Skip to content

Path to Demo

⚠️ STALE — do not treat as the current plan

Section titled “⚠️ STALE — do not treat as the current plan”

This roadmap was migrated verbatim from Notion. Its calendar runs 27 Oct 2025 → 30 Aug 2026 and assumes work (agents, needs, economy, content passes, save/load, Steam page, trailer) that has not been done — the codebase is roughly at Sprint 4 of 22, and main has been dormant since 2025-12-15.

Kept for reference and intent, not as a live schedule.

  • Re-baseline tracked in #30
  • Demo-date conflict (this doc says Aug 2026; the GDD/README say Oct 2026) tracked in #31

Ship a playable, showable Demo in 10 months for PAX Melbourne and SXSW Sydney. Maintain a lean scope and build audience steadily.

  • Sprints: Biweekly (2 weeks)
  • Check-ins: End of each sprint with a playable build and brief devlog
  • Marketing: Start in Sprint 2. Steam page live by Sprint 4. First trailer by Sprint 10.
  • Month 1 (Nov ’25): Tech spike, grid build, camera, deck toggle. Start devlog and social accounts.
  • Month 2 (Dec ’25): Build mode v1, greybox rooms, basic UI. Draft Steam page copy.
  • Month 3 (Jan ’26): Agents v1 (pathing, 2 needs), needs overlay. Steam page Coming Soon live.
  • Month 4 (Feb ’26): Economy v1, cabin revenue tick. First GIF set and feature post.
  • Month 5 (Mar ’26): Content pass 1 (props, 2 archetypes, 1 crew). Wishlist push campaign.
  • Month 6 (Apr ’26): Performance pass 1, culling, LODs. Press list prep and outreach trials.
  • Month 7 (May ’26): Save/load v1, options. Short tease trailer v0.
  • Month 8 (Jun ’26): Visual pass v1, menu, SFX. Trailer v1, press kit v1. Creator outreach wave 1.
  • Month 9 (Jul ’26): Tutorial tips, scenario polish. Public demo date announce.
  • Month 10 (Aug ’26): Demo hardening, show build. Creator outreach wave 2. Event prep.

Sprint 1 (Oct 27–Nov 9 ’25)

  • Engine project setup, Parkitect-style camera (orbit, pitch limits), deck toggle
  • Grid and snap system prototype
  • Devlog #0: “Why cruise ship tycoon?”
  • Deliverable: Video clip of camera + grid.

Sprint 2 (Nov 10–Nov 23)

  • Placement: place/rotate/delete modules, cost deduction
  • 4 wall types, 2 floor tiles, door module (greybox)
  • Marketing: open X/Twitter, YouTube, TikTok handles; brand stub
  • Deliverable: 15s GIFs of build loop.

Sprint 3 (Nov 24–Dec 7)

  • Build UI v1, category bar
  • Pathing spike: navmesh across rooms and stairs placeholders
  • Steam: draft page copy, tags, capsule WIP
  • Deliverable: Short clip of walkable area.

Sprint 4 (Dec 8–Dec 21)

  • Agents v1: idle, walk, go-to-room
  • Needs system v1: hunger + fun, tick + decay
  • Steam: Coming Soon page live; wishlist CTA
  • Deliverable: Capture + announce tweet thread.

Sprint 5 (Dec 22–Jan 4 ’26)

  • Needs overlays (bubbles, simple heatmap)
  • Object interactions: snack bar token, seat token
  • Press kit skeleton (About, USP, screenshots placeholder)
  • Deliverable: 3 screenshots for Steam.

Sprint 6 (Jan 5–Jan 18)

  • Economy v1: money HUD, build costs, cabin revenue tick
  • Staff role v1: cleaner loop (trash spawn + clean)
  • Social: devlog #2 (economy + cleanliness)
  • Deliverable: 30s clip showing loop → earn → build.

Sprint 7 (Jan 19–Feb 1)

  • Content pass 1: 8–10 props affecting 2 needs
  • Passenger archetypes: 2 with clear preferences
  • Wishlist push #1 (before/after ship layout GIFs)
  • Deliverable: Feature post + GIF pack.

Sprint 8 (Feb 2–Feb 15)

  • Performance pass 1: pooling, simple LOD, per-deck culling
  • Bug triage system, crash logging
  • Outreach prep: build press/creator list (ANZ focus)
  • Deliverable: Tech write-up tweet.

