Add initial project files including .gitignore, LICENSE, README, and documentation
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# Chemo-Sim – Technical Architecture
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**Goal:** Build once, deploy to Windows/Linux, release on Steam with minimal overhead.
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## Tech Stack (Lean & Mean)
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| Component | Choice | Why |
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| ------------------- | ------------------------------------------------- | ---------------------------------------------------------------------------------------- |
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| **Game Engine** | Godot 4.x (Open Source) | Free, cross-platform native exports, no fees, great 2D/3D hybrid, minimal learning curve |
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| **Language** | GDScript | Godot-native; AI tools generate excellent GDScript, no language mixing friction |
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| **Build System** | GitHub Actions + Godot Export Templates | Automated builds for all platforms, zero cost, versioning out of the box |
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| **Version Control** | Git (GitHub/GitLab) | Standard; integrates with Steam builds |
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| **Audio** | Godot's built-in AudioServer | Already integrated, sufficient for ambient + SFX + UI beeps, no licensing cost |
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| **Physics/3D** | Godot's built-in Bullet Physics | Already integrated, no external dependency |
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| **UI/UX** | Godot Control nodes + custom shaders | No external framework needed; build once, runs everywhere |
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| **Analytics** | None initially OR Telemetry to self-hosted server | Consider privacy; avoid Unity/Unreal data-hoarding |
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## Project Structure
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```txt
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YOU_GET_CHEMO/
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├── project.godot # Godot project config
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├── scenes/ # Game scenes (organized by system)
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│ ├── hospital/
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│ ├── treatment_ui/
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│ ├── symptoms/
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│ ├── minigames/
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│ └── menus/
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├── scripts/ # GDScript code
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│ ├── game_systems/
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│ ├── ui_controllers/
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│ ├── minigame_logic/
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│ └── utils/
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├── assets/ # Art, audio, fonts
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│ ├── models/
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│ ├── textures/
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│ ├── audio/
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│ └── fonts/
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├── export_templates/ # Godot export configs for each platform
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│ ├── windows.export
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│ └── linux.export
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├── build/ # Generated build outputs
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│ ├── windows/
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│ └── linux/
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├── ci/ # CI/CD scripts
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│ ├── .gitea/workflows/ # GitHub Actions for auto-builds
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│ ├── build.sh
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│ └── build.ps1 # Windows build script
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├── docs/
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│ ├── DEVELOPMENT_ROADMAP.md
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│ ├── STEAM_RELEASE_CHECKLIST.md
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│ ├── BUILD_GUIDE.md
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│ └── GAME_DESIGN_DOCUMENT.md
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└── README.md
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```
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## Cross-Platform Strategy
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### Windows (x64)
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- **Export format:** .exe (standalone)
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- **Runtime:** Godot includes all dependencies
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- **Signing:** Optional (self-signed or purchased cert for Steam trust)
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- **Build time:** ~5 minutes
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### Linux (Portable + AppImage)
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- **Export format:** Portable executable + AppImage (recommended)
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- **Runtime:** Fully portable; ships all libs needed
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- **No signing required**
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- **Build time:** ~5 minutes
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## Build Pipeline (GitHub Actions)
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Automated builds on every commit to `main`:
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```yaml
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# .gitea/workflows/build.yml (pseudocode)
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on: [push, pull_request]
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jobs:
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build:
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runs-on: [ubuntu-latest, windows-latest]
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steps:
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- uses: actions/checkout@v2
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- uses: chickensoft-games/setup-godot@v2
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- run: godot --export-project YOUR_PLATFORM
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- uses: actions/upload-artifact@v2
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```
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**Result:** Every push generates Windows .exe and Linux .AppImage in GitHub releases.
