Roadmap

Where Drive Your Way is: what is live, what is in the workshop, and what is on the horizon. We build in the open — the devlog records what actually ships, usually several times a week, and this page is kept against that record rather than against our intentions.

This page is a statement of direction, not a schedule. There are deliberately no dates: features ship when they are right, and priorities shift with player feedback.
The roadmap at a glance Live today: real-time 3D fleet on real streets, a contracts economy, cargo integrity and risk, delivery deadlines and a self-maintaining fleet, drivers and company progression, a route planner before departure, instant guest play in four languages. In development: custom 3D models per vehicle class, livery patterns and decals, economy tuning, a guided first hour for new players. On the horizon, planned but not scheduled: a growing vehicle lineup, choosing your starting city, story campaigns, deeper fleet tooling. LIVE TODAY — PLAYABLE NOW Real-time 3D fleet, real streets A contracts economy you can read Cargo integrity and real risk Deadlines, a self-serving fleet Drivers and company progression Plan the route, then send Guest play, four languages IN DEVELOPMENT Custom 3D models per class Livery patterns and decals Economy tuning A guided first hour ON THE HORIZON — PLANNED A growing vehicle lineup Choose your starting city Story campaigns Deeper fleet tooling Left to right is order of certainty, not a timeline. Nothing here carries a date, and the horizon column is planned rather than promised.
What is playable, what is being built, and what is intended — with no schedule attached to any of it.

Now

Live today

What is already in the game — playable right now, as described.

LIVE

Real-time 3D fleet on real streets

Every vehicle — yours, your drivers', other players' — is a live 3D model on actual city streets, and it keeps moving whether or not your tab is open. The simulation runs on the server; the map is a window onto it, not the thing itself.

LIVE

A contracts economy you can read

Payouts scale with distance and with what you carry; multi-stop jobs and combined runs pay a premium for the extra planning they demand. What the board offers depends on what your fleet can actually carry, so a new vehicle changes the contracts you see, not only the ones you can take.

LIVE

Cargo integrity & real risk

Accidents, wear, breakdowns, towing and emergency refuels are all real, and the payout depends on the condition of the goods at handover. Most damage is gradual — the arithmetic of a route run harder than the cargo could take — and the guides explain which decisions feed it.

LIVE

Deliveries run against a clock

Every contract carries a delivery window, derived from what the optimal route would take and frozen when the job is generated. Arrive inside it and you are paid in full; run past it and the payout steps down in tiers rather than failing on a single line. Devlog entry.

LIVE

Drivers, payroll & company progression

Contract and hourly drivers whose skill shows on the road: a veteran takes the clean line, a rookie drifts and covers more ground than you planned. Wages are real — an account that cannot cover payroll starts losing drivers. Open a company and hiring becomes a proper business. Skill, payroll.

LIVE

Plan the route, then send

Pick the contract, pick who runs it, and land on a map with the route drawn. Add stops with a click and watch the line, the distance and the arrival estimate redraw. Nothing moves until you say so — Fast, Normal or Economic on every leg, with the risk shown before you commit. Devlog entry.

LIVE

A fleet that looks after itself

Company vehicles check themselves after every run and take themselves to the pump or the workshop when they are low, billing you whether you were watching or not. When there is not enough fuel left to reach a station, the vehicle stops and asks — that decision is yours, not the game's. Devlog entry.

LIVE

Garage, showroom and your colours

Buy and sell across the current lineup of eight vehicle classes, send worn vehicles to the shop before they fail rather than after, and paint your fleet in company colours from the livery shop. Showroom, repairs.

LIVE

Instant guest play, in four languages

The full game with no download and no signup, in English, German, Spanish and Portuguese. Upgrade to a free account later and keep everything you built.

Next

In development

What we are actively building — each item has a devlog trail or a visible partial result.

IN DEV

Custom 3D models for every vehicle class

The lineup drives today on a shared set of placeholder models. Class-specific models replace them one class at a time, and each one is announced in the devlog when it lands — not before.

IN DEV

Livery patterns and decals

Base colours are live. The next layer is patterns and wraps on top of them, then decals and a logo position of your choosing. Cosmetic by design: nothing you can paint changes how a vehicle performs.

IN DEV

Economy tuning

Balance passes against real play sessions rather than spreadsheets — payouts, running costs, driver fees and the deadline tiers all keep moving. This is why the guides describe relationships and not figures: a number printed today would be wrong by the time you read it.

