5.7 KiB
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.