Development Roadmap

GridSim is actively developed. Here's what's done, what's in progress, and what's planned for future releases.

✅ Version 1.0 (Current Release)

The full initial release featuring all core gameplay systems, three campaign scenarios, and sandbox mode.

Game Systems

  • ✓ Isometric field view with asset placement
  • ✓ Transmission line routing with loading constraints
  • ✓ Real-time power flow computation
  • ✓ Grid frequency simulation (58–62 Hz)
  • ✓ Load asset connection and routing (BFS pathfinding)
  • ✓ Dynamic weather system (4 states)
  • ✓ Line fault logic during storms
  • ✓ Truck dispatch and routing for repairs

Assets & Infrastructure

  • ✓ 7 generator types (solar, wind, coal, gas, hydro, nuclear, battery)
  • ✓ 3 load types (town, business, industrial)
  • ✓ Substation and cap bank grid devices
  • ✓ Feeder and transmission line types
  • ✓ Weather modifiers per asset (solar/wind affected by weather)
  • ✓ Dispatchable vs. non-dispatchable distinction
  • ✓ N-1 contingency analysis

UI & Controls

  • ✓ Build toolbar with asset quick-selection
  • ✓ Asset info panel (click any asset)
  • ✓ Economy HUD (balance, net revenue/tick, tick count)
  • ✓ Weather widget (current condition, forecast)
  • ✓ Scenario progress panel (objective tracking)
  • ✓ Pause and speed controls (1×/2×/4×)
  • ✓ Keyboard shortcuts (P, F, S, 1–4, ESC)

SCADA Control Room

  • ✓ Frequency monitor with ROCOF and ACE
  • ✓ Frequency gauge (58–62 Hz with zone coloring)
  • ✓ UFR/OFR relay status indicators
  • ✓ Real-time load/gen chart (60-second history)
  • ✓ Fuel mix breakdown by type
  • ✓ Spinning reserve indicator
  • ✓ Single-line diagram with live power flow
  • ✓ Alert panel with timestamps

Economy & Persistence

  • ✓ Tick-based revenue/expense system
  • ✓ Asset build and sell mechanics
  • ✓ Operating expenses per generator type
  • ✓ Load revenue per tick (if served)
  • ✓ Pollution index tracking (carbon intensity)
  • ✓ Auto-save every 10 ticks to localStorage
  • ✓ Save/load with scenario resumption

Audio & Gameplay

  • ✓ Web Audio synthesized transformer hum
  • ✓ Frequency alarm (pitch varies by severity)
  • ✓ Fault sound (white noise crackle)
  • ✓ Mute control button
  • ✓ 3 campaign scenarios with objectives
  • ✓ Sandbox free play with balance options
  • ✓ Scenario complete/fail conditions
  • ✓ Tutorial overlays and help system

Planned Enhancements

Q1 2026

Version 1.0 Launch

Core gameplay systems, 3 scenarios, sandbox, SCADA, audio, save/load.

Q2 2026

Advanced Voltage Model

Reactive power (MVAR) and voltage support. Capacitor banks gain real impact. Voltage instability can cause cascading failures. More strategic depth.

  • Reactive power flow computation
  • Voltage-dependent load modeling
  • Voltage collapse mechanics
  • Cap bank sizing and placement strategy
Q3 2026

Extended Weather & Hazards

More dynamic weather patterns, seasonal variations, and new hazard types.

  • Lightning strikes (random line damage)
  • Wind ramps (solar/wind ramping constraints)
  • Extended drought (reduced hydro output)
  • Seasonal demand curves (summer AC load, winter heating)
  • Transmission line sag limits (thermal constraints)
Q4 2026

Tutorial & QoL Features

Enhanced learning experience and quality-of-life improvements.

  • Interactive tutorial with guided objectives
  • In-game help and glossary system
  • Keyboard shortcut overlay (press ? to show)
  • Replay/replay history
  • Grid export to image (PNG/SVG)
  • Performance profiling overlay (FPS, tick time)
2027 Q1

Campaign Progression & Advanced Scenarios

Unlock system, additional campaigns, and hardcore difficulty modes.

  • Multi-scenario campaign unlock (v1.0 completes scenario 1 → unlock scenario 2, etc.)
  • Difficulty modes: Relaxed / Standard / Hard / Ironman
  • Leaderboards (fastest clear, longest uptime, lowest cost)
  • Community scenarios (steam workshop-style sharing)
  • Scenario editor (design and test custom grids)
2027 Q2+

Long-Term Vision

Ambitious expansions beyond the initial scope.

  • Multi-region grids: Connect separate regions via long-distance transmission
  • Cooperative play: 2–4 players manage different utilities, trade power
  • Modding API: Custom asset definitions, scenarios, mods
  • AR visualization: View your grid in augmented reality (if on mobile)
  • Educational mode: For utility trainee programs and universities
  • Procedural scenarios: AI-generated challenges with custom difficulty

Known Limitations

Simulation Simplifications

  • Frequency model: Simplified swing equation; real grids are more complex
  • Power flow: No AC load flow; we use simplified MW balance
  • Voltage: No reactive power component in v1.0
  • Transmission losses: Fixed 3% per line
  • Generator ramp rates: Simplified; not granular per unit

Scale & Performance

  • Grid size: 32×32 tiles; larger maps would need optimization
  • Asset count: Tested up to 100+ assets; performance degrades beyond
  • Network: No multiplayer; single-player only in v1.0
  • Mobile: Field view optimized for touch; some UI crowding on small screens

Content

  • Scenarios: 3 bundled campaigns; custom scenario editor planned
  • Localization: English only; translations pending community interest
  • Audio: No music track; audio is SFX-only for immersion

Your Feedback Shapes the Future

GridSim is a solo project with community input. Report bugs, suggest features, or propose balancing changes through:

Ideas get prioritized by player demand and feasibility. All contributions are acknowledged in credits.

By the Numbers

48
TypeScript Files
7.5k
Lines of Code
12
React Components
3
Phaser Scenes
5
Core Systems
60
Asset Definitions