← Vision portal

PROJECT MANAGEMENT COCKPIT

MAKE THE FIGHT MATTER.

01 proven combat lab01 next vertical slice12 phase concepts0 approved production fighters

Current operating decision

Persistent crime-survival RPG. Character-first. Fight-first. No default run reset.

Done

Combat lab

Fixed-step simulation, fight modes, AI, collision, Gallery lab, browser review.

Now

Human acceptance

Keyboard/controller playtest; only bounded feel fixes before RPG systems.

Next

First Night

20–30 minute proof of the city-to-fight-to-consequence loop.

Later

Neighborhood

Systemic daily survival around the proven loop.

Roadmap / planning bands

Gated production Gantt

Workstream0369121518 mo.
Combat laboratoryOne-fighter deterministic fight prototype; physical acceptance remains required.
Complete / human gate
First Night sliceApartment, burn, manager, one booking, one fight and consequence.
Next
Neighborhood loopMap, debt, heat, betting, training, relationships and venues.
Planned
Chapter OneRival ladder, faction pressure, boss card and authored consequences.
Planned
Campaign productionDistricts, roster, travel lane, full story and content pipeline.
Planned
Release hardeningAccessibility, balance, native builds, rating/provenance and marketing.
Planned

Art gates

  • Juno/Cassette direction lock
  • Protagonist full-body packet
  • 2 rival packets
  • 3 stage/venue packs
  • 10 story beats

Design gates

  • Daily burn is understandable
  • Manager booking creates choice
  • Losses create recovery stories
  • Fight result changes tomorrow

Engineering gates

  • Current combat acceptance
  • Save/load schema
  • City/fight state handoff
  • Content validator + telemetry