---
title: "GetToWork | Early Access 0.4.0 - s&box game"
description: "Co-op town jobs on a new city map. Realistic cars, litter, leaves, deliveries, rebirth. Up to 64 players. Early Access v0.3.0."
canonical: "https://sbox.watch/games/garymax/getotowork/"
generated_at: "2026-09-06T00:04:45.534Z"
---

# GetToWork | Early Access 0.4.0

Co-op town jobs on a new city map. Realistic cars, litter, leaves, deliveries, rebirth. Up to 64 players. Early Access v0.3.0.

- Type: game
- Ident: garymax.getotowork
- Creator: Gary Max
- Canonical: https://sbox.watch/games/garymax/getotowork/
- Markdown: https://sbox.watch/games/garymax/getotowork/index.md
- sbox.game: https://sbox.game/garymax/getotowork/
- Generated: 2026-09-06T00:04:45.534Z

## Stats

- Playing now: 0
- 24h player peak: 1
- 24h momentum: +0
- Terry score: 67%
- Favorites: 44
- Upvotes: 36
- Downvotes: 10
- Total players: 165
- Total sessions: 365
- Cumulative playtime: 4.3 days
- Updated: Jun 12, 2026
- Created: Jun 6, 2026
- Size: 740.7 MB
- Files: 377
- Tags: casual, chat, job, multiplayer, progression, relaxing, sandbox, simulation

## Description

Join the GetToWork Discord

https://discord.gg/H5Cw3jAfxZ
Report bugs, suggest ideas, follow development, or find other players.
GetToWork

GetToWork is a relaxed city work game set in Union City.

Clean up streets, clear leaf piles, make deliveries, earn money, buy better tools, unlock vehicles, and improve every shift.

GetToWork is made by Gary Max as a solo dev project and is currently in Early Access.

Early Access v0.4.0: Civic Upgrade

The Civic Upgrade is a major UI, presentation, branding, and performance update for GetToWork.

This update adds a new Union City Night Shift style, a rebuilt HUD, cleaner menus, new shop and garage screens, new branding, and better performance tools.
What You Do
- Pick up litter around Union City.

- Clear leaf piles from sidewalks and streets.

- Run deliveries across town.

- Earn cash and XP.

- Buy better tools and gear.

- Unlock and manage vehicles.

- Complete challenges.

- Track achievements and long-term progress.

What’s New in v0.4.0
- New GetToWork logo, thumbnails, and loading screen.

- New Union City Night Shift visual style.

- Rebuilt Worker Hub.

- Rebuilt gameplay HUD.

- Rebuilt Guide with What’s New, Handbook, Roadmap, and Community pages.

- Rebuilt Town Supply Co. shop.

- Rebuilt Town Garage and pause Garage screens.

- Improved Settings layout and UI scale support.

- Improved task cards, compass, clock, wallet, XP, and tool dock displays.

- Improved performance around task spawning, HUD updates, compass updates, and background systems.

- Cleaner text, spacing, and menu readability.

Early Access Note

GetToWork is still in active development.

Some systems are still being improved, including performance, multiplayer stability, vehicle polish, task balance, and UI details. Feedback is welcome and helps shape future updates.


## Updates

### Early Access - Civic Upgrade

Jun 12, 2026 · Version 0.4.0

New Union City Night Shift visual direction.
**Added**

- New Union City Night Shift visual direction.
- New GetToWork logo, square icon, thumbnails, and loading screen.
- New Worker Hub layout with player status, next recommended upgrade, active route info, daily challenge preview, achievement preview, roadmap preview, and lifetime work stats.
- New Civic Glass style system for menus and HUD panels.
- New Guide section with What’s New, Handbook, Roadmap, and Community pages.
- New Town Supply Co. terminal layout for tools, delivery gear, leaf tools, and shift supplies.
- New Town Garage purchase terminal layout for vehicle progression.
- New pause Garage management layout for active vehicle and recall flow.
- New compact gameplay HUD with worker status, current work card, compass, clock, and equipment dock.
- New performance recording and export improvements for diagnosing frame pacing, spawns, HUD rebuilds, and task density.
- New release documentation and publish checklist for v0.4.0.

**Improved**

- Improved overall UI readability and hierarchy.
- Improved HUD layout so work info, compass info, wallet, level, and equipped tools are easier to read.
- Improved compass and task display behavior.
- Improved tool dock stability and visual selection treatment.
- Improved Guide page structure and naming.
- Improved Settings screen spacing and control alignment.
- Improved Town Supply item selection, item state display, and category readability.
- Improved Town Garage vehicle details and no-art fleet dossier layout.
- Improved text spacing across menus and HUD cards.
- Improved performance instrumentation for stutter and hitch tracking.
- Improved TaskSpawner behavior to reduce unnecessary spawn churn.
- Improved spawn rejection handling and perf counters.
- Improved save and performance safety checks.
- Improved Union City presentation with stronger civic, public works, and night shift branding.

