๐Ÿ—บ๏ธ Black Trigram (ํ‘๊ด˜)

April 28, 2026 ยท View on GitHub

๐Ÿ—บ๏ธ Black Trigram (ํ‘๊ด˜) โ€“ v1.0 Release Roadmap

์–ด๋‘ ์˜ ๋ฌด์˜ˆ๋กœ ์™„๋ฒฝํ•œ ์ผ๊ฒฉ์„ ์ถ”๊ตฌํ•˜๋ผ
"Master the dark arts through the pursuit of the perfect strike"

Black Trigram Logo

Target Release Date: Q3 2026 (v1.0.0)
Current Status: Production-Ready (v0.7.32, 9.4/10) โ€” preparing v1.0 release Q3 2026
Last Updated: 2026-04-28 (UTC)
Next Review: 2026-05-15


๐Ÿ“‹ Quick Reference: v1.0 Completion Status

CategoryProgressStatusTarget DatePriority
Combat Realism Systems100% (13/13)โœ… Completeโœ… Doneโœ… Complete
Vital Point System100% (70/70)โœ… Completeโœ… Doneโœ… Complete
Trigram Stances100% (8/8)โœ… Completeโœ… Doneโœ… Complete
Player Archetypes100% (5/5)โœ… Completeโœ… Doneโœ… Complete
Skeletal Animation100% (28 bones ยท 7 hand poses ยท 4 grappling)โœ… Completeโœ… Doneโœ… Complete
Counter-Attack AI100% (limb-exposure detection)โœ… Completeโœ… Doneโœ… Complete
Test Coverage~75%โš ๏ธ In Progress80%+ Q2 2026๐ŸŸก High
Performance (60fps)Desktop: โœ… Mobile: โœ… (55fps+)โœ… Validatedโœ… Doneโœ… Complete
Korean Localization90%โš ๏ธ In Progress100% Q2 2026๐ŸŸก High
Training Mode80%โš ๏ธ Needs PolishQ2 2026๐ŸŸก High
EndScreen100%โœ… Completeโœ… Doneโœ… Complete

Overall v1.0 Completion: ~95% โ€” preparing v1.0.0-rc release Q3 2026.


๐ŸŽฏ v1.0 Release Criteria

ํ•„์ˆ˜ ๊ธฐ๋Šฅ | Must-Have Features (Essential for v1.0)

FeatureStatusProgressTargetOwnerBlockerNotes
**์ „ํˆฌ ํ˜„์‹ค๊ฐ ์‹œ์Šคํ…œCombat Realism Systems (13/13)**โœ… Complete100% (13/13)โœ… Done@game-developer-
Pain Response System (ํ†ต์ฆ ๋ฐ˜์‘)โœ… Production-Ready100%โœ… Done@game-developer-37 tests, fully integrated
Consciousness Levels (์˜์‹ ์ˆ˜์ค€)โœ… Production-Ready100%โœ… Done@game-developer-36 tests, 4-level gradation
Breathing Disruption (ํ˜ธํก ์ฐจ๋‹จ)โœ… Complete100%โœ… Done@game-developer-Integrated with CombatSystem
Trauma Visualization (์™ธ์ƒ ์‹œ๊ฐํ™”)โœ… Complete100%โœ… Done@game-developer-Injury rendering ยท bruising
Balance State Refinement (๊ท ํ˜• ์ƒํƒœ)โœ… Complete100%โœ… Done@game-developer-Stance-based vulnerability
Combat Readiness HUD (์ „ํˆฌ ์ค€๋น„ HUD)โœ… Complete100%โœ… Done@game-developer-Real-time multi-system display
Injury-Based Movement (์†์ƒ ๊ธฐ๋ฐ˜ ์ด๋™)โœ… Complete100%โœ… Done@game-developer-Damage constrains mobility
Bone Impact Audio (๊ณจ์ ˆ์Œ)โœ… Complete100%โœ… Done@audio-designer-Bone-contact + fracture SFX
Counter-Attack AI (๋ฐ˜๊ฒฉ AI)โœ… Complete100%โœ… Done@game-developer-Limb-exposure detection
**๊ธ‰์†Œ ์‹œ์Šคํ…œVital Point System**โœ… Complete100% (70/70)โœ… Done--
**ํŒ”๊ด˜ ์ž์„ธTrigram Stances**โœ… Complete100% (8/8)โœ… Done--
**ํ”Œ๋ ˆ์ด์–ด ์›ํ˜•Player Archetypes**โœ… Complete100% (5/5)โœ… Done--
**๊ณจ๊ฒฉ ์• ๋‹ˆ๋ฉ”์ด์…˜Skeletal Animation**โœ… Complete100%โœ… Done@game-developer-
**์ข…๋ฃŒ ํ™”๋ฉดEndScreen**โœ… Complete100%โœ… Done@game-developer-
**ํ›ˆ๋ จ ๋ชจ๋“œTraining Mode**โš ๏ธ Polish80%Q2 2026@game-developer-
**ํ•œ๊ตญ์–ด ํ˜„์ง€ํ™”Korean Localization**โš ๏ธ In Progress90%Q2 2026@isms-ninjaTranslation
**ํ…Œ์ŠคํŠธ ์ปค๋ฒ„๋ฆฌ์ง€Test Coverage**โš ๏ธ In Progress~75%80%+ Q2 2026@test-specialist-
**์„ฑ๋Šฅ (60fps)Performance**โœ… ValidatedDesktop: 60fps ยท Mobile: 55fps+โœ… Done@performance-engineer-

