- 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