**Fixed**

- Fixed multiple UI layout issues from the previous update work.
- Fixed Guide pages showing large empty panels and clipped content.
- Fixed inner Guide tab naming conflict by using Handbook.
- Fixed duplicate or redundant task information in the HUD.
- Fixed delivery task titles truncating common destination names too aggressively.
- Fixed Settings helper text overlapping nearby rows.
- Fixed Town Garage recall row spacing.
- Fixed visible glued text such as title/subtitle collisions.
- Fixed player-facing em dash usage in release-facing text.
- Fixed corrupted or debug-looking item strings in shop and owned tools displays.
- Fixed fake vehicle preview placeholders.
- Fixed several places where selected, owned, available, and locked states were unclear.
- Fixed performance issues caused by excessive task spawn churn.
- Fixed performance reporting so frame spikes and system counters are easier to inspect.
- Fixed several potential UI rebuild and compass update hot spots.

**Removed**

- Removed old placeholder-style vehicle preview blocks.
- Removed broken glyph-style UI experiments.
- Removed redundant Route Compass label text.
- Removed confusing duplicate Guide tab naming.
- Removed player-facing em dashes from v0.4.0 release text.
- Removed or gated noisy debug/performance logging from normal play where applicable.
- Removed several old v0.3.x style menu patterns where they conflicted with the v0.4.0 UI direction.

**Known issues**

- Performance is improved, but some systems are still being monitored for occasional frame-time spikes in Union City.
- Multiplayer performance may vary by host machine, player count, and current task density.
- Some UI panels may continue to receive small polish updates after v0.4.0.
- Vehicle visuals are still no-art dossier based in the garage UI. This avoids fake previews until proper vehicle presentation is ready.
- GetToWork is still Early Access, so balance, task density, vehicle tuning, and UI polish will continue to improve.

### Early Access 0.3.0 - New City, New Rides Update

Jun 10, 2026 · Version 0.3.0

New city map foundation for GetToWork
**Added**

- New city map foundation for GetToWork
- New realistic vehicle driving system for all player vehicles
- New garage vehicle driving behavior using the realistic system
- New vehicle recall behavior using the realistic system
- New vehicle save and load support for the rebuilt vehicle system
- New vehicle tier tuning with stronger speed progression
- New welcome message for v0.3.0
- New player guidance recommending a fresh character reset for the best experience
- New release notes, guide text, and storefront updates for v0.3.0
- New foundation for future city districts and larger job paths

**Improved**

- Improved vehicle acceleration, reverse speed, max speed, and handling feel
- Improved vehicle grounding so cars stay more stable on city roads
- Improved vehicle progression so higher-tier cars feel more rewarding
- Improved garage, spawn, recall, and ownership flow for player vehicles
- Improved city cleanup task flow for the new map
- Improved litter and leaf spawning density for a more active city
- Improved delivery routing foundation for the new city layout
- Improved save compatibility for vehicle ownership and active vehicles
- Improved HUD and release-facing text for the new update
- Improved overall performance, logging, and release stability

**Fixed**

- Fixed player vehicles still using the old arcade driving system in some real gameplay paths
- Fixed garage-bought vehicles not using the new realistic driving system
- Fixed vehicle recall and spawn paths not always using the correct vehicle system
- Fixed vehicle grounding issues that could cause floating, bouncing, or unstable movement
- Fixed reverse driving being too weak on some vehicles
- Fixed vehicle tier speed scaling not feeling noticeable enough
- Fixed several vehicle save, load, and ownership edge cases
- Fixed release debug spam that was too noisy for normal play
- Fixed multiple v0.3.0 version, guide, and changelist references
- Fixed several release polish issues found during final v0.3.0 preparation

**Removed**

- Removed the old arcade driving system from normal player vehicle runtime use
- Removed outdated v0.2.1 storefront and update text
- Removed old public-facing references to v0.3.0 being in progress
- Removed outdated vehicle prototype wording from release-facing text
- Removed unnecessary release debug noise where safe

**Known issues**

- v0.3.0 is a major foundation update, so a fresh character reset is highly recommended for the best experience
- Existing saves should continue to work where possible, but older saves may not feel as clean as starting fresh
- Some job placement, cleanup spawning, and city layout balance may continue to change during Early Access
- Some future job districts and larger job paths are not live yet
- Vehicle balance may continue to be adjusted based on player feedback
- Multiplayer is supported, but some edge cases may still appear during Early Access
- Join the Discord through the link on the store page to report bugs, give feedback, and follow future updates