์ข‹์€ ๊ธฐ๋Šฅ | Nice-to-Have Features (Post-v1.0)

FeaturePriorityTarget VersionEstimated EffortNotes
Backend Save Persistence (๋ฐฑ์—”๋“œ ์ €์žฅ)Mediumv1.14-6 weeksRequires backend infrastructure
Multiplayer PvP Prototype (๋ฉ€ํ‹ฐํ”Œ๋ ˆ์ด์–ด)Lowv2.06-9 monthsMajor feature, post-release
Mobile Native App (๋ชจ๋ฐ”์ผ ์•ฑ)Mediumv1.54-6 weeksReact Native or Flutter
Achievements System (์—…์  ์‹œ์Šคํ…œ)Lowv1.32-3 weeksContent expansion
Advanced AI Behaviors (๊ณ ๊ธ‰ AI)Mediumv1.76-8 weeksTactical opponent AI

์ถœ์‹œ ๊ธฐ์ค€ | Release Criteria

  • Overall quality: 9.5/10 minimum (currently 9.4/10)
  • Zero critical bugs: All P0/P1 issues resolved
  • Combat realism systems: 100% complete (13/13) โœ…
  • Test coverage: 80%+ overall (unit + E2E) โ€” currently ~75%
  • Performance: 60fps sustained on desktop, 55fps+ on mobile โœ…
  • Korean localization: 100% complete with professional translation โ€” currently 90%
  • Documentation: Complete user manual and API docs
  • Security: All OpenSSF Scorecard, SLSA, SonarCloud badges green

๐Ÿ“… ๋ถ„๊ธฐ๋ณ„ ์ด์ •ํ‘œ | Quarterly Milestones (2026)

Q1 2026 (January-March) - ์ „ํˆฌ ํ˜„์‹ค๊ฐ ์™„์„ฑ | Combat Realism Completion

๋ชฉํ‘œ | Goals:

  • Complete pain response and consciousness systems (90%+ each) โœ…
  • Balance all 5 player archetypes โš ๏ธ
  • Achieve 75% test coverage โš ๏ธ
  • Complete Korean localization (90%+) โš ๏ธ

์‚ฐ์ถœ๋ฌผ | Deliverables:

  • โœ… Pain Response System v1.0 (90% production-ready)
  • โœ… Consciousness Levels v1.0 (90% production-ready)
  • โœ… Breathing Disruption System (75% near-complete)
  • โš ๏ธ Archetype Balance Pass (80% needs final tuning)
  • โš ๏ธ Korean Localization 90%+ (currently 80%)
  • โš ๏ธ Test Coverage 75%+ (currently 76%, โœ… exceeded)

