Main Roadmap
Everything here is planned or under consideration. Vote to tell us what to prioritize, or add something we haven't thought of.
Backlog
97Under consideration
Surface Lifts
Would be realistic to include surface/drag lifts such as Magic Carpets, Rope Tows, Pomas and T-bars
Automatic Slope Signs
Automatically place slope signs along the edges of slopes as they are built, using the appropriate signage style for the country they are built.
Intermediate Stations for Gondolas
The ability to build intermediate stations along a gondola line. This would allow gondolas to stop at and serve locations between the bottom and top stations, making it easier to connect different parts of the resort and create more realistic and efficient lift networks.
Passes and memberships
Membership system : Recurring memberships rather than only tickets. Multi-resort passes : One pass across resorts you own. Club memberships : Bundle skiing, golf, racquet sports, spa, etc.
Ability to have lifts open every 30 minutes rather than an hour
Basically instead of being limited to 8-9-10-11-etc. you could open a lift at 8:30, 9:30 etc. Same for closing
Upper mountain snow melts slower
In real ski resorts, they are often able to keep the upper mountain open after the lower mountain has closed, so slowing the melting rate on the upper mountain would mean this could be done in game too
Snowmobile / Medical team
Having the trail patrol accessing injured skiers and if the injury is too big, the medical team at base camp can send snowmobiles to pickup the guest.
Power & Water Usage for Lifts and Snowmaking
Give lifts and snowmaking equipment real utility costs — electricity draw for lifts (scaling with speed/capacity) and water draw for snow guns/cannons (scaling with output and the snow-machine tier). This ties infrastructure decisions to a resource budget instead of just cash: running more/bigger snowmaking on a cold, dry night has a real tradeoff, and running a full lift fleet at peak has a real power cost. Could pair with the planned snow machine tiers (higher-end machines using more water per hour) and open room for upgrades like grid connections, backup generators, or water reservoirs/pumping infrastructure.
Add 3s gondola
Instead of Tram being the final thing, maybe you could have a funitel (like the one at palisades tahoe) as well as a 3s (for example Peak2Peak whistler)
Water and waterbodies
Rivers : Real landscape constraints affecting development. Lakes : Recreational and planning features. Waterfalls : Scenic landscape assets with gameplay implications. Seasonal water levels : Rivers/lakes rise and fall through the year. Spring runoff : Snowmelt visibly changes waterways. Flood-prone land : Some inexpensive land carries development risk. Bridge planning : Water affects circulation and infrastructure placement. Frozen waterfalls : Transition into ice-climbing areas in winter. Frozen lakes/rivers : Potentially become winter-use spaces when conditions allow. Water availability : Potential connection between water availability and snowmaking.
Planned
7Committed and queued
Summer Activities: Mountain Biking
Lift-served downhill mountain biking trails that reuse existing lift infrastructure during the off-season.
Terrain Parks
Rails, jumps, and halfpipes, plus the freestyle guests who come for them.
First-person skiing
Ski your own resort. Hop into first person, ride a lift up, and take a run down the trails you built, so you can feel how they ride instead of only watching guests do it.
Summer Activities: Hiking Trails
Open the mountain to guests during the off-season (May-October) with hiking trails, turning the currently guest-free off-season into a light secondary revenue stream.
Snow Machine Tiers — Basic to Endgame
Add a progression of snow-making equipment, from entry-level fan guns up through larger tower cannons to endgame high-efficiency systems that can make snow at warmer temperatures and higher volume (inspired by high-temp snowmaking hardware like Latitude90's). Later tiers would unlock as reputation/economy milestones are hit, giving players a reason to upgrade snowmaking infrastructure instead of just placing more of the same machine.
Summer Activities: Hosting Events
Host weddings, festivals, and concerts at lodges and base areas during the off-season.
Fictional Peaks
Invented mountains that no real-world elevation data could give us.
In Progress
5Actively being built
Building & Lift Upgrades
Right now the only way to improve an old lift or building is to bulldoze it and start over. That's changing. Lifts: bubble shields for wind protection, heated seats, a loading carpet to speed up boarding, or converting a fixed-grip lift to detachable. All cheaper than a full rebuild. Buildings: same deal for restaurants, rest lodges, and the rest — bolt on more capacity or new amenities instead of tearing the whole thing down.
Roads & Parking
Access roads and parking lots as buildable infrastructure, with guests arriving by car.
Halfway Lifts
Allowing lifts to only allow skiers from above them to access. For instance, I have a lift that I have put halfway up the mountain to allow expert and intermediate skiers to get back to the top of the mountain more quickly, but there are also people walking from the base up to this lift as well, which isn’t realistic. Allowing lifts to only be accessed by someone “skiers in progress” I think would fix this issue.
Gameplay Scenarios
Hand-authored starting situations with set objectives. A failing resort to turn around, a bad snow year, a fixed budget.
Start the game by placing a road, parking lots and town
I would love to start the game by placing a road on the map and bringing it in. Then building out a town. I really want to be able to build a place like Breckenridge, Telluride or Aspen. I feel like the game should start in the parking lots like at A-Basin and Palisades.
Done
18Recently shipped
Paths between buildings
Lay down walking paths that connect your buildings - not roads, but the pedestrian routes guests actually use to get around the base area. Right now guests find their own way across open ground between lodges, huts, ticket offices and lift terminals. Paths would let you author those routes deliberately: shape where foot traffic flows, keep crowds off the snow you want to stay pristine, and make a base area read as a designed place rather than a scattering of buildings.
Snowboarders
Right now every guest on the mountain is on skis. One of them will even complain about it if you leave them standing around long enough. We want to fix that. Snowboarders would come in as their own guest type, with their own animations and their own lines down the hill. They'd also want different things from the resort than skiers do. A boarder is going to look for a park and a decent pipe, and won't care as much about a long groomed cruiser. Rough shape of the work: - Board rentals, and board stock in the pro shop - Riding animations and turn shapes that aren't just reskinned skiing - Terrain park pieces you can place and groom - Instructors who teach boarding, so ski school splits into two tracks No date on this one yet. It reaches into the guest sim, the animation set and the build menu all at once, so it's a chunk of work rather than a quick add. Vote it up if you want it sooner, and tell us in the comments which part matters most to you.
The Alps
High-alpine terrain and the village culture that comes with it.
Defining building and lift queues
Give the player control over where queue lines form at buildings and lift terminals. Queues are currently placed for you. Being able to define the line yourself - its path, its length, where it starts and how it folds - means you can route a busy lift queue away from a trail runout, keep a rental shop line from blocking a doorway, and lay out a base area that still works when the resort gets busy.
Player-Placed Ticket Office on Maps
When starting a new map, the ticket office should not spawn automatically on the mountain. Instead, the player should have to place the ticket office themselves before starting the resort. This gives way more freedom!
A month ingame should be a bit longer
I think a month ingame should be around 5-7 ingame days. Makes it so there are more challenges during then ex early season in November. Then you could also have the lines slowly increase for a few days before christmas. I just think making a month 5-7 days ingame would be better overall.
Canada
Big interior powder and coastal ranges.
Multiple Groomers Needed
I’ve noticed during BETA gameplay, only one groomer will ever groom a path/trail causing some path/trails to never be completed in time for next day ops.
Australia & New Zealand
Southern-hemisphere peaks.
Groomers during the day
Some ski resorts have groomers during the day on runs if its a lot of powder or something. I think this would help on powder days where the guests are having trouble.