🎁 Added
  • New Union City Night Shift visual direction.
  • New GetToWork logo, square icon, thumbnails, and loading screen.
  • New Worker Hub layout with player status, next recommended upgrade, active route info, daily challenge preview, achievement preview, roadmap preview, and lifetime work stats.
  • New Civic Glass style system for menus and HUD panels.
  • New Guide section with What’s New, Handbook, Roadmap, and Community pages.
  • New Town Supply Co. terminal layout for tools, delivery gear, leaf tools, and shift supplies.
  • New Town Garage purchase terminal layout for vehicle progression.
  • New pause Garage management layout for active vehicle and recall flow.
  • New compact gameplay HUD with worker status, current work card, compass, clock, and equipment dock.
  • New performance recording and export improvements for diagnosing frame pacing, spawns, HUD rebuilds, and task density.
  • New release documentation and publish checklist for v0.4.0.
🧼 Improved
  • Improved overall UI readability and hierarchy.
  • Improved HUD layout so work info, compass info, wallet, level, and equipped tools are easier to read.
  • Improved compass and task display behavior.
  • Improved tool dock stability and visual selection treatment.
  • Improved Guide page structure and naming.
  • Improved Settings screen spacing and control alignment.
  • Improved Town Supply item selection, item state display, and category readability.
  • Improved Town Garage vehicle details and no-art fleet dossier layout.
  • Improved text spacing across menus and HUD cards.
  • Improved performance instrumentation for stutter and hitch tracking.
  • Improved TaskSpawner behavior to reduce unnecessary spawn churn.
  • Improved spawn rejection handling and perf counters.
  • Improved save and performance safety checks.
  • Improved Union City presentation with stronger civic, public works, and night shift branding.
🪛 Fixed
  • Fixed multiple UI layout issues from the previous update work.
  • Fixed Guide pages showing large empty panels and clipped content.
  • Fixed inner Guide tab naming conflict by using Handbook.
  • Fixed duplicate or redundant task information in the HUD.
  • Fixed delivery task titles truncating common destination names too aggressively.
  • Fixed Settings helper text overlapping nearby rows.
  • Fixed Town Garage recall row spacing.
  • Fixed visible glued text such as title/subtitle collisions.
  • Fixed player-facing em dash usage in release-facing text.
  • Fixed corrupted or debug-looking item strings in shop and owned tools displays.
  • Fixed fake vehicle preview placeholders.
  • Fixed several places where selected, owned, available, and locked states were unclear.
  • Fixed performance issues caused by excessive task spawn churn.
  • Fixed performance reporting so frame spikes and system counters are easier to inspect.
  • Fixed several potential UI rebuild and compass update hot spots.
🚯 Removed
  • Removed old placeholder-style vehicle preview blocks.
  • Removed broken glyph-style UI experiments.
  • Removed redundant Route Compass label text.
  • Removed confusing duplicate Guide tab naming.
  • Removed player-facing em dashes from v0.4.0 release text.
  • Removed or gated noisy debug/performance logging from normal play where applicable.
  • Removed several old v0.3.x style menu patterns where they conflicted with the v0.4.0 UI direction.
⚠️ Known Issues
  • Performance is improved, but some systems are still being monitored for occasional frame-time spikes in Union City.
  • Multiplayer performance may vary by host machine, player count, and current task density.
  • Some UI panels may continue to receive small polish updates after v0.4.0.
  • Vehicle visuals are still no-art dossier based in the garage UI. This avoids fake previews until proper vehicle presentation is ready.
  • GetToWork is still Early Access, so balance, task density, vehicle tuning, and UI polish will continue to improve.
