Production Roadmap¶
Current Project State¶
EchoSpire is best described as strong technical pre-production moving into early production.
The current state is:
- engine foundation: strong
- gameplay framework: strong
- deterministic and simulation thinking: strong
- tutorial slice: credible
- content breadth: early
- MVP client: not yet validated
- production readiness: partial
What Is Already Working Well¶
- shared core gameplay architecture
- modular combat model and effect pipeline direction
- seeded determinism suitable for simulation and debugging
- serious test discipline relative to project stage
- meaningful tutorial slice proving more than isolated subsystems
- admin and API direction that can scale with content volume
Highest-Priority Gaps¶
1. Shipping Client Validation¶
The console layer proves architecture, but the real player-facing WPF MVP client still needs to validate readability, interaction feel, flow, and presentation quality for a Windows-first paid preview.
2. Content Scale¶
The project needs to move from tutorial-complete to campaign-complete.
The major missing content areas are:
- deeper card pools
- relic breadth
- events and encounter variety
- single-realm sector progression structure
- meta progression
- hero progression implementation and XP economy
- rival hero content and faction-conflict encounters
- deterministic gameplay AI and operational AI integration
- endgame content shape
That content gap now explicitly includes:
- authored mainline faction quest arcs
- hero progression choices up to level 10 and their XP pacing
- rival hero encounters for faction conflict
- policy-driven simulator expansion and live-site agent workflows
- difficulty escalation that keeps pace with hero growth
3. Progression And Persistence Hardening¶
Save and restore, run continuity, and edge-case recovery need to be treated as production work, not cleanup work.
4. Analytics Loop Completion¶
Telemetry capture exists conceptually, but analytics, simulation reporting, and balance workflows need to become a usable loop.
5. Canonical Documentation Discipline¶
The project needs a stable single source of truth for rules, content direction, and terminology. This official doc set is the first step in that process.
Recommended Next Milestone¶
The next milestone should be a shipping-quality vertical slice.
For the short list of immediate follow-up work, see Current Next Steps.
That milestone should include:
- a real WPF client implementing the intended player loop
- a polished tutorial-to-first-campaign segment
- reliable save, load, and resume behavior
- at least one usable balance review loop backed by simulation output
- production-style UI for combat, map, rewards, shop, and event flow
- integration points for later presentation upgrades even if assets remain placeholder
Recommended Work Order¶
Immediate¶
- replace the remaining code-seeded tutorial backfill with Admin/API-owned authoring and validation now that runtime tutorial launching is API-first and quest-driven
- bring up the hosted early-dev tester environment and validate the full docs plus admin plus api path
- extend the first real WPF MVP client shell from connectivity and hero-shell scaffolding into a game-like player flow: startup loading, opening story, main menu, hero builder, run briefing, then combat or map or reward presentation using the API surface that already exists
- keep structured local telemetry active in the WPF client so UX debugging, API timing review, and failure triage remain cheap during MVP iteration
- define the WPF-to-Core and future Unity migration seams so the MVP client remains presentation-only and the later presentation rewrite is bounded
- harden save, restore, and progression state behavior around immutable content snapshots, stable user ownership, hero-state promotion rules, and explicit save-schema migration rules
- finish simulation analytics endpoints and reporting views
- improve admin-side validation and content safety tooling
- maintain this official documentation layer as the current canonical source
- define campaign structure, XP progression economy, and rival hero data contracts in production-ready detail
- define the canonical gameplay event, effect result, trigger batch, and UX event contracts
- define the first effect-module manifest schema and compatibility rules
- finish shared type-specific authoring DTOs and validation for each rift type and move the new Admin tutorial, quest, and rift editors off JSON-assisted persistence where appropriate
- define gameplay AI policy contracts and live-site agent evidence flows
Next¶
- build the first campaign-complete content set beyond tutorial scope
- expand enemies, relics, events, and single-realm sector progression
- implement meaningful meta progression
- add stronger AI policies for better balance simulation
After That¶
- optimize onboarding, UX clarity, and presentation quality in WPF for the paid preview, or migrate to Unity if the product proves itself and the presentation upgrade is justified
- finish replacing placeholder sample-art bindings and generic business-app chrome with packaged official assets and a composable game UI kit
- add stronger CI, operational monitoring, and migration workflows
- expand replayability and endgame content
Documentation Maintenance Rule¶
When a design decision is promoted from experiment to canon, update the relevant file in docs/official.
Do not treat docs/gpt54 or the top-level multi-model outputs as the canonical reference once a topic has been promoted here.