GetToWork has only been live for a short time, and the support, feedback, and bug reports have already been helping shape the future of the game.


I wanted to make this post to clearly share the long-term vision for GetToWork and where the game is heading over time.


Right now, GetToWork is still in its early stages. The current version gives you the core of the experience: doing jobs around town, upgrading your tools, earning money, progressing your character, and now using your own vehicles to get around faster.


But the bigger vision is much more than that.


The goal for GetToWork is to grow into a full city work career simulator where players start with small jobs, then build toward specialized careers, larger vehicles, more districts, bigger work opportunities, and more reasons to keep coming back.


This roadmap is here to show that direction.


A quick note before you read the rest: this is a vision roadmap, not a promise that every single feature will happen in a fixed order or on a fixed date. Some parts may change as development continues, but this is the current plan for where I want to take the game.

The current live foundation of GetToWork already includes the core systems the rest of the game will build on.


Right now, the game includes:

  •  Litter cleanup 
  •  Leaf clearing 
  •  Delivery jobs 
  •  Tool progression 
  •  Personal vehicles 
  •  Garage and recall systems 
  •  Save persistence 
  •  Challenges 
  •  Achievements 
  •  Leaderboards 
  •  Day and night 
  •  Multiplayer town sessions 

These systems are the beginning, not the end.


The current jobs, Litter, Leaves, and Delivery, are not meant to be the entire long-term game by themselves. Instead, they are the starting layer that introduces players to the world and prepares them for deeper career paths later on.

The long-term goal is for GetToWork to become a modern city-based job and career game.


That means the game will grow beyond just doing simple small tasks around town.


Over time, the vision is to expand into:

  •  A larger and more intentional city map 
  •  Distinct parts of town with their own job focus 
  •  Career-style job trees 
  •  Job-specific vehicles 
  •  Bigger contracts and routes 
  •  A much stronger visual identity and UI 
  •  Official multiplayer servers 
  •  Community-hosted servers 
  •  More long-term progression and mastery 

In simple terms, the vision is this:


You begin by doing smaller starter jobs, then slowly work your way into larger city careers with better tools, better vehicles, more advanced work, and more meaningful progression.


That is the direction the game is being built toward.

Before the game reaches its larger future updates, the first step is continuing to stabilize and improve what already exists.


The near-term focus is on polishing the current version of the game.


That means:

  •  Fixing bugs 
  •  Improving vehicle behavior 
  •  Improving garage and recall systems 
  •  Cleaning up menus and UI issues 
  •  Making interactions smoother 
  •  Improving performance 
  •  Making the early game feel better 

After that, the roadmap starts moving into much bigger content updates.


The next major steps are planned to be:


0.2.x - Stabilization

Focused on bug fixes, quality of life, and improving the current systems.


0.3.0 - City Map Foundation

This update focuses on the larger city structure and proper district setup.


0.3.x - Stabilization

Focused on bug fixes, quality of life, and improving the current systems.


0.4.0 - UI Redesign

A bolder, more polished visual identity for the game and its menus.

0.4.x - Stabilization

Focused on bug fixes, quality of life, and improving the current systems.


0.5.0 and beyond - Career Systems

This is where the game starts expanding from simple jobs into much deeper career paths.

One of the biggest long-term goals is improving the city itself.


The final vision is not just a town with random tasks scattered around. The city should feel more intentional, more alive, and more built around the kinds of work you do.


That means future versions of the map are planned to include dedicated areas and districts such as:

  •  Downtown cleanup areas 
  •  Park and groundskeeping areas 
  •  Delivery and warehouse zones 
  •  Industrial sanitation areas 
  •  Commercial and storefront blocks 
  •  Construction and roadwork areas 
  •  City services and worker hub areas 

Instead of the world feeling flat, different areas of the city should eventually support different job opportunities and progression paths.


The goal is for the map itself to help sell the fantasy of building a working life in the city.

This is one of the biggest parts of the roadmap.


Right now, Litter, Leaves, and Delivery are the three main starter jobs. In the future, those are meant to evolve into much deeper career branches.


Rather than just buying a better tool and doing the same action forever, the goal is to let players grow into more specialized lines of work.