์ƒํƒœ | Status: 100% complete (Q1 2026 closed)
์„ฑ๊ณผ | Achievement: +1.5 rating points (9.4/10 vs 7.9/10 in Dec 2025) โ€” Production-Ready

์ฃผ์š” ์„ฑ๊ณผ | Key Achievements (January 2026)

  • โœ… Pain response system advanced from 40% to 90% (+50%) - PRODUCTION-READY
  • โœ… Consciousness levels advanced from 35% to 90% (+55%) - PRODUCTION-READY
  • โœ… Breathing disruption system implemented at 75% (+75%) - NEAR-COMPLETE
  • โœ… Trauma visualization advanced from 30% to 65% (+35%)
  • โœ… Test coverage improved from 71% to 76% (+5%, +708 lines)
  • โœ… Combat System rating increased to 8.3/10 (Production-Ready, +0.8 points)

Q2 2026 (April-June) - ์™„์„ฑ ๋ฐ ํ›ˆ๋ จ | Polish & Training

๋ชฉํ‘œ | Goals:

  • โœ… Combat realism systems complete (13/13) ๐ŸŽฏ โ€” Done early Jan 2026
  • Polish Training Mode with progressive difficulty ๐Ÿ“š
  • Drive test coverage from ~75% โ†’ 80%+ ๐Ÿงช
  • Sustain 60fps on mobile (currently 55fps+) โšก

์‚ฐ์ถœ๋ฌผ | Deliverables:

  • Trauma Visualization v1.0 (injury tracking integration)
  • Balance State Refinement v1.0 (stance-specific vulnerabilities)
  • Injury-Based Movement v1.0 (damage penalties)
  • Bone Impact Audio v1.0 (realistic fracture/impact sounds)
  • EndScreen v1.0 (combat statistics, replay, return to menu)
  • Counter-Attack AI v1.0 (limb-exposure detection)
  • Training Mode v1.0 (progressive difficulty, moving targets)
  • Mobile Performance โ€” sustain 60fps (currently 55fps+)
  • Korean Localization 100% (professional translation)
  • Test Coverage 80%+ (comprehensive unit + E2E tests)

์˜์กด์„ฑ | Dependencies: Q1 completion required
์ถ”์ • ๋…ธ๋ ฅ | Estimated Effort: 30-50 hours remaining (focus on training mode, coverage, localization)
๋ชฉํ‘œ ๋“ฑ๊ธ‰ | Target Rating: 9.5/10

์ค‘์š” ์ž‘์—… | Critical Tasks

  1. ๐ŸŸก Training Mode Enhancement (15-20 hours) - Progressive difficulty, scenarios
  2. ๐ŸŸก Test Coverage Push (10-15 hours) - Drive from ~75% to 80%+
  3. ๐ŸŸก Mobile Performance (10-15 hours) - Sustain 60fps consistently
  4. ๐ŸŸก Korean Localization Final (8-12 hours) - Professional translation, 100% coverage

Q3 2026 (July-September) - v1.0 ์ถœ์‹œ ํ›„๋ณด | v1.0 Release Candidate

๋ชฉํ‘œ | Goals:

  • Achieve 9.0/10+ overall quality โญ
  • Zero critical bugs ๐Ÿ›
  • Complete all v1.0 must-have features โœ…
  • User acceptance testing ๐Ÿ‘ฅ

์‚ฐ์ถœ๋ฌผ | Deliverables:

  • v1.0.0-rc.1 Release Candidate
  • User Manual and Documentation (comprehensive)
  • Marketing Materials (screenshots, videos, press kit)
  • Community Beta Testing (feedback collection and iteration)
  • Security Architecture Documentation Update
  • Performance Validation Report (60fps desktop, 55fps+ mobile)
  • Accessibility Compliance Verification
  • Korean/English Bilingual Content Review

