From 9d966364b546b1359e0f9d8010e680c6a858b7f2 Mon Sep 17 00:00:00 2001 From: zwitschi Date: Wed, 27 May 2026 14:36:17 +0200 Subject: [PATCH] Add initial project files including .gitignore, LICENSE, README, and documentation --- .gitignore | 15 +++ LICENSE.md | 14 +++ README.md | 64 +++++++++++ docs/ARCHITECTURE.md | 166 ++++++++++++++++++++++++++++ docs/BUILD_GUIDE.md | 76 +++++++++++++ docs/DEVELOPMENT_ROADMAP.md | 188 ++++++++++++++++++++++++++++++++ docs/GAME_DESIGN_DOCUMENT.md | 69 ++++++++++++ docs/STEAM_RELEASE_CHECKLIST.md | 56 ++++++++++ 8 files changed, 648 insertions(+) create mode 100644 .gitignore create mode 100644 LICENSE.md create mode 100644 README.md create mode 100644 docs/ARCHITECTURE.md create mode 100644 docs/BUILD_GUIDE.md create mode 100644 docs/DEVELOPMENT_ROADMAP.md create mode 100644 docs/GAME_DESIGN_DOCUMENT.md create mode 100644 docs/STEAM_RELEASE_CHECKLIST.md diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..9594f8b --- /dev/null +++ b/.gitignore @@ -0,0 +1,15 @@ +# instructions +.github/instructions/ + +# GoDot files +*.import +*.godot + +# OS files +.DS_Store +Thumbs.db + +# Build files +build/ +bin/ +obj/ \ No newline at end of file diff --git a/LICENSE.md b/LICENSE.md new file mode 100644 index 0000000..88a55de --- /dev/null +++ b/LICENSE.md @@ -0,0 +1,14 @@ +# MIT License + +Copyright (c) 2026 Georg Sinn + +Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER +DEALINGS IN THE SOFTWARE. diff --git a/README.md b/README.md new file mode 100644 index 0000000..f6d815a --- /dev/null +++ b/README.md @@ -0,0 +1,64 @@ +# Chemo-Sim + +**A First-Person Simulator Where YOU Are the Patient** + +Welcome to the worst day of your life—but make it funny. + +## What is This? + +Chemo-Sim is a painfully accurate, darkly comedic first-person simulator that puts you in the hospital gown. Experience the full journey: the bad news, the IV drips, the hair loss, the existential dread, and the occasional absurd moment that makes you question reality. + +This is not a game about _beating_ cancer. This is a game about _being_ chemo'd. Every indignity, every side effect, every surreal hospital hallucination—all yours to experience. + +> [!WARNING] +> This game contains brutal honesty wrapped in dark humor. If you find cosmic absurdity funny while facing human suffering, you're our people. + +## Features + +- **Hyper-realistic symptom simulation** – Nausea, hair loss, taste changes, chemo brain, the works +- **Minigames from hell** – Throw up accurately, hold a conversation while foggy, eat food that tastes like pennies +- **Medical accuracy meets comedy** – Our research was thorough; our jokes are darker +- **Multiple chemo regimens** – Different drugs, different side effects, different routes to suffering +- **Hospital environments** – Waiting rooms, treatment centers, home isolation—all the glamour +- **Unlockable dark humor** – Easter eggs, absurd internal monologues, meme-worthy moments +- **Accessibility focus** – Because chemo patients are already struggling; this game shouldn't be + +## Why This Exists + +This started as a joke. Then we realized nobody had made this. Then we realized _why_ it could matter—giving people a tiny window into what patients actually endure, all while laughing at the absurdity of existence. + +It's therapy through comedy. It's dark. It's sincere. It's ridiculous. It's all at once. + +## Platform Support + +- Windows 10/11 (x64) +- Linux (Ubuntu 20.04+, Fedora 35+, Arch) + +## Development Status + +**Early Access / In Development** – We're building this lean and mean with a 2-person team + AI tools. Expect rapid iteration, unfiltered creative decisions, and occasional chaos. + +## Credits + +Made by two people who thought this was funny enough to be real. + +## License + +MIT License - See [LICENSE.md](LICENSE.md) + +## For Developers + +- [Technical Architecture](docs/ARCHITECTURE.md) +- [Development Roadmap](docs/DEVELOPMENT_ROADMAP.md) +- [Build