Some of the current career directions being planned include:


Sanitation


Starting from street cleanup, then growing into bin routes, garbage truck work, transfer station hauling, and larger sanitation contracts.


Courier and Logistics


Starting from simple package delivery, then expanding into route work, contract delivery, cargo van gameplay, and more advanced logistics jobs.


Grounds and Parks


Starting from leaf clearing, then growing into park work, grounds crew tasks, event cleanup, and larger outdoor maintenance roles.


Facilities and Maintenance


A future branch focused on things like storefront cleaning, public maintenance, window cleaning, and larger building upkeep work.


City Works


A longer-term branch built around road crews, sign work, utility jobs, and city maintenance work.


The important thing is that GetToWork is not meant to stay a small three-job game forever. The long-term direction is to become a broader city work simulator where your career expands over time.

Personal vehicles are now part of GetToWork, but they are just the start of the vehicle system.


Right now, vehicles mainly help you travel around the world more efficiently.


In the future, the plan is for vehicles to become a deeper part of progression through job-specific vehicles tied to career branches.


Examples of the kinds of job vehicles being planned include:

  •  Garbage trucks 
  •  Cargo vans 
  •  Grounds or utility carts 
  •  Maintenance vans 
  •  Roadwork support vehicles 

So while personal cars are useful for getting around town, future updates aim to make vehicles a bigger part of the identity of each career path.

Another major long-term goal for GetToWork is stronger multiplayer and community support.


The current direction is to work toward:

  • Three official regional servers
  • Community-hosted servers

The current idea is to eventually support official regional servers for different parts of the world, while also allowing the community to host their own servers as needed.


That would help make GetToWork feel more social, more active, and more alive.


As always, this depends on technical support, save safety, and making sure the experience works properly before it becomes a permanent part of the game.


But the goal is clear: GetToWork should eventually feel like a game where you can find other workers, build a community, and share the town with more people.

Another important part of the roadmap is the game’s visual presentation.


The current UI works, but the long-term goal is to give GetToWork a much bolder and more distinct identity.


Instead of looking like a temporary early UI, future updates aim to push the game toward a stronger city-work visual style with more personality and polish.


That includes plans for:

  •  Better menu presentation 
  •  Better HUD design 
  •  Cleaner shop and garage interfaces 
  •  Better navigation and readability 
  •  Stronger visual identity overall 

The goal is for GetToWork to feel more memorable, more polished, and more like its own unique game as it gets closer to 1.0.

The 1.0 goal for GetToWork is not just “more content.”


The goal is a complete and polished version of the game that feels like a real city work career simulator.


That includes:

  •  A stronger and more intentional city map 
  •  Multiple developed career paths 
  •  Better progression 
  •  More meaningful vehicles 
  •  Better multiplayer support 
  •  Stronger UI and presentation 
  •  More reasons to keep playing long-term 

In short, the 1.0 version of GetToWork should feel like a game where you start with simple work, then build toward larger careers, better equipment, bigger opportunities, and a fuller city experience.


That is the vision everything is building toward.

GetToWork is still early, and a lot of the game’s future will be shaped by real player feedback.


The support, bug reports, suggestions, and time people spend playing all help point the game in the right direction.


So thank you for checking out the game and following its progress.


I’ll continue improving the current version, expanding the roadmap over time, and sharing updates as the game grows.


The current version is just the beginning.

