Add detailed 0.9.1 UI/dialog/button polish, 0.9.2 NPC model refinement, 0.9.3 texture/material refinement and 0.9.4 integration/performance/judge workstreams before the 0.9.5 release candidate. Update the remaining-gap table, baseline to v0.9.0 and README development status.
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TODO
Work is grouped by theme. Each item should be small enough to complete and verify on its own;
see AGENTS.md for the workflow and MEMORY.md for the decisions behind these plans.
Gap Analysis and v1.0.0 Roadmap
Baseline: v0.9.0 (2026-11-01). Three playable venues, tutorial/campaign/checkpoint resume, difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete escalation/access/radio loop, shift review, the Blender asset library, 250 headless + 94 Python tests, a clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong release-candidate foundation, not yet a 1.0 product.
Documentation audit (completed 2026-11-01)
- Make
docs/architecture.mdthe single architecture source: asset/content pipeline contracts, runtime venue-switch/fallback flows, deployment/version constraints, quality requirements, risk register and documentation ownership map. - Keep command-heavy operational pages separate but subordinate:
docs/asset-tooling.md,docs/blender-assets.md,docs/getting-started.md,docs/RELEASING.mdanddocs/smoke-checklist.mdlink to architecture rather than acting as parallel sources. - Remove the obsolete
docs/plan-graphics-v0.6.mdand its links; completed graphics work is represented by ADR-0013, the asset pipeline section and the changelog. - Resolve stale claims: README release version/download row, development status "Forward+ not implemented", and Blender props "not AO-baked".
- Record the documentation ownership rule in
docs/architecture.md§12: design intent (PLAN.md), mechanics (gameplay.md), system architecture/contracts (architecture.md), decisions (ADRs), status (development-status.md), roadmap (TODO.md), operations (tooling/release docs).
Gap register (remaining to 1.0)
| Area | Current baseline | Remaining gap | Risk | Milestone |
|---|---|---|---|---|
| Content and balance | 3 venues with validated 12+ event matrices, recovery events and contextual dialogue | External playtest evidence, balance/fairness pass, event-weight tuning and final content lock | Repetition or unfair outcomes survive into 1.0 | 0.9.5 |
| Dialog/UI | Complete screens and panel art, but copy/button behavior has not had a dedicated audit | Terminology, button states, long-string layout and full screen coverage need a focused pass | Inconsistent UI undermines first-hour clarity | 0.9.1 |
| Animation/presentation | Procedural pose layers, portrait captures, reduced hem clipping | Final model/pose/facial readability and gear-fit acceptance before visual QA | Close-up jank reduces perceived quality | 0.9.2 |
| Audio/accessibility | Procedural ambience/SFX, volume controls, captions/reduce-motion settings, searchable Help | Full accessibility/localization acceptance review, audio caption coverage and P0/P1 fixes | Public 1.0 cannot claim accessible play | 0.9.1 / 0.9.5 |
| Localization | English JSON table, validation and input-generated Help | Pseudo-locale/layout audit and translator workflow sign-off | Text expansion/clipping at release | 0.9.1 / 0.9.5 |
| Performance/platform | 24-NPC headless budget (6.9 ms), Compatibility/Web/HQ paths | Target hardware matrix, Web/HQ manual profiling, frame-time/memory evidence | Platform-specific drops or startup failures | 0.9.4 / 0.9.5 |
| Save lifecycle | Settings/campaign/history/checkpoint files, atomic writes | Migration fixtures from 0.8/0.9, fresh-install/upgrade verification, rollback instructions | Player progress loss on upgrade | 0.9.5 |
| QA/CI | Headless suite, smokes, screenshot compare, optional judge | Full visual judge gate, release-candidate smoke matrix, final gallery and release dry run | Regressions escape the release gate | 0.9.4 / 0.9.5 |
| Release/legal | Unsigned desktop/macOS builds, Web/HQ packages | Signing/notarization decision, checksums, AI-asset provenance, credits, privacy/body-camera and rating review | Public release blocked by trust/policy | 0.9.5 |
| Documentation | Architecture/ADR/status/roadmap ownership established | Final README/changelog/status/TODO/smoke-checklist sign-off and known-limitations page | Docs drift at launch | 0.9.4 / 0.9.5 |
| Post-launch | Stable 0.9 feature set | Live replay, more venues, VO/music, image-to-mesh props and seasonal content | Scope creep before launch | Post-1.0 |
Patch 0.9.1 — Dialog, button and UI polish
Goal: make every player-facing screen read consistently and pass the Python screen-design judge before any model/texture changes. No gameplay rules change.
