Done
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.
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.
First Night sliceApartment, burn, manager, one booking, one fight and consequence.
Neighborhood loopMap, debt, heat, betting, training, relationships and venues.
Chapter OneRival ladder, faction pressure, boss card and authored consequences.
Campaign productionDistricts, roster, travel lane, full story and content pipeline.
Release hardeningAccessibility, balance, native builds, rating/provenance and marketing.
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