🎁 Added
  • New city map foundation for GetToWork
  • New realistic vehicle driving system for all player vehicles
  • New garage vehicle driving behavior using the realistic system
  • New vehicle recall behavior using the realistic system
  • New vehicle save and load support for the rebuilt vehicle system
  • New vehicle tier tuning with stronger speed progression
  • New welcome message for v0.3.0
  • New player guidance recommending a fresh character reset for the best experience
  • New release notes, guide text, and storefront updates for v0.3.0
  • New foundation for future city districts and larger job paths
🧼 Improved
  • Improved vehicle acceleration, reverse speed, max speed, and handling feel
  • Improved vehicle grounding so cars stay more stable on city roads
  • Improved vehicle progression so higher-tier cars feel more rewarding
  • Improved garage, spawn, recall, and ownership flow for player vehicles
  • Improved city cleanup task flow for the new map
  • Improved litter and leaf spawning density for a more active city
  • Improved delivery routing foundation for the new city layout
  • Improved save compatibility for vehicle ownership and active vehicles
  • Improved HUD and release-facing text for the new update
  • Improved overall performance, logging, and release stability
🪛 Fixed
  • Fixed player vehicles still using the old arcade driving system in some real gameplay paths
  • Fixed garage-bought vehicles not using the new realistic driving system
  • Fixed vehicle recall and spawn paths not always using the correct vehicle system
  • Fixed vehicle grounding issues that could cause floating, bouncing, or unstable movement
  • Fixed reverse driving being too weak on some vehicles
  • Fixed vehicle tier speed scaling not feeling noticeable enough
  • Fixed several vehicle save, load, and ownership edge cases
  • Fixed release debug spam that was too noisy for normal play
  • Fixed multiple v0.3.0 version, guide, and changelist references
  • Fixed several release polish issues found during final v0.3.0 preparation
🚯 Removed
  • Removed the old arcade driving system from normal player vehicle runtime use
  • Removed outdated v0.2.1 storefront and update text
  • Removed old public-facing references to v0.3.0 being in progress
  • Removed outdated vehicle prototype wording from release-facing text
  • Removed unnecessary release debug noise where safe
⚠️ Known Issues
  • v0.3.0 is a major foundation update, so a fresh character reset is highly recommended for the best experience
  • Existing saves should continue to work where possible, but older saves may not feel as clean as starting fresh
  • Some job placement, cleanup spawning, and city layout balance may continue to change during Early Access
  • Some future job districts and larger job paths are not live yet
  • Vehicle balance may continue to be adjusted based on player feedback
  • Multiplayer is supported, but some edge cases may still appear during Early Access
  • Join the Discord through the link on the store page to report bugs, give feedback, and follow future updates
🎁 Added
  • Personal vehicles (headline feature)
  • Five purchasable cars at the Main Street garage: Rusty Hatch, Chrome Truck, Regal Sedan, Street Bullet, Ivory Apex
  • Garage shop UI with level and rebirth gates, coin purchase flow, and ownership persistence across sessions
  • Pause menu and player menu Garage tab: set active car, recall to a safe nearby spot (30s cooldown)
  • Arcade town driving: tools holster while mounted, delivery packages stay on your back, dismount required to complete dropoffs
  • Mount, dismount, and engine loop SFX (GameAudio)
  • Idle garage return after 300 seconds parked (unmounted, low speed); ownership unchanged, recall still work.
  • Stuck flip hint after 5 seconds upside down; out-of-bounds cars auto-return to garage
  • Four vehicle achievements: first ride, first car owned, tier 3 owned, tier 5 owned (retroactive on load); 28 achievements total
  • Nameplate Driving label while mounted; totalRideSeconds ride telemetry in save
  • Main menu and UX
  • Main menu lobby on join: Play, Guide, Stats, Town Map, Settings, Leave S&box Menu
  • Pause menu Return to Menu without leaving the server
  • Shared settings panel (SettingsUI.razor) in pause and main menu
  • Delivery claim toasts for contested shared packages
  • Tutorial
  • Guided tutorial expanded from 5 to 7 steps
  • New Visit Garage step (step 4): compass leads to Town Garage on Main Street; peek at Rusty Hatch before tool shop
  • Garage and shop browsing steps hide the compass overlay while their UIs are open
  • Save and progression
  • Save schema version 2: unlockedDistricts[] field (additive, forward-compatible.