### Early Access - Open Roads Update

Jun 8, 2026 · Version 0.2.0

Personal vehicles (headline feature)
**Added**

- Personal vehicles (headline feature)
- Five purchasable cars at the Main Street garage: Rusty Hatch, Chrome Truck, Regal Sedan, Street Bullet, Ivory Apex
- Garage shop UI with level and rebirth gates, coin purchase flow, and ownership persistence across sessions
- Pause menu and player menu Garage tab: set active car, recall to a safe nearby spot (30s cooldown)
- Arcade town driving: tools holster while mounted, delivery packages stay on your back, dismount required to complete dropoffs
- Mount, dismount, and engine loop SFX (GameAudio)
- Idle garage return after 300 seconds parked (unmounted, low speed); ownership unchanged, recall still work.
- Stuck flip hint after 5 seconds upside down; out-of-bounds cars auto-return to garage
- Four vehicle achievements: first ride, first car owned, tier 3 owned, tier 5 owned (retroactive on load); 28 achievements total
- Nameplate Driving label while mounted; totalRideSeconds ride telemetry in save
- Main menu and UX
- Main menu lobby on join: Play, Guide, Stats, Town Map, Settings, Leave S&box Menu
- Pause menu Return to Menu without leaving the server
- Shared settings panel (SettingsUI.razor) in pause and main menu
- Delivery claim toasts for contested shared packages
- Tutorial
- Guided tutorial expanded from 5 to 7 steps
- New Visit Garage step (step 4): compass leads to Town Garage on Main Street; peek at Rusty Hatch before tool shop
- Garage and shop browsing steps hide the compass overlay while their UIs are open
- Save and progression
- Save schema version 2: unlockedDistricts\[\] field (additive, forward-compatible.
- Save schema version 3: ownedVehicles, activeVehicleId, vehicleStats with automatic .backup.json before migration
- Vehicle ownership preserved through rebirth/prestige
- District systems (code only; map deferred)
- Town Map tab with Coming Soon panel for specialist districts until next map update
- DistrictDefinitions, DistrictGate, SpawnDistrict job focus gating, district challenge flavor copy (active only after a district unlocks)

**Improved**

- What's New overlay updated for v0.2.0: vehicles headline, garage tutorial step, honest Coming Soon for district.
- Tutorial flow reordered: litter, bin, leaves, garage, tool shop, accept delivery, complete delivery
- Achievement unlock toasts now play the coin tick SFX instead of the level-up sting
- Level-up SFX volume lowered to 62 dB so rebirth and level gains are less harsh
- Settings Reset Save closes all menus, resets main menu session state, teleports to world spawn, and restarts the tutorial
- Vehicle shop and garage UI read live speeds and prices from catalog data
- Disconnect cleanup despawns orphaned world car instances; save ownership intact
- Welcome guide achievement count updated to 28 (was 24 before vehicle achievements)

**Fixed**

- Mount prompt now stays visible when temporarily blocked (menu open, dismount cooldown) instead of disappearing entirely (WorldInteractable, NetworkedVehicle)
- Mount range checks multiple anchors (seat, highlight, root, collider) for reliable E prompts
- Client-side vehicle owner registry mirrors host assignment for consistent mount prompts in multiplayer
- Safe recall spawn: 32 candidate search, no despawn before safe spot confirmed
- Delivery interact path unchanged: single E route, requires dismount at dropoff
- Reset save main menu lockout: wiping save no longer leaves you stuck behind a closed main menu; session state resets and tutorial restarts cleanly
- Rebirth loud SFX: achievement toasts no longer blast the level-up sound during prestige bursts

**Removed**

- Held tool world visuals: Code in tree; ToolVisualFeature.Enabled = false. Other workers do not see your equipped tool prop yet.
- In-world district gates: No DistrictGate triggers placed on NewCity 2. Walking to a gate to unlock districts is not live.
- Spawn district tagging: Spawn volumes remain starter zones (DistrictId: ""). District-themed job spawns ship with map work.
- Town Map district cards: Coming Soon panel shown instead of LOCKED cards until TownMapFeature.DistrictsAvailable = true.
- Industrial Yard district: M-A1 scope (prestige endgame gate).
- GDD district rule twists (+15% bin, leaf combo, chain delivery): design targets only; not live.
- Custom vehicle SFX art: Placeholder loops reference toolswitch.vsnd until art import.
- Auto-spawn car on join: Remains OFF by default.

