> For the complete documentation index, see [llms.txt](https://myriadgames.gitbook.io/chain_mutate/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://myriadgames.gitbook.io/chain_mutate/additional-information/technical-roadmap.md).

# Technical Roadmap

**Our technical roadmap consists of the following development stages:**

## **Chain Mutate, Prototype, Q1 2025**

#### **1. Cells and Their Movement**

1.1. Development of the game board (2D top-down view, vertical layout).

1.2. Implementation of various cell types.

1.3. Testing the movement mechanics of cells based on their type.

#### **2. Chain Reaction**

2.1. Designing reaction dependencies based on cell types:

2.1.1. Cell destruction in reactions.

2.1.2. Creation of new cells during reactions.

2.2. Impact of cell distance on reactions.

#### **3. Controls**

3.1. Defining the number of moves available to the player.

3.2. Allowing the player to select any cell on the board.

3.3. Implementing cell selection and triggering a chain reaction.

#### **4. Win and Loss Conditions**

4.1. Defining victory objectives for each level.

4.2. Rewards for winning: Viruses (in-game currency).

4.3. Loss occurs if the player runs out of moves.

#### **5. Development Tools for Game Designers**

5.1. Level editor creation:

5.1.1. Setting cell types and their quantities.

5.1.2. Configuring available moves.

5.2. Implementing a system for adding new levels.

#### **6. Interface**

6.1. Level screen:

6.1.1. Game board, cells, animated chain reactions.

6.1.2. Available moves counter.

6.2. Win/Loss screen.

6.3. Main menu:

6.3.1. Level number, settings, currency display.

#### **7. Game Design Document (GDD)**

7.1. Description of core mechanics, main gameplay elements, and minimum UI requirements.

#### **8. First Prototype**

8.1. Assembly and testing of the first prototype.

8.2. Identifying non-functional features and refining mechanics.

## **Chain Mutate, Beta Version, Q2 2025**

#### **9. Additional Mechanics**

9.1. Increasing level complexity:

9.1.1. Introducing obstacles in levels.

9.1.2. Adding new cell types with special properties.

9.1.3. Modifying cell properties during chain reactions.

#### **10. Core Boosters**

10.1. Developing multiple booster types available in levels.

#### **11. Virus Tree (First Version)**

11.1. Using Viruses to unlock new cell types:

11.1.1. Obstacle cells.

11.1.2. Enhancer cells.

11.1.3. New standard cell types.

11.2. Adding dependencies between chain reactions and unlocked cells.

#### **12. Currency: Mutations**

12.1. Introducing the "Mutation" currency used for creating monsters.

#### **13. Monsters**

13.1. Creating monsters using Viruses and Mutations.

#### **14. Game Designer Tools**

14.1. Level difficulty adjustments.

14.2. Development of the Virus Tree:

14.2.1. Configuring cell properties and creating new cell types.

14.2.2. Setting virus upgrade costs.

14.3. Adding monsters:

14.3.1. Configuring monster costs.

#### **15. Interface**

15.1. Main screen:

15.1.1. Panels for Levels, Virus Tree, Monsters, and Store.

15.2. Level screen:

15.2.1. Obstacles, new cells, boosters.

#### **16. GDD Updates**

16.1. Describing additional mechanics, gameplay, and level balance.

#### **17. Gameplay and Monetization Balance**

17.1. Optimizing balance between game mechanics and monetization.

#### **18. Second Prototype (Beta Version)**

18.1. Assembly and testing of the beta version.

18.2. Refining mechanics, identifying and fixing bugs.

18.3. Focus group testing.

## **Chain Mutate, Release, Q2 2025**

#### **19. Monetization**

19.1. Developing the in-game store:

19.1.1. Purchasing Mutations.

19.1.2. Special offers (Boosters + Currency).

19.1.3. Buying loot boxes with Monsters.

19.1.4. Trading Monsters.

19.2. Implementing ads:

19.2.1. Level retries.

19.2.2. Receiving boosters for watching ads.

19.3. Events and competitions:

19.3.1. Additional rewards for purchases.

#### **20. Visuals**

20.1. Creating monsters and collections.

20.2. Designing store and Virus Tree panels.

20.3. Adding missing visual elements.

#### **21. Monetization Balance**

21.1. Refining game balance considering monetization strategies.

#### **22. Game Designer Tools**

22.1. Monetization settings.

22.2. Configuring collectible cards.

#### **23. GDD Updates**

23.1. Documenting monetization and visuals.

#### **24. Final Build**

24.1. Assembly and testing of the final game build.

24.2. Gathering player feedback.

24.3. Refining mechanics, fixing bugs and optimizing performance.

## **Chain Mutate, Post-Release, Q3 2025**

#### **25. New Content Additions**

25.1. Expanding the Virus Tree, monsters, and levels.

#### **26. Events**

26.1. Introducing themed and seasonal events.

#### **27. Online Mode for Monsters**

27.1. Using monsters for collection and trading.

27.2. Allowing monsters to participate in competitions.
