# Development Status Baseline: **v0.9.8** (2026-11-04). This page lists what the build currently supports and what remains; it is not a release history. Completed work lives in [`DONE.md`](../DONE.md), user-facing changes in [`CHANGELOG.md`](../CHANGELOG.md), and the active order/gaps in [`TODO.md`](../TODO.md). ## Implemented | Area | Current capability | | --- | --- | | Core shift | Venue menu → 15-minute shift → events, incidents, review and campaign continuation. Pause/restart/settings/quit, checkpoint resume and campaign persistence are implemented. | | Venues | Hollywood Boulevard (Masonic Temple / El Capitan block), The Joke Shop (Sunset Strip stand-in), and the Late Night TV Studio (same El Capitan block, arrival staging). Day/Night is a phase offset on one map, not a second bake. | | NPCs | 12-character Blender library (8 variants + 4 crowd variants), five tint slots, 13 required core bones with optional extras, gear attach points, procedural fallback, LOD/impostor tier and a 24-NPC budget smoke. | | Interaction | Focus cone/aim-free cycling, action wheel, gestural deterrence, reason/recognize, inspection, wand screening, blocking, body camera, assistance/emergency radio, responder arrival and text timeline. | | Access and escalation | Six escalation levels, venue access policies, artifact validity/recognition, door lock, crowd reactions, investigation/false-report handling and shift review. | | UI/input | Keyboard/mouse and gamepad bindings, focus rings, default modal focus, single top-modal close path, shared button states, font scaling, long-string handling, searchable Help and 21 committed UI/game captures. | | Audio/accessibility | Procedural crowd bed and radio cues, master/SFX/ambience volumes, reduced motion, captions, colour-independent escalation cue, hold-to-confirm emergency and guarded destructive actions. | | Persistence | Separate settings, campaign, shift-history and versioned checkpoint files; default-filling migration, atomic writes and corrupt/partial-file fallback. Save locations and rollback are documented in [`getting-started.md`](getting-started.md#save-data-and-migration). | | Assets | Blender character/gear/prop library with AO and manifests; 256² NPC maps with 4× fabric weave; image/texture pipelines, reference boards and three-up boards; environment/realism capture tools. | | Build/release | Godot 4.7.2 Compatibility/Web default plus optional Forward+ Desktop HQ. Gitea checks/build/publish, seven release assets, checksums, preflight/rollback and clean-worktree release discipline. | ## Current verification baseline - Godot headless suite: **277 passing** - Python tooling tests: **162 passing** - Asset audits: `blender_assets.py audit` / `fit`, `npc_pipeline.py audit` and `npc_proportions.py` pass for the committed library. - 24-NPC smoke: 168 meshes, 152,464 triangles, 6.94 ms (50 ms budget). - Screenshot gate: 21 good / 0 bad; screen-design judge 21/21 match. - Release baseline: v0.9.8 is published; the 0.10.0 release candidate remains gated on external playtest, legal/storefront, signing and platform-matrix work. ## Known gaps - External first-time-player sessions and balance sweeps are not completed. - The Quaternius NPC base migration is planned, not shipped. The current 12-character procedural library and the MakeHuman head remain fallbacks until the Quaternius 12-variant baseline passes review. - Accessibility/localization acceptance, target-hardware profiling, macOS signing/notarization and AI/storefront legal approval remain open. - Live 3D replay, recorded VO/music, more venues and seasonal content are future work. See [`TODO.md`](../TODO.md) for the ordered task list and [`known-limitations.md`](known-limitations.md) for the current release blockers. Architecture and ownership are in [`architecture.md`](architecture.md).