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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
MilestoneWeb 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 browser·Open larithea.com and play — the same build that ships to Steam later, packaged for the web.
- Feedback built into the demo·A 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 list·TikTok, Instagram, LinkedIn, and the alpha-list email — "play the prototype, help shape the demo."
- Web-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.