Guide](docs/BUILD_GUIDE.md) +- [Game Design Document](docs/GAME_DESIGN_DOCUMENT.md) + +## Support This Thing + +Steam Early Access coming Q3 2026. Wishlist to keep up. + +Follow the chaos: [Discord] [Twitter] [TikTok] + +[Discord]: https://discord.gg/yougetchemo +[Twitter]: https://twitter.com/yougetchemo +[TikTok]: https://www.tiktok.com/@yougetchemo diff --git a/docs/ARCHITECTURE.md b/docs/ARCHITECTURE.md new file mode 100644 index 0000000..fb007e1 --- /dev/null +++ b/docs/ARCHITECTURE.md @@ -0,0 +1,166 @@ +# Chemo-Sim – Technical Architecture + +**Goal:** Build once, deploy to Windows/Linux, release on Steam with minimal overhead. + +## Tech Stack (Lean & Mean) + +| Component | Choice | Why | +| ------------------- | ------------------------------------------------- | ---------------------------------------------------------------------------------------- | +| **Game Engine** | Godot 4.x (Open Source) | Free, cross-platform native exports, no fees, great 2D/3D hybrid, minimal learning curve | +| **Language** | GDScript | Godot-native; AI tools generate excellent GDScript, no language mixing friction | +| **Build System** | GitHub Actions + Godot Export Templates | Automated builds for all platforms, zero cost, versioning out of the box | +| **Version Control** | Git (GitHub/GitLab) | Standard; integrates with Steam builds | +| **Audio** | Godot's built-in AudioServer | Already integrated, sufficient for ambient + SFX + UI beeps, no licensing cost | +| **Physics/3D** | Godot's built-in Bullet Physics | Already integrated, no external dependency | +| **UI/UX** | Godot Control nodes + custom shaders | No external framework needed; build once, runs everywhere | +| **Analytics** | None initially OR Telemetry to self-hosted server | Consider privacy; avoid Unity/Unreal data-hoarding | + +## Project Structure + +```txt +YOU_GET_CHEMO/ +├── project.godot # Godot project config +├── scenes/ # Game scenes (organized by system) +│ ├── hospital/ +│ ├── treatment_ui/ +│ ├── symptoms/ +│ ├── minigames/ +│ └── menus/ +├── scripts/ # GDScript code +│ ├── game_systems/ +│ ├── ui_controllers/ +│ ├── minigame_logic/ +│ └── utils/ +├── assets/ # Art, audio, fonts +│ ├── models/ +│ ├── textures/ +│ ├── audio/ +│ └── fonts/ +├── export_templates/ # Godot export configs for each platform +│ ├── windows.export +│ └── linux.export +├── build/ # Generated build outputs +│ ├── windows/ +│ └── linux/ +├── ci/ # CI/CD scripts +│ ├── .gitea/workflows/ # GitHub Actions for auto-builds +│ ├── build.sh +│ └── build.ps1 # Windows build script +├── docs/ +│ ├── DEVELOPMENT_ROADMAP.md +│ ├── STEAM_RELEASE_CHECKLIST.md +│ ├── BUILD_GUIDE.md +│ └── GAME_DESIGN_DOCUMENT.md +└── README.md +``` + +## Cross-Platform Strategy + +### Windows (x64) + +- **Export format:** .exe (standalone) +- **Runtime:** Godot includes all dependencies +- **Signing:** Optional (self-signed or purchased cert for Steam trust) +- **Build time:** ~5 minutes + +### Linux (Portable + AppImage) + +- **Export format:** Portable executable + AppImage (recommended) +- **Runtime:** Fully portable; ships all libs needed +- **No signing required** +- **Build time:** ~5 minutes + +## Build Pipeline (GitHub Actions) + +Automated builds on every commit to `main`: + +```yaml +# .gitea/workflows/build.yml (pseudocode) +on: [push, pull_request] +jobs: + build: + runs-on: [ubuntu-latest, windows-latest] + steps: + - uses: actions/checkout@v2 + - uses: chickensoft-games/setup-godot@v2 + - run: godot --export-project YOUR_PLATFORM + - uses: actions/upload-artifact@v2 +``` + +**Result:** Every push generates Windows .exe and Linux .AppImage in GitHub releases. + +## Steam Distribution + +### Submission Requirements + +- **Godot version:** Latest stable (currently 4.x) +- **Build artifacts:** Separate builds for Win/Linux (Steam handles delivery) +- **Depot configuration:** Steamworks SDK includes per-platform depots +- **Build