Professional Ship Simulator Roadmap and Planned Features
What SWE Systems and Aerosoft have actually said — and what they have not promised.
Roadmaps for Early Access games are intentions. Professional Ship Simulator’s public one is short and mostly honest: ship a solid physics-and-scenery foundation on 16 September 2026, then spend the EA period adding ships, missions, tutorials, scenarios, and — after launch, not at launch — modding. The team would like to leave Early Access around mid-2027, depending on feedback.
This page does not invent dates for individual features. It groups statements from the Steam FAQ, the store description, nauticxp.com, and press materials. For the dated history, use the updates hub. For the 16 September snapshot, use Early Access.
Stated pillars after launch week
More ships. The launch roster already covers tugs through cruise ships. Feature pages say more will come. When they appear, they will land on the ships hub rather than in a rumour table here.
More missions and scenarios. Eight types are the EA starting set. Career needs volume to feel like a profession instead of a demo playlist. Expect the missions page to grow faster than the map page.
Better tutorials. The first guided missions exist. Creator sessions still show people lost in camera and power-up sequences. Tutorial quality is one of the few things that can make or break a systems sim in reviews. Our getting started guide exists because that onboarding is still a player pain point.
More scenery. Rügen and Dover are the two start boxes. Official copy says more sceneries will follow, using the same real-world data approach. A tile-based map is the technical excuse for that promise. Nothing public names the third region as a locked date.
Modding, later. Custom harbors, ships, scenarios, sounds, flags, and Unreal scenery add-ons are planned “very soon” after EA begins, not on the first build. If you are buying the game only to load a community workshop on 16 September, wait. Editors are part of the long-term pitch — harbor design, ship import, scenario sharing — and they are also the feature most likely to slip.
Hardware and simulation extras
NMEA output and GPX import/export are already part of the “connect a real plotter” story. That is a niche, powerful extra for people who already own the hardware. It is not a substitute for the in-game chart (M). See how to play.
Weather already includes presets, dynamic change, and a real-time option fed by services such as DWD in the NauticXP-era messaging. Expect polish, not a brand-new atmosphere engine, unless a patch note says otherwise.
VR is the comment-section request. Developers have sounded open in community chatter; it is not on the store as a launch feature. Do not buy the sim as a VR title.
Shared sessions are not on the table in Steam’s categories. Rankings are online; sessions are single-player. If that ever changes, it will be an updates-hub event, not a silent footer edit.
How we will treat promises
If a Steam news post names a month, we will name the month. If a Discord message says “soon,” we will say “unspecified.” The preview already warns that EA is a foundation. Use official links to read the primary sources. Use system requirements to budget the PC you will still need in 2027.
The useful player plan does not depend on a mystery third map. Learn controls, pick a beginner ship, and sail the two boxes that actually exist. Everything on this roadmap is extra coastline on top of that skill.
Frequently Asked Questions
Quick answers before you take the helm.
When does Early Access end?
The team aims for around mid-2027, depending on feedback. That is a target, not a hard store date.
Will mods work on 16 September 2026?
No. Modding is planned after Early Access begins, not in the launch EA build.
Is a third map confirmed with a date?
More sceneries are planned. No public locked date for a third named region was in the materials we used.
Is VR on the roadmap?
Not as a dated Steam FAQ item. Community interest is high; treat VR as unconfirmed.