# 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.