  • Save schema version 3: ownedVehicles, activeVehicleId, vehicleStats with automatic .backup.json before migration
  • Vehicle ownership preserved through rebirth/prestige
  • District systems (code only; map deferred)
  • Town Map tab with Coming Soon panel for specialist districts until next map update
  • DistrictDefinitions, DistrictGate, SpawnDistrict job focus gating, district challenge flavor copy (active only after a district unlocks)
🧼 Improved
  • What's New overlay updated for v0.2.0: vehicles headline, garage tutorial step, honest Coming Soon for district.
  • Tutorial flow reordered: litter, bin, leaves, garage, tool shop, accept delivery, complete delivery
  • Achievement unlock toasts now play the coin tick SFX instead of the level-up sting
  • Level-up SFX volume lowered to 62 dB so rebirth and level gains are less harsh
  • Settings Reset Save closes all menus, resets main menu session state, teleports to world spawn, and restarts the tutorial
  • Vehicle shop and garage UI read live speeds and prices from catalog data
  • Disconnect cleanup despawns orphaned world car instances; save ownership intact
  • Welcome guide achievement count updated to 28 (was 24 before vehicle achievements)
🪛 Fixed
  • Mount prompt now stays visible when temporarily blocked (menu open, dismount cooldown) instead of disappearing entirely (WorldInteractable, NetworkedVehicle)
  • Mount range checks multiple anchors (seat, highlight, root, collider) for reliable E prompts
  • Client-side vehicle owner registry mirrors host assignment for consistent mount prompts in multiplayer
  • Safe recall spawn: 32 candidate search, no despawn before safe spot confirmed
  • Delivery interact path unchanged: single E route, requires dismount at dropoff
  • Reset save main menu lockout: wiping save no longer leaves you stuck behind a closed main menu; session state resets and tutorial restarts cleanly
  • Rebirth loud SFX: achievement toasts no longer blast the level-up sound during prestige bursts
🚯 Removed
  • Held tool world visuals: Code in tree; ToolVisualFeature.Enabled = false. Other workers do not see your equipped tool prop yet.
  • In-world district gates: No DistrictGate triggers placed on NewCity 2. Walking to a gate to unlock districts is not live.
  • Spawn district tagging: Spawn volumes remain starter zones (DistrictId: ""). District-themed job spawns ship with map work.
  • Town Map district cards: Coming Soon panel shown instead of LOCKED cards until TownMapFeature.DistrictsAvailable = true.
  • Industrial Yard district: M-A1 scope (prestige endgame gate).
  • GDD district rule twists (+15% bin, leaf combo, chain delivery): design targets only; not live.
  • Custom vehicle SFX art: Placeholder loops reference toolswitch.vsnd until art import.
  • Auto-spawn car on join: Remains OFF by default.
⚠️ Known Issues
  • Specialist job districts and gated work zones ship with the next map update (Town Map shows Coming Soon until then)
  • Held tool props on other workers postponed until custom art pass
  • Global challenge leaderboards remain planned for a future update
  • Placeholder vehicle engine loop audio until custom SFX import
  • Host migration may reset idle despawn timers (runtime only; recall on reconnect)
🎁 Added
  • DeliveryRewardRules payout scaling (tool tier, distance, level, batch, combo) with economy tables in ECONOMY_BALANCE.md
🧼 Improved
  • Delivery XP scales heavily with Cargo Cart and long hauls so the job stays relevant in late game
  • HUD delivery task cards preview scaled rewards for your equipped delivery tool
  • Multi-package drop-offs at one location grant bonus XP for efficient cart routes
🪛 Fixed
  • Global challenge leaderboards remain planned for a future update
🚯 Removed
  • (none)
⚠️ Known Issues
  • Global challenge leaderboards remain planned for a future update
🎁 Added
  • Unlimited player level: no hard level cap. Progression continues past the old level 50 ceiling
  • Unlimited rebirths: rebirth forever at Level 15, 30, 45, and every +15 levels after that
  • Shift Supplies HUD bar with active boost name, effect text, countdown, and progress bar after leaving the shop
  • Optional Start fresh button on the What's New screen to wipe the local save and begin again (with confirm step)
🧼 Improved
  • Rebirth milestones every 15 levels (L15, L30, L45…)
  • Much slower leveling for dedicated grinders; first rebirth targets focused play around Level 15
  • Advanced shop tiers gated behind rebirth (tier 3 needs Rebirth 1; tier 4 litter/leaves need Rebirth 2)
  • What's New copy explains progression changes in plain language for returning players
  • Player-facing text uses periods instead of em dashes for readability
🪛 Fixed
  • Players at high rebirth could not rebirth again because level was capped at 50 while the next rebirth required a higher level
🚯 Removed
  • Hard level 50 player cap (you can keep leveling past 50 with no ceiling)
  • Rebirth every 10 levels (Level 10, 20, 30…). Milestones are now every 15 levels (15, 30, 45…)
  • Flat XP curve (level × 180 per level). Replaced with a slower quadratic formula
  • Instant tier 3 and tier 4 shop unlocks from level and coins alone. Advanced tools now need Rebirth 1 or Rebirth 2
⚠️ Known Issues
  • Global challenge leaderboards remain planned for a future update
  • Starting fresh deletes the entire save file (coins, level, tools, rebirth, achievements, challenges, lifetime stats). Rebirth alone does not wipe achievements or lifetime stats.
