Finish and polish the selected scope
Specialist engineering, art, audio, usability and QA for an explicitly defined deliverable—not an undefined promise to finish every design idea.
Funding milestone · Proposed, not launched
Seek funding when there is enough working material to demonstrate the experience honestly—not when the entire universe is finished.
Proposed readiness decision: .
No campaign has been created, submitted or launched in this work. This is a planning projection, not a guarantee, finished-game release date or authorization to publish.
A small, cohesive Windows slice: a forest-town setting, shared mining/building, a scoped crafting/survival activity, saved progress, original textures and sound. It should make the design understandable through play and support honest, uninterrupted footage.
The wider galaxy, fleet layer and island/submersible Test 2 are not assumed to be complete for this candidate. Any campaign promise involving them must first be scoped, costed and approved; omitting them from the first demonstration does not mean they are implemented off-screen.
All items below are pending campaign-level review. Existing sandbox tests contribute evidence; they do not pass this whole checklist.
A representative build supports the agreed 15–30 minute loop, not just staged screenshots. Its version, known issues and capture settings are recorded.
The slice includes coherent original or licensed textures and sounds, readable controls and audio settings. Asset rights and credits are documented.
An agreed small remote test demonstrates credible shared play, reconnect/save recovery and measured load. Campaign claims match the tested capacity; 64 players remains unproven unless separately tested.
Briana’s acceptance and an independent technical/playtest critique have been recorded; blockers are resolved or explicitly excluded from the promised scope.
Gameplay footage is actually captured from the build. Concepts and future systems are labelled. No simulated galaxy, fleet or submarine feature is presented as playable.
Obtain estimates for remaining engineering, asset work, QA, server operation, backups, marketing and contingency. Define who will do the work and what the funded amount can deliver.
Select feasible deliverables and rewards, check current platform and relevant legal/financial requirements with appropriate help, and obtain explicit launch/publication approval. This gate is not yet complete.
Specialist engineering, art, audio, usability and QA for an explicitly defined deliverable—not an undefined promise to finish every design idea.
Hosting capacity, persistence, secure identities, deployment, recovery and measured operating costs. Some of this is foundational engineering, not cosmetic polish.
Campaign production, marketing, community support and delivery obligations, sized to the actual funding plan.
Briana has stated 40–50 hours per week for development direction and playtesting. This planning baseline assumes sustained availability, AI-assisted implementation during authorized sessions, and no hired team or round-the-clock autonomous operation. That availability is not equivalent to a staffed engineering/art team. Velocity, asset workload and external review lead times remain unmeasured; dates are low-confidence estimates, not commitments.
The schedule reserves time for visual/audio work, gameplay, hardening and a demonstration candidate before the February decision. Reassess after hands-on acceptance and the first art milestone. If readiness is not met, move the date and publish the reason rather than weakening the claims.
These are long-term requirements, not implemented marketplace features. Simple 3D avatars preserve camera freedom while supporting extensive individual customization.
A regional planet view and broad colony simulation are design directions. They do not replace the established continuous surface flight requirement. Store payment bridges, template licensing, upload validation and moderation have not been designed or implemented.
An articulated procedural placeholder provides eight sockets, clothing layers, six session-only cosmetic presets and visible first-person body parts. Press C during captured first-person controls to cycle presets. It is not a production skinned character, wardrobe editor or upload system. The Windows build and avatar structural checks passed; hands-on appearance and current-build multiplayer acceptance remain pending.