**Known issues**

- Specialist job districts and gated work zones ship with the next map update (Town Map shows Coming Soon until then)
- Held tool props on other workers postponed until custom art pass
- Global challenge leaderboards remain planned for a future update
- Placeholder vehicle engine loop audio until custom SFX import
- Host migration may reset idle despawn timers (runtime only; recall on reconnect)

### Early Access - Delivery Rebalance

Jun 8, 2026 · Version 0.1.10

DeliveryRewardRules payout scaling (tool tier, distance, level, batch, combo) with economy tables in ECONOMY\_BALANCE.md
**Added**

- DeliveryRewardRules payout scaling (tool tier, distance, level, batch, combo) with economy tables in ECONOMY\_BALANCE.md

**Improved**

- Delivery XP scales heavily with Cargo Cart and long hauls so the job stays relevant in late game
- HUD delivery task cards preview scaled rewards for your equipped delivery tool
- Multi-package drop-offs at one location grant bonus XP for efficient cart routes

**Fixed**

- Global challenge leaderboards remain planned for a future update

**Removed**

- (none)

**Known issues**

- Global challenge leaderboards remain planned for a future update

### Early Access - The Fresh Start Update

Jun 8, 2026 · Version 0.1.7

Unlimited player level: no hard level cap. Progression continues past the old level 50 ceiling
**Added**

- Unlimited player level: no hard level cap. Progression continues past the old level 50 ceiling
- Unlimited rebirths: rebirth forever at Level 15, 30, 45, and every +15 levels after that
- Shift Supplies HUD bar with active boost name, effect text, countdown, and progress bar after leaving the shop
- Optional Start fresh button on the What's New screen to wipe the local save and begin again (with confirm step)

**Improved**

- Rebirth milestones every 15 levels (L15, L30, L45…)
- Much slower leveling for dedicated grinders; first rebirth targets focused play around Level 15
- Advanced shop tiers gated behind rebirth (tier 3 needs Rebirth 1; tier 4 litter/leaves need Rebirth 2)
- What's New copy explains progression changes in plain language for returning players
- Player-facing text uses periods instead of em dashes for readability

**Fixed**

- Players at high rebirth could not rebirth again because level was capped at 50 while the next rebirth required a higher level

**Removed**

- Hard level 50 player cap (you can keep leveling past 50 with no ceiling)
- Rebirth every 10 levels (Level 10, 20, 30…). Milestones are now every 15 levels (15, 30, 45…)
- Flat XP curve (level × 180 per level). Replaced with a slower quadratic formula
- Instant tier 3 and tier 4 shop unlocks from level and coins alone. Advanced tools now need Rebirth 1 or Rebirth 2

**Known issues**

- Global challenge leaderboards remain planned for a future update
- Starting fresh deletes the entire save file (coins, level, tools, rebirth, achievements, challenges, lifetime stats). Rebirth alone does not wipe achievements or lifetime stats.

### Early Access - Town Hustle

Jun 6, 2026 · Version 0.1.6

Shop proximity nameplate (ShopNameplateHud.razor): floating TOOL SHOP title and Press E hint near shopkeeper
**Added**

- Shop proximity nameplate (ShopNameplateHud.razor): floating TOOL SHOP title and Press E hint near shopkeeper
- Delivery flavor lines (DeliveryFlavorText.cs) on claimed delivery HUD cards
- DeliveryDropoffType on drop-offs: Apartment, Gas Station, Park, Generic with spawn weight
- Daily, weekly, and monthly challenges (ChallengeManager, ChallengesUI.razor) in pause menu and town menu
- Challenge save field challengeProgress per Steam ID with UTC reset keys
- District completion boost (DistrictProgressTracker): session threshold per district, speed bonus, XP toast
- Full day/night cycle (TimeOfDayController): auto-advance, DayLengthMinutes, sun pitch/yaw, seven sky material phases
- HUD world clock embedded in GameHud.razor (period icon + 12h time)
- NPC variety: random male/female citizen models and outfit presets on pedestrians
- Optional town ambient loop via TownAmbientLoop on Game Manager
- Dev sky tools: gtw\_sky\_diag, gtw\_sky\_preview 0-6, gtw\_sky\_force, gtw\_time

**Improved**

- Delivery pool pick respects per drop-off SpawnWeight
- Challenge completion awards coins and XP immediately with HUD toast and save flush
- District boost uses existing PlayerBoosts walk speed
- Map sky takeover: disables competing map env\_sky and MapSkybox3D so scene 2D Skybox renders
- Spawn district balancing uses cached SpawnFramework.Districts
- Shop nameplate, voice HUD, and world clock share HudOverlayGate overlay rules
- What's New copy updated for Town Hustle