์˜์กด์„ฑ | Dependencies: Q1 + Q2 completion required
์ถ”์ • ๋…ธ๋ ฅ | Estimated Effort: 40-60 hours (5-8 weeks)
๋ชฉํ‘œ ๋“ฑ๊ธ‰ | Target Rating: 9.2/10

์ถœ์‹œ ์ค€๋น„ | Release Preparation

  • ๐Ÿ” Security Audit: OpenSSF Scorecard 100%, SLSA 3 attestation
  • ๐Ÿงช Final Testing: E2E, performance, accessibility, security
  • ๐Ÿ“š Documentation: User manual, API docs, tutorials
  • ๐ŸŽจ Marketing Assets: Trailer, screenshots, press release
  • ๐Ÿค Community Engagement: Beta testing, feedback incorporation

Q4 2026 (October-December) - v1.0 ์ถœ์‹œ ๋ฐ ๋ฐ˜๋ณต | v1.0 Release & Iteration

๋ชฉํ‘œ | Goals:

  • Official v1.0.0 release ๐Ÿš€
  • Post-launch bug fixes (v1.0.1-v1.0.x) ๐Ÿ”ง
  • Community feedback integration ๐Ÿ’ฌ
  • Begin v1.1 planning ๐Ÿ“‹

์‚ฐ์ถœ๋ฌผ | Deliverables:

  • v1.0.0 Public Release (official launch)
  • v1.0.1+ Bug Fix Releases (post-launch patches)
  • Community Feedback Report (user surveys, analytics)
  • v1.1 Roadmap Document (next iteration planning)
  • Performance Metrics Dashboard (uptime, engagement, analytics)
  • Security Incident Response Validation (no critical incidents)

์˜์กด์„ฑ | Dependencies: Q3 completion required
์ถ”์ • ๋…ธ๋ ฅ | Estimated Effort: 20-40 hours (ongoing maintenance)
๋ชฉํ‘œ ๋“ฑ๊ธ‰ | Target Rating: 9.5/10+

์ถœ์‹œ ํ›„ ์ง€์› | Post-Launch Support

  • ๐Ÿšจ Incident Response: 24-hour critical bug resolution
  • ๐Ÿ“Š Analytics Monitoring: User engagement, performance metrics
  • ๐Ÿค Community Support: Discord, GitHub issues, documentation updates
  • ๐Ÿ”„ Continuous Improvement: Bug fixes, balance adjustments, UX improvements

๐Ÿ“Š ๊ธฐ๋Šฅ ์˜์กด์„ฑ ๊ทธ๋ž˜ํ”„ | Feature Dependency Graph

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gantt
    title Black Trigram v1.0 Feature Timeline (ํ‘๊ด˜ v1.0 ๊ธฐ๋Šฅ ์ผ์ •)
    dateFormat  YYYY-MM-DD
    section ์ „ํˆฌ ํ˜„์‹ค๊ฐ | Combat Realism
    Pain Response (ํ†ต์ฆ ๋ฐ˜์‘)                :done,    pain, 2025-12-01, 2026-03-15
    Consciousness Levels (์˜์‹ ์ˆ˜์ค€)          :active,  conscious, 2025-12-15, 2026-03-31
    Breathing Disruption (ํ˜ธํก ์ฐจ๋‹จ)          :active,  breathing, 2026-01-15, 2026-03-31
    Trauma Visualization (์™ธ์ƒ ์‹œ๊ฐํ™”)        :         trauma, 2026-03-15, 2026-06-30
    Balance Refinement (๊ท ํ˜• ์ƒํƒœ)            :         balance, 2026-03-01, 2026-05-31
    Injury Movement (์†์ƒ ์ด๋™)               :         injury, 2026-04-15, 2026-06-30
    Bone Impact Audio (๊ณจ์ ˆ์Œ)                :         audio, 2026-05-01, 2026-06-30
    section ์ฝ˜ํ…์ธ  | Content
    Training Mode (ํ›ˆ๋ จ ๋ชจ๋“œ)                 :         training, 2026-04-01, 2026-07-31
    EndScreen (์ข…๋ฃŒ ํ™”๋ฉด)                     :crit,    end, 2026-04-15, 2026-06-15
    section ํ’ˆ์งˆ | Quality
    Korean Localization (ํ•œ๊ตญ์–ด ํ˜„์ง€ํ™”)       :active,  korean, 2025-11-01, 2026-03-31
    Test Coverage 80% (ํ…Œ์ŠคํŠธ ์ปค๋ฒ„๋ฆฌ์ง€)       :active,  tests, 2025-10-01, 2026-06-30
    Mobile Performance (๋ชจ๋ฐ”์ผ ์„ฑ๋Šฅ)          :         mobile, 2026-04-01, 2026-08-31
    section ์ถœ์‹œ | Release
    v1.0 Release Candidate (์ถœ์‹œ ํ›„๋ณด)        :         rc, 2026-07-01, 2026-09-15
    v1.0.0 Release (๊ณต์‹ ์ถœ์‹œ)                :crit,    release, 2026-09-15, 2026-10-15