size targets:** + - Windows: ≤500 MB + - Linux: ≤400 MB + +### Steam Integration + +1. **Steamworks SDK integration** (optional, recommended for achievements): + - Godot has GodotSteam plugin (community-maintained, free) + - Handles achievements, leaderboards, cloud saves, controller support +2. **Build upload:** + - Use Steamworks SDK command-line tools + - OR upload via Steamworks web UI +3. **Testing:** + - Steam provides free depot testing tools + - Beta branch testing before public release + +## Performance Targets + +| Metric | Target | Notes | +| --------- | ------------------- | --------------------------------------- | +| FPS | 60 stable | First-person game; smooth matters | +| Load time | <5 sec | Hospital scenes are relatively simple | +| Memory | <1 GB | Godot is lean; you'll be fine | +| CPU | Single-core capable | Most indie devs' machines should run it | + +## Development & Iteration + +### Local Builds + +```bash +# Export all platforms locally +godot --export-release Windows "build/windows/YOU_GET_CHEMO.exe" +godot --export-release Linux "build/linux/YOU_GET_CHEMO.x86_64" +``` + +### Rapid Testing + +- Run in Godot editor for quick iteration +- Export to single platform while developing +- Test cross-platform **before** final builds (use GitHub Actions for CI/CD) + +## Known Gotchas + +1. **Linux distros:** Test on Ubuntu, Fedora, and Arch—most players use one of these. +2. **Controller support:** Godot auto-detects; test with a gamepad if you support it. +3. **Godot versioning:** Lock to a specific Godot 4.x version in your CI/CD. Don't always use "latest." + +## Cost Breakdown (Minimal) + +| Item | Cost | Notes | +| -------------------- | ----- | --------------------------- | +| **Godot** | $0 | Open source | +| **GitHub** | $0 | Free tier supports CI/CD | +| **Steam Submission** | $100 | One-time per game | +| **Apple Developer** | $0 | macOS dropped from scope | +| **Steamworks** | $0 | Free after submission fee | +| **Total** | ~$100 | One-time; no recurring fees | + +## Next Steps + +1. Install Godot 4.x +2. Initialize GitHub repo with structure above +3. Set up GitHub Actions for CI/CD (see BUILD_GUIDE.md) +4. Export templates locally to verify each platform works +5. Create Steamworks account, reserve app ID +6. Begin development + +See `DEVELOPMENT_ROADMAP.md` for phased shipping strategy. diff --git a/docs/BUILD_GUIDE.md b/docs/BUILD_GUIDE.md new file mode 100644 index 0000000..7a40396 --- /dev/null +++ b/docs/BUILD_GUIDE.md @@ -0,0 +1,76 @@ +# Build Guide + +Chemo-Sim — How to build from source. + +## Prerequisites + +- [Godot 4.x](https://godotengine.org/download) (lock to a specific minor version, not "latest") +- Git +- (Windows) PowerShell 5+ +- (Linux) bash + +## Quick Start + +```bash +git clone chemo-sim +cd chemo-sim +``` + +Open `project.godot` in the Godot editor, or run: + +```bash +godot --editor +``` + +## Local Export + +### Windows + +```bash +godot --export-release Windows "build/windows/YOU_GET_CHEMO.exe" +``` + +### Linux + +```bash +godot --export-release Linux "build/linux/YOU_GET_CHEMO.x86_64" +``` + +## CI/CD (GitHub Actions) + +Builds run automatically on push to `main`. See `.github/workflows/build.yml`. + +To trigger manually: + +1. Go to Actions tab +2. Select "Build" workflow +3. Run workflow + +Artifacts appear in the workflow run summary. + +## Export Templates + +Export templates are in `export_templates/`: + +- `windows.export` +- `linux.export` + +These configure platform-specific settings (icon, version, etc.). Edit via Godot Editor → Project → Export. + +## Versioning + +Follow [Semantic Versioning](https://semver.org/): `MAJOR.MINOR.PATCH` + +- MAJOR: Breaking changes / major content milestones +- MINOR: New features / new minigames +- PATCH: Bug fixes + +Set version in `project.godot` → `application/config/version`. + +## Troubleshooting + +| Problem | Fix | +| ----------------------------------- | ------------------------------------------------------------------- | +| Export fails with missing templates | Download export templates in Godot Editor → Manage Export Templates | +| Linux build won't run | `chmod +x build/linux/YOU_GET_CHEMO.x86_64` | +| Godot version mismatch | Check CI config and local Godot version match | diff --git a/docs/DEVELOPMENT_ROADMAP.md b/docs/DEVELOPMENT_ROADMAP.md new file mode 100644 index 0000000..3b26b4e --- /dev/null +++ b/docs/DEVELOPMENT_ROADMAP.md @@ -0,0 +1,188 @@ +# Development Roadmap + +Chemo-Sim + +**Shipping to Steam Early Access Q3 2026** + +Timeline assumes 2 devs + heavy AI tool usage. Be realistic about velocity. + +## Phase 1: MVP (4–6 weeks) + +_Just Make It Playable_ + +**Goal:** First-person movement, one chemo treatment, one symptom system, one minigame. + +### Deliverables + +- [ ] **Core gameplay loop** + - First-person character controller (movement, look around) + - Hospital room scene (basic geometry) + - Sit-down animation, IV insertion sequence +- [ ] **First symptom system: Nausea** + - Screen tilt + color desaturation + - Vomit minigame: hit keys in sequence (like Guitar Hero but gross) +- [ ] **UI skeleton** + - Treatment timer + - Symptom tracker (simple text readout) + - Main menu +- [ ] **Audio placeholder** + - Hospital ambient sound + - UI beeps +- [ ] **Builds for Windows + Linux** (automated via GitHub Actions) + +**Success criteria:** You can play start-to-finish in 5 minutes. It's janky. That's fine. + +## Phase 2: Core Loop (6–8 weeks) + +_Add Depth & Polish_ + +**Goal:** 2–3 complete treatment sessions, 4–5 symptom systems, minigame variety. + +### Deliverables + +- [ ] **Multiple symptom systems** + - Nausea ✓ (from Phase 1) + - Hair loss (visual degradation) + - Taste distortion (food looks/sounds wrong) + - Chemo brain (UI glitches, text corruption) + - Fatigue (movement slows) +- [ ] **Expanded minigames** + - Vomit accuracy challenge ✓ + - "Eat this food" (taste it wrong) + - Conversation memory test + - Hospital navigation while dizzy +- [ ] **Treatment variety** + - Infusion pump (timed, interactive) + - Different drug regimens (affect symptom severity) + - Radiation room (if you want it) +- [ ] **Progression system** + - Day counter (Week 1 → Week 6+) + - Cumulative effects (symptoms get worse over time) +- [ ] **Audio overhaul** + - Licensed or royalty-free indie soundtrack + - Realistic hospital ambience + - Minigame SFX +- [ ] **Automated testing** + - GUT (Godot Unit Testing) for symptom system interactions + - Prevent regression when multiple symptoms overlap (nausea + chemo brain + fatigue) + - CI runs tests on every push +- [ ] **Art pass** + - Hospital environment refinement + - Character appearance (hair loss progression) + - UI polish + +**Success criteria:** 20–30 minute playthrough. Feels like a _game_, not a tech demo. + +## Phase 3: Dark Humor & Absurdity (4–6 weeks) + +_The Soul of the Game_ + +**Goal:** Add the comedic/edgy elements that make this _your_ game, not a medical sim. + +### Deliverables + +- [ ] **Absurd hospital scenarios** + - TV plays surreal content (AI-generated English/gibberish meme-format text) + - NPC dialogue with dark one-liners + - Environmental storytelling (notes from other patients) +- [ ] **Unlockable content** + - Easter eggs (hidden minigames, joke treatments) + - Achievement system (Steam achievements) + - Dark humor unlocks (internal monologues, sarcastic commentary) +- [ ] **Minigame variations** + - "Eat bad food" becomes increasingly absurd + - Conversation minigame gets funnier/sadder +- [ ] **Soundtrack expansion** + - Menu music (ironic, upbeat cancer music) + - Treatment room ambience (hospital + dark humor) + +**Success criteria:** Playtester feedback: "I laughed and felt uncomfortable simultaneously." + +## Phase 4: Polish & Optimization (2–3 weeks) + +_Make It Shippable_ + +**Goal:** Stability, performance, accessibility. + +### Deliverables + +- [ ] **Cross-platform testing** + - Windows: test on 2–3 configs + - Linux: Ubuntu, Fedora, Arch +- [ ] **Performance optimization** + - Target 60 FPS on mid-range hardware + - Memory profiling + - Load time optimization +- [ ] **Accessibility** + - Colorblind modes + - Subtitle options + - Control remapping + - Difficulty settings (if applicable) +- [ ] **Bug fixes & stability** + - Playtester feedback implementation + - Crash fixing + - Save/load robustness +- [ ] **Steam setup** + - Steamworks account configured + - App ID reserved + - Build depots set up + - Store page content drafted (see STEAM_RELEASE_CHECKLIST.md) + +**Success criteria:** No crashes in 1-hour playthroughs. Runs on a 5-year-old laptop. + +## Phase 5: Early Access Launch (1–2 weeks) + +_Go Public_ + +**Goal:** Get it on Steam, gather feedback, iterate. + +### Deliverables + +- [ ] **Final build verification** + - Download from Steam, play start-to-finish + - Test all platforms +- [ ] **Store page live** + - Screenshots, trailer uploaded + - Description, tags, content warnings finalized +- [ ] **Community channels live** + - Discord server + - Twitter/social presence +- [ ] **Day-1 support plan** + - Hotfix process for critical bugs + - Feedback monitoring + +**Success criteria:** Launch day without game-breaking bugs. Early feedback positive. + +## Post-Launch (Ongoing) + +### Updates (Bi-weekly to monthly) + +- [ ] New minigames +- [ ] Additional symptom systems +- [ ] More absurd scenarios +- [ ] Community-requested features +- [ ] Cosmetics (patient gown styles, room decorations) + +### Long-term (6–12 months post-launch) + +- [ ] Full release candidate build +- [ ] Content expansion (survivors' stories, alternative treatments) +- [ ] Mod support (if community demands it) +- [ ] Console ports (if budget allows—Switch would be dark comedy gold) + +## Total Timeline + +**MVP → Full Early Access Launch: ~16–19 weeks (~4 months)** + +Budget for slippage. You'll hit roadblocks. That's normal. Ship what's fun, not what's perfect. + +## Team Velocity Notes + +With 2 people + heavy AI tools: + +- **Art/Animation:** AI image gen + Godot animation nodes = faster +- **Sound:** AI text-to-speech + royalty-free libraries = minimal cost +- **Code:** AI pair programming (Copilot, Claude) = faster iteration +- **Bottleneck:** Creative decisions and playtesting (can't be automated) + +**Protect creative time.** The dark humor is the game. Don't let optimization timelines kill your weird ideas. diff --git a/docs/GAME_DESIGN_DOCUMENT.md b/docs/GAME_DESIGN_DOCUMENT.md new file mode 100644 index 0000000..784e93e --- /dev/null +++ b/docs/GAME_DESIGN_DOCUMENT.md @@ -0,0 +1,69 @@ +# Game Design Document + +Chemo-Sim + +## Elevator Pitch + +First-person chemo simulator. Painfully accurate. Darkly funny. You don't beat cancer — you survive the treatment. + +## Core Pillars + +1. **Medical Accuracy** — Symptoms, treatments, and timelines grounded in real chemo regimens +2. **Dark Comedy** — Absurdity, gallows humor, and uncomfortable laughs as coping mechanism +3. **Empathy Through Experience** — Players feel what patients feel, without after-school-special moralizing + +## Tone Guide + +- **Voice:** First-person internal monologue. Sarcastic, exhausted, occasionally surreal. Think: _Fight Club_ narrator meets hospital discharge paperwork. +- **Humor boundaries:** Joke about the situation, never the patient. Punch up at the healthcare system, the absurdity of side effects, the cosmic unfairness. Never punch down at suffering. +- **"No filter" means:** Honest about bodily functions, honest about fear, honest about the weird places your brain goes. Not edgelord shock content. +- **NPCs:** Nurses are tired professionals with dark humor of their own. Other patients range from gallows-humor veterans to terrified newbies. Doctors are well-meaning but rushed. + +## Gameplay Loop + +``` +Arrive at hospital → Check in → Wait (minigames