Quarterly Postmortem
What we shipped, what we cut, and where the road bends from here.
The quarter closed with a vertical slice everyone in the office could play start to finish. That was the bar we set at the beginning. We hit it.
Cuts: a sub-game we'd been excited about, two characters who didn't fit the cast, and a save system that was over-engineered for what the game actually needs.
Ahead: vertical slice → playtest cycle → first external preview. Honest preview, not press hype.