Roadmap & Milestones
Durations assume a solo developer working part time with AI-assisted tooling (Blender MCP and Claude). Adjust as needed.
| Phase |
Target length |
Goal |
Exit criteria |
| 0. Pre-production |
2–4 weeks |
This wiki, a style test, tool setup |
Wiki v1 merged. One cel-shaded character renders in UE |
| 1. Core prototype |
6–8 weeks |
Combat feel in a gray box |
Katana moveset, dodge, Perfect Step, parry, Break, 2 enemy types, lock-on. Fun with gray boxes |
| 2. Systems prototype |
6–8 weeks |
Echoes, Aspects, stats, inventory, saves |
4 Echoes, Reactions, 1 generated Rift, save/load |
| 3. Vertical slice |
10–12 weeks |
One polished region |
Hearthport (partial) + Verdant Shoals + Gorrow boss, final art quality, about 1 hour of play |
| 4. Alpha |
4–6 months |
Content production |
4 regions, 4 weapons, 16 Echoes, Acts I–II |
| 5. Beta / Early Access |
3–4 months |
Remaining content, polish, performance |
All 7 regions + Moonscar, Acts I–V |
| 6. Release & live |
Ongoing |
Endgame, events, co-op |
Descent, NG+, seasonal events, co-op (stretch) |
Phase 1 task checklist
Vertical slice asset list (Blender MCP)
| Category |
Count |
Notes |
| Player character |
1 base mesh + 3 hairstyles + 2 outfits |
Toon-ready topology, see pipeline |
| Echo spirit models |
4 |
Aoi, Pip, Kenshiro, Rin. Can be semi-transparent spirit shader versions |
| Enemies |
4 |
Shardling, Glasshound, Mosshulk, Gorrow |
| Weapons |
3 |
Driftwood Blade, Ironleaf Katana, Tidecutter |
| Environment kits |
3 |
Tomari village kit, Shoals nature kit, Rift room kit (10 modular pieces) |
| Props |
~40 |
Lanterns, crates, nets, boats, shrines |