CyberDeck Roadmap

A deckbuilder where every run feels like a new game โ€” different characters, different builds, different stories โ€” in a cyberpunk universe you fall in love with.

CyberDeck ships incrementally. Each milestone below is a public commitment โ€” what's in the game now, and what's next. This page is regenerated from our internal roadmap every day. Last updated: .

  1. Steam Early Access

    In Progress

    CyberDeck arrives on Steam. Playable on Steam Deck. The complete game experience: 4 characters, 3 acts, full content, full polish. (Sound design ships in a post-EA update.)

    What ships in this milestone

    • Steam store page live with trailer + screenshots + 3 featured cards
    • Zero P0 bugs at ship time
    • Steam Deck validation passed (Verified or Playable)
    • 100% visual polish โ€” every screen, every transition, every card
    • Full content coverage โ€” all acts/characters/cards/chrome/stims

    Sprints

    1. Draft Ships & Content Completeness

      April 21, 2026 โ€“ April 27, 2026

      All 374 cards playable with final art. Every screen polished. Save-load works end-to-end. The game is complete enough to play on repeat.

      7 features
      • 100% Card Art Coverage P0

        Every card in every screen has final art, zero placeholders.

        Audit all 374 cards against public/art/; dispatch artist workers for gaps.

      • Save & Resume P0

        Close the tab, come back later, pick up exactly where you left off.

        Auto-save to localStorage after every map node and every combat turn. On launch, detect save and offer resume.

      • Death & Victory Narrative P1

        Each character says something in-character when they die or win a run.

        Wire existing death_quotes.json and victory_narrative.json to end-of-run screens, keyed by character + cause of death/win.

      • Steam Deck Text Readability P1

        Every word in the game is readable at arm's length on a 7-inch Steam Deck screen.

        Minimum 16px body text at 1280x800. Per-screen sweep via visual-qa against live build.

      • Lore Terminology Audit P1

        The game speaks CyberDeck: Bandwidth, Credits, Firewall, Chrome, Corruption. No STS vocabulary anywhere visible.

        Static-analysis test enforces D-001 terminology across all player-facing strings.

      • v3084 Known-Bug Sweep P0

        All 40+ bugs identified in the April 2026 playtest are fixed.

        GitHub issues labeled source/genius-audit and system/* closed. Class-level tests added per G18.

      • Mechanical Description Completeness P1

        Every card shows exactly what it does in plain language.

        Per G15, describeEffect.ts renders a non-empty, non-'undefined' string for every card in data/.

    2. Steam Deck Shakedown

      April 28, 2026 โ€“ May 4, 2026

      The game feels right with a controller. Every screen, every interaction, every card โ€” fully playable on gamepad, keyboard, or mouse.

      5 features
      • Full Gamepad Navigation P0

        D-pad selects, A confirms, B cancels โ€” every screen, every menu.

        Per G5, E2E test completes one full combat on each operator with gamepad only. Same for map, shop, upgrade, salvage, events.

      • Input Mode State Machine P1

        Switching between keyboard, mouse, and gamepad never steals your focus cursor.

        Per G6, input-mode state machine: mouse-active | keyboard-active | gamepad-active. Mouse goes passive when keyboard/gamepad active.

      • Gamepad โ†” Mouse Parity P1

        Anything you can do with a mouse you can do with a gamepad, same outcome.

        E2E test suite covers selection, scroll, tooltips, confirm, cancel for all 3 input methods on every screen.

      • Steam Deck Hardware Validation P0

        The game runs smoothly on an actual Steam Deck (not just a dev machine).

        Native desktop build run via /cyberdeck:native-build-test; manual play session on physical Deck.

      • Skippable Intros P2

        Impatient players can A-button past every boss intro and narrative text box.

        Per G14, E2E assertion on every intro screen โ€” confirm button advances or dismisses.

    3. Visual Polish Sweep (G1โ€“G20)

      May 5, 2026 โ€“ May 11, 2026

      Every card looks and behaves consistently. Every state change you make is visible. No guessing what just happened.

      7 features
      • Single Card Component P1

        A card in the shop, in your hand, in a preview, in the deck viewer โ€” looks and feels identical everywhere.

        Per G1, one Card<T> component; delete bespoke renderers; lint rule rejects any other card-import.

      • Mechanics-First Tooltips P1

        Chrome tooltips show what an item DOES before the lore flavor.

        Per G19/G20, short_text primary, lore secondary; static-analysis test in tooltipConsistency.test.ts.

      • Single Tooltip System P1

        Only one popup visible at a time. No double popups when hovering keywords.