Screen and terminology inventory
- Inventory every screen/panel: start menu, venue menu, tutorial, HUD, pause, settings, Help, inspection, wand, radio/emergency, wheel, shift review, timeline and campaign/continue screens.
- Record the canonical terms for admit/deny, allow/refuse, warning/blocking, assistance/emergency, body camera, shift/review and campaign; remove synonyms that mean the same action.
- Audit all button labels for verb-first wording, capitalization, ordering, destructive-action confirmation and consistent confirm/cancel placement.
- List every hardcoded player-facing string and route it through
content/strings.en.json; add placeholder validation for new keys. - Review NPC/door-staff/radio/tutorial/help/review/campaign dialogue for repetition, ambiguity, tone and localization length.
Button and panel behavior
- Audit normal/hover/pressed/focus/disabled states on every button, including tutorial skip, venue continue, settings apply/cancel/reset, judge/review, radio send/emergency hold and Help close.
- Verify keyboard-only and gamepad-only navigation: focus order, wrapping, default focus, confirm/cancel behavior and no focus traps.
- Verify every modal closes with Esc/right-click where documented, recaptures the mouse, and does not leave the guard frozen or the menu visible.
- Test buttons at minimum/maximum HUD font scale and with 1.5–2× longer strings; fix clipping, overflow and overlapping layouts.
- Test destructive/irreversible actions (campaign reset, tutorial replay, emergency send) require the intended confirmation/hold and cannot double-fire.
- Verify radio normal-send vs emergency hold, inspection/wand allow/deny, review continue/retry/menu and Help search/filter behavior end to end.
Visual and judge verification
- Update the affected UI art/reference mapping where copy or button order changes; keep the no-overwrite image convention.
- Capture a deterministic screenshot for every dialog/button state that has a design reference; add missing capture stages or an explicit coverage gap.
- Run
tools/check_screenshots.shandpython3 tools/screen_designs.py compare; fix allbadresults. - Run
python3 tools/screen_designs.py judgewith--model auto(or a pinned model); clear everydiffand record acceptedreviewverdicts. - Record the judge model, fallback order, spend and evidence in
docs/screens/realism/or the screen-design report. - Add a short UI copy/button checklist to
docs/smoke-checklist.md. - Exit: all screens have consistent terminology and button behavior, long strings/scale pass, and the Python compare/judge gate has no unexplained diff.
Patch 0.9.2 — NPC model refinement
Goal: make the eight character variants and their gear hold up in portraits and
normal play without changing the npc_base/Rig/Head contract.
Model and rig audit
- Render all eight variants from front, profile, back and portrait angles; compare faces, hair, ears, hands, shoes, proportions and gear fit.
- Audit head/face readability (brow, eyes, lips, nose, hairline) at portrait distance; fix the highest-impact silhouette/face issues.
- Audit gear fit and clipping: caps/beanie/hood/helmet/sunglasses, shoulder bag, backpack, SCBA tank, lanyard, hand items and the new coat/dress stride.
- Audit coat/dress/skirt hems during walk, blocking, sitting and turning; fix remaining leg/hem intersections with weights, geometry or stride limits.
