- 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
- 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
- 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)
- 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