> ## Documentation Index
> Fetch the complete documentation index at: https://docs.refined.frotty27.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Roadmap

> What is done, what we are working on and what comes later, for every Refined mod.

<Info>
  Still in development. There are no releases to download yet. Last updated 11 October 2026.
</Info>

This page says where each Refined mod stands, in plain words. It lists what each mod does, not when it will be out. There are no dates.

## Done

These are in Refined - Graphics today. There is no release yet, and some of them still wait for a check in the game.

* **Ambient occlusion:** Ambient Only, Clarity AO, Tuned AO
* **Textures and surfaces:** Glass by Angle, Glass in Shade, Ground Variety, One Glass Copy, Sharp Texture Loading, Steady Highlights, Sun Glints, Surface Depth: Blocks, Surface Depth: Held Items, Surface Depth: Props, Surface Depth: Terrain, Surface Filtering, Terrain Tessellation, Texture Sharpness, Trilinear Filtering
* **First person:** First Person AO, First Person Lighting, First Person Reflections
* **Accessibility:** Colorblind Mode, Comfort Settings
* **Menus and options page:** Compare Key, Live Preview, Menu Motion, One Graphics Menu, Refined Graphics Options Page, Refined Graphics Preset, Screen Fades, Sign-in Notice
* **Distance and pop-in:** Prop Detail, Prop Dissolve, Steady Detail, Steady Occlusion, Vehicle Dissolve
* **Water:** Caustics, Flowing Water, Natural Water, Rain Rings, Soft Shores, Underwater Look, Water Color, Wind on Water
* **Fog, sky and atmosphere:** Height Fog, Moon Size, Sun Disc, Volumetric Light
* **Performance:** Background Saving, Flash Shadow Limit, Half-Res Reflections, Loading Uploads, Reflection Update Limit, Screen Shadow Limit, Shader Warm-Up, Texture Update Limit
* **Lighting:** Barrel Fires, Bright Bulbs, Darker Nights, Fire Flicker, Flare Occlusion, Flashlight Beam, Indoor Sky Shade, Lamp Glow, Light Distance, Pixel Lights
* **Reflections:** HDR Reflections, Reflections by Angle
* **Trees and vegetation:** Billboard Lighting, Foliage Bending, Foliage Fullness, Forests to the Horizon, Living Grass, Natural Wind, Plants Grow In, Tree Detail, Tree Dissolve
* **Shadows:** Cloud Shadows, Crisp Shadow Edges, Far Shadows, Grass Shadows, Near Shadow Detail, Shadow Filtering, Sharp Contact Shadows
* **Weather:** Lens Droplets, Lightning, Rain Light, Snow Cover, Soft Drifts, Weather Timing, Wet Surfaces
* **Post-processing and color:** Color Style, Tonemapping
* **Anti-aliasing and upscaling:** Leaf Edge Mask, Steady Sharpen

## Working on

<CardGroup cols={2}>
  <Card title="Refined - Graphics" icon="sun" href="/graphics/overview">
    Light, shadows, water and sky. What is being built right now is listed below the cards.
  </Card>

  <Card title="Refined - First Person" icon="hand" href="/first-person/overview">
    Hand-made first-person animations and the Workbench, where you tune them as you play.
  </Card>

  <Card title="Refined - Infected & Wildlife" icon="paw" href="/infected-and-wildlife/overview">
    Bigger hordes, livelier animation and behavior for zombies and animals.
  </Card>
</CardGroup>

The pieces of Refined - Graphics being built right now:

* **Textures and surfaces:** Surface Depth: People, Surface Depth: Vehicles
* **First person:** Steady Hand Shading
* **Trees and vegetation:** Foliage Lighting

## Later

No dates, and not everything here will happen.

### Planned for Refined - Graphics

* **Ambient occlusion:** AO Overhaul
* **Textures and surfaces:** Surface Detail Upgrade
* **Accessibility:** More Accessibility Options
* **Performance:** VSync and Frame Pacing
* **Platform and support:** Device Support Notices and API Advice, Issue Reporter, Support Tiers and Minimum Spec, Update Checker
* **Next-gen rendering:** Frame Generation, HDR and Newer Upscalers, Ray Tracing
* **Anti-aliasing and upscaling:** AA Overhaul
* **Effects and particles:** Cleaner Decals

### Ideas for Refined - Graphics

We have looked into these but have no plan for them yet.

* **Textures and surfaces:** Clear Glass at a Distance
* **First person:** Arms and Gun Contact Shade, Blood and Grime on Arms and Gun, No Ghosting on Arms and Gun, Weapon Shadow, Wet Arms and Gun in Rain
* **Distance and pop-in:** Distant Terrain Detail, Generated Detail Levels, Items and Traders Drawn Further, Longer Fade-Ins
* **Water:** Waterfall Splashes
* **Fog, sky and atmosphere:** Starry Night Sky
* **Performance:** Cheaper Full-Screen Effects, Cheaper Shadows, Dynamic Resolution, GPU-Driven Drawing, Less Wasted Work, Many Lamps at Lower Cost, Smarter Culling
* **Lighting:** Forge and Campfire Glow, Indoor Bounce Light, Overcast Light, Trader Compound Lights, Vehicle Headlights
* **Reflections:** Indoor Reflections, Specular Occlusion
* **Trees and vegetation:** Grass That Sits in the Ground, Tree Color Variety
* **Moments and motion:** Background Blur Behind Game Windows, Better Motion Blur, Bleeding Trail, Depth of Field in Trader Dialogs, Frost, Heat and Radiation Looks, Game Screen Effects Fixed, Hit Feedback, Low Health Look, Soft Camera Cuts
* **Shadows:** Longer Golden-Hour Shadows, Softer Shadows in Haze
* **Weather:** Rainbows, Sharper Clouds
* **Post-processing and color:** Depth of Field and Film Grain, Night Color Shift, Night Vision Look, Vignette
* **Effects and particles:** Ambient Life: Fireflies, Leaves, Flies, Bullet Holes and Blood, Dust Puff on First Search, Footprints and Tire Tracks, Footstep Dust, Heat Haze, Lingering Explosion Smoke, More Impact Effects, Other Players' Laser Sights, Rubble and Collapse Dust, Scorch Marks and Blood Pools, Shell Casings, Smoke and Dust Dim in Shade, Tracers

### Planned mods

These have no code and no release yet.

* [Refined - Core](/planned/core): the shared base of the Refined mods.
* [Refined - Landscape](/planned/landscape): terrain, trees and grass, with a longer draw distance and less pop-in.
* [Refined - Audio](/planned/audio): mixing, occlusion and reverb, and new sounds where the game has none.
* [Refined - Performance](/planned/performance): faster saves and loading, and steadier frame times.


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