- Re-check the frozen contract: mesh
npc_base, bone names, five tint slots, front direction, attach points, triangle/vertex budgets and grounding. - Rebuild affected GLBs, bake AO, run
godot --headless --path . --import, and runblender_assets.py auditplus fit/portrait checks.
Pose and animation polish
- Review idle, walk, warning, blocking, recognition, refusal, phone, clipboard, photo, film, sit and responder poses for pops or floating props.
- Add/adjust short transitions for negotiation/reaction poses without breaking the seeded pose helpers or head-turn behavior.
- Verify LOD tiers and the impostor at 16/24-NPC distances; re-run the budget smoke and record any triangle/draw-call changes.
- Refresh the Blender review sheets and character portraits; keep per-asset previews local if gitignored.
Verification
- Add/update headless tests for any new pose/model contract behavior.
- Capture the portrait and character gallery; compare against the design references and run the Python judge.
- Update
docs/blender-assets.md, architecture/status andMEMORY.mdwith the revised budgets, limitations and rebuild commands. - Exit: portrait/readability and gear fit pass, no obvious P0/P1 clipping remains, and the 24-NPC budget/full test suite are green.
Patch 0.9.3 — Texture and material refinement
Goal: improve close-range surface and character texture quality while keeping GL Compatibility/Web parity, deterministic assets and offline CI.
Environment textures and materials
- Audit the v2 picks (brick, sidewalk pavers, dry/wet asphalt, awning canvas, day/dusk/night skylines) at close range and in the entrance/street shots for seams, tiling, scale, contrast and normal-map strength.
- Refine brick mortar/wear, paver joints/stains, asphalt aggregate/wet response
and awning weave using the existing image/asset tooling; never overwrite a
pick, use
-vNcandidates and promote validated results. - Check UV scales and material roughness/metallic profiles; keep day/night phase behavior and the wet-street transition intact.
- Review distant skyline haze and foliage/planter surfaces against the concept references; fix obvious flatness without regressing readability.
Character and prop textures
- Audit NPC skin, cloth, pants, hair and gear albedo/normal/AO maps in portraits; refine fabric weave, skin variation and fixed detail materials.
- Re-bake AO where geometry changes; verify the 256² maps and material wiring.
- Audit library props and UI/card/icon textures at their actual screen sizes; remove blurry/oversized or unused textures where safe.
- Run texture audits, import, and the full asset test suite; record texture memory and triangle/draw-call impact.
Visual verification
- Run
python3 tools/scene_concepts.py realismfor the affected stages with the judge enabled; record metric gaps and model/spend. - Re-run
tools/check_screenshots.shand the screen-design judge; clear alldiffverdicts. - Capture before/after close-ups for brick, pavement, asphalt, character cloth and skyline; document accepted trade-offs.
- Update asset docs and the changelog/status with the promoted texture versions.
Patch 0.9.4 — Integration, performance and judge gate
Goal: integrate the UI/model/texture patches, prove the combined build on the target paths and leave a clean release-candidate handoff.
Integration and asset rebuild
- Rebuild all changed Blender/GLB/AO assets, re-import, and verify manifest/fit/ audit coverage.
- Run the complete headless suite, Python tooling and smoke matrix; fix any regression from the three polish patches.
- Re-run the 24-NPC budget smoke and record frame time, mesh count and any texture-memory change; check Web and Desktop HQ if available.
- Verify save/campaign/tutorial behavior is unchanged by the visual/UI patches.
Visual gallery and judge gate
- Recapture the full gallery, portraits, venue/realsim stages and Desktop HQ A/B as needed; no stale screenshots in the release set.
- Run
tools/check_screenshots.sh,screen_designs.py compareandscreen_designs.py judgeon the final captures. - Run the realism judge for the affected concepts with a pinned model; record model, attempt count, spend and verdicts.
