π£οΈ THE SHATTERED LOST SOUL β DEVELOPMENT ROADMAP
π§© Phase 1 β Story Intro & Prologue Integration
π― Goal:
Create the true beginning of the game before the current demo content.
β Tasks:
Add a playable Story Intro / Prologue:
Playable scenes in Bellonaβs parentsβ house.
Escape event from the house during a traumatic or horror sequence.
Travel through the forest (with light gameplay or horror tension).
Arrival at Grandmotherβs house.
Receive apartment + first Gas Station job.
Seamlessly transition into the current Week 1 Demo.
π Phase 2 β Expanding Week 1
π― Goal:
Deepen the emotional and mechanical content of the already existing demo.
β Tasks:
Add new story events, dialogue, and scenes.
Develop Bellona's psychological state further (e.g., dreams, subtle trauma effects).
Add minor choices with consequences, even if delayed.
Possibly introduce one or two new characters as foreshadowing or background.
π§ͺ [Possible Demo Release β Experimental Add-On to Concept Demo]
A soft/demo build showcasing the new intro + expanded Week 1, without major system changes.
Purpose: Player feedback, tone testing, and narrative clarity check.
π€ Phase 3 β More Characters & Relationship System Setup
π― Goal:
Build out the cast and lay the groundwork for relationship-based branching.
β Tasks:
Introduce more characters (coworkers, neighbors, mystery figures).
Add basic relationship tracking (Friendship, Trust, Attraction, Suspicion).
Include small scenes tied to relationship levels to hint at upcoming paths.
π Phase 4 β The Second Week & Route Divergence
π― Goal:
Deliver Week 2 with meaningful branching into 3 main narrative routes.
β Tasks:
Write and implement full Week 2 gameplay.
Branch the narrative into 3 unique routes (A, B, C), each with:
Multiple endings
Major narrative decisions
First Side Switch Event: player controls a different character.
Route selection is influenced by stats, choices, and relationships.
π Phase 5 β Activate the Stat System (Core Gameplay Feature)
π― Goal:
Begin tying stat levels to gameplay consequences.
β Tasks:
Implement consequences/events triggered by:
Depression
Stress
Hygiene
Job Skill, etc.
Add scene variants based on Action Points, Mood, or Motivation.
Ensure Stats are reactive and visible to the player.
π― THE FIRST MAJOR DEMO RELEASE
β Includes:
Full Story Intro + Prologue
Expanded Week 1
Full Week 2 with Route Setup
New Characters + Relationships
Active Stat Consequences
π― Purpose: This is the primary vertical slice that defines tone, mechanics, and story pathing.
π Phase 6 β Full Month of Gameplay
π― Goal:
Deliver a complete 4-week narrative loop, with deep route exploration.
β Tasks:
Add Weeks 3 & 4 for each of the 3 narrative routes.
Introduce side characters, subplots, and major choice-based branches.
Include Route Endings:
Some routes loop into Prologue scenes.
Others diverge into entirely unique fates.
Reinforce psychological and emotional themes with visual and mechanical feedback.
π [Possible Demo Release β Full Route Demo]
β Includes:
Month-long progression
Multiple endings
Route recap or journal system
π― Purpose: Allow testers to explore complete narratives and see the scope of the game's design.
πΎ Phase 7 β After Stories & Epilogues
π― Goal:
Provide closure and expanded gameplay for players who reach a route ending.
β Tasks:
Add After Stories for 2 of the main routes:
π§Ί Farming & Married Life
ποΈ American βDreamβ Survival Life (job, childcare, survival, etc.)
Offer long-term consequence scenes, new mechanics like:
Raising a child
Budgeting and planning
Maintaining mental health
Explore legacy choices from the main game influencing post-end life.
π FULL GAME RELEASE
β Includes everything:
Prologue + Gas Station
Full month of branching gameplay
Reactive systems
3 major narrative routes
After Stories
π― Goal: Deliver a cohesive, haunting, and emotionally immersive psychological life simulation game.

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