Deep Blue Sushi Early Access Roadmap
What is coming next to Deep Blue Sushi.
Deep Blue Sushi launched in Early Access on August 20, 2026. PaperPixel Games plans roughly 6–12 months of Early Access, broken into three content beats before the 1.0 exit. This page tracks what is already on the delivery schedule, what is targeted for the next drop, and what sits further out on the wishlist. Anything you read here is sourced from the Steam Community announcements, the official Discord dev-channel, and the paper.dev Studio Blog; we reformat it for readability.
Why Early Access?
PaperPixel is using Early Access to finish core systems (co-op stability, kitchen timing, save persistence) and to test new content with a live audience. The studio has shipped a launch patch (Aug 20), v0.1.3-ea.2 (Aug 21), and v0.1.5-ea.8 (Aug 22). That cadence — roughly weekly — is what to expect during the first month of Early Access. After that, larger drops will roll in once-per-month with hotfixes between them.
Three Big Drops Before 1.0
Drop 1 — Q3 2026 (Fall 2026)
The first post-launch content drop focuses on adding depth to the loop you already have.
- Mid-depth Fishing Zone (“The Kelp Canyons”) — a new biome between the existing Mid-Depths and Deep Ocean layers. Five new fish, two new biome-exclusive predators (a Moray variant and a luminescent jelly-school boss), and four new recipes.
- New sushi recipes — twelve new dishes in the intermediate and advanced tiers. Two extreme-difficulty “kaiseki” recipes require ingredients from the new zone.
- Custom order tickets — players can flip a daily Specials ticket that pays 2× base value for one recipe per service.
- Controller balance pass — full button-by-button remapping for gamepad play and a new aim-assist toggle for harpoon during co-op.
- Cloud-save polish — automatic rollback to last stable snapshot if a save goes bad.
Drop 2 — Q4 2026 (Holiday Season)
The second drop adds a parallel progression system and brings the restaurant side of the game closer to the fishing side.
- Restaurant Themes — Kitchen visual overhaul with three core themes (Traditional / Coastal Modern / Neon Tavern). Each theme changes table layout, signage, and customer AI behaviour slightly.
- Reputation Meter — a new meta progression that unlocks access to high-end customers, each with their own ordered recipes and patience curves.
- Dive Run mode — a roguelite-flavoured “single-dive” challenge where you take one coordinated team out for a single service and earn bonus modifiers.
- Voice line subtitles — full localised subtitles for the existing English VO (currently partial).
Drop 3 — Q1 2027 (Late Winter / Early Spring)
The third drop is the prep-for-1.0 patch: balance, polish, and 1.0-quality quality of life.
- Final Balance Pass — fish, recipe, and equipment values are reviewed against back-end telemetry and tuned.
- Save Migration Tool — players who started during Day 1 will be offered a one-time optional rebuild of their restaurant layout to match the latest meta.
- Photo Mode — pose your chef, your restaurant, and the Kelp Canyons in a fully unlocked photo mode for sharing.
- 1.0 Pricing — the launch-discount era ends; price reverts to $19.99 USD for new buyers.
Under Consideration / Wishlist
These are things the PaperPixel team has mentioned in Discord but that have not been committed to a specific drop yet.
- Console editions — no decision yet. PaperPixel has signalled interest but is focused on PC stability first.
- Story Mode — a single-player campaign woven through the existing loop.
- Workshop / Mod support — not on the near-term roadmap.
- Seasonal Events — community-discussed, with holiday sushi drops on the radar.
What Is Already In The Game
For a snapshot of the current launch build:
- Full dive → catch → cook → serve loop with five-player co-op.
- Multiple ocean zones (Shallow Waters, Mid-Depths, Deep Ocean) with five distinct dangerous creatures plus the boss variants.
- 15 Steam achievements, 31 interface languages, controller + keyboard and mouse.
- v0.1.5-ea.8 — Multiplayer & ChefDesk Update (Aug 22, 2026). See the Patch Notes for what just shipped.
Live Known Issues Tracking
The current open bug list lives on the Known Issues page. Anything that survives the Q3 drop without a fix will be promoted into a Drop 2 backlog item.
How To Influence The Roadmap
PaperPixel weights roadmap items from three places, roughly in this order:
- Steam Discussions (Bug Reports + Suggestions board votes). Use the upvote button.
- Official Discord
#wishlistchannel. The dev team reads but does not always reply — Discord is where they ask clarifying questions. - In-game feedback (Esc → Feedback). Auto-attaches telemetry from your last session.
Reviews on Steam matter for visibility, but they do not directly change the order of the roadmap — Suggestions-thread upvotes do.
Related Content
- Patch Notes for what just shipped in v0.1.5-ea.8
- Known Issues for the live bug list
- All Recipes for the current recipe list that grows with Drop 1
- Getting Started for the gameplay loop after launch patches
Frequently Asked Questions
Quick answers to the most common questions.
When will Deep Blue Sushi leave Early Access?
PaperPixel expects 6 to 12 months of Early Access, with three content drops planned (Q3 2026, Q4 2026, Q1 2027) before the 1.0 exit. The full release date will be announced well in advance.
Will the price increase after Early Access?
Yes. The launch 10% discount ($13.49) ends when 1.0 ships. Day-one 1.0 buyers will pay $19.99 USD. Buying during Early Access is the cheapest path to the game.
How can I influence the roadmap?
Upvote Suggestions threads on Steam Discussions. PaperPixel reads the Discord #wishlist channel and the in-game feedback form, but Steam upvotes drive roadmap priority.
Will there be saves wipes?
No wipes are planned for the current Early Access builds. Drop 3 will add a one-time optional Save Migration Tool for Day-1 players, but it is voluntary.
Is there a console version coming?
Not yet. PaperPixel is focused on PC stability through Drop 1. Console editions are on the wishlist but not on the delivery schedule.