GetToWork is growing from a simple town jobs game into a full city work career simulator. The long-term roadmap includes a bigger city, deeper career paths, job vehicles, a stronger visual identity, official regional servers, and a much more complete road to 1.0. 
Early Access - Open Roads Update
0.2.0
8 June 2026
🎁 Added
  • Personal vehicles (headline feature)
  • Five purchasable cars at the Main Street garage: Rusty Hatch, Chrome Truck, Regal Sedan, Street Bullet, Ivory Apex
  • Garage shop UI with level and rebirth gates, coin purchase flow, and ownership persistence across sessions
  • Pause menu and player menu Garage tab: set active car, recall to a safe nearby spot (30s cooldown)
  • Arcade town driving: tools holster while mounted, delivery packages stay on your back, dismount required to complete dropoffs
  • Mount, dismount, and engine loop SFX (GameAudio)
  • Idle garage return after 300 seconds parked (unmounted, low speed); ownership unchanged, recall still work.
  • Stuck flip hint after 5 seconds upside down; out-of-bounds cars auto-return to garage
  • Four vehicle achievements: first ride, first car owned, tier 3 owned, tier 5 owned (retroactive on load); 28 achievements total
  • Nameplate Driving label while mounted; totalRideSeconds ride telemetry in save
  • Main menu and UX
  • Main menu lobby on join: Play, Guide, Stats, Town Map, Settings, Leave S&box Menu
  • Pause menu Return to Menu without leaving the server
  • Shared settings panel (SettingsUI.razor) in pause and main menu
  • Delivery claim toasts for contested shared packages
  • Tutorial
  • Guided tutorial expanded from 5 to 7 steps
  • New Visit Garage step (step 4): compass leads to Town Garage on Main Street; peek at Rusty Hatch before tool shop
  • Garage and shop browsing steps hide the compass overlay while their UIs are open
  • Save and progression
  • Save schema version 2: unlockedDistricts[] field (additive, forward-compatible.
  • Save schema version 3: ownedVehicles, activeVehicleId, vehicleStats with automatic .backup.json before migration
  • Vehicle ownership preserved through rebirth/prestige
  • District systems (code only; map deferred)
  • Town Map tab with Coming Soon panel for specialist districts until next map update
  • DistrictDefinitions, DistrictGate, SpawnDistrict job focus gating, district challenge flavor copy (active only after a district unlocks)
🧼 Improved
  • What's New overlay updated for v0.2.0: vehicles headline, garage tutorial step, honest Coming Soon for district.
  • Tutorial flow reordered: litter, bin, leaves, garage, tool shop, accept delivery, complete delivery
  • Achievement unlock toasts now play the coin tick SFX instead of the level-up sting
  • Level-up SFX volume lowered to 62 dB so rebirth and level gains are less harsh
  • Settings Reset Save closes all menus, resets main menu session state, teleports to world spawn, and restarts the tutorial
  • Vehicle shop and garage UI read live speeds and prices from catalog data
  • Disconnect cleanup despawns orphaned world car instances; save ownership intact
  • Welcome guide achievement count updated to 28 (was 24 before vehicle achievements)
🪛 Fixed
  • Mount prompt now stays visible when temporarily blocked (menu open, dismount cooldown) instead of disappearing entirely (WorldInteractable, NetworkedVehicle)
  • Mount range checks multiple anchors (seat, highlight, root, collider) for reliable E prompts
  • Client-side vehicle owner registry mirrors host assignment for consistent mount prompts in multiplayer
  • Safe recall spawn: 32 candidate search, no despawn before safe spot confirmed
  • Delivery interact path unchanged: single E route, requires dismount at dropoff
  • Reset save main menu lockout: wiping save no longer leaves you stuck behind a closed main menu; session state resets and tutorial restarts cleanly
  • Rebirth loud SFX: achievement toasts no longer blast the level-up sound during prestige bursts
🚯 Removed
  • Held tool world visuals: Code in tree; ToolVisualFeature.Enabled = false. Other workers do not see your equipped tool prop yet.
  • In-world district gates: No DistrictGate triggers placed on NewCity 2. Walking to a gate to unlock districts is not live.
  • Spawn district tagging: Spawn volumes remain starter zones (DistrictId: ""). District-themed job spawns ship with map work.
  • Town Map district cards: Coming Soon panel shown instead of LOCKED cards until TownMapFeature.DistrictsAvailable = true.
  • Industrial Yard district: M-A1 scope (prestige endgame gate).
  • GDD district rule twists (+15% bin, leaf combo, chain delivery): design targets only; not live.
  • Custom vehicle SFX art: Placeholder loops reference toolswitch.vsnd until art import.
  • Auto-spawn car on join: Remains OFF by default.
⚠️ Known Issues
  • Specialist job districts and gated work zones ship with the next map update (Town Map shows Coming Soon until then)
  • Held tool props on other workers postponed until custom art pass
  • Global challenge leaderboards remain planned for a future update
  • Placeholder vehicle engine loop audio until custom SFX import
  • Host migration may reset idle despawn timers (runtime only; recall on reconnect)
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