EN
A stone arch bridge crossing a calm river in a green valley under a blue sky

Development roadmap

Terms of Stone

Even stone has a melting point.

Plan of Works

The line below has three parts: solid is what's done, dashes are what's ahead, and today I'm somewhere in between.

At workOpening cutscene at the cave

the pine road — where it all began
the pine road — where it all began

Station IComplete

Foundations

The valley, the troll, and the core systems

21 of 21 works complete

Narrative & TextNarrative & Text

  • Tone doctrine, IP strategy, and naming
  • Story bible: protagonist, dragon, raven, and the Act 2 chain
  • Scene-by-scene structure of the prologue

Player MechanicsPlayer Mechanics

  • Troll movement: weight, stamina, blocking, combos
  • Grabbing and throwing enemies and objects
  • Breakable crates and barrels

AI & NPCsAI & NPCs

  • NPC architecture: base enemy, event bus, components
  • Bandit daily routines
  • NPC builds: bandits, wolves, farmer, leader, daughter
  • Cross-skeleton animation and blueprint hierarchy

Dialogue, Quests & InvestigationDialogue, Quests & Investigation

  • Dialogue system integration
  • Quest system: story manager, quest data, tracker UI
  • Interaction prompt

Audio & Facial AnimationAudio & Facial Animation

  • First sounds, music tests, troll voice test

Level Art & ScenesLevel Art & Scenes

  • Mesh terrain, terrain material, and painting the map
  • Procedural grass across the map
  • Roads with runtime virtual texture blending
  • Water
  • Wheat fields with interactive vegetation
  • Bandit camp — level art
  • The farm — level art
the farm, at the day's edge
the farm, at the day's edge

Station IIUnderway

Skeleton

The prologue plays start to finish

5 of 29 works complete

Narrative & TextNarrative & Text

  • The people of the valley: names and characters
  • Revising the texts
  • Lore and the valley's economy

Player MechanicsPlayer Mechanics

  • Inked out — a story turn
  • Boulder throwing — first pass

AI & NPCsAI & NPCs

  • Goblins
    • mesh
    • animation
    • pest AI
    • grab and drop reactions
  • The alpha wolf as a character
  • Wolf pack: group behaviour and reinforcements
  • The trapped wolf: scene, interaction, animation
  • Dragon boss
    • flight
    • attacks
    • damage — first pass

Dialogue, Quests & InvestigationDialogue, Quests & Investigation

  • Raven dialogue graph — draft
  • Farmer and daughter dialogue graphs — draft
  • Bandit leader dialogue graph — draft
  • Alpha wolf dialogue graph — draft
  • Ambient interaction lines — placeholders
  • Investigation mode
    • clue highlighting
    • deductions
    • progress
  • Quest data assets for every scene
  • World flags and choice memory
  • End-to-end playthrough of all four routes

CutscenesCutscenes

  • Cutscene system: sequencer pipeline, entry and exit, skipping
  • Cutscene placeholders across the full playthrough

Level Art & ScenesLevel Art & Scenes

  • Wolf den — traversable blockout
  • The caravan wreck site
  • The troll's cave — interior blockout
  • The bridge in four states
  • Boss arena at the bridge
  • Time-of-day and weather presets
the bandit camp — negotiations did not hold
the bandit camp — negotiations did not hold

Station IIIAhead

Flesh

Combat feel, effects, and the valley polished

0 of 28 works complete

Player MechanicsPlayer Mechanics

  • New combat moves — design
  • New combat moves — animation
  • New combat moves — implementation and tuning
  • Impact feel
    • hitstop
    • camera shake
    • hit VFX
    • audio hooks
  • Inked out — a story turn
  • Boulder throwing: arc, weight, and tuning
  • Camera polish: combat, tight spaces, cutscene handoffs
  • Inked out — a story turn

AI & NPCsAI & NPCs

  • Combat AI depth
    • flanking
    • retreat
    • blocking
    • fighting in groups
  • Bandit versus leader: movesets, timings, attack telegraphs
  • Dragon boss: phases, telegraphs, polish
  • Non-combat NPC reactions to the troll

Dialogue, Quests & InvestigationDialogue, Quests & Investigation

  • Persistent story state and saving

CutscenesCutscenes

  • Opening cutscene at the cave
  • Storm night cutscene
  • Bandit camp cutscene
  • Parting with the pack
  • Inked out — a story turn
  • Inked out — a story turn
  • Inked out — a story turn
  • Act 3 aftermath cutscene
  • Final cutscene and credits

Level Art & ScenesLevel Art & Scenes

  • The farm — finishing pass and chickens
  • Wolf den — level art
  • Trees across the map
  • Rocks, branches, bushes, small detail
  • The troll's cave — the interior
  • Lighting design per scene
the troll himself
the troll himself

Station IVAhead

Voice

Full voice-over, music, and sound

0 of 22 works complete

Narrative & TextNarrative & Text

  • Act 0 script
  • Act 1 script — the investigation
  • Act 2 script — the shared path
  • Act 2 script — the branches
  • Act 3 script
  • Quest text: titles, descriptions, and objectives
  • Editorial pass: one voice across every line
  • Assembling the full story bible

Dialogue, Quests & InvestigationDialogue, Quests & Investigation

  • Raven dialogue graph — final lines
  • Farmer and daughter dialogue graphs — final lines
  • Bandit leader dialogue graph — final lines
  • Alpha wolf dialogue graph — final lines
  • Ambient interaction lines — final

Audio & Facial AnimationAudio & Facial Animation

  • Voice-over pipeline: casting, naming convention, import
  • Recording and proofing every line
  • Line timings and subtitle sync
  • Facial animation for the human cast
  • Jaw-bone lip sync for the animals
  • Combat and physics sound design
  • Ambience and nature sound
  • The dragon and its wrong fire
  • Music: main theme, combat, finale
meeting the intruders
meeting the intruders

Station VAhead

On Its Feet

Menus, saves, and the release build

0 of 12 works complete

Narrative & TextNarrative & Text

  • Ukrainian and Russian subtitle translation

Dialogue, Quests & InvestigationDialogue, Quests & Investigation

  • Final pass across all four routes

Level Art & ScenesLevel Art & Scenes

  • Performance and optimisation

Release WrapRelease Wrap

  • Main menu
  • Settings: graphics, audio, controls, language
  • Save system
  • Final UI pass: HUD, journal, dialogue, prompts
  • Localisation: EN/UA/RU string system
  • Build packaging and testing on other hardware
  • Steam page, capsules, screenshots, and store build
  • Playtest with five or more people, then fix
  • Positioning, wishlists, and what comes after

Legend what the marks mean

settled work work ahead a landmark work, drawn larger Inked out — a story turn