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Grand Plan

**Status:** active · last reviewed 2026-06-03

source: docs/grand-plan/README.md

Strategic reorient locked 2026-04-27. Re-locked 2026-04-30 evening per the current product lock: terminology aligned to Ensemble (overworld) / Studio (editor) / Canvas (a creator’s place) / Showcase (the ONE public canvas). Tier limits set to 1+1 free / 1+9 pro. Sprite-walk + character creator pulled into v1.0; multi-tenant overworld stays v1.5.


What this folder is

Ten planning documents (plus the row-0 product lock) that together make Endenza a 10/10 product across every category. Each addresses one spine; together they’re the contract for the next year.

2026-04-28 evening update: three load-bearing additions are now woven through these docs: canvas-as-primitive (every published unit of work is a Canvas row, distinct from the editable Room workspace; free tier = 1 Room with 3 published Canvas slots, Pro = unlimited), procedural empty-state fill (a brand-new user’s first Canvas is auto-seeded from signup answers + GitHub so the world feels lived-in starting at user #1; spec drafted in Chunk 4, real impl in Chunk 5), and the collective-showcase landing (/index.html v1.0 is a static grid of published canvases, not a manifesto page). The binding contract for the data model is ../CHUNK_2_API_CONTRACT.md.

Read them in this order:

# Document What it answers Length
0 the current product lock The 2026-04-30 lock. Terminology (Ensemble / Studio / Canvas / Showcase), tier limits (1+1 free / 1+9 pro), sprite-walk into v1.0, Path-to-10/10 plan. Read this first. ~3,500 words
1 MANIFESTO.md Why Endenza exists. The thesis, the audience, the genre, the wedge, the bar, the promise. ~3,000 words
2 PRODUCT_SPEC.md What ships and in what order. Two-surface architecture, Studio in detail, sprite-walk, component flags, tier limits, component catalog, canvas-as-primitive, procedural fill, collective-showcase landing, six phases A–F. ~5,000 words
2a SPRITE_WORLD.md The v1.0 sprite-walk spec. Sprite primitive, character creator, walk physics, per-component flags, interaction-prompt UX. Sister doc to V1_5_WALKABLE_WORLD. ~3,000 words
3 ARCHITECTURE.md How technically. Sandboxing, data schemas (Canvas + walk_flags), Claude API integration, multi-tenancy plan, security. ~4,500 words
4 ART_DIRECTION.md How visually + sonically. Palette, typography, pixel-art rules, animation, sound, mood-board. ~4,000 words
5 GTM_PLAN.md People + business. Launch sequence, business model, content, support, safety, success metrics. ~3,500 words
6 INTERACTIVE_ASSETS.md The breakthrough mechanics. Click-to-launch + composable rooms + live presence + generative rooms + creator-bots. The interactions that make the Studio a platform. ~5,000 words
7 PATH_TO_LAUNCH.md The launch contract: recalibrated 2026-04-27. Every v1 category scored to A+ / 10/10; ~440h of focused build to raise meaningful-success probability from 25–35% → 50–65%. ~6,000 words
8 STAGED_PLATFORM.md The release cadence: v1 → v3 staged across nine releases over ~24–30 months, with a single launch-worthy hook in every release. UGC + generative-fallback principle. ~5,500 words
9 CREATOR_ECONOMY.md The creator-economy flywheel. Endenza as patron of the indie pixel-art economy, Mana Seed as the de-facto format spec, the v1.1 marketplace MVP scope. Pairs with ASSET_PACK_IMPORT_PLAN + R14_PLAN. ~2,000 words

Total: ~38,000 words of locked decisions. Approximately what you’d find in the early-day documents of a serious product company. Each document references back to the manifesto; if any conflict surfaces, the manifesto wins. The data-model commitment in CHUNK_2_API_CONTRACT.md is binding for Chunk 2 onward.


