Future Content

**THIS WIKI IS OUTDATED, PLEASE GO TO** https://paperplanet.wiki.gg/wiki/Paper\_Planet\_Wiki **INSTEAD**

Paper Planet is a game that is still in development, so there is content that is planned to be added. The developers of the game, Doodlegames, have teased some content on their Community Discord Server. All content teased is subject to change. This page acts as a compilation of such content.

## Shopkeeper Boss Fight

It should be prefaced that the legitimacy of this content is questionable, and may potentially be a joke.

On March 24, 2022, Willops posted a song that teases a potential Shopkeeper Boss Fight.

## Overworld Buildings

The launch version of the game will have at least two buildings that are not currently in the demo version.

* The Shop is a building that will allow the player to buy permanent unlocks (such as new items, planets, and potentially gamemodes). Items will be purchased with a persistent currency called Staples.
* The Library tracks player stats (such as num. of bullets fired, or number of runs won) as well as serves as an item catalogue (showing detailed stats of items) as well as enemy names and stats (such as health or speed).

No other buildings have been confirmed as of yet.

## Bullet Engine

The current version of the game uses a bullet engine that will be replaced. The new engine will have significantly better performance than the previous engine, and is capable of simulating tens of thousands of bullets without major performance loss.

The improved bullet engine will also draw trails behind certain bullet types, such as rockets.

To directly quote Sirplop, who apparently spent month(s) working on it:

```
the main optimizations are implementing my own physics system, which is multithreaded to hell

also taking advantages of Unity's Burst compiler, which compiles a job (read: struct-based multithreaded function) to native machine code, which is very fast

efficient batching systems are also used to render many bullets in a very small number of batches

so I can render 20,000 bullets in 20 batches

also, the way effects are handled is more efficient than before, because all effects are now just bullets with parts of themselves disabled

bullets only process what they're set to process

the real speed improvement for everything, though, is that while the bullet system is processing all of the data for itself, it doesn't occupy the main thread, so the rest of the game can go ahead and calculate its own stuff until the bullet system needs to resync

so Unity can process its own physics, all of the game's scripts can run their updates with no issue

oh, there are also no gameobjects, so creating and destroying bullets is far, far faster than if they were

there's more small, highly-specific optimizations I've made, but that's the gist of it

```

## New Planets

In the final version of the game, there will be multiple planets that can be selected before the beginning of a run, presumably.

As of now, there are three known planets (excluding the current paper planet):

* "Fire Planet" or "Volcano Planet" (unofficial names). No information is known about this planet.
* "Grass Planet" or "Nature Planet" (unofficial names). Although not finalized, Willops is considering giving this planet low HP, but increases stats on heal or when gaining max HP.
* "Plane Planet." Gain a drone, which you fire from instead of a turret on the planet. Willops is uncertain how shielding would work with this; either it could be a shield on the drone, or a ground structure (like the tower in the image) has the shield.