Isla Prima
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May 8, 2026

Building Isla Prima: Our First Roadmap

Building Isla Prima: Our First Roadmap

Building Isla Prima: Our First Roadmap

Welcome to the first official development blog for Isla Prima.

Isla Prima is a dinosaur survival game built around growth, weight, survival pressure, territory, combat, and the feeling of being part of a living island ecosystem. We are still early in development, but the bones are starting to lock into place. The goal is not just to throw a bunch of dinosaurs onto a map and call it a game. The goal is to build systems that make every dinosaur feel different, every region feel important, and every survival choice matter.

This post is our first public roadmap. It is not a promise that every feature will arrive in a perfect straight line. Game development is a swamp with teeth. Things change. Systems evolve. Some ideas get stronger, some get cut, and some get sent back into the lab with a sticky note that says “cool, but not yet.”

That said, this is the current path forward.


Phase 1: Pre-Alpha

Single Player Foundation

The first phase of Isla Prima is focused on building a complete single-player survival loop.

Before we worry about servers, networking, player counts, or public tests, the core game needs to work by itself. A player should be able to spawn into the world, move around, eat, drink, grow, fight, die, leave behind a corpse, and return to character selection.

This phase is about proving the foundation.

Core Goals

  • Build the main dinosaur framework.
  • Add hunger, thirst, stamina, health, growth, and weight.
  • Create a smaller test island for fast development.
  • Add eating, drinking, death, and corpse decay.
  • Make basic combat feel responsive.
  • Add early AI behavior.
  • Begin testing flying, swimming, and territory concepts.
  • Get several dinosaurs working from spawn to death.

Why Single Player First?

Multiplayer adds a massive amount of complexity. Movement replication, server authority, hit detection, persistence, corpses, growth, and combat all become harder once networking enters the picture.

So the first step is simple: make the game fun and functional in single player first.

Once the core systems work, we can move them into multiplayer with a stronger foundation instead of trying to build everything inside a thunderstorm.


Phase 2: Alpha

Initial Multiplayer

Alpha is where Isla Prima begins multiplayer testing.

The goal of Alpha is to answer one big question:

Can players join a server, spawn, survive, grow, fight, die, and respawn without the whole thing catching fire?

This phase will focus on dedicated servers, player persistence, replicated movement, server-authoritative combat, multiplayer growth, corpses, admin tools, and basic territory zones.

Core Goals

  • Create a dedicated server build.
  • Make gameplay server-authoritative.
  • Add multiplayer character selection.
  • Replicate movement, combat, growth, eating, drinking, and death.
  • Save and load player dinosaur data.
  • Add server-owned corpses.
  • Add basic admin tools.
  • Add early territory zones.
  • Test limited multiplayer AI.
  • Support a controlled closed test group.

Alpha will not be the final game. It will be the first real stress test of the island.


Phase 3: Beta

First Full Public Release

Beta is the first phase where Isla Prima should feel like a complete public survival experience.

By this point, the goal is no longer just “does the system work?” The goal becomes “is this fun, readable, stable, and worth coming back to?”

Beta will focus on polishing the survival loop, improving combat, expanding the playable dinosaur roster, replacing placeholder audio, improving UI, and making the world feel alive.

Core Goals

  • Polish hunger, thirst, growth, stamina, death, and respawning.
  • Improve combat feedback, hit detection, and balance.
  • Add territory gameplay.
  • Add diet quality.
  • Add stronger AI ecosystem support.
  • Improve juvenile growth visuals.
  • Replace temporary audio with original sounds.
  • Polish the main menu, character selection, settings, and player UI.
  • Add new player onboarding.
  • Prepare public server tools and moderation systems.

Beta is where Isla Prima starts becoming more than a test build. This is where the island starts breathing.


Future Development

The Larger Island

After Beta, we want to expand Isla Prima into a deeper, more dynamic ecosystem.

This includes larger dinosaurs, aquatic gameplay, nesting, migrations, weather, advanced territory systems, deeper injuries, improved AI, and long-term progression systems.

Future Goals

  • Full aquatic gameplay.
  • Advanced territory claiming and scent systems.
  • Migration routes and shifting resources.
  • Full nesting with eggs and hatchlings.
  • Advanced injury systems like bleeding, fractures, limping, and scars.
  • Weather and seasonal changes.
  • Expanded AI herds, predators, scavengers, fish, and fliers.
  • Skin and cosmetic systems.
  • Larger apex and specialty dinosaurs.

Some of these systems are huge. Aquatics alone are practically a second game hiding under the water with glowing eyes. They will come when the foundation is strong enough to support them.


Our Dinosaur Roster Direction

We already have a growing list of dinosaurs in development, but we are not trying to make every owned model playable immediately.

A dinosaur is not ready just because the model exists.

Each playable dinosaur needs animation, sound, movement, combat, diet data, growth data, weight values, corpse data, AI support, and multiplayer testing.

For early testing, we are focusing on a smaller group of dinosaurs that help prove the core systems.

Early Focus Dinosaurs

  • Ceratosaurus
  • Dilophosaurus
  • Herrerasaurus
  • Skorpiovenator
  • Tenontosaurus
  • Edmontosaurus
  • Thalassodromeus

These give us a strong starting mix of carnivores, herbivores, size classes, and flight testing.

As development continues, the roster will expand carefully. We would rather have fewer dinosaurs that feel good than a huge roster of half-finished creatures wobbling around like haunted museum exhibits.


What Makes Isla Prima Different?

Our focus is on systems that connect together.

Weight should matter. Growth should matter. Territory should matter. Food and water should matter. Death should leave something behind. Combat should feel physical. The island should not just be a backdrop. It should be part of the survival experience.

We want players to think about where they live, where they hunt, where they drink, when they move, when they fight, and when they run.

The dream is a living island where every choice leaves a footprint.


Closing Thoughts

Isla Prima is early, but the direction is clear.

First, we build the foundation.
Then, we test it alone.
Then, we test it together.
Then, we polish it into something public.
Then, we expand the island into the beautiful prehistoric nightmare it deserves to be.

This roadmap will change over time, but this is the path we are walking right now.

Welcome to Isla Prima.