🎁 Added
  • Shop proximity nameplate (ShopNameplateHud.razor): floating TOOL SHOP title and Press E hint near shopkeeper
  • Delivery flavor lines (DeliveryFlavorText.cs) on claimed delivery HUD cards
  • DeliveryDropoffType on drop-offs: Apartment, Gas Station, Park, Generic with spawn weight
  • Daily, weekly, and monthly challenges (ChallengeManager, ChallengesUI.razor) in pause menu and town menu
  • Challenge save field challengeProgress per Steam ID with UTC reset keys
  • District completion boost (DistrictProgressTracker): session threshold per district, speed bonus, XP toast
  • Full day/night cycle (TimeOfDayController): auto-advance, DayLengthMinutes, sun pitch/yaw, seven sky material phases
  • HUD world clock embedded in GameHud.razor (period icon + 12h time)
  • NPC variety: random male/female citizen models and outfit presets on pedestrians
  • Optional town ambient loop via TownAmbientLoop on Game Manager
  • Dev sky tools: gtw_sky_diag, gtw_sky_preview 0-6, gtw_sky_force, gtw_time
🧼 Improved
  • Delivery pool pick respects per drop-off SpawnWeight
  • Challenge completion awards coins and XP immediately with HUD toast and save flush
  • District boost uses existing PlayerBoosts walk speed
  • Map sky takeover: disables competing map env_sky and MapSkybox3D so scene 2D Skybox renders
  • Spawn district balancing uses cached SpawnFramework.Districts
  • Shop nameplate, voice HUD, and world clock share HudOverlayGate overlay rules
  • What's New copy updated for Town Hustle
🪛 Fixed
  • Map-loaded env_sky showed day sky while scene 2D Skybox had night material
  • Challenge UI showed mashed reward text like $12060 for large coin/XP values
  • Scene Sun wired explicitly; map light_environment no longer hijacks sun direction
  • Scene 2D Skybox stays enabled as the managed sky target
🚯 Removed
  • (none this patch)
⚠️ Known Issues
  • Global challenge leaderboards remain planned for v0.3.0
🎁 Added
  • Mouse scroll wheel cycles Litter, Leaves, and Delivery (ToolHolder.cs). Keys 1/2/3 and toolbar clicks still work
  • Worker nameplates (WorkerNameplatesHud.razor): floating name, level, prestige chip, and tool label above each player
  • Voice activity glow on nameplates when a player is talking (push to talk V)
  • Delivery pool scaling (DeliveryPoolScaling.cs): max active jobs grow with connected workers and crew delivery tiers
  • Depot interact prompt shows scaled pool cap and ready job count
  • One-time What's New overlay (WhatsNewManager, WhatsNewContent) when save version is behind GameVersion
  • Progression advisor (ProgressionAdvisor.cs): next shop goal, rebirth gate, and closest achievement on Stats tab
  • Tutorial gold star marker on the top compass bar during guided steps
  • Achievement system (AchievementManager, AchievementDefinitions, AchievementIds) on Game Manager
  • 24 achievements: litter/leaf jobs, delivery milestones, shop upgrades, level gates, tutorial graduate, and two secret feats
  • Player save field unlockedAchievements (string array per Steam ID, saved immediately on unlock)
  • Achievements tab in pause menu (M / Esc) and post-tutorial town menu with frosted-glass card grid
  • Category filter tabs (All, Jobs, Delivery, Economy, Progression, Tutorial, Secret)
  • HUD toast on unlock: title + description, amber border, 4 second auto-dismiss
  • Retroactive unlock on profile load for lifetime stats, level, tools, and prestige already met
  • LeaderboardManager on Game Manager: throttled platform submits, retroactive sync on profile load, in-session board builder
