Palworld Roadmap After 1.0: Updates, DLC, and What's Next
What comes after Palworld 1.0 — the free-update-only plan Pocketpair is running, every patch since the July 10 launch, why no paid DLC is on the board, the Mobile and Palfarm spin-offs, and the Terraria and ULTRAKILL collab gear that stayed in the game.

Palworld left early access on July 10, 2026, you have probably already put Astralym in the ground, and the only question left is what the game does next. This guide lays out what has actually been committed to after 1.0 — the patch cadence so far, where paid DLC stands, the two spin-offs in development, and the crossover gear still sitting in the game for anyone who skipped it.
What's Confirmed After 1.0
The honest summary is that Palworld's post-1.0 track is a maintenance track, not a content track. Pocketpair's stated plan after launch is free updates aimed at optimization and bug fixing, and nothing about a paid expansion has been put on the table. That is a very different shape from the Sakurajima and Feybreak era, when a version bump meant a new island, new Pals and a new tech tier — so plan your play around the game as it stands today rather than around a drop that has not been promised.
| Thing people are asking about | Status | What it means for you |
|---|---|---|
| Free updates | Confirmed and already shipping | Optimization and bug fixes — three numbered builds inside the first three weeks |
| Paid DLC or a full expansion | Not announced | No release window exists to wait for; nothing is being held back from your save |
| A new region on the Sakurajima or Feybreak scale | Not announced | The current map is the whole map — 137 fast travel points on Palpagos plus 15 on the World Tree |
| More collaborations | Not announced | The two that already ran left their gear behind permanently, and it is all still craftable |
| Palworld Mobile | In development at Krafton | A separate build on phones, not a patch to the game you own |
| Palworld Palfarm | Announced spin-off | A farming game with Pals, not an update to this one |
Two rows there matter more than the rest. The "not announced" rows are not "cancelled" — Pocketpair has a habit of revealing things close to launch rather than months out, so absence of a roadmap is not the same as absence of plans. And the collaboration row is the one with something in it for you tonight: both crossovers are finished events, but neither took its equipment out of the game when it ended.
Every Patch Since 1.0 Launched
Three numbered updates and two hotfix builds landed in the first twenty days, which is a fast, repair-focused rhythm rather than a content one. The gaps tell the story: five days from launch to 1.0.1, then fourteen to 1.0.2, then same-day hotfixes when 1.0.2 needed touching up. If you run a dedicated server, that cadence is the thing to plan around — every one of these builds forces a client-server version match, and the Palworld server update guide covers the mismatch error you get when you skip one.
| Version | Released | What it was |
|---|---|---|
| 1.0.0 | July 10, 2026 | The 1.0 launch build — the World Tree, the endgame chain, and the full release on every platform |
| 1.0.1 | July 15, 2026 | First post-launch fix pass, five days later |
| 1.0.2 | July 29, 2026 | The big stability pass — the Panthalus disconnects and crashes, Shadowbeak vanishing mid-fight, two stuck achievements, and a lighter processing load in Sunreach. Full list in the Palworld 1.0.2 patch notes |
| 1.0.2.100993 and 1.0.2.101103 | July 30, 2026 | Two hotfix builds the day after 1.0.2 |
The pattern worth reading into is that 1.0.2 was the first update that changed how a fight behaves, and it did it by fixing the fight rather than tuning it. Nothing in it moved a Pal stat, a drop rate or a recipe. That is exactly what a free-updates-only track looks like in practice, and it is a good sign for anyone who was nervous about committing resources to a build.
What "Free Updates Only" Means for Your Save
It means stop hoarding. On a content-patch cadence there is a real argument for banking materials and Ancient Technology Points until you see what the next tier looks like; on a stability cadence there is none. No patch since launch has rewritten a stat block, so every schematic you have combined, every condensed Pal and every suit of armor you built keeps exactly the value it had the day you made it.
The practical version: spend down. Push the 588-node technology tree instead of saving points, finish the Palworld 1.0 endgame checklist rather than parking at level 60, and burn Legendary schematics on gear you will actually wear. The one thing genuinely worth watching for is a platform-side patch note if you play on a dedicated server, because that is the only kind of update so far that can lock you out of your own world for an evening.
