THRESHOLD
07 / TIMELINE

Production Timeline

18-month development schedule. Solo dev. Realistic milestones.

PHASE01

FOUNDATION

MONTHS 1–3
NOT STARTED
  • Install UE5 and learn core systems
  • Complete 3 tutorial projects (twin-stick, third-person, FPS)
  • Basic C++ and Blueprints proficiency
  • Set up project structure
  • Build first greybox prototype

DELIVERABLE: Playable FPS prototype in test level

RISK: Learning curve slower than expected

PHASE02

CORE MECHANICS

MONTHS 4–7
NOT STARTED
  • Implement movement system (walk, run, crouch, prone)
  • Build weapon system with ammo management
  • Create first enemy type (Hounds) with basic AI
  • Implement stress system prototype
  • Build squad command system
  • Basic inventory system

DELIVERABLE: Playtestable combat loop against one enemy type

RISK: AI complexity, stress system tuning

PHASE03

CONTENT & POLISH

MONTHS 8–12
NOT STARTED
  • Build Level 1 (The Office Complex) with greyboxing
  • Implement 3 more enemy types
  • Add dialogue system and character voices
  • Build first 2 campaign missions
  • Implement lighting and atmosphere
  • Sound design pass

DELIVERABLE: First playable campaign chapter

RISK: Content pipeline, scope creep

PHASE04

MULTIPLAYER & TESTING

MONTHS 13–15
NOT STARTED
  • Implement co-op networking
  • Build 4-player campaign mode
  • External playtesting sessions
  • Bug fixing and balance pass
  • Platform certification (if targeting consoles)

DELIVERABLE: Complete co-op campaign for testing

RISK: Netcode complexity, platform requirements

PHASE05

SHIP IT

MONTHS 16–18
NOT STARTED
  • Final polish and optimization
  • Marketing push (trailers, demos)
  • Store page setup (Steam, Epic)
  • Launch Day patch
  • Post-launch support plan

DELIVERABLE: THRESHOLD available on PC

RISK: Launch competition, marketing reach

18-MONTH ROADMAP

MONTH 1MONTH 9MONTH 18