- Review all
reviewverdicts manually; convert unexplained layout/composition mismatches into fixes or explicit known limitations. - Ensure generated realism folders remain gitignored/local-only and only the durable report decisions/docs are committed.
Release-candidate handoff
- Update README, architecture, development status, changelog and TODO with the final patch-level results and any remaining gaps.
- Tag/version or otherwise freeze
0.9.4as the integration checkpoint before the0.9.5release candidate. - Exit: combined build is functionally green, visually reviewed, performance measured and ready for the 0.9.5 content-lock/playtest phase.
Milestone 0.9.5 — Release candidate
Goal: freeze the feature set, prove it with external players, clear release/legal blockers and verify every distribution path. This is the next shipped version before 1.0.
Content lock and external playtest
- Declare a content/feature freeze for 0.9.5; only release-blocking fixes and balance changes may land after the freeze.
- Produce a release-candidate build with the tutorial, campaign, all three venues, Help, accessibility settings and checkpoint/resume enabled.
- Run at least five first-time-player sessions covering the tutorial and one full venue shift; record where players get stuck, misunderstand evidence or choose disproportionate escalation.
- Triage findings by severity (P0/P1/P2) and fix every P0/P1 onboarding/accessibility issue; keep the rest as explicit known limitations or post-1.0 items.
- Re-run the affected tutorial/campaign smokes after each fix and capture a fresh first-hour walkthrough for the release notes.
Balance and fairness pass
- Define measurable targets for routine compliance, access-decision accuracy, peaceful resolution, justified emergency calls and false-positive/false-negative rates.
- Run scripted venue sweeps across easy/normal/hard and all four phases; compare outcomes and tune event weights, reaction tables, compliance and report strictness where targets fail.
- Review emergency calls against actual danger: no routine behavior should make emergency the dominant winning move, and genuine threats must remain answerable.
- Verify the reputation grades, debrief explanations and campaign progression still communicate the de-escalation-first design after tuning.
- Record the balance evidence and any deliberate exceptions in
docs/development-status.mdorMEMORY.md.
Save migration and session reliability
- Add fixtures for a 0.8-era settings/campaign/history save and a 0.9.0 checkpoint; verify migration/default-filling and a clean first launch with no files.
- Test fresh install → tutorial → campaign → pause → quit → resume → review → next venue on an isolated user-data directory.
- Test corrupt JSON, partial temp files, missing optional fields and a failed atomic rename; confirm fallback behavior never destroys a valid save.
- Verify checkpoint resume after all three venues, after an incident, with NPCs at the door and with flashlight/body-camera/door state set.
- Document save locations, schema versions, reset behavior and rollback/export instructions in
docs/getting-started.mdand the release notes.
Release engineering and distribution
- Run
tools/build_releases.shfrom a clean checkout and verify Linux/Windows/macOS/Web/HQ artifact names, sizes and checksums. - Smoke-test fresh Linux portable/AppImage, Windows portable/installer, macOS unzip/launch, Web static hosting and Desktop HQ Vulkan fallback on the target matrix.
- Add a disk-space preflight and retention policy to the release/publish scripts so a full Gitea host cannot leave a partially uploaded release.
- Verify release metadata, tag/version consistency, asset counts and download links; retain at least the latest 0.8/0.9 releases and document older-asset pruning.
- Decide and document whether macOS signing/notarization is required for 0.9.5 or explicitly remains a 1.0 blocker; record the quarantine instructions either way.
Legal, credits and platform policy
- Audit AI-assisted asset provenance and licenses; record source/model usage and any redistribution constraints for textures, characters, props and UI art.
- Audit audio/SFX/music licensing (or confirm everything is procedural) and add a credits file.
- Review body-camera/privacy language, mental-health-crisis representation, age/content rating and storefront requirements; fix any release-blocking copy or content.
- Add the player-facing credits, known limitations, accessibility statement and privacy note to the release package/README.
- Mark external legal/storefront approval as complete or explicitly block 1.0 on it.