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## Steam Distribution
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### Submission Requirements
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- **Godot version:** Latest stable (currently 4.x)
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- **Build artifacts:** Separate builds for Win/Linux (Steam handles delivery)
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- **Depot configuration:** Steamworks SDK includes per-platform depots
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- **Build size targets:**
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- Windows: ≤500 MB
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- Linux: ≤400 MB
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### Steam Integration
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1. **Steamworks SDK integration** (optional, recommended for achievements):
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- Godot has GodotSteam plugin (community-maintained, free)
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- Handles achievements, leaderboards, cloud saves, controller support
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2. **Build upload:**
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- Use Steamworks SDK command-line tools
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- OR upload via Steamworks web UI
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3. **Testing:**
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- Steam provides free depot testing tools
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- Beta branch testing before public release
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## Performance Targets
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| Metric | Target | Notes |
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| --------- | ------------------- | --------------------------------------- |
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| FPS | 60 stable | First-person game; smooth matters |
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| Load time | <5 sec | Hospital scenes are relatively simple |
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| Memory | <1 GB | Godot is lean; you'll be fine |
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| CPU | Single-core capable | Most indie devs' machines should run it |
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## Development & Iteration
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### Local Builds
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```bash
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# Export all platforms locally
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godot --export-release Windows "build/windows/YOU_GET_CHEMO.exe"
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godot --export-release Linux "build/linux/YOU_GET_CHEMO.x86_64"
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```
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### Rapid Testing
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- Run in Godot editor for quick iteration
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- Export to single platform while developing
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- Test cross-platform **before** final builds (use GitHub Actions for CI/CD)
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## Known Gotchas
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1. **Linux distros:** Test on Ubuntu, Fedora, and Arch—most players use one of these.
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2. **Controller support:** Godot auto-detects; test with a gamepad if you support it.
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3. **Godot versioning:** Lock to a specific Godot 4.x version in your CI/CD. Don't always use "latest."
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## Cost Breakdown (Minimal)
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| Item | Cost | Notes |
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| -------------------- | ----- | --------------------------- |
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| **Godot** | $0 | Open source |
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| **GitHub** | $0 | Free tier supports CI/CD |
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| **Steam Submission** | $100 | One-time per game |
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| **Apple Developer** | $0 | macOS dropped from scope |
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| **Steamworks** | $0 | Free after submission fee |
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| **Total** | ~$100 | One-time; no recurring fees |
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## Next Steps
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1. Install Godot 4.x
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2. Initialize GitHub repo with structure above
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3. Set up GitHub Actions for CI/CD (see BUILD_GUIDE.md)
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4. Export templates locally to verify each platform works
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5. Create Steamworks account, reserve app ID
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6. Begin development
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See `DEVELOPMENT_ROADMAP.md` for phased shipping strategy.
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# Build Guide
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Chemo-Sim — How to build from source.
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## Prerequisites
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- [Godot 4.x](https://godotengine.org/download) (lock to a specific minor version, not "latest")
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- Git
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- (Windows) PowerShell 5+
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- (Linux) bash
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## Quick Start
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```bash
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git clone <repo-url> chemo-sim
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cd chemo-sim
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```
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Open `project.godot` in the Godot editor, or run:
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```bash
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godot --editor
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```
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## Local Export
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### Windows
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```bash
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godot --export-release Windows "build/windows/YOU_GET_CHEMO.exe"
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```
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### Linux
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```bash
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godot --export-release Linux "build/linux/YOU_GET_CHEMO.x86_64"
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```
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## CI/CD (GitHub Actions)
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Builds run automatically on push to `main`. See `.github/workflows/build.yml`.
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To trigger manually:
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1. Go to Actions tab
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2. Select "Build" workflow
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3. Run workflow
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Artifacts appear in the workflow run summary.
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## Export Templates
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Export templates are in `export_templates/`:
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- `windows.export`
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- `linux.export`
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These configure platform-specific settings (icon, version, etc.). Edit via Godot Editor → Project → Export.
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## Versioning
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Follow [Semantic Versioning](https://semver.org/): `MAJOR.MINOR.PATCH`
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- MAJOR: Breaking changes / major content milestones
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- MINOR: New features / new minigames
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- PATCH: Bug fixes
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Set version in `project.godot` → `application/config/version`.
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## Troubleshooting
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| Problem | Fix |
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| ----------------------------------- | ------------------------------------------------------------------- |
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| Export fails with missing templates | Download export templates in Godot Editor → Manage Export Templates |
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| Linux build won't run | `chmod +x build/linux/YOU_GET_CHEMO.x86_64` |
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| Godot version mismatch | Check CI config and local Godot version match |
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@@ -0,0 +1,188 @@
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# Development Roadmap
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Chemo-Sim
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**Shipping to Steam Early Access Q3 2026**
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Timeline assumes 2 devs + heavy AI tool usage. Be realistic about velocity.
