PROJECT ALETHEA
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> PROJECT ALETHEA // DEVELOPMENT LOG

THE ROADMAP

Where Project Alethea has been, and where it is going. Tracked by quarter.

> AT A GLANCE
40+hrs campaign audio
336Kwords of script
38unique upgrades
50+tech & gear unlocks
5loot rarities
2Apex Cores, ever

Five tiers across the Season 1 campaign, three playstyles, and a world built to be replayed. We love loot, we hate pay-to-win: the rarest prizes are earned on foot, never bought. A one-time purchase after a lengthy 8-hour demo. No subscriptions, no ads.

EST. RELEASE Q4 2026 – Q1 2027 (yes, before GTA 6; no, we are not crazy)

01From a Spark to a World
Q1 2024

The first spark

Every running game wanted your GPS and your route, or was just plain boring. As gamers, we wanted the depth of the greats: Fallout, Red Dead, Skyrim. The few attempts we found had good stories, but the world, the loop, and the economy felt shallow. We imagined a game that was gameplay-first.

Q2 2024

Distance is the ruler

The first real design decision: distance is the master, and time is only ever derived from it. "Time left" is never a clock, just how far you have to go divided by how fast you are going. Almost every system since grew out of that one idea.

Q3 2024

A world worth running through

A movement engine is not a game. We started building the fiction underneath it: a dead civilisation, a survivor at the end of their supplies, and a ruined city you have to go out into to keep living.

02Building the Engine
Q1 2025

The economy comes first

The base and its economy are the master system; the run is just an input to it. Every game-changing decision happens paused, at home. The run itself takes only two inputs, speed up and slow down, so it stays playable when you are out of breath.

Q2 2025

One brain to run it all

We committed to a single orchestrator, the Game Director, as the only hub. Every subsystem talks to the Director through one tiny shared contract, never to each other, so we can bolt on whole new systems without the rest of the game ever needing to know.

Q2 2025

The Route Designer

Planning became its own pleasure. You decide where to go, with the upkeep cost and the risk shown to you before you commit a single step. The run stopped being a treadmill timer and became an expedition you actually chose.

Q3 2025

"Nutrient" becomes stamina

A small rename with outsized benefits. The consumption that keeps your runner moving was folded into a single, clearer upkeep track we now call stamina, gathered in the field or crafted at base.

Q4 2025

Sound, and the silence between

The audio engine landed: a system that never repeats itself awkwardly, can re-fire a beat you missed, and knows when to simply leave a gap. Running in silence and running inside a story are completely different experiences.

Q4 2025

Five creeds and a betrayal

The largest lore expansion yet: the religions that grew up around the Oracle, the factions that hoarded and hunted its truth, and the central crime of the world. You will have to play to learn more.

03Depth and Polish
Q1 2026

The living world layer

Our custom engines brought the ruins to life, surfacing the right resources, warnings, and fragments of lore at the right moments of a run instead of off a fixed script. Two runs down the same route stopped feeling the same.

Q2 2026

Endless

Endless Mode arrived: a generator that rolls a fresh ruined map, missions, and modifiers each time, checked against the same rules the campaign was tuned with.

Q2 2026

From a box of parts to a game

All the separate systems met a real phone and a real step tracker for the first time. We hardened the unglamorous things, what happens when the app is killed mid-run, when a save corrupts, when the sensor drops out, so leaving, stopping, or crashing never costs you a run.

Q2 2026 CURRENT BUILD

Where we are now

The full loop runs end to end: plan a route, run it, scavenge, come home, bank the haul, head out again, wrapped in a world we have spent thousands of hours building. We are deep in polish, balancing, and UI/UX, and getting the game into the hands of the first players outside the team.

04On the Horizon
Q4 2026

First closed beta

A small group of runners, close friends, taking the full campaign loop out into the world and onto their treadmills. The goal is to learn how the economy and the pacing feel over weeks, not minutes.

Q1 2027

Seasons and the open beta

Seasonal content for Endless Mode, deeper meta-progression, and a much wider beta. Power resets; richness accrues, and so does everything we learn from you. Helping out guarantees free content forever, it is the least we can do.

> OPEN BETA // INTAKE

Be first into the ruins.

We are actively looking for open beta testers. Leave an address and the unit will reach you when the doors open.

One email, the day the doors open. No spam, ever.

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