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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

  • Create UE 5.5+ C++ project Riftbloom (Third Person template)
  • Enable plugins: Gameplay Abilities, Enhanced Input, CommonUI, Motion Warping, Niagara, PCG
  • Player character with GAS AbilitySystemComponent
  • Light/heavy combo using AnimMontages + GameplayAbility
  • Dodge with i-frames + Perfect Step detection (incoming-attack window tags)
  • Parry ability
  • Break attribute + Broken state + Finisher
  • Enemy AI: StateTree or Behavior Tree, with attack telegraphs
  • Lock-on camera
  • Hit-stop, camera shake, damage numbers
  • Gray-box arena

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