The Two Collabs Left Their Gear Behind
This is the part of the roadmap question that actually has loot attached. Palworld has run two crossovers — Tides of Terraria and ULTRAKILL — and both ended as events while leaving their equipment in the game as permanent content. If you came back for 1.0 and assumed you had missed them, you have not: one set is chest loot, the other is sitting on the Ancient technology tree waiting for points you already earn from tower bosses.
Tides of Terraria: the Yakushima Kit
Everything in this set runs on one material — Hallowed Bar, which cannot be crafted, smelted or bought, and only comes out of chests in the Yakushima area. Treasure chests there roll 4-10 bars, the deeper cavern-grade chests roll 20-40, so the cavern run is the efficient one. The map carries the Yakushima entrance pin if you have never been. The standout is the Terra Blade at 425 attack — seventh-highest of the game's 36 melee weapons, and the strongest melee weapon in the game with no research node behind it at all, which means a low-level character who loots one can swing it immediately.
| Gear | Class | Key stat | Cost in Hallowed Bar |
|---|---|---|---|
| Melee | 425 attack, 757 durability | 40 (+20 Pal Metal Ingot) | |
| Melee | 360 attack, 600 durability | 30 | |
| Assault Rifle | 300 attack, 3,000 durability | 40 (+20 Pal Metal Ingot, 5 Electric Organ) | |
| Summon | 90 attack, 5,000 durability | 40 (+20 Pal Metal Ingot, 3 Ancient Civilization Parts) | |
| Magic | 50 attack, 3,000 durability | 40 (+20 Pal Metal Ingot, 3 Ancient Civilization Parts) | |
| Body armor | 200 defence, 650 HP, cuts Tides of Terraria damage by 30% | 20 | |
| Head armor | 140 defence, 320 HP, +20% damage with one collab weapon family | 20 each | |
| Head armor | 350 defence, 800 HP, 20,000 durability | 1 each | |
| Summon item | Offered at a Summoning Altar to call the collab raid | 100 |
Read that bottom half carefully, because the pricing is strange in your favour. The Moon Lord and Eye of Cthulhu Masks cost one bar each and carry 350 defence — more than double a 20-bar Hallowed helmet, and beaten only by the Ancient Helm across the whole head slot. They carry no damage boost, so the Hallowed helmets are still the pick when you are swinging a collab weapon, but as pure defence for one bar they are the best value in the set. The full breakdown of the armor line lives in the Hallowed Plate Mail schematic guide. One Terraria weapon skips the chests entirely: Meowmere is an Ancient technology node at player level 30 for 2 Ancient Technology Points, and its Legendary Meowmere version carries 222 attack and a ridiculous 22,222 durability.
ULTRAKILL: V1, V2 and Two Guns
The ULTRAKILL kit is the easier of the two to get, because it never asks you to find anything. It sits on the Ancient technology tree as two nodes, unlocked with Ancient Technology Points from tower bosses — so if you have cleared towers and have points spare, the whole set is a menu purchase. The full Ancient tree is 51 nodes and asks for 185 points across all of them; these two cost 8 of that total, or 10 if you take Meowmere as well.
| Node | Player level | Ancient points | Unlocks | Key stats |
|---|---|---|---|---|
| ULTRAKILL Collab Set 1 | 32 | 3 | Armor: 51 defence, 806 HP, Blood Is Fuel life steal · Revolver: 250 attack, 400 durability | |
| ULTRAKILL Collab Set 2 | 56 | 5 | Armor: 600 defence, 215 HP, 19,000 durability, Heat 2 and Cold 2 · Shotgun: 230 attack, 150 durability |
V2 Armor is the reason to care. Its 600 defence is eighth-highest of the 51 body armors in the game and level with the Hexolite suits, which normally sit behind tech level 63-65 — you get it at 56. The catch is the HP column: 215, against 1,750 on a Hexolite suit, so it is a damage-reduction wall rather than a health pool and it plays badly if you rely on a big buffer to survive a raid opener. Its 19,000 durability is the longest-lived body armor you will wear before Ancient gear. V1 Armor is the opposite trade — almost no defence, 806 HP, and Blood Is Fuel restoring health from the damage you deal, which is a genuinely good level-32 pickup.
