Ryan Pond/ THE WORKSHOP

PUBLIC DEVELOPMENT / RYAN POND

DOOM DELIVERY

A momentum-driven bicycle courier game where mastering the city is as important as mastering the bike.

IN DEVELOPMENTProduction Foundation12+ hours/week
DOOM DELIVERY bicycle courier game artwork

Development Roadmap

From a proven ride to a complete game.

About this roadmap

This is the actual development plan I am working from, not a fixed marketing schedule. Milestones, priorities and scope may change as the game is built and tested. When they do, the roadmap will be updated and the devlogs will document why.

CURRENTLY BUILDING

Art & Environment Pipeline v1

Defining the production workflow for creating environments and reusable assets in Blender and Krita and integrating them efficiently into Godot.

See the current phase milestones
Phase
Production Foundation
Status
In Progress
Weekly commitment
12+ hours
Next tangible target
First polished production-quality street corner

Development Cadence

DOOM DELIVERY is being developed independently on a minimum 12-hour weekly schedule: approximately two hours per day, six days per week. Some weeks may include additional development time, but 12 hours is the baseline commitment the roadmap is planned around.

Development Logs

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The story so far, newest first. Weekly production logs will join the prototype history as the work progresses.

Phase details & milestones

Open a phase to inspect its purpose, milestones and related development logs.

00

Prototype

Complete

Prove that controlling the bicycle and completing deliveries is enjoyable enough to justify developing DOOM DELIVERY into a full game.

DOOM DELIVERY began as a game-jam prototype built around an unusual bicycle controller: alternating Q/E inputs generate pedaling and momentum, while terrain, slopes, steering and collisions shape the ride. Player testing showed that the movement itself was enjoyable enough to take the project beyond the jam and develop it into a polished standalone game.

Core gameplay concept validated. Players responded positively to controlling the bicycle.

Complete milestones

Read related devlog: DOOM DELIVERY: My First 3D Game and What I LearnedRead related devlog: DOOM DELIVERY After the Jam — What Comes Next
01

Production Foundation

Current

Turn the successful prototype into a stable production foundation capable of supporting a polished complete game.

Complete milestones

In Progress milestones

  • ●
    Art & Environment Pipeline v1

    Defining the production workflow for creating environments and reusable assets in Blender and Krita and integrating them efficiently into Godot.

Upcoming milestones

  • ○
    Blender → Krita → Godot production workflow
  • ○
    Asset naming standards
  • ○
    Project folder standards
  • ○
    Blender scene standards
  • ○
    GLB export standards
  • ○
    Material strategy
  • ○
    Texture standards
  • ○
    Collision standards
  • ○
    LOD standards
  • ○
    Production repository cleanup/structure
  • ○
    Git LFS configuration as needed
  • ○
    Performance benchmark environment
  • ○
    Minimum-spec performance baseline
  • ○
    First production-quality environment asset
  • ○
    First reusable environmental asset kit
  • ○
    First polished DOOM DELIVERY street corner
  • ○
    Input architecture review
  • ○
    keyboard/controller parity planning
  • ○
    settings architecture
  • ○
    save-system foundation
  • ○
    vertical-slice scope definition
Read related devlog: DOOM DELIVERY After the Jam — What Comes Next
02

Vertical Slice

Upcoming

Build a small section of DOOM DELIVERY at approximately final-release quality to prove the production pipeline, visual identity, gameplay systems and performance targets.

The goal is a polished 5–10 minute experience, not a large amount of content. This slice should prove what the finished game looks and feels like.

Planned milestones

  • ○
    production-quality environment art
  • ○
    representative urban environment
  • ○
    neighborhood/environment transition
  • ○
    vertical traversal
  • ○
    shortcuts
  • ○
    stairs
  • ○
    ramps
  • ○
    parking structure or similar vertical feature
  • ○
    traffic
  • ○
    pedestrian activity
  • ○
    polished delivery loop
  • ○
    representative UI
  • ○
    representative sound design
  • ○
    controller support
  • ○
    keyboard support
  • ○
    graphics/settings controls
  • ○
    initial accessibility work
  • ○
    multiple delivery types
  • ○
    scoring
  • ○
    bunny hop if retained after testing
  • ○
    performance testing
  • ○
    low-spec graphics profile
  • ○
    polished 5–10 minute gameplay experience
03

Map 01 / Core World

Planned

Build the first complete interconnected DOOM DELIVERY city using the production pipeline established during the vertical slice.

Route density is more important than raw geographic size. The city should feel like a complete ecosystem, with recognizable areas and better routes to discover.