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## Phase 1: MVP (4–6 weeks)
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_Just Make It Playable_
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**Goal:** First-person movement, one chemo treatment, one symptom system, one minigame.
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### Deliverables
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- [ ] **Core gameplay loop**
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- First-person character controller (movement, look around)
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- Hospital room scene (basic geometry)
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- Sit-down animation, IV insertion sequence
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- [ ] **First symptom system: Nausea**
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- Screen tilt + color desaturation
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- Vomit minigame: hit keys in sequence (like Guitar Hero but gross)
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- [ ] **UI skeleton**
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- Treatment timer
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- Symptom tracker (simple text readout)
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- Main menu
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- [ ] **Audio placeholder**
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- Hospital ambient sound
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- UI beeps
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- [ ] **Builds for Windows + Linux** (automated via GitHub Actions)
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**Success criteria:** You can play start-to-finish in 5 minutes. It's janky. That's fine.
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## Phase 2: Core Loop (6–8 weeks)
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_Add Depth & Polish_
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**Goal:** 2–3 complete treatment sessions, 4–5 symptom systems, minigame variety.
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### Deliverables
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- [ ] **Multiple symptom systems**
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- Nausea ✓ (from Phase 1)
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- Hair loss (visual degradation)
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- Taste distortion (food looks/sounds wrong)
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- Chemo brain (UI glitches, text corruption)
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- Fatigue (movement slows)
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- [ ] **Expanded minigames**
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- Vomit accuracy challenge ✓
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- "Eat this food" (taste it wrong)
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- Conversation memory test
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- Hospital navigation while dizzy
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- [ ] **Treatment variety**
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- Infusion pump (timed, interactive)
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- Different drug regimens (affect symptom severity)
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- Radiation room (if you want it)
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- [ ] **Progression system**
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- Day counter (Week 1 → Week 6+)
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- Cumulative effects (symptoms get worse over time)
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- [ ] **Audio overhaul**
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- Licensed or royalty-free indie soundtrack
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- Realistic hospital ambience
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- Minigame SFX
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- [ ] **Automated testing**
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- GUT (Godot Unit Testing) for symptom system interactions
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- Prevent regression when multiple symptoms overlap (nausea + chemo brain + fatigue)
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- CI runs tests on every push
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- [ ] **Art pass**
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- Hospital environment refinement
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- Character appearance (hair loss progression)
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- UI polish
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**Success criteria:** 20–30 minute playthrough. Feels like a _game_, not a tech demo.
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## Phase 3: Dark Humor & Absurdity (4–6 weeks)
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_The Soul of the Game_
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**Goal:** Add the comedic/edgy elements that make this _your_ game, not a medical sim.
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### Deliverables
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- [ ] **Absurd hospital scenarios**
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- TV plays surreal content (AI-generated English/gibberish meme-format text)
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- NPC dialogue with dark one-liners
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- Environmental storytelling (notes from other patients)
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- [ ] **Unlockable content**
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- Easter eggs (hidden minigames, joke treatments)
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- Achievement system (Steam achievements)
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- Dark humor unlocks (internal monologues, sarcastic commentary)
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- [ ] **Minigame variations**
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- "Eat bad food" becomes increasingly absurd
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- Conversation minigame gets funnier/sadder
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- [ ] **Soundtrack expansion**
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- Menu music (ironic, upbeat cancer music)
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- Treatment room ambience (hospital + dark humor)
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**Success criteria:** Playtester feedback: "I laughed and felt uncomfortable simultaneously."
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## Phase 4: Polish & Optimization (2–3 weeks)
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_Make It Shippable_
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**Goal:** Stability, performance, accessibility.
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### Deliverables
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- [ ] **Cross-platform testing**
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- Windows: test on 2–3 configs
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- Linux: Ubuntu, Fedora, Arch
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- [ ] **Performance optimization**
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- Target 60 FPS on mid-range hardware
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- Memory profiling
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- Load time optimization
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- [ ] **Accessibility**
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- Colorblind modes
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- Subtitle options
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- Control remapping
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- Difficulty settings (if applicable)
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- [ ] **Bug fixes & stability**
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- Playtester feedback implementation
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- Crash fixing
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- Save/load robustness
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- [ ] **Steam setup**
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- Steamworks account configured
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- App ID reserved
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- Build depots set up
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- Store page content drafted (see STEAM_RELEASE_CHECKLIST.md)
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**Success criteria:** No crashes in 1-hour playthroughs. Runs on a 5-year-old laptop.