IN DEV

A guided first hour

A proper onboarding for new players and a complete game guide to go with it, so the first delivery teaches the loop instead of leaving you to guess it. The How to Play page is the current version of that; the in-game version is being built.

Later

On the horizon

Where the game is heading next. Direction, not a schedule.

PLANNED

A vehicle lineup growing toward 18 classes

The current eight classes cover the cargo categories that exist today. Growing the lineup is not about bigger trucks for their own sake: each new class opens contract types that cannot be served now, and a specialist vehicle only earns its place once the board reliably offers work for it. Lineup growth follows cargo design rather than leading it.

PLANNED

Choose your starting city

Pick the city your company calls home. The map already covers the real world — 1,200+ cities — so the work is not cartography but balance: contract density, distances and the road network differ from place to place, and a starting choice has to be fair in all of them before it is offered.

PLANNED

Story campaigns (planned DLC)

Character-driven missions built around your founder-driver — the driver on your roster from day one becomes the centre of scripted campaigns. Campaigns would sit alongside the open economy, not replace it, and would never gate contracts or vehicles the free game already has.

PLANNED

Deeper fleet tooling

Smarter planning and management surfaces as fleets grow from a handful of vans to a real operation: fleet-wide views, planning across several vehicles at once, and the kind of dispatch tooling a dozen drivers need and three do not.

What decides the order

Three columns are easy to draw and hard to keep honest. What keeps them honest is a short list of things we will not trade away, and most of the ordering above falls out of it.

The simulation comes first. Everything that matters happens on the server, continuously, whether you are watching or not. A feature that only works while your tab is open is not finished, which is why deadlines, payroll and self-service all shipped as things the world does to you rather than things you do to the world.

Real streets, not a diagram of them. The map is the real road network of a real city, and vehicles follow it at the resolution of an actual route. Anything that would quietly replace that with an abstraction — a straight line, a teleport, a timer that ends a trip — loses to whatever preserves it.

Judgement over lookup. You learn this economy by running it, not by reading it. That is a deliberate choice about what kind of game this is, and it is why the guides explain what depends on what while leaving the arithmetic to the game. It also shapes the roadmap: a feature that hands you the answer is worth less to us than one that gives you a better question.

Nothing to win with money. The livery shop is cosmetic and will stay that way. Anything that ever lets you buy your way past a decision the game is built to make interesting is not on this page and will not be.

Build in the open. The devlog records what actually shipped, in the developers' own words, usually several times a week. If something here has been “in development” for a long time without a devlog entry to show for it, that is a fair thing to ask us about.

What we are deliberately not building

Drive Your Way is a dispatcher's game. You choose the contract, the vehicle, the driver and the route; your drivers do the driving, and the founder-driver on your roster is one of them. There is no steering wheel on the screen, and the game is built around that choice rather than in spite of it. The camera follows a vehicle so you can see the city your company works in — not so you can take the wheel.

We are not building artificial pressure. There are no timers that exist to be bought off, no energy bars, no queues that a purchase would skip. The pressure in the game is the pressure of the work: a deadline you set yourself by choosing the driver, a payroll that comes due because you hired, a vehicle that stops because you sent it out on fumes.

And we are not building a schedule. Dates on a roadmap are promises about the future made with today's information, and we would rather tell you what shipped than apologise for what did not.

How to read the three columns

Live today means playable in the current build, as described. If a card here contradicts what you see in the game, the card is wrong and we would like to know through the contact page.

In development means work is under way and there is either a devlog entry or a visible partial result to point at. It does not mean soon. It means real.

On the horizon means intended. The design exists, the direction is settled, and the order of the four cards is roughly the order we expect to reach them — but any of them can move, and one of them could be replaced by something better we learn from watching people play.

Recently moved to Live

The most useful thing this page can tell you is what changed. These crossed from the middle column to the left one recently, each with the devlog entry that marked it:

Where feedback goes

Priorities on this page shift with what players run into. If a mechanic feels wrong, if a card describes something you cannot find, or if the thing you most want is missing from all three columns, the contact page is the way to say so. We read everything, and the horizon column has changed because of it before.

Play what's already here

Everything in the “Live today” column is one guest click away — no download, no signup.

Play now