์˜์กด์„ฑ ๊ด€๊ณ„ | Dependency Relationships

Critical Path (์ตœ์šฐ์„  ๊ฒฝ๋กœ):

  1. Pain Response โ†’ Consciousness โ†’ Trauma Visualization โ†’ v1.0 RC
  2. EndScreen โ†’ v1.0 RC โ†’ v1.0 Release

Parallel Development (๋ณ‘๋ ฌ ๊ฐœ๋ฐœ):

  • Training Mode (independent of combat systems)
  • Korean Localization (independent, ongoing)
  • Test Coverage (ongoing throughout)
  • Mobile Performance (can start after combat stable)

Blockers (์ฐจ๋‹จ ์š”์†Œ):

  • โš ๏ธ EndScreen blocks v1.0 release (critical blocker)
  • โš ๏ธ Trauma Visualization needs injury tracking system
  • โš ๏ธ Injury Movement depends on pain/balance systems
  • โš ๏ธ Mobile Performance requires stable combat systems

โš ๏ธ ์œ„ํ—˜ ๋“ฑ๋ก๋ถ€ | Risk Register

์œ„ํ—˜Riskํ™•๋ฅ Probability์˜ํ–ฅImpact์™„ํ™” ์ „๋žตMitigation Strategy์†Œ์œ ์žOwner์ƒํƒœStatus
**์ „ํˆฌ ํ˜„์‹ค๊ฐ ์ง€์—ฐCombat Realism Delay**High (60%)CriticalPrioritize pain/consciousness over advanced features, defer bone audio to v1.1@game-developerโš ๏ธ Monitoring
**๋ชจ๋ฐ”์ผ ์„ฑ๋Šฅ <60fpsMobile Performance <60fps**Medium (40%)HighAllocate Q2 for optimization, consider LOD systems, adaptive quality@performance-engineerโš ๏ธ Planned
**ํ•œ๊ตญ์–ด ํ˜„์ง€ํ™” ๋ถˆ์™„์ „Korean Localization Incomplete**Low (20%)MediumContract professional translator if needed, community feedback@isms-ninjaโœ… On Track
**ํ…Œ์ŠคํŠธ ์ปค๋ฒ„๋ฆฌ์ง€ <80%Test Coverage <80%**Medium (30%)MediumAllocate test writing sprints in Q1/Q2, automated test generation@test-specialistโš ๏ธ Monitoring
**๋ฒ”์œ„ ํ™•๋Œ€Scope Creep**Medium (35%)HighLock features after Q1, defer nice-to-haves to v1.1+, strict change controlProject Managerโš ๏ธ Active
**EndScreen ์ง€์—ฐEndScreen Delay**Medium (30%)CriticalStart immediately in Q2, simple MVP first, iterate based on feedback@game-developer๐Ÿ“‹ Planned
**ํ›ˆ๋ จ ๋ชจ๋“œ ๋ณต์žก์„ฑTraining Mode Complexity**Medium (40%)MediumStart with basic tutorial, progressive difficulty in v1.1, MVP approach@game-developer๐Ÿ“‹ Planned
**์„ฑ๋Šฅ ํšŒ๊ท€Performance Regression**Medium (35%)HighContinuous monitoring, automated performance tests, budget thresholds@performance-engineerโœ… Mitigated

