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
mainhas been dormant since 2025-12-15.Kept for reference and intent, not as a live schedule.
Ship a playable, showable Demo in 10 months for PAX Melbourne and SXSW Sydney. Maintain a lean scope and build audience steadily.
Cadence
Section titled “Cadence”- 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.
High-level timeline (by month)
Section titled “High-level timeline (by month)”- ✅ 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 plan (biweekly)
Section titled “Sprint plan (biweekly)”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.
Marketing & community beats
Section titled “Marketing & community beats”Channel posting guide (what goes where)
Section titled “Channel posting guide (what goes where)”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.
Event prep checklist (show build)
Section titled “Event prep checklist (show build)”- 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
Risks & deferrals
Section titled “Risks & deferrals”- 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
Kitbashing integration updates
Section titled “Kitbashing integration updates”- 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.