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Roadmap
Near-term, we have firm dates: a playable demo at the end of May with weekly builds along the way. Longer-term, the roadmap is directional — ordering and timing will shift as the game grows.
May 17
First weekly drop
First of four weekly builds — TestFlight + Play Internal on mobile, Electron on Windows + Mac.
- Nell joins the animated lineup·Full sprite animation in the fight field and idles, matching Maya.
- Walking between scenes — first art·The walking-scene system gets its first real backgrounds.
- Demo entry on the start screen·A separate Demo panel on the chapter hub.
- In-game bug reporting·Players file bugs directly from inside the game with context attached.
- Base activity polish — first pass·Real art and sound for the shared base-activity panel.
May 24
Heroes and content keep landing
- Tara joins the animated lineup·Full fight + idle animation.
- Second walking scene·More of the route between battles gets dressed.
- Maya and Nell base activities·Hero-specific panels get real art and sound.
- Opening cutscene art finalized·Ormron Gates panels go from placeholder to final.
- Side quest written·Content for the optional 10-scene side quest gets drafted.
- Steam page copy + tags·Descriptions, tags, and system requirements locked.
Jun 15
MilestoneClosed alpha
The closed alpha opens to invited testers — on TestFlight for iOS, a closed beta on Google Play for Android, and on the web by invite. It runs for at least two weeks, longer if we need more data. The point is to learn where attention drops and what feels off, before Steam.
- Play by invite·Testers get in through TestFlight, the Google Play closed beta, or a web invite — the same build that heads to Steam next.
- Feedback built into the alpha·A floating feedback button, a short survey, and behind-the-scenes analytics so we can see where people get stuck.
- Invite across social and the alpha list·TikTok, Instagram, LinkedIn, and the alpha-list email — "help shape the demo."
- Launch reel·A reel that pulls together the hero reels from the prior weeks into a single "come try it" invite.
Jun 29
Polish from what we learn
Two weeks to turn early-player data into a hardened build. Whatever the web demo surfaces — friction, balance, pacing, bugs — drives the pass.
- Fix what surfaced·Drop-off points, balance complaints, confusion moments, telemetry anomalies — triaged from the demo data and worked through in priority order.
- Survey + analytics synthesis·Write up what the demo actually showed us, so the polish pass is driven by player behavior, not assumption.
Jul 13
More chapters · second playable hero
Two weeks to extend the demo past the cliffhanger. The party splits, and a second hero becomes playable on the other side of the story.
- Story continues past the cliffhanger·New scenes pick up after the team splits — fresh locations, new fights, more of the arc.
- Second playable hero·A second hero gets the full playable treatment, so the new chapters carry their own perspective.
Aug 3
MilestoneSteam demo · wishlisting opens
The polished, expanded demo lands on Steam. Wishlisting opens — the public moment ahead of October's Next Fest.
- Demo live on Steam·Windows + Mac, free to play, available straight from the Steam page.
- Steam page live · wishlist button·Capsule art, trailer, screenshots, and the wishlist button — the home for curious players ahead of October.
- Steam-launch beat across channels·TikTok, Instagram, LinkedIn, and the alpha-list email — the public moment that points everyone at Steam.
Beyond
After the demo
Longer-term directions, grouped. Ordering and timing will shift; concrete dates come when there is something firm to announce.
- Steam Next Fest, October·Steam's quarterly demo showcase. The October 2026 Next Fest is the demo's first big public moment — polish runs through summer to be ready.
- More story, more places·The campaign keeps growing chapter by chapter — new regions and arcs rolled out in stages.
- More ways to play·Tower-style endurance runs and a two-player dungeon co-op are on the internal roadmap; other formats stay open.
- Combat depth·Spell chains, cast-order combos, in-fight party banter, and ongoing class/talent passes.
- Look, motion, sound·Continuing art, animation, cutscene, and audio production scaled with milestone and budget.
For what has already shipped, see News on the home page.