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chemo-sim/docs/DEVELOPMENT_ROADMAP.md

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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 (46 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 (68 weeks)

Add Depth & Polish

Goal: 23 complete treatment sessions, 45 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: 2030 minute playthrough. Feels like a game, not a tech demo.

Phase 3: Dark Humor & Absurdity (46 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 (23 weeks)

Make It Shippable

Goal: Stability, performance, accessibility.

Deliverables

  • Cross-platform testing
    • Windows: test on 23 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 (12 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 (612 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: ~1619 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.