# Roadmap Phased so there's a playable build at the end of every phase. Each phase is a "piece" in the sense you described — build it, play it, then move to the next. Reassess ambition at each phase boundary (see 01_VISION.md). ## Phase 0 — Foundations - Install Unreal Engine 5, create the C++ project, set up Git LFS + `.gitignore`. - Learn-by-building: a basic pawn that flies in open space with simple physics (no building, no planets yet). - Empty test level, no gameplay systems yet. - **Exit criteria:** you can fly a placeholder ship around an empty level. ## Phase 1 — Core Ship Loop (single-player) - One hand-built ship with hull, power source, thrusters, storage (02_REQUIREMENTS §1 MVP). - Basic damage/repair on hull. - One hand-authored landable zone (planet or asteroid) with on-foot movement and suit oxygen (02_REQUIREMENTS §4/§6 MVP). - Basic resource gathering that feeds a simple inventory. - **Exit criteria:** fly from a starting point, land, gather something, fly back. ## Phase 2 — Construction System - Modular grid-based building for the ship (attach/detach blocks) (§1 Core). - Power/thrust/life-support modeled as real systems blocks contribute to. - **Exit criteria:** you can meaningfully redesign your ship, not just pilot a fixed one. ## Phase 3 — Space Station & Planetary Bases - A station hub: dock, restock, respawn (§2 MVP/Core). - Same construction system adapted for a station and for planet-anchored bases (§5 Core). - **Exit criteria:** you have a home base in space and at least one on a planet. ## Phase 4 — Multiplayer (session-based) - Integrate Epic Online Services sessions. - Replicate ship piloting, block placement, inventory, damage across clients. - One host, invited friends join — no persistent backend yet (§7 Core). - **Exit criteria:** you and a friend can fly the same ship and build together in a session. ### Decision point By here you'll know a lot more about how much solo/small-team bandwidth you have. This is the natural point to decide: stay session-based (simpler, still a complete game) or push into persistent-world territory (Phase 5+). Both are legitimate outcomes. ## Phase 5 — Galaxy Expansion - Star map UI + warp travel between multiple hand-authored systems (§3 Core). - More planet variety (biomes, hazards) (§4 Core). - Crafting/tech tree progression (§8 Core). - **Exit criteria:** the game has a galaxy to explore, not just one system. ## Phase 6 — Persistence & Procedural Galaxy (Stretch) - Backend service + PostgreSQL for accounts and ownership. - Seed-based procedural system/planet generation, storing only deltas. - Server-per-system sharding, on-demand instance orchestration. - **Exit criteria:** the world persists without a specific host needing to be online, and the galaxy is effectively unbounded. ## Phase 7 — Scale & Polish (Stretch) - Matchmaking, base permissions/anti-grief tooling. - Console porting (leaning on the EOS choice made in Phase 4). - Economy/trading, additional content. --- **Next step:** Phase 0. Once Unreal Engine is installed and the project is created, we can start on the flight pawn and empty test level.