Sprint 9 (Feb 16–Mar 1)

  • Save/load v1 (one slot), pause speeds
  • Options: volume, camera invert, quality preset
  • Steam page refresh with new media
  • Deliverable: Short UI tour clip.

Sprint 10 (Mar 2–Mar 15)

  • Visual pass v1: colors, light pass, selection outlines
  • Audio pass v1: basic SFX
  • Trailer v1 storyboard and music temp
  • Deliverable: 20–30s tease trailer v0.

Sprint 11 (Mar 16–Mar 29)

  • Scenario shell: 10-minute objective (satisfaction + revenue)
  • Event stubs: 2 light incidents (spill, VIP arrival)
  • Press kit v1 (logo, capsules, 6 screenshots)
  • Deliverable: Scenario playthrough video.

Sprint 12 (Mar 30–Apr 12)

  • UX polish: notifications, tooltips, error states
  • Creator outreach wave 1: 30–50 micro-creators
  • Wishlist push #2 (Steam post + socials)
  • Deliverable: Trailer v1 publish.

Sprint 13 (Apr 13–Apr 26)

  • Content pass 2: reach 8–10 rooms, 3 archetypes, 3–4 staff roles
  • Balance pass 1
  • Playtest #1 with 5–10 testers (survey)
  • Deliverable: Feedback summary.

Sprint 14 (Apr 27–May 10)

  • Performance pass 2: profiling hot spots
  • Save/load hardening
  • PR follow-ups, local events submission checks
  • Deliverable: Updated build + notes.

Sprint 15 (May 11–May 24)

  • Menu polish, key rebinding, basic accessibility
  • Bug fixing, stability
  • Creator outreach wave 2 (mid-tier ANZ + niche sim channels)
  • Deliverable: New screenshots set.

Sprint 16 (May 25–Jun 7)

  • Tutorial tips and hint system
  • QA sweep, regression tests
  • Store page update with new trailer
  • Deliverable: Tutorial capture.

Sprint 17 (Jun 8–Jun 21)

  • Demo cut scoping: lock features, cut risky items
  • Marketing beats plan for next 6 weeks
  • Event logistics draft (booth, hardware, signage wishlist)
  • Deliverable: Public demo date tease.

Sprint 18 (Jun 22–Jul 5)

  • Demo content lock
  • Bug bash #1, performance check with target NPC counts
  • Press kit v2 (factsheet PDF)
  • Deliverable: Demo announcement post.

Sprint 19 (Jul 6–Jul 19)

  • Bug bash #2, polish, camera feel tweaks
  • Steam demo page config (if applicable) or playtest beta branch
  • Outreach wave 3 (press with trailer v1)
  • Deliverable: Demo RC build.

Sprint 20 (Jul 20–Aug 2)

  • Finalize show build, backup machines, input maps
  • Show floor UX: reduce text, add bounce-back loop
  • Schedule hands-on with creators attending events
  • Deliverable: Show build + press schedule.

Sprint 21 (Aug 3–Aug 16)

  • Hardening, contingency scenes, crash auto-recovery
  • Practice demo flow scripts
  • Social calendar for event days
  • Deliverable: Gold demo + runbook.

Sprint 22 (Aug 17–Aug 30)

  • Events execution window and post-mortem tasks
  • Post-event patch and Steam post with outcomes
  • Deliverable: Post-event report + roadmap update.

Pre-Steam (before Sprint 4)

  • Notion hub: Full devlog every sprint with WIP clips and notes. (Now: repo / website devlog.)
  • Socials (X/Twitter, IG, TikTok, YouTube Shorts): Max 1 post per sprint. Tight crops of the cleanest feature, no rough blockouts. CTA = “Follow for wishlist soon.”
  • Reddit: None or 1× to r/IndieDev per month with behind-the-scenes focus.

Steam live (Sprint 4 onward)

  • Steam News: Mirror each sprint devlog in shorter form. Always include Wishlist CTA.
  • YouTube: 1 short clip per sprint. Longer cuts only for trailer beats.
  • TikTok/Instagram Reels: 1 vertical clip per sprint showing a single satisfying loop (build, deck toggle, heatmap).
  • X/Twitter: 1–2 tweets per sprint. Thread for bigger beats (Steam launch, trailer, demo date).
  • Reddit: 1 post per month. Rotate between r/pcgaming, r/StrategyGames, r/tycoon as rules allow; otherwise r/gamedev for technical dives.

