Phase 6 — Polish & Release
Version: v1.0.0 Status: 🔲 Planned
Goal
Everything built in Phases 1–5 comes together into a complete, balanced, well-tested game ready for the Miyoo community. This phase is about quality — not adding new systems, but making everything that exists feel right.
Deliverable
A polished v1.0.0 build on GitHub: balanced solo and multiplayer extraction runs, stable 30+ FPS on real Miyoo hardware, a seasons framework ready for the first post-launch content drop, and a public release that the Miyoo homebrew community can download and play.
Planned
Balance Pass
With all systems live and playable together, the numbers need tuning based on real play sessions.
Areas to balance:
- Class stat spread — Warrior should feel tankier, Rogue noticeably faster, without making Mage feel unviable solo
- Enemy density and aggro radius per dungeon size (Unstable vs Stable vs Empowered)
- Loot drop rates by rarity tier and dungeon mode — Legendary should feel genuinely rare in Unstable, achievable in Empowered
- Crux and Aether economy — are players swimming in currency or always starved? Both extremes are bad
- Ability Tome drop rates — should feel exciting to find, not routine
- Task rewards — daily Crux/Aether should supplement runs, not replace them
- Extraction timer feel — does 5/10/15 minutes feel like the right tension at each mode?
All tuning changes are server-side constants. No client rebuild required for balance patches.
Additional Content
A small content pass to give the game variety from day one:
- 2 dungeon tilesets active at launch — RA_Cavern (Tier 1, starter feel) + RA_Crypt (Tier 2, darker). Server selects based on portal mode.
- Enemy variety — at least 3 distinct enemy types with different AI patterns (melee chaser, ranged, slow heavy)
- 12+ launch Ability Tomes — spread across classes, covering damage, mobility, and utility
- 20+ augment types — common through Legendary tier, covering stat boosts, elemental effects, and utility
- Flavor text pass — short, gritty one-liners on all Rare and above items
Performance Optimization
Target: stable 30+ FPS on Miyoo Mini Plus in all situations.
Known risk areas:
- Many entities on screen at once (6+ enemies + 4 players)
- Particle effects (damage numbers, portal glow)
- Network tick overhead under load (8 players sending input)
Approach:
- Profile on device first — don't optimize blind
- Cap visible entities per frame if needed (cull off-screen enemies aggressively)
- Limit simultaneous floating damage numbers (pool and reuse)
- Ensure release build is always used (
--release) — debug builds are 3–5× slower
Visual Polish
- Smooth camera lerp (optional — only if it doesn't hurt perf)
- Player walk cycle animations (all 4 directions per class)
- Death animation for players and enemies
- Portal glow effect (simple sprite animation, not particles)
- Item rarity border/glow on ground drops and inventory slots
- Legendary item subtle shimmer effect (single extra sprite frame, alternating)
Seasons Framework
Not a full season drop — just the infrastructure so Season 1 content can be added without touching core systems.
What ships:
- Server-side season ID + active event flags in the database
- Client reads seasonal event flag and adjusts UI accordingly (e.g. banner on Bounty Board during an event)
- Admin endpoint (local-only) to toggle season/event flags without restarting the server
- Changelog and preview system: a simple text file on the server that the client can fetch and display in the hub
Stabilization & Testing
Full test pass across all systems before release:
- Solo run in each portal mode (Unstable, Stable, Empowered)
- Full 8-player PvPvE session stress test
- Death in PvE and PvPvE — verify loot rules are correct
- Dungeon Compactor loot gain confirmed lost on failed extraction
- Aether Core craft + Empowered run end-to-end
- Daily and weekly task completion + reward delivery
- Server restart: player stash, currency, and task progress survive
- Config persistence across Miyoo reboots
- Game launches cleanly from Onion OS with no SSH
Public Release
- GitHub release with pre-built Onion OS
.zippackage (drop into SD cardRoms/PORTS/) - Short setup guide: server address config, first run
- CHANGELOG.md finalized for v1.0.0
- rpg98.com updated with release announcement
Post-Release Versioning
After v1.0.0, the versioning follows semantic rules:
| Change | Version bump |
|---|---|
| Bug fixes, balance tweaks, small QoL | v1.0.x PATCH |
| New content without breaking saves (dungeon, enemy, augment) | v1.x.0 MINOR |
| Save format overhaul, new mode restructuring progression | vx.0.0 MAJOR |
Season content drops target MINOR version bumps.
Completion Checklist (Planned)
- Full balance pass (classes, loot rates, economy, timers)
- 2 dungeon tilesets active (Cavern + Crypt), server selects by mode
- 3+ distinct enemy types with different AI patterns
- 12+ Ability Tomes available as drops
- 20+ augment types across rarity tiers
- Flavor text on all Rare and above items
- Walk cycle and death animations for all three classes
- Enemy death animations
- Portal glow and extraction visual effect
- Item rarity glow on ground drops and inventory
- Stable 30+ FPS confirmed in worst-case scenario on real hardware
- Seasons framework: season ID, event flags, admin toggle, client news fetch
- Full end-to-end test pass (solo + 8-player)
- Server restart persistence verified
- Onion OS launch confirmed (no SSH required)
- GitHub release with packaged
.zip - CHANGELOG.md finalized for v1.0.0
- rpg98.com updated
Actual
— Not yet started. To be filled in when Phase 6 is complete. —
What Was Built
Deviations & Discoveries
What Was Deferred
Completion Checklist (Actual)
- Full balance pass (classes, loot rates, economy, timers)
- 2 dungeon tilesets active (Cavern + Crypt), server selects by mode
- 3+ distinct enemy types with different AI patterns
- 12+ Ability Tomes available as drops
- 20+ augment types across rarity tiers
- Flavor text on all Rare and above items
- Walk cycle and death animations for all three classes
- Enemy death animations
- Portal glow and extraction visual effect
- Item rarity glow on ground drops and inventory
- Stable 30+ FPS confirmed in worst-case scenario on real hardware
- Seasons framework: season ID, event flags, admin toggle, client news fetch
- Full end-to-end test pass (solo + 8-player)
- Server restart persistence verified
- Onion OS launch confirmed (no SSH required)
- GitHub release with packaged
.zip - CHANGELOG.md finalized for v1.0.0
- rpg98.com updated
Previous: Phase 5 — Multiplayer & Queues