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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

    Closed 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 inviteTesters 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 alphaA 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 listTikTok, Instagram, LinkedIn, and the alpha-list email — "help shape the demo."
    • 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.