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Roadmap
Where Larithea is headed. The nearest months are firm; the further down the page you go, the looser the timing gets.
September
MilestoneThe demo lands on Steam
The first time anyone can play Larithea without an invite.
- Playable demo on Steam·The opening of Chapter 1 — spell crafting, the fight grid, and the first battles. Free, on Windows and Mac.
- Simplified Chinese store page·The Steam store page in Simplified Chinese — the game's own text follows shortly.
- Simplified Chinese in the game·The game's text ships in Simplified Chinese too, alongside English and Russian.
October
MilestoneNext Fest, and the first phones
The biggest week of Larithea's year, and the first phones in players' hands.
- Steam Next Fest · Oct 19–26·A week inside Steam's demo showcase. A game gets one Next Fest, ever — this is Larithea's.
- iPhone beta·Larithea goes out to TestFlight testers ahead of the public release on phones.
- Japanese·The fourth language in the game, after English, Russian and Chinese.
- Korean·The fifth language in the game.
November
Larithea on phones
The game itself, in your pocket — not a cut-down version of it.
- iOS and Android·Free to download, with the same opening of Chapter 1 you get on Steam. Larithea was built for phones as much as for desktop.
Later
MilestoneEarly Access
The game opens up, and keeps growing while you play it.
- Chapter 1, start to finish·Early Access opens with the whole of Chapter 1, and more chapters arrive as Early Access goes on.
- Spanish and Brazilian Portuguese·Bringing Larithea to seven languages in total, alongside English, Russian, Chinese, Japanese and Korean.
- Translated with AI, corrected in the open·Each language starts from a machine draft. Some get a native-speaker pass; all of them keep getting fixed as players report lines that read wrong.
Beyond
Further out
Directions rather than dates. Ordering and timing will shift; firm dates come when there is something firm to announce.
- 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.
Shipped · May–August 20266 drops
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
A second week of art, animation and writing landing on top of the first.
- 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.
Day-to-day progress lands in News, and the longer write-ups in the dev diary.