์œ„ํ—˜ ์™„ํ™” ๊ณ„ํš | Risk Mitigation Plan

๐Ÿ”ด Critical Risks (์ฆ‰์‹œ ์กฐ์น˜ ํ•„์š”)

  1. Combat Realism Delay (60% probability):

    • Action: Focus on pain (90%) and consciousness (90%) completion in Q1 โœ…
    • Fallback: Defer bone impact audio to v1.1 if timeline pressured
    • Status: Q1 Phase 90% complete, on track โœ…
  2. EndScreen Delay (30% probability):

    • Action: Start development immediately in April 2026
    • Fallback: Simple MVP with basic statistics, iterate in v1.0.x
    • Timeline: 8-12 hours estimated effort

๐ŸŸ  High Risks (๊ฐ์‹œ ํ•„์š”)

  1. Mobile Performance <60fps (40% probability):

    • Action: Allocate Q2 (April-June) for mobile optimization
    • Fallback: Target 55fps+ as acceptable, optimize in v1.1
    • Strategy: LOD systems, adaptive quality settings, profiling
  2. Scope Creep (35% probability):

    • Action: Lock v1.0 features after Q1 2026
    • Fallback: Defer nice-to-haves to v1.1, v1.3, v1.5+ roadmap
    • Control: Strict change management, CEO approval for scope changes

๐ŸŸก Medium Risks (์ •๊ธฐ ๊ฒ€ํ† )

  1. Test Coverage <80% (30% probability):

    • Action: Dedicated test writing sprints in Q1/Q2
    • Current: 76% coverage, +5% improvement in Q1 โœ…
    • Target: 80%+ by Q2 2026
  2. Training Mode Complexity (40% probability):

    • Action: MVP approach with basic tutorial first
    • Fallback: Progressive difficulty and advanced scenarios in v1.1
    • Effort: 15-20 hours for basic training mode

๐Ÿ“ˆ ์ง„ํ–‰ ์ถ”์  | Progress Tracking

์ „์ฒด v1.0 ์™„์„ฑ๋„ | Overall v1.0 Completion: ~95% (as of April 2026 โ€” preparing v1.0.0-rc Q3 2026)

๋ฒ”์ฃผ๋ณ„ ์™„์„ฑ๋„ | Completion by Category

๋ฒ”์ฃผCategory์™„์„ฑ %Completion %์ƒํƒœStatus๋ชฉํ‘œTarget๊ธฐํ•œDeadline
**์ „ํˆฌ ์‹œ์Šคํ…œCombat Systems**100% (13/13)โœ… Complete100%โœ… Done
**์ฝ˜ํ…์ธ  (ํ™”๋ฉด)Content (Screens)**95%โœ… Near-Complete100%Q2 2026
**ํ˜„์ง€ํ™”Localization**90%โš ๏ธ In Progress100%Q2 2026
**ํ…Œ์ŠคํŠธTesting**~75%โš ๏ธ In Progress80%+Q2 2026
**์„ฑ๋ŠฅPerformance**Desktop: 100%, Mobile: 92% (55fps+)โœ… ValidatedDesktop: 100%, Mobile: 100% (60fps sustained)Q2 2026
**๋ฌธ์„œํ™”Documentation**90%โœ… Near-Complete100%Q3 2026

์„ธ๋ถ€ ์ง„ํ–‰ ํ˜„ํ™ฉ | Detailed Progress Status

โœ… Complete (100%)

