Released the Street Vac as a full Sanitation work vehicle.
Released the Courier Van as a full Courier work vehicle.
Added Greenway Renewal specialist work for Grounds.
Added Express Route specialist work for Courier.
Added vehicle handbrake controls.
Added overturned vehicle recovery.
Added a refreshed welcome experience and contextual tutorial flow.
Added Union Works update branding and returning-player update information.
Redesigned the HUD, menus, work board, Garage, notifications, and progression presentation.
Improved the compass with smoother movement, cleaner markers, and better objective priority.
Improved vehicle controls, vehicle HUD readability, and Garage purchase, Set Active, and Recall flow.
Improved career, rank, unlock, and work-order information.
Improved Street Vac and Courier Van presentation and usability.
Improved onboarding, Guide, Handbook, and player-facing descriptions.
Improved startup memory usage and general performance.
Improved vehicle model optimization with better LOD behavior.
Improved save, recovery, networking, and profile reliability.
Improved Admin tools with better organization, larger value controls, and clearer actions.
Improved UI scaling so GetToWork respects normal S&box client display settings.
Fixed tutorial progress incorrectly completing on unfinished profiles.
Fixed tutorial reward panels being dismissed incorrectly.
Fixed vehicle mounting cooldown issues after scene reloads.
Fixed missing vehicle wheel replication on remote clients.
Fixed vehicle wheel suspension visuals not matching host state.
Fixed unauthorized vehicle spawn and recall requests.
Fixed live Courier delivery state not replicating correctly.
Fixed Courier cargo ownership and claim return edge cases.
Fixed Garage actions being hidden at the bottom of vehicle pages.
Fixed unreadable vehicle control HUD layout.
Fixed notification overlap and clipping.
Fixed work-order layout and text wrapping issues.
Fixed profile warning panels being obscured by vehicle previews.
Fixed development resolution tooling affecting editor Play presentation.
Fixed outdated Early Access, development, and unavailable-feature text throughout the game.
Removed the Courier Van developer recall gate.
Removed outdated “gameplay coming later” messaging.
Removed old Early Access v0.4.0 / Civic Upgrade player-facing information.
Removed obsolete Civic Upgrade and Night Shift branding remnants.
Removed duplicate Garage recall controls and redundant mounted prompts.
Removed old development roadmap promises from player-facing menus.
Kept unfinished Leaf Sweeper content hidden from the shipping player catalog.
Some multiplayer edge cases may still need additional tuning.
Performance can vary depending on hardware, graphics settings, and Union City scene complexity.
Controller and remapped-input coverage may not be fully verified across every configuration.
Some late-game career progression and premium contracts may receive additional balancing in future updates.
Minor visual or UI issues may still appear at unusual resolutions or display scaling settings.
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 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 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 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.
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.
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 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 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 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
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
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)
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)
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
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.
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)
DeliveryRewardRules payout scaling (tool tier, distance, level, batch, combo) with economy tables in ECONOMY_BALANCE.md
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
Global challenge leaderboards remain planned for a future update
(none)
Global challenge leaderboards remain planned for a future update
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)
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
Players at high rebirth could not rebirth again because level was capped at 50 while the next rebirth required a higher level
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
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.
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
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
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
(none this patch)
Global challenge leaderboards remain planned for v0.3.0
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
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
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
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
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)
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
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)
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)
Separate AchievementsUI.razor nested panel (replaced with inline menu markup matching Guide scroll pattern)
Achievements "Coming in v0.2.0" placeholder skeleton
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)
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
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)
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
Hard-to-read duplicate control hints under the HUD menu button
Achievements and leaderboards remain placeholders (planned v0.2.0)
Leaderboard tab in the town menu is still a Coming Soon skeleton
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
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
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)
(none)
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.
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)
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
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
Admin debug panel visible by default in public builds (now requires gtw_dev 1 and owner Steam ID)
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.
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
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
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
Duplicate ShopManager component from GameManager (shop is only on ShopZone)
Debug admin panel and console commands for non-admin players
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