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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