A prologue about a polite troll, one bridge, and one contract.
The valley, the troll, and the systems beneath them
Complete21 of 21
Tone doctrine, IP strategy, and naming
Story bible: protagonist, dragon, raven, and the Act 2 chain
Scene-by-scene structure of the prologue
Troll locomotion, weight, stamina, blocking, combos, ragdoll
Grabbing and throwing enemies and objects
Breakable crates and barrels
NPC architecture: base enemy, event bus, components
Bandit daily routines
NPC builds: bandits, wolves, farmer, leader, daughter
Cross-skeleton animation and animation blueprint hierarchy
Dialogue system integration
Quest system: story manager, quest data, tracker UI
Interaction prompt
First sounds, music tests, troll voice test
Mesh terrain, terrain material, and painting the map
Procedural grass across the map
Roads with runtime virtual texture blending
Water
Wheat fields with interactive vegetation
Bandit camp — level art
The farm — level art, 80%
The prologue plays start to finish
Underway3 of 29
The people of the valley: names and characters
Revising the paperwork register: voice, journal, and the institution behind the contract
The Administrator, the contract, and the valley's economy
Re-approving the tone doctrine examples
Tone under player pressure
Boulder throwing
Goblins
The alpha wolf as a character
Wolf pack
The trapped wolf
Dragon boss
Raven dialogue graph
Farmer and daughter dialogue graphs
Bandit leader dialogue graph
Alpha wolf dialogue graph
Ambient interaction lines
Investigation mode
Quest data assets for every scene
World flags and choice memory
End-to-end playthrough of all four routes
Cutscene system
Cutscene placeholders across the full playthrough
Wolf den
The caravan wreck site
The troll's cave
The bridge in four states
Boss arena at the bridge
Time-of-day and weather presets
Combat feel, effects, and the valley finished
Ahead0 of 26
New combat verbs
New combat verbs
New combat verbs
Impact feel
Boulder throwing
Camera polish
Combat AI depth
Bandit versus leader
Dragon boss
Non-combat NPC reactions to the troll
Opening cutscene at the cave
Storm night cutscene
Bandit camp cutscene
Parting with the pack
Act 3 aftermath cutscene
Final cutscene and credits
The farm
Wolf den
Trees across the map
Rocks, branches, bushes, small detail
The troll's cave
Lighting design per scene
Full voice-over, music, and sound
Ahead0 of 22
Act 0 script
Act 1 script
Act 2 script
Act 2 script
Act 3 script
Quest text
Editorial pass
Assembling the full story bible
Raven dialogue graph
Farmer and daughter dialogue graphs
Bandit leader dialogue graph
Alpha wolf dialogue graph
Ambient interaction lines
Voice-over pipeline
Generating and proofing every line
Line timings and subtitle sync
Facial animation for the human cast
Jaw-bone lip sync for the animals
Combat and physics sound design
Ambience and nature sound
The dragon and its wrong fire
Music
Menus, saves, and the Steam build
Ahead0 of 12
Russian subtitle translation
Final regression pass across all four routes
Performance pass and optimisation
Main menu
Settings
Save system
Final UI pass
Localisation
Build packaging and testing on other hardware
Steam page, capsules, screenshots, and store build
Playtest with five or more people, then fix
Commercial funnel