Early Access - Open Roads Update

0.2.0
8 June 2026
54 changes in this update

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)