Content by sprint (add to Deliverables)

  • Sprint 1: Devlog #0 only. Social handle claim post (no footage if rough).
  • Sprint 2: 2× 5–10s GIFs of placement loop on X/Twitter; 1 vertical on IG/TT if presentable.
  • Sprint 3: Short walkable area clip to YouTube; Reddit r/IndieDev progress post.
  • Sprint 4 (Steam live): Steam News “Coming Soon” post + 3–5 best captures across socials. Wishlist CTA everywhere.
  • Sprint 5: 3 Steam screenshots; one overlay clip to IG/TT; post with needs heatmap.
  • Sprint 6: 30s loop → earn → build clip to YouTube; X/Twitter thread on economy.
  • Sprint 7: Wishlist push #1 pack (before/after ship layout). Cross-post all channels + Steam News.
  • Sprint 8: Tech write-up on performance + r/gamedev; 10s side-by-side perf clip to socials.
  • Sprint 9: UI tour short to YouTube + IG/TT; Steam page media refresh.
  • Sprint 10: Tease trailer v0 to YouTube (unlisted preview for feedback), one hero shot to socials.
  • Sprint 11: Scenario playthrough (internal capture); Steam News feature post with 2 GIFs.
  • Sprint 12: Trailer v1 public across all channels; Creator outreach wave 1 pinned tweet + Steam post.
  • Sprint 13: Playtest #1 recap + Steam; one feedback graphic to socials.
  • Sprint 14: Performance update clip; Reddit r/pcgaming “optimization diary” if allowed.
  • Sprint 15: New screenshots set to Steam; IG carousel; wishlist push #2 light.
  • Sprint 16: Tutorial tip clip to IG/TT; YouTube short of hint system.
  • Sprint 17: Demo date tease across all channels (short motion graphic).
  • Sprint 18: Demo announcement post + press kit v2 link everywhere.
  • Sprint 19: Demo RC clip; Steam playtest sign-up or demo toggle post.
  • Sprint 20–22: Event countdown posts, booth info, and post-event recap with highlights.

Copy template per post

  • Hook line
  • 10–20s clip or 3–4 GIFs
  • Why it matters to players
  • What’s next
  • CTA (Follow or Wishlist on Steam)

Milestones

  • Steam Coming Soon: Sprint 4 (Dec ’25). Update media monthly.
  • Devlog cadence: every sprint end. Cross-post to Steam, Reddit, X/Twitter, YouTube.
  • Trailer v1: Sprint 12 (Apr ’26). 20–40s.
  • Creator outreach: Wave 1 (Sprint 12), Wave 2 (Sprint 15), Wave 3 (Sprint 19).
  • Press kit: v1 Sprint 11, v2 Sprint 18. Include logo, capsules, screenshots, factsheet, contact.
  • Wishlist pushes: Sprints 7, 12, 19.
  • Short loop: 3–5 minute experience with clear success condition
  • Auto-reset, skip tutorial, attract mode on idle
  • Big readable UI, mouse support
  • Crash guard: auto reload scene, autosave disabled
  • Takeaway: postcard QR → Steam page
  • Curved hulls and complex geometry: defer beyond demo
  • Complex AI traits/schedules: keep 2–3 needs and simple jobs
  • Route map and ports: not in demo
  • Sprint 2: Select ONE primary low-poly kit (+ optional utility kit). Do a quick palette/material audit; reject off-style assets.
  • Sprint 3: Create trim sheet v1 and apply to walls/rails. Rebuild key prefabs with correct pivots and LODs.
  • Sprint 5: Palette pass on placed modules. Replace noisy textures with flat colors. Establish signage decal set.
  • Sprint 8: Material budget audit (< 20 materials for demo). Enable instancing and combine meshes by room.
  • Sprint 10: Visual pass uses trim sheet v1 + unified lighting. Ensure selection outlines match Art Direction.
  • Ongoing each sprint: Run the Kit review checklist from Art Direction.

Immediate next step (original Sprint 1 backlog)

Section titled “Immediate next step (original Sprint 1 backlog)”
  • Project setup and repo
  • Camera + deck toggle
  • Grid + placement spike
  • Devlog #0 draft + accounts

Dates can slide by a week for holidays. Keep scope cuts aggressive to protect the demo date.