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Delivery roadmap

Delivery snapshot: 8 October 2026. Progress below follows the sprint reports through that date; the work tracker holds current tasks and ownership.

Wits Quest was planned around complete player journeys: discover an event, complete a challenge, collect cards, build a deck, and battle. The roadmap established that Basic loop first, then allowed later features to build on its identity, content, ownership, and persistence foundations.

Delivery timeline​

The four phases move from a working foundation to a checked submission build. All target dates are in 2026 and follow the project brief's preliminary timeline.

Planned outcomes and recorded delivery​

Phase and sprint reportPlanned outcomeRecorded delivery by 8 October
Sprint 1Deploy an authenticated location journey and establish architecture, CI, and documentation.The location slice and core gameplay foundations were implemented; work progressed beyond the initial slice into challenges, rewards, decks, and CPU battles.
Sprint 2Complete remaining Basic work and integrate the planned Intermediate journeys.Account lifecycle, trails, progression, evolution, offline challenges, asynchronous battles, and Author extensions were implemented.
Sprint 3Integrate Advanced systems and evaluate the product with stakeholders and users.Live and ranked battles, trust review, event placement, territories, trading, and Advanced analytics were implemented, with reviews and user findings recorded.
Final period — Sprint 4Refine existing journeys and prepare a stable, verified submission build.Interface, loading, performance, and background-operation improvements were integrated through 8 October. Final release checks remained the next priority.

Why this order​

The first slice crossed the Web, API, authentication, and PostGIS database. That exposed integration and deployment blockers before the game depended on them. Challenges then added marking and saved outcomes; card ownership enabled collection, legal decks, and battles. Independent Author review supplied the content lifecycle behind those player journeys.

Later systems reused these foundations. Player battles required durable match state; ranked competition and territories built on committed results; trading required atomic ownership changes. This sequencing let interface and service work proceed against agreed contracts while keeping shared dependencies clear.

Changes to the plan​

The original delivery plan prioritised Basic before stretch work. Requirements and product decisions then changed both scope and timing:

Original planChangeReason and supporting record
Password recovery and deletion in Sprint 3.Account lifecycle work moved earlier, before the planned Sprint 3 phase.Sprint 2 planning treated these as remaining Basic requirements, alongside content and release work, rather than optional extensions.
Ordered trails as stretch work.Trails became part of the Sprint 2 Intermediate increment.Intermediate requirements defined the next increment; the 8 September stakeholder review confirmed trails were required. The implementations already existed at that review.
A correct answer awards one event card.Five-question attempts award zero to two cards according to score.The team-confirmed challenge and reward rules replaced the initial planning assumption. The challenge decision, reward decision, and current rules record the policy used for implementation.

The product overview describes the resulting capabilities. The Sprint 2 and Sprint 3 feature matrices provide the detailed implementation mapping.

AI declaration: The original plan used ChatGPT-Web[GPT-5.6 Thinking], Codex-CLI[GPT-5], Codex[GPT-5], and Codex-CLI[gpt-5.6-sol medium]. This revision used Codex[GPT-6] for rubric comparison, source review, prose editing, and the delivery timeline diagram.