ItzDevooItsLikeLife

Development Progress

ItsLikeLife is in Phase 1: Foundation. Game pillars are locked, documentation workflow is live, and the Unreal project architecture is being built out.

Pre-Alpha · In Development

Phase 1: Foundation

In Progress
Months 1–4
  • Lock game pillars and documentation workflow.
  • Build base project architecture in Unreal.
  • Implement minimal multiplayer authority baseline.
  • Prototype movement, interaction, and core gathering loop.

Phase 2: Core Loop

Upcoming
Months 5–9
  • Implement tiered zone logic and loot tables.
  • Add bunker and market prototype systems.
  • Add basic inventory persistence and progression unlocks.
  • Run small closed playtests and iterate quickly.

Phase 3: Vertical Slice

Upcoming
Months 10–14
  • Deliver a polished end-to-end slice of the full loop.
  • Improve server stability and core combat quality.
  • Balance risk/reward curves between zone tiers.
  • Prepare early-access website purchase flow design.

Phase 4: Early Access Prep

Upcoming
Months 15–20
  • Expand content breadth while preserving loop quality.
  • Harden backend and online edge cases.
  • Improve onboarding and retention loops.
  • Finalize Steam integration and account linkage plan.

Phase 5: Release Readiness

Upcoming
Months 21–24
  • Stabilization, bug fixing, and performance optimization.
  • Final design and balance pass.
  • Finalize launch operations, support plans, and key pipelines.

Open Questions

Key design decisions that are still being explored. These will be resolved as development progresses.

Gameplay

  • Should starter bunkers be fully safe or conditionally contestable?
  • What is the intended pace from Tier 0 to mid-tier progression?
  • How punishing should death be at each progression tier?

Economy

  • Is the market global, regional, or physically local only?
  • Will prices be player-driven, system-driven, or mixed?
  • What anti-exploit constraints are required for trading?

Progression

  • What are the first 20 key research unlocks?
  • Is research account-wide, team-based, or character-bound?
  • What catch-up mechanisms exist for late joiners?

Technical

  • Which persistence backend will be used first?
  • What anti-cheat strategy is planned by phase?
  • What are minimum dedicated server hardware targets?