MVP Roadmap

~17 working days across 10 blocks. Each block is independently testable and leaves the prototype playable. Click through for full specs.

See GDD: MVP Build Schedule for the canonical scope summary.

Systems First

No models, textures, animations, or audio. UE5 Modeling Tools geometry, primitive static meshes, text labels, placeholder UMG widgets only. Art passes happen after all systems are proven end-to-end. If it doesn’t affect a stat, a resource counter, or a game rule, it doesn’t belong in the MVP build.

Implementation Approach

  • C++ for math-heavy and collection-iterating logic (stat calculations, encounter resolution, loot generation, upkeep ticks). All exposed as UFUNCTION(BlueprintCallable).
  • Blueprint for procedural gameplay flow, UI wiring, and rapid iteration.
  • Data architecture: UDataAsset subclasses for hand-authored records (<20 per type: raccoon types, stations, raid targets, encounters). UDataTable for uniform-schema bulk data (gear items, milestones).
  • Runtime state lives on UGameInstanceSubsystem subclasses (persists across level loads, globally accessible).
  • No BSP. Use UE5 Modeling Tools for blockout geometry (outputs real Static Meshes compatible with Nanite/Lumen).

Schedule

BlockDaysWhat it proves
- [ ]1. Foundation2Walkable blockout hideout, station volumes, core data model
- [ ]2. Raccoon Roster1Persistent named raccoons, Scout + Hauler, roster UI
- [ ]3. Raid Board & Dispatch2Target selection, crew assignment, dispatch flow, 2 targets
- [ ]4. Raid Resolution2Timer-based raids, encounters, fail states, loot generation
- [ ]5. Loot & Economy2Resource counters, loot intake, food routing, auto-convert valuables
- [ ]6. Training & Upkeep2Stat training, food upkeep tick, starvation/desertion
- [ ]7. Expansion Loop2Upgrade Desk, 2 new targets, Distractor unlock, recruitment
- [ ]8. Gear & Crafting1Gear Bench, 3 items, equip/unequip affecting stats
- [ ]9. Progression Hooks1Milestones, unlock gating, quest log
- [ ]10. Polish & Playtest23rd encounter, economy balance, bug sweep, end-to-end playtest
Total17

After MVP — Art Pass

Once all systems loop end-to-end with blockout geometry and placeholder UI: environment modeling, station props (Vision Pillar #3), raccoon models + animation, UI skinning, VFX, audio. Art layers on top of proven gameplay.


Current Block

Not started.