  • Vital Point System (70/70 points with Korean names)
  • Trigram Stances (8/8 stances fully functional)
  • Player Archetypes (5/5 balanced archetypes)
  • Body Part Health (8-part health tracking system)
  • Enhanced Anatomy (polygon-based zone detection)
  • Visual Feedback (damage numbers, hit effects, combo counter)
  • Pain Response System (production-ready)
  • Consciousness Levels (production-ready)
  • Breathing Disruption (integrated with CombatSystem)
  • Trauma Visualization (injury rendering ยท per-player tracking)
  • Balance/Vulnerability (stance-based)
  • Combat Readiness HUD (real-time multi-system display)
  • Injury-Based Movement (damage constrains mobility)
  • Bone Impact Audio (anatomical region detection)
  • Counter-Attack AI (limb-exposure detection)
  • EndScreen (combat statistics integrated)
  • Skeletal Animation (28 bones ยท 7 hand poses ยท 4 grappling states)

โš ๏ธ In Progress (Q2 2026 push)

  • Test Coverage (~75% โ†’ target 80%+)
  • Korean Localization (90% โ†’ target 100%)
  • Training Mode (80% โ†’ target 100% with progressive difficulty)
  • Mobile Performance (55fps+ โ†’ target sustained 60fps)

์›”๊ฐ„ ์—…๋ฐ์ดํŠธ ์ผ์ • | Monthly Update Schedule

์—…๋ฐ์ดํŠธ ๋นˆ๋„ | Update Frequency: Monthly on the 1st of each month

์—…๋ฐ์ดํŠธ ๋‚ด์šฉ | Update Content

  • ๐Ÿ“Š Progress updates for all features
  • โš ๏ธ Risk register review and updates
  • โœ… Milestone completion status
  • ๐Ÿ“… Timeline adjustments if needed
  • ๐ŸŽฏ Success metrics tracking
  • ๐Ÿ’ฌ Community feedback integration

๋‹ค์Œ ์—…๋ฐ์ดํŠธ | Next Update: February 1, 2026

2026๋…„ ์—…๋ฐ์ดํŠธ ์ผ์ • | 2026 Update Schedule

  • February 1, 2026: Q1 final status, Q2 planning
  • March 1, 2026: Q1 completion report, Q2 kickoff
  • April 1, 2026: Q2 progress (Month 1)
  • May 1, 2026: Q2 progress (Month 2)
  • June 1, 2026: Q2 progress (Month 3)
  • July 1, 2026: Q2 completion report, Q3 planning
  • August 1, 2026: Q3 progress (Month 1 - RC preparation)
  • September 1, 2026: Q3 progress (Month 2 - RC finalization)
  • October 1, 2026: v1.0.0 release retrospective
  • November 1, 2026: v1.0.x maintenance status
  • December 1, 2026: Year-end review, v1.1 planning

๐Ÿ† ์„ฑ๊ณต ์ง€ํ‘œ | Success Metrics

v1.0 ์ถœ์‹œ ์„ฑ๊ณต ๊ธฐ์ค€ | v1.0 Release Success Criteria

์ง€ํ‘œMetricํ˜„์žฌCurrent๋ชฉํ‘œTarget์ƒํƒœStatus๊ธฐํ•œDeadline
**์ „์ฒด ํ’ˆ์งˆ ๋“ฑ๊ธ‰Overall Quality Rating**9.4/109.5/10 minimumโš ๏ธ Gap: 0.1 pointsQ3 2026
**์ „ํˆฌ ํ˜„์‹ค๊ฐ ์‹œ์Šคํ…œCombat Realism Systems**100% (13/13)100% (13/13)โœ… Metโœ… Done
**ํ…Œ์ŠคํŠธ ์ปค๋ฒ„๋ฆฌ์ง€Test Coverage**~75%80%+โš ๏ธ Gap: ~5%Q2 2026
**์„ฑ๋Šฅ (๋ฐ์Šคํฌํƒ‘)Performance (Desktop)**60fps โœ…60fps sustainedโœ… Metโœ… Done
**์„ฑ๋Šฅ (๋ชจ๋ฐ”์ผ)Performance (Mobile)**55fps+ โœ…55-60fpsโœ… Metโœ… Done
**ํ•œ๊ตญ์–ด ํ˜„์ง€ํ™”Korean Localization**90%100%โš ๏ธ Gap: 10%Q2 2026
**์ค‘์š” ๋ฒ„๊ทธCritical Bugs**0 open0 criticalโœ… Metโœ… Done
**๋ณด์•ˆ ๋ฐฐ์ง€Security Badges**95% green100% greenโš ๏ธ Gap: 5%Q3 2026
**๋ฌธ์„œํ™”Documentation**85%100%โš ๏ธ Gap: 15%Q3 2026

