DEVELOPMENT_ROADMAP
SYSTEM_STATUS: ACTIVE_DEVELOPMENT // TARGET: 00_POLISHING_DEMO
[00_POLISHING_DEMO]
We've had the demo out in the wild for a few days, and we've identified a few recurring crashes and pathfinding hitches that are currently sitting at the top of our priority list.
For the next phase, the focus shifts entirely to stability:
- Squashing Bugs: We are hunting down those random crashes and AI hiccups reported in the last few days to make sure the core loop is rock solid.
- Refining Performance: We're optimizing the engine further so the game stays snappy even when the action gets intense.
- Getting the Word Out: After the build is stable, we're moving into full promotion mode. Keep an eye out for us on Reddit, strategy gaming forums, and social media. We're also putting together some gameplay videos to show off what the engine can do.
The goal is simple, make the demo a polished, reliable experience that gives you a real taste of what 72 Seconds is going to be. If you find a bug, keep reporting it, every log helps us make the game better.
[01_MAP_AND_MOB_MODIFIERS]
+ Add Tiered Groups: Implementing White, Blue, and Yellow groups of units with different modifiers, custom behavior trees, and unique buffs or debuffs.
+ Adding variable global traits to extraction zones:
- Frenzied: Enemy units gain +25% attack speed.
- Vampiric: Hostile units heal themselves for 15% of the damage they deal.
- Adrenaline Rush: Enemies move 20% faster.
- and many more
[02_UNITS_AND_FACTIONS]
+ More Assets: Adding new units and buildings to both existing races. Polishing up current assets, add better textures, and add more environment decoration assets.
+ Smart AI Skirmish: Overhauling the skirmish mode AI to make it significantly smarter and more challenging.
[03_MULTIPLAYER_AND_NETCODE]
+ Backend & Player Data Systems: Build secure profile registration, login, stat tracking, cosmetics tracking, match result history, leaderboards, and players preferences(UI settings, hotkeys, toggles)
+ Multiplayer: The engine was designed from day one with core netcode in mind, and our initial trials were successful. However, our recent sprint to launch the demo added massive new architecture, including the transition to a fully isometric view and the new extraction mode. We now need to retest and verify netcode determinism across all these new systems before opening up live matchmaking.
+ Competitive Layer: Adding a ranking ladder and an in-game spectator mode to watch matches live.
+ Social Subsystem: Implementing global chat, a friends list, and a solid social layer.
[04_CO-OP]
+ Dual Extraction: Deploy into the drop zones with a partner. Share the tension of the 72 Second world, coordinate resource collection, and cover each other's retreats when getting to the extraction zone.
+ Synergistic AI Tactics: Facing the swarm is brutal alone, but co-op scales the threat. Enemy AI groups will actively attempt to split your forces, requiring tight communication, shared base defense strategies, and complementary army compositions to survive.
[05_MODDING_AND_API]
+ Proper Modding Support: The engine modding backend is already there, but we are rewriting the tools to make them easily accessible for non-programmers.
+ Scripted Triggers: Adding a proper event trigger system (currently missing) and exposing more of the core game API to creators.
[06_SOCIAL_AND_HUB_FEATURES]
+ Space Ship (Personal Sandbox): A private space where you can freely spawn units and buildings, test out strategies/combos, run crazy large scale battles, or load up and watch replays with friends (complete with pause and annotation tools). Show off founder items, skins, and banners here without affecting multiplayer games.
+ Town (Public Social Hub): A persistent public space to meet other players, complete with chat, post boards for finding 1v1 or co-op partners, NPCs/events to fill empty areas, and optional public minigames or sandbox chaos displays.
+ Integration Tools: Quick teleport buttons from ship to town, custom maps, extraction, co-op, skirmish.
[07_EXPAND_THE_STORY]
+ Beyond the Resource War: Fighting for survival on the surface is just the beginning. The localized skirmishes you see now are merely the catalyst for a much larger narrative. The true goal is uncovering the origin of the 72-second signal that changed everything.
+ Cosmic Horizons: By unlocking ancient alien teleportation technology, you will venture far beyond the initial drop zones. Discover new factions, fight for survival, and forge the desperate alliances needed to face a much larger threat lurking on the edge of the star system.
+ The Silent Watcher: There are signs that we are not fighting alone and that our weapons are making too much noise. Something cold is watching from the darkness, waiting for a signal.
[08_YOUR_SUGGESTIONS]
+ You direct the game: If you back the project, you get a real vote on what features, mechanics, and updates we prioritize next on the roadmap. You help call the shots.
+ Tell us what to build: There are no corporate middle-men or clueless PR teams here. You're talking directly to the guys writing the code. If you have a solid idea, a balance tweak, or a cool system suggestion, tell us, we're always listening and we'll actually build it into the game.