Song of LaritheaTurn-based tactical RPG

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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.

  1. May 17

    First weekly drop

    First of four weekly builds — TestFlight + Play Internal on mobile, Electron on Windows + Mac.

    • Nell joins the animated lineupFull sprite animation in the fight field and idles, matching Maya.
    • Walking between scenes — first artThe walking-scene system gets its first real backgrounds.
    • Demo entry on the start screenA separate Demo panel on the chapter hub.
    • In-game bug reportingPlayers file bugs directly from inside the game with context attached.
    • Base activity polish — first passReal art and sound for the shared base-activity panel.
  2. May 24

    Heroes and content keep landing

    • Tara joins the animated lineupFull fight + idle animation.
    • Second walking sceneMore of the route between battles gets dressed.
    • Maya and Nell base activitiesHero-specific panels get real art and sound.
    • Opening cutscene art finalizedOrmron Gates panels go from placeholder to final.
    • Side quest writtenContent for the optional 10-scene side quest gets drafted.
    • Steam page copy + tagsDescriptions, tags, and system requirements locked.
  3. Jun 15
    Milestone

    Web Demo

    The web demo launches at larithea.com — no install, no store, no account. 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.

    • Demo playable in the browserOpen larithea.com and play — the same build that ships to Steam later, packaged for the web.
    • Feedback built into the demoA floating feedback button, a short post-demo survey, and behind-the-scenes analytics so we can see where people get stuck.
    • Invite across social and the alpha listTikTok, Instagram, LinkedIn, and the alpha-list email — "play the prototype, help shape the demo."
    • Web-launch reelA reel that pulls together the hero reels from the prior weeks into a single "come try it" invite.
  4. 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 surfacedDrop-off points, balance complaints, confusion moments, telemetry anomalies — triaged from the demo data and worked through in priority order.
    • Survey + analytics synthesisWrite up what the demo actually showed us, so the polish pass is driven by player behavior, not assumption.
  5. 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 cliffhangerNew scenes pick up after the team splits — fresh locations, new fights, more of the arc.
    • Second playable heroA second hero gets the full playable treatment, so the new chapters carry their own perspective.
  6. Aug 3
    Milestone

    Steam demo · wishlisting opens

    The polished, expanded demo lands on Steam. Wishlisting opens — the public moment ahead of October's Next Fest.

    • Demo live on SteamWindows + Mac, free to play, available straight from the Steam page.
    • Steam page live · wishlist buttonCapsule art, trailer, screenshots, and the wishlist button — the home for curious players ahead of October.
    • Steam-launch beat across channelsTikTok, Instagram, LinkedIn, and the alpha-list email — the public moment that points everyone at Steam.
  7. 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, OctoberSteam'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 placesThe campaign keeps growing chapter by chapter — new regions and arcs rolled out in stages.
    • More ways to playTower-style endurance runs and a two-player dungeon co-op are on the internal roadmap; other formats stay open.
    • Combat depthSpell chains, cast-order combos, in-fight party banter, and ongoing class/talent passes.
    • Look, motion, soundContinuing art, animation, cutscene, and audio production scaled with milestone and budget.

For what has already shipped, see News on the home page.