Vision & Roadmap
Where we are and where we're headed
We want to make something that stays with you after you finish playing. A game that really digs into what it means to feel.
2025–2026
Concept & Pre-production
We defined the creative vision, story foundations, combat design, and built the team and infrastructure from scratch.
- — Game Design Document & Narrative Bible
- — Art direction & character concepts
- — Team of 22 assembled
- — Production infrastructure: Perforce server, internal wiki, task management system, Nextcloud
2025–2026
Concept & Pre-production
We defined the creative vision, story foundations, combat design, and built the team and infrastructure from scratch.
- — Game Design Document & Narrative Bible
- — Art direction & character concepts
- — Team of 22 assembled
- — Production infrastructure: Perforce server, internal wiki, task management system, Nextcloud
2026 Q1–Q3
Vertical Slice & Prototype
Building a full playable prototype — 4 maps covering the complete experience: escape, exploration, combat, and boss encounter. Music-based combat, companion mechanics, and emotional liberation all working together.
- — Full combat system with GAS (Gameplay Ability System)
- — 4 maps in production — exploration and combat maps prioritized first
- — Original soundtrack and voice acting in progress
- — Devlog and social media presence active
2026 Q1–Q3
Vertical Slice & Prototype
Building a full playable prototype — 4 maps covering the complete experience: escape, exploration, combat, and boss encounter. Music-based combat, companion mechanics, and emotional liberation all working together.
- — Full combat system with GAS (Gameplay Ability System)
- — 4 maps in production — exploration and combat maps prioritized first
- — Original soundtrack and voice acting in progress
- — Devlog and social media presence active
2026–2028
Production
Building out the full world, all levels, cinematics, and polishing the complete experience.
- — Full level design & content
- — Complete voice acting
- — Final soundtrack
- — Boss encounter
2026–2028
Production
Building out the full world, all levels, cinematics, and polishing the complete experience.
- — Full level design & content
- — Complete voice acting
- — Final soundtrack
- — Boss encounter
TBA
Polish & Release
Testing, fixing, and getting everything ready for launch.
- — QA & playtesting
- — Platform optimization
- — Steam page & marketing campaign
TBA
Polish & Release
Testing, fixing, and getting everything ready for launch.
- — QA & playtesting
- — Platform optimization
- — Steam page & marketing campaign
Current Focus
Building the Vertical Slice
Right now we're building two fully polished maps that showcase the complete experience: exploration, music-based combat, companion mechanics, and emotional liberation. A vertical slice that proves what Echoes of Lyra is all about.