 planets and 22 turrets at launch is already a large surface. The roadmap items are depth, not rescue.
Confirmed vs expected vs invented
Confirmed
- More hounds.
- More jobs.
- More worlds.
- More enemies.
- More weapons.
- More upgrades.
- More progression.
- A price increase during Early Access.
- A 1.0 release at some point after the Early Access period.
Expected but unconfirmed
- New biomes and planet types. "More worlds" implies it, but no list exists.
- New boss variants. The Juggernaut is the launch boss; more enemies could include more bosses.
- Balance passes. Standard for Early Access, and already happening (Rocket Turret nerfs, Gooper DoT removal).
- Performance work. Co-op frame rates are the most common complaint in any physics-heavy builder.
- Crossplay. Not announced. A plausible post-launch addition, but treat it as speculation.
- Modding support. No announcement. Do not buy for it.
Not planned (as far as anyone knows)
- PvP. GRAVHOUNDS is a co-op extraction builder. No competitive mode has been announced.
- Seasons or battle passes. No seasonal structure has been announced.
- Codes or redeemable rewards. There is no code system in the game.
- A battle royale mode. No.
If a page tells you GRAVHOUNDS has PvP, seasons or codes, it is inventing content.
The six-month question
"Roughly six months" puts 1.0 around May 2027, if everything goes to plan. The developers explicitly leave room for longer.
What that means for you:
- Buying now is cheaper than buying at 1.0, if the price rises as stated.
- Playing now means playing an unfinished game. Mechanics will change under you.
- Your progress may be reset at major milestones; Early Access games often wipe progression before 1.0. No wipe has been announced, but plan for the possibility.
The progression guide covers what carries between runs today.
How to track the roadmap
Three sources, in order of reliability:
- Steam patch notes (
store.steampowered.com/news/app/2440760). Every content update is announced there. - The official Discord (
discord.gg/gravhounds). Developers answer questions and tease content. - The Steam community hub. Useful for bug reports and confirmation of what is broken.
Avoid roadmap aggregator sites. For a game this new, they are recycling the same store-page paragraph with invented dates.
What 1.0 will probably look like
Based on the confirmed list and the launch content, a plausible 1.0:
- More than 5 hounds, each with a full kit.
- More than 25 planets, likely with new biomes and hazards.
- More than 22 turrets, with new deployment types.
- A deeper mod pool beyond 60.
- A longer progression track beyond the current research tree.
What 1.0 will not necessarily include: crossplay, mod support, dedicated servers, or a competitive mode. None of those are promised.
The price question
The developers say the price is expected to rise during Early Access. The launch price is $19.99, discounted 25% to $14.99 for the first two weeks.
If you are deciding:
- Buy now if you want to play during Early Access and the $14.99 price is attractive.
- Wait if you want a finished game. The price will be higher, but the game will be more complete.
- Do not buy as an investment. Early Access price rises are usually modest.
Six months is an intention, not a contract. Small studios delay, scope changes, and features get cut. Judge the game by what is in the build, not by what is promised.
Roadmap and platforms
- PC (Steam): the primary development platform, patched most frequently.
- Xbox Series X|S: Game Preview, day one with Game Pass.
- PC Game Pass: not confirmed at launch.
- PlayStation: not announced.
- Switch: not announced.
Platform parity is not guaranteed during Early Access. A patch can land on Steam before Xbox, or vice versa.
FAQ
When does GRAVHOUNDS leave Early Access? Around six months after launch, possibly longer. No date is promised.
Will the price go up? The developers say it is expected to rise during Early Access.
Will there be more characters? Yes, more Gravhounds are confirmed.
Will there be crossplay? Not announced.
Will progress be wiped at 1.0? No wipe has been announced, but Early Access games often reset progression before release.
Is there PvP or a battle pass? No. Neither has been announced.
Further reading
Summary
Roughly six months, more of everything, a price rise, and no dates. Buy for what is in the build, not for the roadmap. The game pass guide covers the cheapest way to try it; the progression guide covers what carries today.
More GRAVHOUNDS Guides
Build a GRAVHOUNDS base that survives escalating swarms: site selection, four defensive layers, power placement and layouts for solo to four players.
A first-shift walkthrough for GRAVHOUNDS: what to mine, where to build, how pipes pay for themselves, and when to call the ship.
A complete GRAVHOUNDS build for hard planets: rapid-fire crit weapon, turret support deck, Dozer mines and the exact 10-card Mod Deck.
The best GRAVHOUNDS character for solo, duo, four-player packs and boss runs, with the reasoning and the loadout each hound enables.
A practical GRAVHOUNDS Juggernaut guide: arena preparation, phase behavior, turret placement, team roles and the mistakes that wipe the base.
How GRAVHOUNDS builds work: the 10-card Mod Deck, Showstoppers, weapon choices and the stack rules that decide whether a run snowballs.
