Roadmap is subject to change.
This is a rough rundown of the plans I have

Mystic Grove Roadmap

  • Early Q1: Further development and refining of core features such as combat abilities, introducing more enemy types, and fixing performance leaks. Continuing work on AI improvements for smarter and more engaging enemy behavior.
  • Mid Q1: Implementing an expanded inventory system and upgrading mechanics. Adding more environmental interactions, such as destructible objects or hidden paths.
  • End of Q1: Start of public Alpha testing and collecting feedback from users. Development of more maps to play after the first Doomridge Grove map. Adding more items to gather, objectives to complete, and Easter eggs to discover.
  • Throughout Q2: Choosing the best ideas from feedback to refine the experience. Refining the visual style further, introducing custom meshes, additional animations, and diverse enemy types. Work on balancing combat mechanics based on Alpha player feedback.
  • Start of Q3: Diving into marketing and building hype for the game. Creating more promotional materials such as trailers, social media teasers, and gameplay sneak peeks. Further Refining the tutorial system for new players.
  • Mid Q3: Adding a skill progression system and achievement tracking. Expanding the lore with collectible journal entries or in-game NPC dialogue. Introducing more minor objectives and mini challenges for more variety.
  • End of Q3: Continued optimization to ensure smooth performance across hardware setups. Testing larger-scale battles or encounters to refine gameplay flow.
  • Throughout Q4: Building the groundwork for an Early Beta version, which includes additional maps, and a more polished player experience.
  • End of 2025: Targeting an Early Beta release, priced below the full release, to gather broader feedback while introducing the game to a wider audience.