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Add the campaign shell, pause-safe checkpoint resume, post-shift campaign
continue, confirmed campaign reset, difficulty presets, searchable Help,
content-matrix validation, recovery events, contextual dialogue, policy/debrief
context and eligible-event previews. Extend persistence with atomic separate
files and add campaign/checkpoint/tutorial smokes. Headless 247/247, Python
94/94, tutorial/campaign/session/scenario smokes green.
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| Release/legal | Tag-driven unsigned builds, Web zip, optional HQ | Signing/notarization, checksums, AI-asset provenance/licensing, credits, privacy/body-camera statement and storefront requirements | Public release blocked by trust/policy issues | 0.9.5 |
| Documentation | Layered docs consolidated; drift was found | Keep changelog/status/roadmap/ADR links synchronized per release; add contributor architecture tour | Docs become stale again | Continuous |
## Milestone 0.8.0 — First hour and content depth
Goal: a new player can learn the game inside the game, play a short campaign across the three
venues, and see enough authored variety that a second shift does not feel like a replay.
### 0.8.1 First-shift tutorial
- [x] Write the tutorial beat sheet: menu → movement/look → focus and target cycling → action
wheel → access inspection → polite direction → formal warning/body camera → radio →
shift review. Eight beats and a safe compliant visitor are specified in
[`docs/tutorial.md`](docs/tutorial.md).
- [x] Add a tutorial state machine independent of the normal shift FSM. `Tutorial` in
`src/game/tutorial.gd` owns the eight beats, accepts only the current beat's action,
supports skip/restart and has deterministic headless tests. GameManager/UI wiring starts
with the contextual-prompt task.
- [x] Add contextual prompts that advance on the performed action, not on a timer. The
non-blocking `TutorialOverlay` card updates from `Tutorial.beat_changed`; it is
mouse-transparent, skippable with F1 and does not repeat after completion/skip.
- [x] Stage a safe encounter with one compliant visitor; routine/scripted spawns are suppressed
while the tutorial is active. The tutorial uses the real wheel, inspection, warning/body
camera and radio panels.
- [x] Persist tutorial completion/skip in `settings.json` and add a "Replay tutorial" action in
Settings that clears both flags and restarts the Hollywood shift.
- [x] Add localized tutorial strings (`tutorial.*` keys) and caption-ready prompt hooks in the
overlay/state table.
- [x] Add headless tutorial-state tests and `smoke_tutorial.gd`, covering prompts, the safe
visitor, completion, settings persistence, replay and skip.
Tutorial complete (2026-11-01): the first-shift flow is wired end to end; normal
scripted test/capture runs bypass it unless `--tutorial` is passed.
### 0.8.2 Campaign and session shell
- [ ] Define campaign data separately from `VenueScenario`: venue order, unlock conditions,
shift number, selected difficulty and completion state.
- [ ] Add a campaign-select/continue screen that shows the next shift, venue, policy summary and
previous result; keep the existing debug venue cycle separate.
- [ ] Add a "Continue shift" path with an explicit resume point; define whether resume restores
the exact paused shift or the last safe checkpoint.
- [ ] Add a post-shift screen that names the next objective and offers retry, continue or return
to the menu. Do not silently reset progression on failure.
- [ ] Persist campaign state and expose a reset-campaign action with confirmation.
- [ ] Add deterministic tests for fresh campaign, resume, completed venue and failed/retried shift.
### 0.8.3 Venue content matrix
- [ ] Add a content matrix per venue with columns for phase, event kind (routine/scripted/edge/
recovery/threat), NPC type, intent, access artifact, expected escalation ceiling, failure/
recovery path and spawn weight.
- [ ] Add a validation test that every event references an existing profile, location and phase;
reject duplicate IDs and unreachable waypoints at load time.
- [ ] Expand each venue toward at least 12 authored events and 6 reusable routine variants,
covering all four shift phases; prioritize repeatable combinations over one-off set pieces.
- [ ] Add a no-repeat rule and phase-aware weighting so consecutive shifts do not replay the same
scripted event, while rare threats remain genuinely rare.
