- 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.