  • Seven leaderboard tabs: Total Earned, Deliveries, Litter, Leaves, Level, Tool Tier, Prestige
  • LeaderboardUI.razor in pause menu and town menu: rank, player name, stat value, local row highlight
  • Global top 10 from s&box platform plus your rank when outside the top 10
  • Multiplayer lobby board: all connected players ranked from synced PlayerStats fields
🧼 Improved
  • Tutorial instructions reference the top compass bar gold star instead of a center-screen arrow
  • Active deliveries use the top compass bar red ! marker; drop-off names stay on the top-right task card
  • HudOverlayGate overlay priority: patch notes block tutorial and ambient HUD until dismissed
  • Guide tab and What's New copy updated for scroll wheel tool switching, unified compass, and delivery pool scaling
  • What's New and tutorial defer until patch notes are dismissed on first 0.1.5 load
  • DeliveryManager.GetDisplayNameForKey() avoids per-frame scene scans for drop-off names
  • Compass bin and depot lists cached per sim tick for smoother HUD rebuilds
  • Nameplate voice smoothing runs in OnUpdate instead of during BuildHash
🪛 Fixed
  • First-load UI stacking when patch notes, tutorial, and HUD appeared at once
  • Tutorial SKIP button disappearing when a compass target could not resolve
  • Tutorial delivery compass star pointing at the wrong package when carrying multiple jobs
  • Tutorial star turning green at close range (now stays gold with gold pulse)
  • Tutorial Find Bin step showing bin B marker instead of gold star (tutorial mode shows star only)
  • Worker nameplates too small or broken when using world-space panels (now screen-space HUD)
  • Patch notes: TAB frees cursor, ENTER (Chat action) dismisses without mouse
🚯 Removed
  • Duplicate circular delivery compass panel from the right HUD (navigation handled by top compass bar only)
  • World-space WorkerNameplateUI bootstrap approach (replaced by screen-space HUD)
  • Achievements "Coming in v0.2.0" placeholder in pause menu and town menu
  • Leaderboard Coming Soon skeleton overlay in pause menu and town menu
⚠️ Known Issues
  • Global leaderboards require stats created on sbox.game (STATS_PLATFORM_SETUP.md) and a published live session (not editor play)
  • Solo play shows global board only; lobby board appears when 2+ workers are connected
  • Platform leaderboard data can lag a few minutes after stat submits
  • Graduate achievement only unlocks when tutorial reward is granted (skipped tutorials do not count)
🎁 Added
  • 24 achievements across Jobs, Delivery, Economy, Progression, Tutorial, and Secret (AchievementManager, AchievementDefinitions, AchievementIds)
  • Achievements tab in pause menu (M / Esc) and post-tutorial town menu: filters, progress text, secret "???" cards, amber unlocked styling
  • HUD achievement toast on unlock (top center, 4 second auto-dismiss, level-up sting)
  • Player save field unlockedAchievements (string array per Steam ID, deferred save via SaveQueue on unlock)
  • Retroactive achievement unlock on profile load when lifetime stats already qualify
  • Platform stats recording (PlatformStats.cs): litter, leaves, deliveries, coins earned, level, tool tiers, prestige
  • Shift Supplies in the shop: Hustle Coffee, Study Break, Tip Jar Charm, Cleanup Drive, Route Planner (session-only boosters)
  • Leaf blower charge ring on HUD (LeafClearHud): two-slice progress ring anchored to the active pile
  • PlayerAvatarDresser: players wear S&box main-menu avatar clothing on spawn (host + owner client, multiplayer-safe)
  • STATS_PLATFORM_SETUP.md and ACHIEVEMENTS_PLATFORM_SETUP.md for post-publish sbox.game editor setup