KPI ๋Œ€์‹œ๋ณด๋“œ | KPI Dashboard

๊ธฐ์ˆ  ์ง€ํ‘œ | Technical Metrics

  • Code Quality: SonarCloud Quality Gate 90%+ (currently 85%)
  • Security: OpenSSF Scorecard 8.0/10+ (currently 7.5/10)
  • Performance: Lighthouse Score 90+ (currently 88)
  • Accessibility: WCAG 2.1 AA compliance (currently 80%)

์‚ฌ์šฉ์ž ๊ฒฝํ—˜ ์ง€ํ‘œ | User Experience Metrics

  • Session Length: 20+ minutes average (target for v1.0)
  • Return Rate: 60%+ 7-day retention (target for v1.0)
  • Engagement: 80%+ tutorial completion rate
  • Satisfaction: 4.5/5 user rating (post-launch target)

๊ฐœ๋ฐœ ์†๋„ ์ง€ํ‘œ | Development Velocity Metrics

  • Sprint Velocity: 40-60 hours per 2-week sprint
  • Bug Resolution: <48 hours for critical, <1 week for high
  • Feature Completion: 2-3 major features per quarter
  • Technical Debt: <10% of sprint capacity

๐Ÿ“š ํ”„๋กœ์ ํŠธ ๋ฌธ์„œ | Project Documentation

ํ˜„์žฌ ์ƒํƒœ | Current State

๋ฏธ๋ž˜ ๊ณ„ํš | Future Planning

๊ฒŒ์ž„ ๋””์ž์ธ | Game Design

ํ…Œ์ŠคํŠธ ๋ฐ ํ’ˆ์งˆ | Testing & Quality

๐Ÿ” ISMS ์ •์ฑ… | ISMS Policies

๋ณด์•ˆ ์ •์ฑ… | Security Policies

์šด์˜ ์ •์ฑ… | Operational Policies

๊ทœ์ • ์ค€์ˆ˜ | Compliance

๐ŸŒ ์™ธ๋ถ€ ์ฐธ์กฐ | External References


๐Ÿ“Š ๋ฉ”ํƒ€๋ฐ์ดํ„ฐ | Metadata

์šฐ์„ ์ˆœ์œ„ | Priority: ๐Ÿ”ด Critical
๋…ธ๋ ฅ | Effort: Ongoing (5-6 hours monthly updates)
๋„๋ฉ”์ธ | Domain: documentation, project-management, roadmap
๋ฒ„์ „ | Version: 1.0.0
์ž‘์„ฑ์ž | Author: James Pether Sรถrling, CEO (with @hack23-isms-ninja)
์Šน์ธ | Approved by: CEO
๋ฐฐํฌ | Distribution: Public
๋ถ„๋ฅ˜ | Classification: Confidentiality: Public

๋ ˆ์ด๋ธ” | Labels: type:docs, domain:documentation, domain:roadmap, priority:critical, 1.0-release

ํ”„๋ ˆ์ž„์›Œํฌ ์ค€์ˆ˜ | Framework Compliance:
ISO 27001 NIST CSF 2.0 CIS Controls


ํ‘๊ด˜์˜ ๊ธธ์„ ๊ฑธ์–ด๋ผ โ€“ Walk the Path of the Black Trigram

From Production-Ready (v0.7.32) to Production (v1.0.0)
One vital point at a time, one release at a time

Q2-Q3 2026: ์™„๋ฒฝํ•œ ์ผ๊ฒฉ | The Perfect Strike