- [ ] Add recovery events after player mistakes: a refused authorized guest returns, a manager
intervention, a crowd-calming opportunity, or a second chance to explain a policy.
- [ ] Add a content preview/debug list showing the next eligible events and why they were chosen.
- [ ] Add tests for phase gating, no-repeat selection, recovery eligibility and event reachability.
### 0.8.4 NPC dialogue and negotiation
- [ ] Define a dialogue data format for intent-specific and context-specific lines: greeting,
refusal, de-escalation response, recognition callback, group reaction and resolution.
- [ ] Expand `NpcProfile` dialogue beyond one-line replies and select lines deterministically from
seed, prior interaction and current escalation level; no runtime LLM dependency.
- [ ] Wire Ask/Reason, polite direction, warning, blocking, recognition and inspection outcomes to
the new lines and log entries, with visible differences between comply, argue and refuse.
- [ ] Add a small set of group reactions so nearby NPCs respond to a raised voice, a warning, a
responder or a crowd panic without every NPC speaking at once.
- [ ] Add placeholder-safe localized strings and tests for deterministic selection, missing lines
and dialogue length in the HUD/log.
- [ ] Run a short dialogue readability pass on the three venues and replace repeated phrases.
### 0.8.5 Objective, policy and debrief layer
- [ ] Add a compact venue-policy card (accepted artifacts, door rules, emergency threshold) that
is available from the help overlay and the shift-review screen.
- [ ] Add an in-shift "current objective" line when the scenario phase changes, without turning
the HUD into a quest log.
- [ ] After an incident, record and display the evidence checked, the chosen escalation level and
the reason the response was judged fair, weak or excessive.
- [ ] Add a first-shift completion summary that explains the grade in plain language and points to
the specific decision(s) that mattered.
- [ ] Add tests for policy-card content, debrief evidence ordering and unknown/missing evidence.
### 0.8.6 Save, resume and settings
- [ ] Define a versioned save schema covering settings, tutorial completion, campaign progress,
difficulty and resumable shift state; document what is deliberately not serialized.
- [ ] Implement atomic writes, corruption detection and safe fallback to defaults or the last
completed shift; never overwrite a valid save with a partial one.
- [ ] Add save migration from the current settings/shift-history format and a test fixture for the
previous schema.
- [ ] Add mid-shift resume that restores RNG state, elapsed time, NPC/incident state and the door
state consistently; verify a resumed shift can reach its review.
- [ ] Add persistence tests for fresh install, corrupt save, version migration, completed shift and
resumed shift.
### 0.8.7 Difficulty, pacing and help
- [ ] Add difficulty presets that only adjust spawn rate, tolerance, report strictness and event
weights; the de-escalation-first rules and emergency rarity must not change.
- [ ] Expose difficulty in the campaign/settings UI with the current build as the default "normal"
preset and a clear description of each change.
- [ ] Add a new-player help overlay separate from the HUD: controls, focus/wheel flow, access
evidence, body camera, radio and shift review.
- [ ] Add a searchable/filterable controls reference and keep it synchronized with input bindings.
- [ ] Add a readability pass for first-shift HUD density; hide advanced debug-only information by
default.
- [ ] Add tests for difficulty defaults, settings persistence and help/controls coverage of every
named input action.
### 0.8.8 Verification and exit criteria
- [ ] Add headless tests for tutorial progression, campaign state, content-matrix validation,
dialogue selection, save migration and difficulty defaults.
- [ ] Add windowed/headless smokes for a complete tutorial, a resumed shift, a campaign venue
transition and the help overlay.
- [ ] Run a manual first-hour test with at least three people unfamiliar with the project; record
where they get stuck and fix P0/P1 onboarding issues before closing the milestone.
- [ ] Re-run the full headless suite, Python tooling and smoke checklist; update
`docs/development-status.md`, architecture links, changelog and README where behavior changed.
- [ ] Exit: a first-time player can complete the tutorial and a first real shift without external
documentation; each venue has a repeatable content matrix; save/resume survives restart;
the 0.8 test matrix is green.
## Milestone 0.9.0 — Production quality and platform readiness
Goal: content-complete, accessible enough for a public build, measured on the target platforms