Roadmap
The honest version. Dates are when a thing was accepted into the build, not when it began. Things begin earlier than the record admits.
Anchored
In the packaged build, or decided and written down, which here is the same thing.
- Art direction converged A painted world, a drawn hero, and the drawing sometimes fails. September 2026.
- Kai made from the illustration Image-to-3D, the drawing projected back as texture, rigged, with walk and run. 17 October.
- Moved to Unreal Engine 5 Native build of the Havenwood courtyard with Kai and one resident. 19 to 20 October.
- The look locked Ink lines, five value bands, paper grain, flat painted surfaces, no global illumination. 20 October.
- Townsfolk from the drawing Five residents rebuilt through the image-to-3D route with built heads and hands. 21 to 22 October.
- Modular town kit and the first street Seventeen pieces on a one-metre grid; the street laid out as a text file. 21 October.
- Packaged Mac build Havenwood, 22 October, with title and pause menus and a local save.
- First recording and movement clips Forty seconds of the build on the home page; three loops on the characters page. 22 October.
- Story, world and mechanics written up The 2025 design documents condensed onto this site, marked as designed rather than built. 22 October.
- Seaside lane and harbour Two new places on one continuous map, with quay, water and boat pieces added to the kit. 22 October.
- Six new townsfolk From a second lineup drawing, with names, lines and two walking routes. Eleven residents in all. 22 October.
- Church square, coast path and hill village Rebuilt from the paintings with ten new kit pieces; the town now reaches from the courtyard down to the sea and up to the chapel. 22 October.
- Saving where you stand Continue puts Kai back on the spot and in the place he left, not at the courtyard. 22 October.
- Sea walls on rock Rock masses and stepped footings so the walls stop rising straight out of the water. 24 October.
- Frame rate Every place holds 120 frames a second in a 1280 by 720 window on the M1 Max, measured standing still. 24 October.
- Figure polish The Child's bob as hair, the Fisherman's flatter hat, the Shopkeeper's collar edge. 22 October; the record forgot to move it here.
- The chapel, and doors that open Walk up, face the door, press E: a short fade and Kai is through. Passed at its second look, 24 October.
- Dyers' Steps A stepped court of drying cloth, dye vats and a loom off the seaside lane. Passed at its second look, 24 October.
- Inside the shop The second interior. Built and packaged 24 October; not accepted until Nic has played it.
- Lumina's still garden The rooftop garden where Kai wakes, through the rose door and up a ladder. Built and packaged 24 October; not accepted until Nic has played it.
- Swaps The first barter: four trades with residents and two things to find at the harbour. Built 24 October. The menu, barter and inventory get another pass after Nic plays.
- Play safety Kai can no longer jump a parapet into the sea, and if he falls anyway he is caught and put back. Continue recovers a save left where there is no floor. 24 October.
- The Rusted Cog The third interior, Greta's tavern. Fine for now, 24 October.
- Greta and the third lineup Greta, Father Silas, Old Ferris and the Hooded Stranger. Fifteen residents in all. 25 October.
- The estate approach The road to the Lumina gate, which stays shut. Accepted 25 October.
- Kai's movement Motion-capture clips retargeted to Kai: idle, walk, run and jump, feet on the steps, a simulated cape. Packaged 25 October.
- An area picker A development menu that jumps Kai to any built place, with saving off. For testing, not for players. 26 October.
- A story spine A working master direction: a desert prologue and four acts. On the story page, without the spoilers. 26 October.
Weaving
The current batch, running as parallel streams: places, figures, game side, polish.
- Kai, after the playtest The still cape and smaller arm swing remain. Following Nic’s feedback, the running jump leans forward and tucks a knee; a short landing dip replaces the deep crouch. Packaged in Long Road 3 and retained in 6.
- The Hooded Stranger, darker Charcoal-violet with the folds kept. Packaged 26 October; Nic has not accepted this look yet.
- The Long Road Build 6 packaged 27 October: shaped ground, painted surfaces, river bends, olives, cypresses and longer shadows. The earlier playtest led to jump, village-ground and passage fixes. Human acceptance and a clean performance sample for build 6 remain open.
- World vistas Distant region silhouettes are being blocked in; the first views have not passed their gate.
- The opening desert A first slice of sand, rocks and dunes, 7.4 kilometres from the town. Packaged 26 October; nobody has played it yet.
Unwritten
In order of likely attention, not promise. The order changes when nobody is looking.
- Nic plays The shop, the garden, Swaps, the darker Stranger and the desert still need their own acceptance. The latest Long Road scenery still needs his playtest.
- The Long Road joins the campaign Its state is session-only. Persistence and a normal campaign entry and return still need design.
- The desert, closer to its painting The far ridge reads as a flat band, the sky is paler than the painting, the sand has no ripples. Then the tremors.
- The seam The moment the drawing of Kai fails. Designed on paper, removed once as a glitch, to be done properly.
- Camera collision on the courtyard tree The camera passes inside the canopy and shows the shard mesh. Seen in the first recording.
- Frame rate at full size Measured at 1280 by 720 standing still. Full screen at Retina size, and a walk route, are not measured yet.
- The Long Road, closer to its paintings The hollow and ring still show stacked blocks. Their shape, the sea colour and the painted surface detail are decisions parked for Nic.