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# 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 NPC head/face/hand overhaul and MakeHuman body pipeline are planned, not
shipped.
- 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).