Documentation and visual sign-off
- Update
README.md,PLAN.md,docs/architecture.md, ADRs,docs/development-status.md,docs/getting-started.md,docs/smoke-checklist.md,CHANGELOG.mdand this roadmap. - Regenerate the full screenshot gallery and realism baselines after content lock; run
check_screenshots.shand the pinned vision judge, recording model/spend/verdicts. - Run the manual smoke checklist on every target and attach/link the release-candidate evidence.
- Verify the tutorial/campaign/help text at maximum font scale and with the longest strings.
- Remove or archive stale plans/notes and confirm no contradictory version/status claims remain.
Release-candidate QA and exit
- Run the complete headless suite, Python tooling, tutorial/campaign/session/scenario smokes, 24-NPC budget smoke and release build from a clean checkout.
- Run the manual QA matrix: fresh install, upgrade, offline launch, gamepad, accessibility settings, pause/resume, all venues and Desktop HQ fallback.
- Confirm no P0/P1 defects remain; P2 items must be documented as known limitations or post-1.0 work.
- Create the
v0.9.5version bump, changelog entry and tag; build/publish the release and verify all assets and download links. - Exit: the release candidate is content-locked, externally played, legally reviewed, documented, reproducibly built, and approved as the final stepping stone to 1.0.0.
Milestone 1.0.0 — Launch
Goal: publish a stable, documented and supportable 1.0 build.
- Freeze content and version, run full final QA on Windows/Linux/macOS/Web/Desktop HQ, and verify fresh installs plus upgrade paths.
- Publish store/release notes, credits, known limitations, accessibility statement and controls; verify every download link and artifact checksum.
- Tag
v1.0.0, publish through CI, verify the release page and post-launch patch policy. - Definition of 1.0: three complete venues with campaign/tutorial, stable save/resume, accessibility/localization acceptance, measured performance on the target matrix, signed release artifacts where platform rules require it, and documentation synchronized with the build.
Post-1.0 / non-blocking candidates
- Live 3D body-camera replay.
- Additional venues or seasonal events.
- Real voice/dialogue audio.
- Image-to-mesh prop pipeline.
- Rare easter eggs/cameos (e.g. Bob Dobbs) only after core content and QA are stable.
Roadmap dependencies and risks
- Content volume is the largest schedule risk; tutorial and campaign work must not outrun the event/dialogue matrix.
- The vision judge is a dev-time aid with an external key/budget; CI must never make it a hard gate.
- Godot version changes can alter lighting/imports; do not combine an engine baseline move with a content/feature milestone.
- Signed macOS builds and legal/AI provenance are release blockers, not polish.
- Keep the de-escalation-first rules and rare-emergency design unchanged while adding progression, difficulty and feedback.
Realism follow-ups (deferred)
- Re-run the screen-design judge for
12-joke-shop,13-studio-arrivaland the Forward+ A/B with the valid key: 13/13 match, 0 diff; the HQ A/B is in the report. - Capture a hooded/winter NPC close-up once a scenario spawns types 5-7 (the explicit
--portrait-typeoverride is already incapture_realism.gd). - Human-authored tree/hedge silhouettes: the whole scene now reads well except the foliage,
which is still flat-shaded clumps (
_shrub()/_tree()intools/blender_assets.py). Only worth doing if a higher-poly organic builder is added to the library. - Camera height: the concept frames are shot at ~1.55 m with a slightly wider lens; the game camera sits at 1.7 m. Decide whether the first-person height should match the art direction or stay at the current gameplay value.
Future ideas (optional, not scheduled)
- Live 3D body-camera replay (the timeline is text-only today).
- Additional venues or seasonal events authored from the new
.tresfiles. - Real voice/dialogue audio (the crowd bed and radio crackle are procedural).
- Swap the primitive prop builder for an image-to-mesh model API behind the same
assets/models/generated/<prop>.glbcontract.