        Per G4, CardRenderer in card-grid contexts passes disableTooltips; single Tooltip portal.

      • Every State Change Is Visible P1

        Debuff applied โ€” you see it. Card burned โ€” you see it. Buff consumed โ€” you see it.

        Per G3/G9, runtime assertion in applyEffect(); CardTransition event on every DeckManager mutation; missing animation renders visible placeholder.

      • Consistent Color Coding P2

        Damage red, credits gold, buff green, debuff red, baseline cyan. Bold everywhere for glance-readability.

        Per G10, design tokens in shared-components.css; lint rule rejects inline hex colors.

      • Card Animation Coverage P1

        Every card motion is animated โ€” draw, play, discard, burn, shuffle, exhaust.

        Per G9, DeckManager cannot mutate card position without firing a CardTransition event; new states register an animation or get a visible placeholder.

      • Ephemeral Cards Actually Burn P1

        Token cards (like Tip-Off's spawns) don't persist to your next combat.

        Per G11, isEphemeral schema flag + post-combat prune; per-token scenario test.

    4. Ship to Steam EA

      May 12, 2026 โ€“ May 15, 2026

      CyberDeck is on Steam.

      5 features
      • Steam Store Page P0

        Real trailer, 8-12 screenshots, 3 featured cards, polished store copy. The first impression on Steam.

        Copy sourced from SSOT steam-ea-0515.summary_player; trailer is a 60-second gameplay-focused cut.

      • Steam Build Pipeline P0

        Clicking Install on Steam actually works end-to-end.

        Promote dev โ†’ stable โ†’ Steam package; test install on 2 fresh machines.

      • Zero P0 Bugs at Ship P0

        No crashes, no save corruption, no progression blockers at launch.

        Final P0 sweep + lock; any P0 discovered blocks ship.

      • Steam Deck Verified Submission P1

        Valve marks the game Verified (or at least Playable) for Steam Deck.

        Submit via Steamworks after Sprint 2 hardware validation passes.

      • Launch-Day Announcement P1

        Players see 'CyberDeck is live on Steam' on Discord and cybersprawl.ai at launch.

        Daily release summary script uses special launch-day template.

  2. Full Game (GA)

    Planned

    CyberDeck 1.0. Now with sound design, mechanical innovations, and balance tuned from real EA play data.

    What ships in this milestone

    • Sound design: 5 SFX categories + ambient tracks
    • Between-act Interface encounter โ€” 3 trade-off chrome per act boss
    • First-combat tutorial + Sprawl Threat Level UI exposed
    • Content unlocks (start with 60% of cards, unlock via wins)
    • AI balance automation per D-016 with EA-data-driven tuning
    • Rarity tier scaffold (7 tiers per D-018; content migration separate session)

    Sprints

    1. Post-EA Stabilization

      May 16, 2026 โ€“ May 22, 2026

      The first wave of real-player bugs and feedback gets addressed fast. The game improves every day visibly.

      7 features
      • #player-feedback Discord Channel P0

        Players can post bugs and feedback in Discord, and the team sees them automatically.

        Discord listener bot creates GitHub issues with source/player-feedback label; replies in thread with issue link.

      • Player-Feedback Priority Default P0

        Player-reported bugs get addressed faster than internal ones.

        Planner treats source/player-feedback as P1 baseline; adjustable per issue.

      • Close-the-Loop Discord Replies P1

        When the bug you reported is fixed, a bot posts 'fixed in build X โ€” play here' in your Discord thread.

        Bot watches merged PRs closing source/player-feedback issues; posts back to thread with stable-build link.

      • Daily Release Summary P0

        One Discord post + one Dispatch page entry per day summarizing what changed in the game โ€” not a flood per PR.

        Script reads merged PRs that day, groups by player-visible vs plumbing, writes ~300-word summary via Opus. launchd at 18:00 local. Per-PR Discord noise disabled.

      • Stable Build Link P1

        Every daily post links to play.cybersprawl.ai/latest/ โ€” the most stable build of the day.

        CI pipeline tags latest-known-good as 'latest'; daily summary links to it.

      • EA Week-1 Bug Sweep P0

        Every P0 and P1 bug players find in Week 1 of EA is fixed by end of that week.

        Planner prioritization with higher worker throughput during the window.

      • Telemetry & Crash Reporting P2

        The team sees crashes players don't bother reporting and fixes them proactively.

        Lightweight error capture to a Cloudflare Worker endpoint; aggregates nightly.