The TL;DR

Ensemble is the place to run, see, and share the work you make with AI: and to walk through it as a sprite you made. Four words carry the product:

  • Ensemble: the overworld. The PLACE itself. The public surface a visitor lands in. v1.0 = a static grid of published Showcases. v1.5 = navigable walkable city of rooftops + plazas + paths per V1_5_WALKABLE_WORLD.md. The first impression is community, not pitch.
  • Studio: the editor app where creators author canvases. One per creator. Pixel sprites in vector environments, Claude as the design partner in edit mode, procedurally-filled first Canvas so day-zero is never empty.
  • Canvas: a creator’s place inside their Studio. Free tier = 1 Showcase + 1 extra (2 canvases); Pro = 1 Showcase + 9 extras (10 canvases). Visitors walk a sprite through it (v1.0); press X to interact with anything wired up. Phase A → Phase C.
  • Showcase: the ONE canvas a creator chooses to publish to Ensemble. The doorway visitors walk through from the overworld.

Plus the Dashboard: the operator surface. Power-user widgets, control deck, status, kill switch. Already shipped (Phases 1–2.5); demoted from front door to discoverable surface.

Plus surfaces folded into Ensemble (Map → folded per Maestro decision) or shipped later:

  • Showcase / canvas detail: fly-into-canvas view from the grid (Chunk 5).
  • Feed: cross-Ensemble timeline (Phase E, multi-tenant).

Audience: solo creative makers using AI as a partner. Not just developers: also musicians, writers, designers, course creators, researchers. United by running multiple AI-augmented projects in parallel and caring about craft.

Genre: Habbo Hotel × crypto-vibe-coding power user × Apple-quality bar. Nobody owns this sweet spot today.


The roadmap

The headline number after the 2026-04-27 recalibration + 2026-04-28 canvas-as-primitive expansion: ~440 hours of focused build for v1.0. See PATH_TO_LAUNCH.md §3 for the category-by-category breakdown and STAGED_PLATFORM.md §3 for the release cadence.

Phase Scope Hours Status
v1.0 (Phases A–C, Chunks 1–5) Studio + canvas-as-primitive + procedural-fill stub + sprite-walk + character creator + per-component flags + camera + interaction-prompt UX + tier gates + collective-showcase landing + public flip ~440 + ~24-30 sprite-walk pull-in IN PROGRESS
v1.5 (Phase D, the cliff) Multi-tenancy + auth + multi-tenant Ensemble overworld + rooftops + town layout + composable canvases ACROSS Studios + multi-visitor live presence ~30–50 + recalibration After v1.0
v2 (Phase E) Feed + cross-Ensemble discovery + theme/sprite community TBD After v1.5
v3 (Phase F) Creator marketplace (sprites/themes/worlds) TBD After v2

Each phase ships visible value on Kevin’s Ensemble alone, so we don’t need to wait for the cliff to prove the experience. The Phase A→F mapping from the original spec is preserved internally in PRODUCT_SPEC.md §7; v1/v1.5/v2/v3 is the public-facing cadence per STAGED_PLATFORM.md.


The bar

Every category at A. Every page designed. Every animation earned. Every empty state designed. Every error state designed. No template-feeling components.

If we can’t keep the bar, we don’t ship the feature. Pause and fix, never compromise.


What’s not in this folder

  • Temporary implementation notes.
  • Handoff prompts and peer-audit transcripts.
  • Local runtime state.
  • Provider secrets or account-specific configuration.

This folder is for durable product strategy: the grand plan.


Maintenance

When new strategic decisions land that don’t fit any of the five docs, we add a sixth doc rather than overstuffing one. Possible future docs:

  • LAUNCH_RETRO.md: written after Wave 4 (the Show HN moment).
  • YEAR_2_PLAN.md: written at month 12 with year-1 learnings.
  • COMPETITIVE_LANDSCAPE.md: written if a real competitor shows up.

The manifesto stays stable. The other docs get versioned in git history; major changes get a note in the doc’s footer.


Compiled 2026-04-27 by Maestro from the strategic reorient conversation. Reviewed 2026-04-27 by Kevin (assumed; locks on first commit).