🧼 Improved
  • Litter cap raised to 72 with faster respawn; up to 2 spawns per tick when under 65% cap
  • Travel litter maintenance keeps jobs near your route (~78% of litter spawns bias toward active player in districts)
  • Starter litter cluster for the first 45 seconds of a fresh session
  • Leaf cap 120 with faster respawn; wider hands rake range at tier 0 (0.85m)
  • Leaf pile payout, audio, feedback, spawner cleanup, and achievements flush after simulation (LeafCompletionQueue on OnPreRender)
  • List-safety pass on task lists, action feedback popups, achievement saves, and leaf burst tracking (no resize races)
  • Hands-full litter prompt: "Hands full. Dump at a bin first"
  • Achievement tab uses the same scroll layout as the Guide tab (guide-tab + guide-main)
🪛 Fixed
  • Leaf pile completion no longer throws ArgumentException (source array was not long enough) when clearing with the blower
  • Achievements menu no longer renders as a squished vertical strip; full-width cards with native scroll through all 24 entries
  • Invalid max-height: none CSS removed (was causing a Code Error on load in town menu)
  • Achievement unlock saves no longer run reentrantly during gameplay (coalesced SaveQueue flush)
🚯 Removed
  • Separate AchievementsUI.razor nested panel (replaced with inline menu markup matching Guide scroll pattern)
  • Achievements "Coming in v0.2.0" placeholder skeleton
⚠️ Known Issues
  • sbox.game profile achievements and stats require manual setup after first live play (see setup markdown in repo)
  • Leaderboard tab remains a Coming Soon placeholder (planned v0.2.0)
  • Graduate achievement only unlocks when tutorial reward is granted (skipped tutorials do not count)
🎁 Added
  • Pause menu overlay with vertical sidebar: Stats (default), Guide, Leaderboard placeholder, Settings
  • Pause input: M, Esc (Cancel), and middle mouse (PlayerMenuAlt)
  • Settings Manager on Game Manager: loads/saves settings/local_settings.json via FileSystem.Data (device-local, not per Steam ID)
  • Settings panel: master, SFX, and music volume; mouse sensitivity; invert Y; tutorial hints; floating coin popups; UI scale 90%, 100%, 110%
  • Re-watch tutorial from settings (TutorialManager.RestartTutorialForReview(), no coin, XP, or Plastic Bag reward)
  • Reset save from settings with confirm dialog (deletes saves/player_{steamId}.json, reloads fresh profile)
  • Nearest litterbin compass hint when carrying trash (tutorial and idle HUD)
  • Hold-E prompt on leaf piles when in range
🧼 Improved
  • HUD UI scale: compass bar and bottom toolbar stay horizontally centered at 90%, 100%, and 110%
  • Coin wallet pill moved to top-left under level/XP (frees top-right for tasks)
  • Pause menu and settings use vertical sidebar layout; Stats tab opens first after tutorial
  • GameAudio SFX volume respects master and SFX multipliers
  • Background music volume respects master and music multipliers; ducks while pause, town menu, or shop is open
  • Session fallback hints respect Show Tutorial Hints toggle
  • Floating coin popups and first-coin HUD pulse respect Show Floating Coin Popups toggle
  • Mouse sensitivity applies via PlayerController.LookSensitivity multiplier (prefab baseline preserved)
  • Full controls reference lives in pause menu Guide tab only (removed cluttered HUD control lines)
  • Compass shows a single center forward tick (no duplicate line)
🪛 Fixed
  • Invert Y toggle now inverts vertical look via PlayerController.IEvents
  • UI scale 100% now correctly resets HUD transform styles (no longer stuck at previous scale)
