The DayZ development team in association with Bohemia Interactive would like to announce that having completed our first year of Early Access development, we have reached an important project milestone. Looking forward into the opportunities and obstacles of the coming year, we would like to share our plans and goals for 2015.

These plans change over time, and internally the team has reviewed our progress this year against where we want DayZ to be at 1.0. Compiling this data we have completed a light roadmap based on our experience with the project for the upcoming year, and this is a taste of exciting things to come that we can look forward to.

Firstly, I’d like to thank Dean Hall for leading the team for the past two years, and I wish him the best with his new studio. The growth of the DayZ team over the past 12 months will be integral to the prolonged success of the game.

With the additional team members, we hope that throughout the upcoming year we will be able to create more content and a deeper experience for the DayZ audience. Plus, it will also enable us to significantly improve the technology for the standalone, and polish the features that we have. All in all, it is our goal to create the best experience we can, in terms of frame rate, visual quality and the overall gameplay – David Durcak, new DayZ Project Lead

Q1 2015

  • Basic vehicles
  • Advanced loot distribution
  • New renderer
  • New Zombie AI
  • Basic stealth system (zombies and animals)
  • Diseases
  • Improved cooking and horticulture
  • Advanced anti-hack system (Dynamic BattlEye)

Q2 2015

  • Advanced vehicles (repair and modifications)
  • Advanced animals (life cycle, group behavior)
  • Player statistics
  • New UI
  • Player stamina
  • Dynamic events
  • World containers
  • New physics system

Q3 2015

  • Traps
  • Barricading
  • Character life span + soft skills
  • Animal predators + birds
  • Aerial transport
  • Console prototype
  • Advanced communication

Q4 2015

  • Animal companions
  • Steam community integration
  • Construction (base building)
  • Beta version, expected price €34.99 / $43.99.

November 2015 Recap

SmoSS (Community Manager), took the time of noting down the status & changes to the roadmap as shown by Brian Hicks at PAX Aus.

Please note: As mentioned at PAX Aus, items figuring on the roadmap does not mean them having to be polished features / mechanics / items.

Q1 2015

Basic vehicles

  • V3S utility truck

Central economy (advanced loot distribution)

  • Global per item quantity and rarity control
  • Dynamic event frequency and radius control
  • Item type / Storage type / Time persistence for each instance

New renderer

  • Current Status: Testable and underway with internal QA
  • PP in progress
  • Water surfaces & ocean not present – IN PROGRESS
  • Optimization and parallelization – IN PROGRESS

New Infected AI

  • Initial implementation rolled out- Current goals are aimed at optimizing the server resource cost and increased infected amounts

Basic stealth system (zombies, animals, …)

  • Initial system rolled out – Crouching, holding a low profile to sneak around infected


  • Brain Prion disease from human meat, Cholera from untreated water – Will be expanded on further

Improved Cooking & Horticulture

  • Prototype extension rolled out to stable branch – We’d like to expand upon this further when the new UI is fully functional

Advanced Anti Cheat (Evolving BattlEye)

  • Stronger process and memory protection deployed earlier this year – Shut down all known public cheats, aggressively pursuing private cheats

Q2 2015

Advanced vehicles (repair, modifications, …)

  • Vehicle parts currently expanded on .59
  • We’ve expanded the vehicle selection type – and begun work to include 2 wheeled vehicles, as well as aerial vehicles
  • We want to expand this into different operational fluids (aviation fuel, diesel fuel, gasoline, motor oil, and so forth)

Advanced animals – life cycle, group behavior

  • Present on .58 stable branch. Several bugs preventing proper operation under load MP environment, but looking strong
  • Changes to distribution handling currently being investigated

Player statistics ( / API)

  • Statistics actively being saved central hive side
  • Will be displaying the initial set of statistics within the new UI when this becomes standard

New UI Tech

  • Blocking issues being resolved by programming team
  • Design team working on rollout of initial screen changes

Player Stamina

  • Rewrite of new player actions which was dependent on the new Player Controller and Animation system is under way
  • Once remaining blockers on new player controller are complete, implementation of this should be incrementally occurring

Dynamic events

  • Functioning spawning, cleaning up, and respawning on experimental/stable branches currently
  • Dynamic control over the quantity, frequency, cleanup, and respawn of this system is functioning via CLE tools

World Containers (Fridges, Chests, etc.)

  • Initial prototype of this system is currently working on .58 stable. We look forward to expanding upon the existing fridge in the future.
  • Priority on this within the roadmap was pushed to Q4 so we can focus on preparation for deployment of server binaries and private hive / servlet package

New Physics System

  • Ongoing development. Vehicle simulation, Ragdoll, Item Throwing, etc. are the visible representation of this. Currently with the new system in development, DayZ is operating two systems – which can be problematic, cause issues, and cost server performance. This will be improved in the future

Q3 2015


  • Functional implementation currently sits at Bear Traps, Trip Wires, and Land Mines
  • We would like to expand this into improvised explosives and traps paired with the existing trip wires


  • The initial functionality of locking doors via lockpicks was implemented many months back
  • However we would like to expand this further into the barricading of existing structures (beyond locking the doors)
  • This will likely get pushed to Q4 of this year

Character life span + soft skills

  • Internal builds have the first skillsets for this feature functioning
  • Hunting, Medical, and Repair skillsets for specific types are currently functioning
  • Properly displaying these are dependent on the new UI being fully implemented
  • We currently are hoping to see the first bunch of these skills come with .60 but we will keep the userbase filled in

Animal predators + birds

  • Bratislava Team has been working on the proper implementation of the aggressive animal AI
  • Internally we would like to see testing on these mechanics hit experimental branch late Q4 or early Q1 of next year
  • Art Assets for the initial rollout of this mechanic are in place – pending programming / AI work
  • We’ll see this moved to a late Q4 / Early Q1 goal

Aerial transport

  • Update of Take On Helicopters Little-Bird model complete as our “Pilot” program for Aerial Transport
  • Creation of assets and mechanics for fixed wing and rotary aircraft under way
  • Internal testing on the flight model complete – We’d like to see this hit experimental at least before the end of the year
  • That said – We’ll need to keep updating the progress on this in Status Reports to see if it is viable

Console prototype

  • Obviously PC development is paramount to us. So console prototype work will get moved to Q1 of next year

BETA version: What does it mean for DayZ? When will we see it?

  • DayZ’s Beta will be when primary work switches from feature creation as the primary focus of resources, to bug fixing and content creation for said features as the primary focus
  • Currently about 85% of our focus is on feature creation / engine development and 15% is on bug fixing
  • Originally our intended goal for this was the end of Q4 this year
  • Several areas of development are taking a bit longer than expected
  • New target adds a few months to this goal – putting us towards the end of Q1 next year for the switch to beta
  • It is critical to understand that hitting 1.0 is not a freeze on development for DayZ
  • Bohemia Interactive fully plans on continuing work on DayZ past 1.0 for at least a targeted 5 years

Along with the remaining updates this year you can expect a new price point for DayZ, a slight increase to 27.99 EUR/34.99 USD. This is part of a gradual price change as we progress with the development and reach the goals that we along with your help set for the project. We would like to avoid a sudden increase in price once we hit 1.0. Don`t be discouraged by this increase however, the current price of 23.99 EUR/29.99 USD will still be available during the Steam fall sale. If you want to jump into DayZ, now is a good time.

We are all very excited to announce that the first half of 2016 will introduce our final version and release from early access, with our final price point of 39.99 EUR / 49.99 USD.