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// OPERATIONS LOG // INTERNAL //
FILE: PROJECT-IA / DEVELOPMENT TIMELINE

Roadmap

Phased operations log. Live document — milestones shift as conditions on the ground change.

Complete
In Progress
Planned
Overall Progress Phase 1 of 8
// Foundation Target: 1.0 Launch
PHASE 01 In Progress

Foundation

// Project Setup & Architecture

Engine selection, project scaffolding, and core architecture lock-in. Building the spine before any content gets attached to it.

  • Godot 4 environment configured
  • Repository & folder structure established
  • Core resource classes scaffolded
  • Save system round-trip validated
  • Hub scene navigation operational
PHASE 02 Planned

Core Loop

// Mission Deploy → Resolve → Report

The fundamental gameplay loop end-to-end. Send agents on a mission, wait for it to resolve in real time, read the report, repeat.

  • Mission deployment flow
  • Stage-based resolution engine
  • Real-time mission timers
  • Mission report generation
  • Agent roster & assignment
PHASE 03 Planned

Systems Depth

// Stress · Trauma · Intel · Training

The strategic layer. The systems that turn missions into decisions: agent mental state, intelligence pipeline, skill development, injury and recovery.

  • Stress & mental resilience system
  • Trauma traits & recovery
  • Intel collection & processing
  • Training facilities & XP
  • Heat & counterintelligence
PHASE 04 Planned

Headquarters & Economy

// HQ Buildings · Gear · Markets

Long-term progression infrastructure. Where you spend your earnings and shape your station's specialization.

  • HQ buildings & upgrades
  • Gear catalog & equipment slots
  • Intel Shop economy
  • Black Market system
  • Recruitment pipeline
PHASE 05 Planned

Content Pass

// Story Missions · Regions · Narrative

The authored layer. Story-driven operations, regional flavor, ambient log entries, and the conspiracy that pulls the player through the campaign.

  • Full story mission set
  • Region-specific operations
  • Black File narrative fragments
  • Syndicate boss encounters
  • Ambient world events
PHASE 06 Planned

Polish & Balance

// Audio · Art · Tuning · Accessibility

Production sweep. Replacing placeholders, integrating final audio, tuning every number until the rhythm feels right.

  • Final UI & art integration
  • Original soundtrack & SFX
  • Balance tuning pass
  • Accessibility & settings
  • Save slot management
PHASE 07 Planned

Closed Alpha & Open Beta

// Field Testing

Real operatives on the ground. Trusted testers first, then a wider beta cohort. Telemetry-driven iteration before public release.

  • Closed alpha (invite only)
  • Open beta on itch / Steam beta branch
  • Telemetry & feedback loops
  • Critical bug remediation
  • Final balance corrections
PHASE 08 Planned

Launch — Version 1.0

// Public Release

Steam launch. PC first, with web and mobile in the post-launch operational window. The agency goes live.

  • Steam store page & trailer
  • Wishlist campaign
  • 1.0 launch on PC
  • Day-one patch readiness
  • Launch-window stabilization
Post-Launch Operations
PHASE 09 + Future

Expansion Window

// Live Operations · Platform Reach

Continued operations after 1.0. Platform expansion, seasonal content drops, and the long road toward the multiplayer agency layer.

  • Web build (browser-playable)
  • Mobile ports (iOS & Android)
  • Seasonal content updates
  • Multiplayer / MMO-lite layer
  • Community-driven balance
Operational Notice
All timelines are projections. This is a solo development project — milestones may shift as conditions require. Phases describe scope, not strict calendar dates. The mission is to ship the game well, not to ship it fast.
End of Transmission