Philip Becerra · ProducerI mean, we have what is colloquially called a backlog. That's all the things that we want to do for now and forever, effectively. And obviously we're focusing on the things that are upcoming next, right? We have a regular planning cycle where we go through the next three to 12 months and then we start a high-level plan. We need to establish what our goals are for the next 12 months, right? And some teams go even further, right? They have 24-month schedules. But this is just establishing goals. At some point, the team and the production team have to come together and break down these goals into more tangible, sizeable, digestible chunks. That's where production gets really involved. We break down the work into tasks, and we schedule out those tasks. Those then inform what release we can hit with a particular feature. So for Ship Trespass, we planned it out for 3.20, and there was a plan for the longest time, and then at some point we figured, okay, there's extra work that we have to do that we weren't aware of until fairly late into the development process, as we started testing the feature and seeing where it breaks.