The guns are more situational, and the honest read is compare-in-class only. The Core Eject Shotgun's 230 attack is the highest of any shotgun you can craft before the level 63 Energy Shotgun, edging the level 43 Pump-Action Shotgun's 220 — but its 150 durability is the thinnest in the class, so carry a spare. The Marksman Revolver lands at 250 attack, exactly level with the standard Handgun, so it is a sidegrade you take because the node hands it over free, not because it beats anything. Both are ranked against their own class in the best guns tier list.
Two Spin-Offs Are in Development
Neither of these is an update to the game you are playing, which is the single most common mix-up when the word "roadmap" comes up. They are separate products, on separate teams, with separate release tracks — nothing in either one lands in your current save.
Palworld Mobile
A phone version being built by Krafton rather than by Pocketpair directly. It ran an alpha test during 2025 and has been in feature and gameplay refinement since, with a release targeted for some point in 2026 — no exact date has been given. Treat it as a parallel version rather than a port with shared progress until that is spelled out.
Palworld Palfarm
Pocketpair's own spin-off, and a deliberate turn away from the combat loop: you and your Pals build a farm, grow crops and cook together. If the part of Palworld you actually enjoy is the base — the ranch, the plantations and the assembly lines — this is the one aimed at you. It shares the world and the Pals, not the shooting.
What to Do Until the Next Update
A maintenance roadmap is good news for anyone with a backlog, because nothing you grind now gets invalidated. Below is the full remaining scale of the game measured out, which is a more useful answer to "what's next" than a release calendar: 288 Pals, 90 Alphas, 10 towers, 5 raid bosses and 407 effigies is a lot of game left even after the credits roll.
| Goal | The scale | Where to start |
|---|---|---|
| Finish the Paldex | 288 Pals | Palworld Pal tier list · capture rate calculator |
| Clear every tower, then hard mode | 10 tower bosses, each with a harder rematch | All tower bosses in order |
| Run the raids | 5 raid bosses, 16 summoning altars pinned | Raid boss guide and rewards |
| Hunt Alphas | 90 Alpha spawns | Alpha Pal locations · Alpha route by level |
| Collect effigies | 407 pins — 360 on Palpagos, 47 on the World Tree | Effigy map layer |
| Chase Legendary gear | 113 Legendary schematics among 581 total | Schematic database · Best Legendary schematics |
| Clear the dungeons | 10 caverns plus 18 sealed realms | List of all dungeons |
| Finish the tech tree | 588 technologies, 51 of them Ancient | Full technology tree |
If you only pick one line from that table, make it the towers. Hard-mode rematches are the most repeatable endgame content in the build, they are the source of the Ancient Technology Points that unlock the collab gear above, and the fights are documented one by one — Victor and Shadowbeak, Axel and Orserk, Saya and Selyne and Marcus and Faleris. The raids are the other repeatable pillar, with Xenolord sitting at the top of that ladder.
The Short Answer
Free updates for stability and performance, no paid DLC announced, and two spin-offs that are separate games. Palworld has shipped three numbered builds and two hotfixes in the twenty days since it launched on July 10, 2026, none of which touched a stat, a drop rate or a recipe — so your save, your builds and your schematics are safe to spend. If you want something new to do this week, the answer is not on a calendar: it is the 10 hard-mode tower rematches, the 5 raid bosses, and the two crossovers' worth of gear that never left the game.
Related Guides
Where to go next:
- All Palworld guides
- Palworld 1.0.2 Patch Notes: Every Fix in the Update
- Palworld 1.0 Endgame Checklist: What to Do at Level 60+
- How to Update Your Palworld Server and Fix Version Mismatch
- Hallowed Plate Mail Schematic Location and Stats
- Best Weapons at Every Tech Level: Full Upgrade Path
- Best Armor at Every Tech Level: Full Upgrade Path
- All Tower Bosses in Order
- Raid Boss Guide and Rewards
- Interactive Map: every location in Palworld