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Roadmap

This roadmap describes likely next steps, not promises.

Priority A

  • Add reliable persistence and restore for rooms and active rounds.
  • Add E2E smoke tests for room creation, phone join, reconnect, game select, round start, round end, and kick/leave flows.
  • Review all included assets and word lists before any official public build.
  • Improve documentation for each game.
  • Establish repeatable alpha playtest notes for balancing, pacing, and scoring.

Priority B

  • Split controller code by game to reduce the main bundle.
  • Move more host scenes from full redraws to incremental updates where it matters.
  • Expand patch streaming beyond Light Trails.
  • Add fixture rooms or scripted local playtest flows.

Priority C

  • Add more Arena Survivor progression depth.
  • Add more MinionsTD map and balance options.
  • Improve game selection UX for larger catalogs.
  • Rename remaining internal legacy identifiers when doing so is low-risk.

Product Questions

  • Should official distribution target LAN-only play, hosted rooms, or both?
  • Which games are polished enough for a first public demo?
  • What minimum QA bar is required before a Steam build?
  • Which contribution areas should be labeled as good first issues?