Pre-version:
Built a demo with endless dungeon and a few horror effects, and very very basic multiplayer, so we knew we could do it.
We built an exploratory demo first because the engine and whole field was new to us.

0.1.0 : Puzzles
Puzzles on the doors, so something stops you from just exploring endlessly.

0.2.0 : Stats
Add stats that can go up and down depending on where you are and what you are doing. Visuals and sound changes, so it changes the perspective of the player.

0.3.0 : Enemies
Monsters that stalk the halls. If the stats are bad, they can kill the player. And being stalked can change the stats.

0.4.0 : Score
The player will loose at some point, but now they earn points depending on how far they explore, and what they uncover. This score will remain in some way. Maybe local and global?

0.5.0 : Multiplayer Replication
Each player sees the other players, movement and actions are replicated correctly.

0.6.0 : Multiplayer Character Selection
On the lobby before they start, each player selects a character. And the look and stats of that character is correctly replicated in the game.

0.7.0 Meta
The meaning and the "feel" of the game. The characters are neurodiverse, and should feel "useful" as teammates. The puzzles grow harder and harder. The monsters gradually grow aggressive, so each group plays a limited amount of time. Add "Horror Effects" and "Status Effects" so a players status is more "felt" than read. Add hidden ways of scoring points, so clever explorers can bonus up.

0.8.0 Balance
All the bits we want are in the game, now hardships and aid mechanics needs to be balanced to make playing fun.  Cannot say how that is done except trial and error.

0.9.0 Closed Beta Tests
Invite other people to test the game on other devices so we can find the bugs that simply are not visible on our devices. And possibly catch some exploit and wallhacks we never thought of.

1.0.0 Finished release
The final product is ready. Huzzah!!!