Tiny Chaos roadmap¶
Goal: make the shared gameplay loop reliable while preserving existing content and player data. Use the task list for details and the test lists for evidence. The owner’s latest instructions take precedence.
Current milestone: reliable playable loop¶
The shared scene has reached combat, rewards, death, retry and menu return in an isolated Linux build. A short Editor setup has also checked a forced clear. These are scoped checks, not proof of a natural full clear, every ability, physical input, Windows/Steam or game feel.
- Keep the short test stage and enemy useful and finish shared game flow. Do not run real stages for agent tests.
- Check the gate and press-to-play transition visually.
- Complete controls and remapping and gamepad re-detection, and protect saves and migration. The owner tests physical devices.
- Fix reproducible crowd-control problems. The owner prefers to perform further ability testing manually.
- Follow up the ability definition cleanup with the owner's manual gameplay check.
These items can overlap; their order is not a promise that earlier items are fully complete. See each task for its status and limits.
Later milestones¶
Discuss and schedule future improvements, including pooling and enemy reviews, content-authoring guides, reward UI, character progression and visual effects. Verify the agreed scope before release readiness.
Working boundaries¶
Preserve stage and upgrade identities, authored content, player saves, recovery material and existing reporting codes. Use isolated profiles and focused Unity checks when game changes need them. Keep the existing enemy, spawner, reward and menu systems unless a later decision changes the scope.
The earlier detailed roadmap is preserved as history; its task order and status may be outdated.