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Roadmap
What is done, what is underway and what comes next. Updated monthly.
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2026 · Q2-Q3
Design locked
Done
Story, cast, script, zones, dungeons, weapons, economy and per-chapter monster distribution — all laid out and measured against the data codex. The structure no longer moves: what remains is finished content, not architecture.
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2026 · Q3-Q4
Character laboratory
Underway
The system that turns a 3D character into eight-direction, 160 px sprite sheets ready for Godot, with human input at only three review gates.
Leo (sword and shield) and Irene (archer) are already playable, at 22 and 9 routines × 8 directions. The Goblin Warrior is shipped with tactical AI. Barry and Serge have models and animations ready, pending a decision on their attack sets. Dafs has not started.
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2026 · Q4
Playable vertical slice
Underway
From Leo’s prologue to the end of chapter one, fully stitched: page transitions, a dressed village, first combat before minute one, the book-pause and the first pact.
This is the piece that decides whether the game feels like the design promises. It is also the footage the campaign video is cut from.
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2027 · Q1
Content production
Up next
Signing off the 48 script scenes, tabulating the bestiary drop tables, assigning the remaining monsters to chapter and zone, and producing per-screen art following the cohesion contract.
This is the long, unglamorous stretch — and precisely what the campaign funds.
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To be announced
Crowdfunding campaign
Planned
The campaign launches with the vertical slice recorded, a playable demo and the mailing list already built. Not before: a campaign with nothing to show is a campaign that fails in the first 48 hours.
If you want a heads-up the day it opens, the list is the place.