Roadmap

4-Month Development Roadmap

Target: Steam Release by December 2025 | Price: $19.99

Month 1: Core Survival Loop + Replayability Foundation 4 weeks

Goal: Playable game with infinite replay potential

Week 1-2: Complete Core Mechanics
  • Done Movement & Selection
  • Done Building Placement
  • Done Resource UI
  • In Progress FINISH: Resource Collection to Silo
  • In Progress Complete Unit Carrying System
Week 3: Essential Survival Buildings
  • Done Solar Panel (power generation)
  • Done Silo (resource storage)
  • To Do Oxygen Generator (power → oxygen)
  • To Do Food Fabricator (regolith + power → food)
  • To Do Battery Bank (power storage for night)
Week 4: Procedural Map Generation Replayability
  • Random resource deposit placement
  • Variable terrain layouts (3-5 templates)
  • Randomized starting positions
  • ROI: Infinite content variation from 1 week investment

Month 2: Challenge Systems + Difficulty Scaling 4 weeks

Goal: Balanced challenge with multiple difficulty modes

Week 1-2: Parameter-Based Difficulty System
  • 3-Tier Structure:
  • Beginner: 150% resources, 50% threat frequency, equipment doesn't fail
  • Standard: Intended balanced experience
  • Advanced: 75% resources, 150% threat frequency, faster equipment degradation
  • Mode selection UI and balancing
Week 3: Scheduled Threat System
  • Predictable timing with 25% random variation
  • 3 threat types: Equipment failures, resource shortages, environmental events
  • Escalating intensity based on colony progress
  • Simple but effective tension without complex AI
Week 4: Multiple Victory Conditions
  • Survival Victory: Survive 10 days (was 7, extends base gameplay)
  • Communication Victory: Build communications array + survive 7 days
  • Expansion Victory: Build 3 outposts + collect 1000 regolith
  • ROI: 3x replay motivation from same content

Month 3: Replayability Multipliers + Steam Polish 4 weeks

Goal: Premium Steam-ready experience with high replay value

Week 1: Faction/Colony Variations
  • Pioneer: Standard start, balanced resources
  • Emergency Landing: Low resources, damaged equipment, immediate pressure
  • Research Mission: Extra buildings unlocked, higher difficulty
  • Parameter-driven variety, not new content
Week 2: Meta-Progression & Achievements
  • Unlock system based on successful runs
  • 8-10 Steam achievements tied to different victory paths
  • Colony naming and basic statistics tracking
  • Drives "just one more run" mentality
Week 3-4: Steam Essentials
  • Tutorial system (essential for $19.99 pricing)
  • Save/Load system with multiple slots
  • Settings menu (graphics, audio, controls)
  • Main menu with professional presentation
  • Steam-quality polish justifies premium pricing

Month 4: Launch Preparation + Commercial Success 4 weeks

Goal: Successful Steam launch at $19.99 price point

Week 1-2: Steam Integration & Marketing
  • Steam store page with professional screenshots
  • Achievement integration and Steam Cloud saves
  • Trailer emphasizing replayability ("Hundreds of possible colonies")
  • Steam Next Fest demo preparation
Week 3: Audio & Final Polish
  • Essential ambient audio and SFX
  • Performance optimization for Steam Deck compatibility
  • Final balance pass across all difficulty modes
  • Bug fixing and stability testing
Week 4: Launch Strategy
  • Press kit with GIFs showing procedural variety
  • Launch at $24.99 with 20% launch discount → $19.99
  • Post-launch support planning
  • Analytics integration for player behavior data

Replayability Features - Maximum ROI Priority

Included - High Impact Systems
  • Procedural maps (infinite variety, 1 week dev)
  • 3-tier difficulty (3x audience reach, 1 week dev)
  • Multiple victory paths (3x replay motivation, 1 week dev)
  • Scenario variations (strategic variety, 1 week dev)
  • Achievement progression (motivation system, 0.5 week dev)
Excluded - Diminishing Returns
  • Complex research trees (6+ weeks, limited replay impact)
  • Multiple unit types (4+ weeks, scope creep risk)
  • Combat systems (8+ weeks, fundamental scope change)
  • Story campaign (10+ weeks, linear content)

Key Insight: Focus on systems that create infinite variety rather than finite content. Successful indie RTS games sell replayability, not just initial playtime.

Commercial Strategy Based on Research

Pricing Strategy
  • Launch Price: $19.99 (premium indie positioning)
  • Target: €1 per hour value perception
  • Expected Playtime: 20+ hours through replayability
  • Regional Pricing: Steam's suggested scaling
Market Positioning
  • Primary Tags: Colony Sim, Survival, Strategy, Indie
  • Secondary Tags: Sandbox, Replay Value, Challenging
  • Audience: Hardcore strategy fans willing to pay premium for quality
Success Metrics
  • Week 4: Core loop playable with basic procedural variety
  • Week 8: All difficulty modes balanced and tested
  • Week 12: Steam-quality polish with 20+ hour replay potential
  • Week 16: Commercial launch with professional presentation

Risk Mitigation

Development Risks
  • No new features after Month 2 (polish only)
  • Parameter-based systems over content creation
  • Weekly playtesting starting Week 4
  • Steam Next Fest participation for early feedback
Commercial Risks
  • Premium pricing justified by replayability focus
  • Multiple difficulty modes reduce refund risk
  • Professional presentation essential for $19.99
  • Post-launch content roadmap for sustained sales

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