happen here) → Treatment session → Side effects kick in → Go home → Cope → Repeat +``` + +Each cycle = 1 treatment day. Side effects accumulate. Mental state degrades. Dark humor escalates. + +## Symptom Systems + +| Symptom | Mechanic | Visual/Audio Cue | +| ---------------- | --------------------------- | ------------------------------------ | +| Nausea | Screen tilt, vomit QTE | Color desaturation, stomach gurgle | +| Hair loss | Progressive visual | Mirror reflection, clumps in shower | +| Taste distortion | Food minigame becomes wrong | Metallic sheen on food, wrong sounds | +| Chemo brain | UI corruption | Text scrambles, buttons move | +| Fatigue | Movement slows, inputs lag | Heavy breathing, blurred edges | + +## Minigames + +### Vomit (Phase 1) + +Keys appear in sequence. Miss = mess. Hit = clean-ish. Accuracy tracked. + +### Eat This Food (Phase 2) + +Food appears normal. You remember it tasting different. Choose what's "wrong" — taste, texture, temperature. Always wrong. Gets harder. + +### Conversation Memory (Phase 2) + +NPC asks questions. You respond. Later, they reference your answers. If chemo brain scrambled it, dialogue branches to confusion. + +### Hospital Navigation (Phase 2) + +Find your way while dizzy. Controls invert randomly. Screen tilts. Timer counts down. + +## Progression + +- **Day counter:** Week 1 through Week 6+ +- **Cumulative effects:** Each symptom has intensity 0–100. Increases per treatment. Some plateau, some don't. +- **Regimen variance:** Different drug combos produce different symptom profiles. Random at start, player can't choose — because patients can't. +- **No win condition.** You finish treatment or you don't. The game ends when the regimen ends. + +## Unlockables + +- Hidden minigames (absurdist: argue with insurance, decode hospital bill) +- Internal monologue logs (unlock sarcastic commentary on each symptom) +- Achievement names are dark jokes diff --git a/docs/STEAM_RELEASE_CHECKLIST.md b/docs/STEAM_RELEASE_CHECKLIST.md new file mode 100644 index 0000000..b74bebe --- /dev/null +++ b/docs/STEAM_RELEASE_CHECKLIST.md @@ -0,0 +1,56 @@ +# Steam Release Checklist + +Chemo-Sim — Everything needed before hitting "Publish." + +## Pre-Launch (Phase 4) + +- [ ] Steamworks account created +- [ ] App ID reserved ($100 fee paid) +- [ ] Bank/tax info filled in Steamworks +- [ ] Build depots configured (Win x64, Linux) +- [ ] GodotSteam plugin integrated and tested +- [ ] Achievements defined and implemented +- [ ] Cloud saves configured (if using) + +## Store Page (Phase 4–5) + +- [ ] Short description (≤300 chars) +- [ ] Full description (formatting, GIFs, feature bullets) +- [ ] Content warnings set (mature themes, medical situations, dark humor) +- [ ] Tags: Indie, Simulation, First-Person, Dark Humor, Singleplayer, Story Rich +- [ ] Genre: Simulation, Indie +- [ ] Screenshots (min 5, showing gameplay variety) +- [ ] Trailer (30–90 sec, captures tone) +- [ ] Capsule images: + - Header capsule (460x215) + - Small capsule (231x87) + - Main capsule (616x353) + - Vertical capsule (374x448) +- [ ] Library assets: + - Library capsule (600x900) + - Library hero (3840x1240) + - Library logo (1280x720) + +## Build Verification (Phase 5) + +- [ ] Fresh install from Steam on Windows +- [ ] Fresh install from Steam on Linux +- [ ] Achievements unlock correctly +- [ ] Save/load works across sessions +- [ ] Controller works (if supported) +- [ ] No crash in 1-hour playthrough +- [ ] Steam overlay works (Shift+Tab) + +## Launch Day + +- [ ] Set release date in Steamworks +- [ ] Flip store page from "Coming Soon" to "Early Access" +- [ ] Post announcement on Discord/Twitter/TikTok +- [ ] Monitor Steam forums and Discord for first-hour bugs +- [ ] Hotfix branch ready, CI warmed up + +## Post-Launch + +- [ ] First patch within 48 hours (critical fixes only) +- [ ] Weekly community roundup posts +- [ ] Plan first content update based on feedback