  • Mouse sensitivity slider snaps to 5% steps (no odd values like 109% or 155%)
  • Reset-save confirm dialog no longer bleeds through pause menu backdrop
  • Tutorial guide roadmap layout no longer jumbled at narrow widths
🚯 Removed
  • Hard-to-read duplicate control hints under the HUD menu button
⚠️ Known Issues
  • Achievements and leaderboards remain placeholders (planned v0.2.0)
  • Leaderboard tab in the town menu is still a Coming Soon skeleton
🎁 Added
  • Gameplay SFX via Game Audio component on the player (litter pickup, leaf clear, delivery complete, coin tick, level-up, tool switch)
  • Placeholder and assignable sound assets in Assets/Sounds/ (gtw_litter_pickup, gtw_leaf_clear, gtw_delivery_complete, gtw_coin_tick, gtw_level_up, gtw_tool_switch)
  • UI click sound on all interactive panels: player menu tabs, close, START WORKING, shop buy/close, tutorial continue/skip, HUD menu button, prestige modal, debug buttons (UiSounds.Click)
  • Background Music manager on Game Manager: playlist rotation (plays all tracks in order, then repeats), fade-in, volume duck while menu or shop is open
  • Four original instrumental background tracks in Assets/music/ with gtw_music_*.sound wrappers, composed by Ben (developer, piano/classical)
  • Starter district prefab: Assets/Prefabs/spawn_starter_district.prefab (Parking Lot litter + Residential leaves)
  • Nearest active task distance hint on the HUD when no delivery is claimed
  • On-screen spawn rejection stats overlay for dev builds (gtw_dev 1, toggle with gtw_spawn_debug)
  • Tool bar swap animation when switching litter / leaves / delivery paths
  • Dev diagnostic: gtw_audio_test ConCmd (with gtw_dev) to verify SFX on the local player
🧼 Improved
  • Delivery compass and top-bar markers glow green and pulse within 10m of the drop-off
  • Coin counter plays a subtle tick when coins increase (after the first-coin pulse)
  • Level-up banner timing and entrance animation tuned (3s auto-dismiss retained)
  • Owned shop tools pinned to the top of each section
  • Litter spawn rejects steeper slopes and cliffs (stricter surface normal check for litter jobs)
  • Large Backpack grants +8% move speed, Cargo Cart grants +15% while delivery path is equipped
  • Consistent Poppins font stack and slightly larger text across HUD, shop, and tutorial
  • NPC pedestrians reduce update rate beyond 2000 units from all players (LOD)
  • Litter and leaf interaction no longer poll Input on every world item when ToolHolder is present
  • Game Audio auto-loads default gtw_*.sound paths when inspector slots are empty
🪛 Fixed
  • SFX no longer silent when triggered from code: Sound.Play uses world position + ListenLocal = true (GameAudio.PlayLocal)
  • UI-flagged sound assets no longer use distance attenuation (prevents inaudible shop purchase/denied clips)
  • Delivery compass near-state pulse now visible on both the task compass and top compass bar
  • Leaf blower target scan uses TaskSpawner active list instead of scanning all scene components
  • Razor HUD compile error from HashCode.Combine with 9+ arguments (replaced with HudHash.Of)
🚯 Removed
  • (none)
⚠️ Known Issues
  • Leaderboard and Settings menu tabs are still placeholders (planned v0.2.0)
  • Background music uses MusicTracks Sound Events (gtw_music_*.sound wrapping your Assets/music/ wavs). Assign all four on Game Manager if paths differ from defaults
  • Assign Game Audio SoundEvent slots on player controller.prefab if any SFX slot is still empty after import
  • Monitoring store session error rate after v0.1.1 publish. Report if you still error on join.