    2. Ascension UI + First-Combat Tutorial

      May 23, 2026 โ€“ May 29, 2026

      New players learn how to play in their first combat. Returning players can crank difficulty up through Sprawl Threat Levels.

      5 features
      • Sprawl Threat Level UI P1

        Difficulty slider on character select โ€” higher threat means harder enemies and better rewards.

        Expose existing ascension.ts with a 20-level selector (STS ascension parity). Persist max-reached per character.

      • Threat Level Persistence P1

        Your highest cleared threat level sticks around โ€” a badge of honor per character.

        runHistoryManager.ts already tracks it; expose on the character select UI.

      • First-Combat Tutorial P1

        Three to five contextual tooltips teach Bandwidth, enemy intents, and the End Turn button during your first fight.

        onboarding.json wired to CombatScreen; tooltips skippable after first combat per character.

      • Keyword Glossary (Pause Menu) P2

        Pull up a reference from the pause menu โ€” every keyword explained in plain language.

        New GlossaryScreen.tsx reads from shared/keywords.ts.

      • New-Player Flow P2

        First run goes: character select โ†’ brief story intro โ†’ first combat with tutorial tooltips.

        Main-menu state machine; intro is skippable.

    3. Interface Between Acts + Content Unlocks

      May 30, 2026 โ€“ June 5, 2026

      At the end of each act, a Fixer offers you three trade-off Chromes โ€” real choices with upside and real cost. New players unlock cards over their first several runs.

      5 features
      • Between-Act NPC Encounter Screen P1

        After each act boss, a named character from the CyberIdle universe appears and offers you three Chromes to pick from.

        New InterfaceScreen.tsx between act-boss and next map. Lore-appropriate NPC per act (Viktor Kaine / Tzu Yu / Olga).

      • Trade-Off Chrome Design Set P1

        Each Interface Chrome has a real upside and a real cost โ€” you're choosing what to sacrifice, not just picking a buff.

        12-15 new Chrome with dual effects. Examples: 'Overclocked Clock: +1 max Bandwidth, -2 max hand size'; 'Pirate Cache: +3 starting Credits per run, -10% combat damage'.

      • Big-Upside / Medium-Downside Balance P2

        Trade-offs always feel worth taking โ€” no neutral swaps that just annoy you.

        Validator: every trade-off Chrome's expected power uplift โ‰ฅ 1.3ร— its penalty (per 2026-04-21 CEO direction: net positive, not neutral).

      • Content Unlocks P2

        New players don't drown in 374 cards โ€” you earn them over your first several runs.

        Unlock groups tagged in card JSON; first run ~60% of each character's pool; wins unlock batches.

      • Unlock Progress UI P2

        See exactly which cards you haven't unlocked yet and what unlocks them.

        CharacterSelectScreen shows locked card silhouettes + unlock hints ('Win with Chompy on threat 5 to unlock 4 cards').

    4. Sound + Balance + GA Ship

      June 6, 2026 โ€“ June 15, 2026

      The game has sound. It sounds like cyberpunk. And every card has been tuned from real play data โ€” build diversity is wide, no dominant meta.

      6 features
      • 5 SFX Categories P0

        Card plays, damage, blocks, kills, and turn starts all have sound โ€” with a cyberpunk audio identity.

        Royalty-free SFX library + custom synth passes for the signature card-play sound (data transmission motif per D-017).

      • Act Ambient Tracks P1

        Each act has its own atmospheric music โ€” CEO's original compositions.

        Loop-safe cuts per act, synced with map/combat/event screens.

      • AI Balance Automation P1

        Cards within a rarity tier feel comparably powerful โ€” no obvious-skip or obvious-pick cards.

        Per D-016, 'Effective Power' formula (impact / bandwidth); sim-qa runs nightly and flags >15% variance within a rarity tier.

      • Rarity Tier Scaffold P2

        Shop and reward screens show 7 rarity tiers: Basic, Common, Uncommon, Rare, Epic, Legendary, Mythic.

        Per D-018, schema extended to 7 tiers. Display tier โ†” power-tier mapping added. NOTE: actual migration of existing 374 cards into the new tier structure is deferred to a separate CEO planning session (issue labeled requires/ceo-session).

      • EA Data-Driven Rebalance P1

        Cards that everyone skipped in EA become playable; over-chosen cards get tuned.

        1-week EA telemetry window analyzed before GA ship. Balance PR lands before launch.

      • GA Ship P0

        CyberDeck 1.0 on Steam โ€” full launch, full feature set, balanced from real play data.

        Same release checklist as Sprint 4 with sound included. Promotional push + post-launch support plan activated.