π―οΈ __ Ever wondered how to build a psychological horror game that haunts players without a single jump scare?
Hereβs the full roadmap for my game, Houses: Hidden Spirits, leading to its official completion on December 16, 2029, 1:46 PM.
2026 β Laying the Foundation π οΈ
Jan β Jun:
- Lock in the core mechanics: sanity system, bed sleep, hallucinations
- Prototype the main spirit with a forced grin and no eyes
- Test the basic rooms and flickering lights for maximum creepiness
Jul β Dec:
- Build a 1-2 room playable demo
- Observe early player reactions
- Research multi-device scaling
2027 β Expansion & Multi-Device π
Jan β Jun:
- Expand the house: more rooms, more secrets
- Implement subtle hallucinations and environmental creep
- Optimize the game for PC, Mac, and mobile devices
Jul β Dec:
- Add WebGL / HTML5 support for browsers
- Begin console prep: Switch, Steam Deck, PlayStation, Xbox
- Test device scaling β making sure the horror stays intact everywhere
2028 β Polish & Hallucination Depth π¨
Jan β Jun:
- Finalize main spirit behavior: watching mechanics and rare sleep-frame events
- Improve lighting and ambient sound on all devices
- Ensure hallucinations remain kid-friendly but unsettling
Jul β Dec:
- Add optional secrets, diary entries, and a false βsafe endingβ
- Test the first sleep scene and hidden consequences
- Gather feedback from friends or small testers
2029 β Finalization & Release Prep πͺ
Jan β Jun:
- Implement final UI touches: sanity bar, health system, bed interface
- Make sure cross-device controls work perfectly
- Bug fixing and performance optimization
Jul β Dec 15:
- Final playtests
- Polish audio, lighting, and visual consistency
- Marketing prep: teaser images, Dev.to updates, social posts
Dec 16, 2029, 1:46 PM:
- π Official game completion
- The world finally meets Houses: Hidden Spirits
Tips to Stay on Track π§©
- Break the roadmap into half-year milestones
- Keep small playable demos to see your scares in action
- Document everything for future updates or sequels
π‘ This roadmap is more than just a schedule β itβs a blueprint for building fear, suspense, and unforgettable horror experiences across devices.# ποΈ Houses: Hidden Spirits β The Roadmap to Terror (Dec 16, 2029) π―οΈ
Ever wondered how to build a psychological horror game that haunts players without a single jump scare?
Hereβs the full roadmap for my game, Houses: Hidden Spirits, leading to its official completion on December 16, 2029, 1:46 PM.
2026 β Laying the Foundation π οΈ
Jan β Jun:
- Lock in the core mechanics: sanity system, bed sleep, hallucinations
- Prototype the main spirit with a forced grin and no eyes
- Test the basic rooms and flickering lights for maximum creepiness
Jul β Dec:
- Build a 1-2 room playable demo
- Observe early player reactions
- Research multi-device scaling
2027 β Expansion & Multi-Device π
Jan β Jun:
- Expand the house: more rooms, more secrets
- Implement subtle hallucinations and environmental creep
- Optimize the game for PC, Mac, and mobile devices
Jul β Dec:
- Add WebGL / HTML5 support for browsers
- Begin console prep: Switch, Steam Deck, PlayStation, Xbox
- Test device scaling β making sure the horror stays intact everywhere
2028 β Polish & Hallucination Depth π¨
Jan β Jun:
- Finalize main spirit behavior: watching mechanics and rare sleep-frame events
- Improve lighting and ambient sound on all devices
- Ensure hallucinations remain kid-friendly but unsettling
Jul β Dec:
- Add optional secrets, diary entries, and a false βsafe endingβ
- Test the first sleep scene and hidden consequences
- Gather feedback from friends or small testers
2029 β Finalization & Release Prep πͺ
Jan β Jun:
- Implement final UI touches: sanity bar, health system, bed interface
- Make sure cross-device controls work perfectly
- Bug fixing and performance optimization
Jul β Dec 15:
- Final playtests
- Polish audio, lighting, and visual consistency
- Marketing prep: teaser images, Dev.to updates, social posts
Dec 16, 2029, 1:46 PM:
- π Official game completion
- The world finally meets Houses: Hidden Spirits
Tips to Stay on Track π§©
- Break the roadmap into half-year milestones
- Keep small playable demos to see your scares in action
- Document everything for future updates or sequels
π‘ This roadmap is more than just a schedule β itβs a blueprint for building fear, suspense, and unforgettable horror experiences across devices.
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