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Smoke Test Checklist

  1. godot --path . starts the game on the venue menu without script errors.
  2. Choosing a venue (click or ↑/↓ + Enter) starts that venue's shift and hides the menu.
  3. The guard moves and looks around; the building, steps, and sidewalk are visible.
  4. The guard's camera sits at eye height and the guard stands on the landing, not inside the building.
  5. Walking into the steps carries the guard up onto the landing (steps have colliders).
  6. The skyline backdrop shows silhouettes against the sky, not an opaque black slab.
  7. The GIG LINE marquee is readable from the sidewalk.
  8. NPCs spawn and approach the entrance during the first minutes.
  9. Looking at an NPC inside the focus cone shows a blue focus circle in front of the face, the person's name, and the HUD target line.
  10. Space or left click opens the action wheel; A/D highlight a slice, Space confirms it, Esc/right click cancels without a log entry.
  11. E/C open the inspection/wand panels from the wheel and freeze movement until they close; walking never fires the wand.
  12. Pressing Q produces a reaction log entry and reputation feedback.
  13. E opens access inspection showing venue-correct artifacts and policy result; A/D record a decision.
  14. 6 opens the assistance form; submitting shows dispatch feedback.
  15. R opens the emergency form; the button must be held ~1.6s or the call cancels.
  16. G toggles the flashlight (indicator appears in the HUD); L toggles the door lock (indicator turns red when locked).
  17. F toggles the debug overlay with NPC states and shift stats.
  18. The wheel's Look slice is eye contact (Level 1) and logs as its own action.
  19. Reason asks why the person is there and logs their dialogue_lines reply.
  20. Recognize records the guard's recognition as access evidence; pressing it twice says so.
  21. Warn turns the body camera on (REC overlay appears); B toggles it manually.
  22. Block moves the guard between the person and the door.
  23. The shift review reports the incident count, including interactions left unresolved.
  24. Escalating on someone (or a responder arriving) makes idle bystanders stop and face the incident.
  25. Repeated alarms panic the crowd and nearby people clear away from the door instead of standing around.
  26. Esc with nothing open pauses the shift; resume / restart / settings / quit-to-menu all work, and settings changes persist across a restart.
  27. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
  28. An unjustified emergency call (calm person, no weapon) logs an investigation and costs reputation.
  29. After an evacuation outcome the door is locked and NPCs are leaving the entrance.
  30. The shift review's "Body camera timeline" button steps through the recorded events (Left/Right or the buttons) and Esc returns to the review.
  31. The escalation label shows a [###--] L3/5 shape meter as well as the level name, and stays readable in grayscale.
  32. Changing "HUD font scale" in Settings resizes the HUD text and persists across a restart.
  33. When the shift timer reaches 0, the shift review screen shows grade, incident summary, responder outcomes, investigations, and persisted shift history; "Run another shift" returns to the venue menu.