46 changes in this update

Added

8 changes
  • 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.

Improved

11 changes
  • 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

15 changes
  • 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  • Fixed outdated Early Access, development, and unavailable-feature text throughout the game.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

7 changes
  • 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.

Known Issues

5 changes
  • 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.

Added

11 changes
  • 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

14 changes
  • 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

15 changes
  • 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

7 changes
  • 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

5 changes
  • 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

10 changes
  • 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

10 changes
  • 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

10 changes
  • 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

5 changes
  • 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

7 changes
  • 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

26 changes
  • 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

8 changes
  • 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

7 changes
  • 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

8 changes
  • 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

5 changes
  • 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

1 change
  • DeliveryRewardRules payout scaling (tool tier, distance, level, batch, combo) with economy tables in ECONOMY_BALANCE.md

Improved

3 changes
  • 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

1 change
  • Global challenge leaderboards remain planned for a future update

Removed

1 change
  • (none)

Known Issues

1 change
  • Global challenge leaderboards remain planned for a future update

Added

4 changes
  • 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

5 changes
  • 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

1 change
  • Players at high rebirth could not rebirth again because level was capped at 50 while the next rebirth required a higher level

Removed

4 changes
  • 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

2 changes
  • 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

11 changes
  • 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

7 changes
  • 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

4 changes
  • 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

1 change
  • (none this patch)

Known Issues

1 change
  • Global challenge leaderboards remain planned for v0.3.0

Added

20 changes
  • 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

8 changes
  • 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

7 changes
  • 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

4 changes
  • 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

4 changes
  • 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

10 changes
  • 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

8 changes
  • 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

4 changes
  • 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

2 changes
  • Separate AchievementsUI.razor nested panel (replaced with inline menu markup matching Guide scroll pattern)

  • Achievements "Coming in v0.2.0" placeholder skeleton

Known Issues

3 changes
  • 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

8 changes
  • 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

10 changes
  • 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

5 changes
  • 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

1 change
  • Hard-to-read duplicate control hints under the HUD menu button

Known Issues

2 changes
  • Achievements and leaderboards remain placeholders (planned v0.2.0)

  • Leaderboard tab in the town menu is still a Coming Soon skeleton

30 changes in this update

Added

10 changes
  • 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

10 changes
  • 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

5 changes
  • 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

1 change
  • (none)

Known Issues

4 changes
  • 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

6 changes
  • 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

7 changes
  • 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

9 changes
  • 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

1 change
  • Admin debug panel visible by default in public builds (now requires gtw_dev 1 and owner Steam ID)

Known Issues

3 changes
  • 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.

40 changes in this update

Added

17 changes
  • 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

7 changes
  • 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

9 changes
  • 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

2 changes
  • Duplicate ShopManager component from GameManager (shop is only on ShopZone)

  • Debug admin panel and console commands for non-admin players

Known Issues

5 changes
  • 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