🎁 Added
  • Fallback onboarding hint: "Trash nearby. Press E to pick up" (15 seconds, dismisses on first pickup)
  • Starter litter cluster for new players: 5-8 pieces within ~25m of spawn for the first 30 seconds
  • First coin earned shows a subtle pulse on the coin HUD
  • Shop highlights Plastic Bag ($50) as the recommended next litter upgrade
  • Optional tool switch sound on ToolHolder (assign SoundEvent in inspector)
  • gtw_errors console command for session diagnostics (dev)
🧼 Improved
  • Tutorial starts after 0.5 seconds on a fresh save (was 2 seconds)
  • Tutorial retargets highlighted litter or leaf if it despawns before you reach it
  • Shop shows clear feedback when a purchase is denied (not enough coins, already owned, wrong tier, level locked)
  • Save loading recovers from corrupt or missing JSON instead of erroring the session
  • NPC pedestrians wait and retry when NavMesh pathing fails instead of spamming requests
  • Delivery job pool reads use snapshots for safer multiplayer sync
  • Interact highlight glow handles missing renderer tint cache gracefully
🪛 Fixed
  • Industrial Vacuum and auto-collect crash when picking up litter (list modified during foreach)
  • Join and first-minute session errors from null PlayerStats during the save load window
  • Disconnect within 0.5 seconds overwriting a valid save with default data
  • Delivery pool iteration desync in multiplayer
  • Tutorial soft-lock when tutorial target litter or leaf despawns before pickup
  • NPC NavMesh fail loop causing stuck or spammed path requests
  • Interact glow KeyNotFound crash on some world objects
  • Shop purchase edge cases (insufficient coins, already owned) with no player feedback
  • Game logic running in scene editor on spawners and managers
🚯 Removed
  • Admin debug panel visible by default in public builds (now requires gtw_dev 1 and owner Steam ID)
⚠️ Known Issues
  • Leaderboard and Settings menu tabs are still placeholders (planned v0.2.0)
  • Pickup, clear, and delivery sound effects not yet added (planned v0.1.2)
  • Monitoring store session error rate after this publish. Report if you still error on join.
🎁 Added
  • Three core town jobs: litter, leaves, and delivery
  • Litter loop: pick up trash, carry it, dump at bins for payout
  • Leaf piles that respawn across the map for steady XP
  • Delivery depot with shared job pool and compass drop-off tracking
  • Shopkeeper NPC with three upgrade paths (litter, leaves, delivery)
  • Tool tiers from Hands through endgame gear on each path
  • Six-step guided tutorial for new players
  • Tutorial reward: +$100, free Plastic Bag, +200 XP
  • Player menu with Guide and Stats tabs
  • Rebirth system with stacking permanent bonuses
  • Full HUD: coins, XP, level, tool bar, interact prompts, and compass strip
  • Push-to-talk voice chat (hold V) with who is talking indicator
  • Persistent saves for coins, level, tools, and lifetime stats
  • Ambient NPC pedestrians around town
  • Placeable litter bins, delivery depot, shop zone, and drop-off points
  • Built-in text chat
  • Multiplayer support up to 64 players on a shared map
🧼 Improved
  • Tutorial flow rewritten with welcome guide, version badge, and roadmap sidebar
  • Shop tutorial step now completes when you close the shop after browsing
  • Compass markers use camera-relative bearing so POIs show on both sides of the bar
  • Delivery compass and HUD needle track the active drop-off per job
  • Spawn balance tuned: more leaf piles, less litter on the map
  • XP curve adjusted for a smoother early progression (500 to 180 per level step)
  • Interact prompts and glowing E markers when you are in range
🪛 Fixed
  • Litter with hands no longer pays on pickup; payout only happens at the bin
  • Tutorial step 6 soft-lock when completing deliveries
  • Tutorial shop step conflicting with shop open state
  • Player menu not opening (PlayerMenuUI missing from HUD scene)
  • HashCode.Combine compile errors in TutorialUI and GameHud
  • Compass markers disappearing when looking left of objectives
  • Duplicate ShopManager on GameManager removed (shop lives on ShopZone only)
  • Delivery drop-off keys made unique to prevent wrong compass targets
  • Version badge no longer stretches full width with divider through text
🚯 Removed
  • Duplicate ShopManager component from GameManager (shop is only on ShopZone)
  • Debug admin panel and console commands for non-admin players
⚠️ Known Issues
  • Leaderboard and Settings tabs show Coming Soon placeholders
  • Held tool world models (bag, blower, cart) not visible yet
  • Premium work zones, timed challenges, and castle district are on the roadmap
  • Some placeable colliders may need scale fixes in the editor if interact range feels off
  • Report bugs and feedback on the package page or in Discord