Planned milestones

  • ○
    dense urban center
  • ○
    commercial areas
  • ○
    suburban neighborhoods
  • ○
    industrial spaces
  • ○
    open/rural outskirts
  • ○
    drainage areas / ditches
  • ○
    parking structures
  • ○
    rooftops
  • ○
    ramps
  • ○
    alleys
  • ○
    pedestrian areas
  • ○
    shortcuts
  • ○
    vertical traversal
04

Game Systems

Planned

Expand the proven movement and world systems into the complete game structure.

Planned systems remain subject to iteration and testing; they are not guaranteed final content.

Courier Shift
Main delivery-focused mode.
Contracts
Hand-authored challenges and mastery scenarios.
Endless Delivery
Arcade / score-attack structure.
Free Ride
Low-pressure exploration and movement practice.

Planned milestones

  • ○
    standard deliveries
  • ○
    rush deliveries
  • ○
    fragile deliveries
  • ○
    multi-stop deliveries
  • ○
    multiple active deliveries
  • ○
    high-value deliveries
  • ○
    route planning
  • ○
    score systems
  • ○
    skill bonuses
  • ○
    near misses
  • ○
    shortcuts
  • ○
    environmental hazards
  • ○
    moving obstacles
  • ○
    traffic
  • ○
    pedestrians
  • ○
    physical props
  • ○
    traversal interactions
05

Content Expansion

Planned

Expand the game using the mature production pipeline and reusable asset library.

Current launch target: up to three distinct maps, subject to production testing and scope evaluation after Map 01.

Planned milestones

  • ○
    Maps 02 and 03
  • ○
    additional contracts
  • ○
    delivery variations
  • ○
    environmental props
  • ○
    traffic variations
  • ○
    additional locations
  • ○
    map-specific landmarks
  • ○
    new shortcuts
  • ○
    expanded challenge content
06

Polish + Optimization

Planned

Bring the complete game to release quality across supported PC hardware.

Optimization is a core development priority, not an afterthought.

Planned milestones

  • ○
    CPU/GPU profiling
  • ○
    memory usage
  • ○
    loading
  • ○
    level visibility
  • ○
    LOD
  • ○
    instancing
  • ○
    collision cleanup
  • ○
    lighting optimization
  • ○
    shadows
  • ○
    graphics presets
  • ○
    integrated-GPU testing
  • ○
    Windows testing
  • ○
    Linux testing
  • ○
    macOS testing
  • ○
    controller testing
  • ○
    keyboard testing
  • ○
    UI polish
  • ○
    animation polish
  • ○
    audio mix
  • ○
    bug fixing
  • ○
    accessibility
  • ○
    QA
07

Release

Planned

Prepare, test and publish the complete release.

No launch date is set.

Planned milestones

  • ○
    release candidate
  • ○
    external testing
  • ○
    final QA
  • ○
    store page
  • ○
    screenshots
  • ○
    trailer
  • ○
    marketing assets
  • ○
    demo if appropriate
  • ○
    build packaging
  • ○
    platform testing
  • ○
    launch
  • ○
    post-launch support planning
About the production

Art direction

Stylized mid-poly 3D, inspired most strongly by the readability and angular modeling of Gunfire Reborn. Visible geometry, intentional angles, simplified forms, moderate detail and strong silhouettes should make a believable city readable at speed.

Stylized color and strong lighting, without photorealism, aggressively low-poly shapes or a bubblegum mobile-game look.

Hand-authored world. Modular ingredients.

Maps will be deliberately designed, using reusable houses, building sections, roads, streetlights, benches, vegetation, fences, signs, vehicles and common props where they make sense. Hero landmarks and important locations should feel more individual.

The goal is a city worth learning, not a world that looks procedurally generated or visibly tiled.

PC targets & controls

Windows is the primary 1.0 target. Linux and macOS are also intended. Controller support is planned alongside keyboard controls.

Steam Deck and consoles are possible future targets, not 1.0 commitments.

Performance from the start

The game must remain testable on a Framework 13 laptop using integrated graphics. That constraint shapes the asset pipeline and optimization work throughout development.

Specific minimum requirements will follow measured testing.

Playing the jam prototype

The original jam build is available in the browser and for Windows while work on 1.0 continues.

  • Alternate Q and E to build speed. Steer with A and D, shift your weight with W and S, and brake with Space.
  • Ride to a cyan pickup marker and press F. Reach the coral destination and press F again to deliver.
  • Carry speed through shortcuts, stairs, and turns. Rough terrain and hard braking cost momentum; faster deliveries earn more points.
Play the jam prototype on itch.io
The DOOM DELIVERY jam prototype showing the bicycle courier, delivery markers and city
The jam prototype — the starting point for 1.0.

KEEP IN TOUCH

Follow the build.

New games, useful experiments, and the occasional lesson learned the hard way.