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## Phase 5: Early Access Launch (1–2 weeks)
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_Go Public_
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**Goal:** Get it on Steam, gather feedback, iterate.
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### Deliverables
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- [ ] **Final build verification**
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- Download from Steam, play start-to-finish
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- Test all platforms
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- [ ] **Store page live**
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- Screenshots, trailer uploaded
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- Description, tags, content warnings finalized
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- [ ] **Community channels live**
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- Discord server
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- Twitter/social presence
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- [ ] **Day-1 support plan**
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- Hotfix process for critical bugs
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- Feedback monitoring
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**Success criteria:** Launch day without game-breaking bugs. Early feedback positive.
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## Post-Launch (Ongoing)
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### Updates (Bi-weekly to monthly)
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- [ ] New minigames
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- [ ] Additional symptom systems
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- [ ] More absurd scenarios
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||||
- [ ] Community-requested features
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- [ ] Cosmetics (patient gown styles, room decorations)
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||||
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### Long-term (6–12 months post-launch)
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|
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- [ ] Full release candidate build
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- [ ] Content expansion (survivors' stories, alternative treatments)
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||||
- [ ] Mod support (if community demands it)
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||||
- [ ] Console ports (if budget allows—Switch would be dark comedy gold)
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||||
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||||
## Total Timeline
|
||||
|
||||
**MVP → Full Early Access Launch: ~16–19 weeks (~4 months)**
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||||
|
||||
Budget for slippage. You'll hit roadblocks. That's normal. Ship what's fun, not what's perfect.
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||||
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||||
## Team Velocity Notes
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||||
|
||||
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.
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||||
@@ -0,0 +1,69 @@
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# Game Design Document
|
||||
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||||
Chemo-Sim
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||||
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||||
## Elevator Pitch
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||||
|
||||
First-person chemo simulator. Painfully accurate. Darkly funny. You don't beat cancer — you survive the treatment.
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||||
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||||
## Core Pillars
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||||
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||||
1. **Medical Accuracy** — Symptoms, treatments, and timelines grounded in real chemo regimens
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||||
2. **Dark Comedy** — Absurdity, gallows humor, and uncomfortable laughs as coping mechanism
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||||
3. **Empathy Through Experience** — Players feel what patients feel, without after-school-special moralizing
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||||
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||||
## Tone Guide
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||||
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||||
- **Voice:** First-person internal monologue. Sarcastic, exhausted, occasionally surreal. Think: _Fight Club_ narrator meets hospital discharge paperwork.
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||||
- **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.
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||||
- **"No filter" means:** Honest about bodily functions, honest about fear, honest about the weird places your brain goes. Not edgelord shock content.
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||||
- **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.
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||||
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||||
## Gameplay Loop
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||||
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||||
```
|
||||
Arrive at hospital → Check in → Wait (minigames happen here) → Treatment session → Side effects kick in → Go home → Cope → Repeat
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||||
```
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||||
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||||
Each cycle = 1 treatment day. Side effects accumulate. Mental state degrades. Dark humor escalates.
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||||
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||||
## Symptom Systems
|
||||
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||||
| Symptom | Mechanic | Visual/Audio Cue |
|
||||
| ---------------- | --------------------------- | ------------------------------------ |
|
||||
| Nausea | Screen tilt, vomit QTE | Color desaturation, stomach gurgle |
|
||||
| Hair loss | Progressive visual | Mirror reflection, clumps in shower |
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||||
| 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 |
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||||
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||||
## Minigames
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||||
|
||||
### Vomit (Phase 1)
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||||
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||||
Keys appear in sequence. Miss = mess. Hit = clean-ish. Accuracy tracked.
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||||
|
||||
### Eat This Food (Phase 2)
|
||||
|
||||
Food appears normal. You remember it tasting different. Choose what's "wrong" — taste, texture, temperature. Always wrong. Gets harder.
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||||
|
||||
### 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.
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||||
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||||
## 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
|
||||
@@ -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
|
||||
Reference in New Issue
Block a user