**Fixed**

- Map-loaded env\_sky showed day sky while scene 2D Skybox had night material
- Challenge UI showed mashed reward text like $12060 for large coin/XP values
- Scene Sun wired explicitly; map light\_environment no longer hijacks sun direction
- Scene 2D Skybox stays enabled as the managed sky target

**Removed**

- (none this patch)

**Known issues**

- Global challenge leaderboards remain planned for v0.3.0

### Early Access - The Crew Update

Jun 6, 2026 · Version 0.1.5

Mouse scroll wheel cycles Litter, Leaves, and Delivery (ToolHolder.cs). Keys 1/2/3 and toolbar clicks still work
**Added**

- Mouse scroll wheel cycles Litter, Leaves, and Delivery (ToolHolder.cs). Keys 1/2/3 and toolbar clicks still work
- Worker nameplates (WorkerNameplatesHud.razor): floating name, level, prestige chip, and tool label above each player
- Voice activity glow on nameplates when a player is talking (push to talk V)
- Delivery pool scaling (DeliveryPoolScaling.cs): max active jobs grow with connected workers and crew delivery tiers
- Depot interact prompt shows scaled pool cap and ready job count
- One-time What's New overlay (WhatsNewManager, WhatsNewContent) when save version is behind GameVersion
- Progression advisor (ProgressionAdvisor.cs): next shop goal, rebirth gate, and closest achievement on Stats tab
- Tutorial gold star marker on the top compass bar during guided steps
- Achievement system (AchievementManager, AchievementDefinitions, AchievementIds) on Game Manager
- 24 achievements: litter/leaf jobs, delivery milestones, shop upgrades, level gates, tutorial graduate, and two secret feats
- Player save field unlockedAchievements (string array per Steam ID, saved immediately on unlock)
- Achievements tab in pause menu (M / Esc) and post-tutorial town menu with frosted-glass card grid
- Category filter tabs (All, Jobs, Delivery, Economy, Progression, Tutorial, Secret)
- HUD toast on unlock: title + description, amber border, 4 second auto-dismiss
- Retroactive unlock on profile load for lifetime stats, level, tools, and prestige already met
- LeaderboardManager on Game Manager: throttled platform submits, retroactive sync on profile load, in-session board builder
- Seven leaderboard tabs: Total Earned, Deliveries, Litter, Leaves, Level, Tool Tier, Prestige
- LeaderboardUI.razor in pause menu and town menu: rank, player name, stat value, local row highlight
- Global top 10 from s&box platform plus your rank when outside the top 10
- Multiplayer lobby board: all connected players ranked from synced PlayerStats fields

**Improved**

- Tutorial instructions reference the top compass bar gold star instead of a center-screen arrow
- Active deliveries use the top compass bar red ! marker; drop-off names stay on the top-right task card
- HudOverlayGate overlay priority: patch notes block tutorial and ambient HUD until dismissed
- Guide tab and What's New copy updated for scroll wheel tool switching, unified compass, and delivery pool scaling
- What's New and tutorial defer until patch notes are dismissed on first 0.1.5 load
- DeliveryManager.GetDisplayNameForKey() avoids per-frame scene scans for drop-off names
- Compass bin and depot lists cached per sim tick for smoother HUD rebuilds
- Nameplate voice smoothing runs in OnUpdate instead of during BuildHash

**Fixed**

- First-load UI stacking when patch notes, tutorial, and HUD appeared at once
- Tutorial SKIP button disappearing when a compass target could not resolve
- Tutorial delivery compass star pointing at the wrong package when carrying multiple jobs
- Tutorial star turning green at close range (now stays gold with gold pulse)
- Tutorial Find Bin step showing bin B marker instead of gold star (tutorial mode shows star only)
- Worker nameplates too small or broken when using world-space panels (now screen-space HUD)
- Patch notes: TAB frees cursor, ENTER (Chat action) dismisses without mouse

**Removed**

- Duplicate circular delivery compass panel from the right HUD (navigation handled by top compass bar only)
- World-space WorkerNameplateUI bootstrap approach (replaced by screen-space HUD)
- Achievements "Coming in v0.2.0" placeholder in pause menu and town menu
- Leaderboard Coming Soon skeleton overlay in pause menu and town menu

**Known issues**

- Global leaderboards require stats created on sbox.game (STATS\_PLATFORM\_SETUP.md) and a published live session (not editor play)
- Solo play shows global board only; lobby board appears when 2+ workers are connected
- Platform leaderboard data can lag a few minutes after stat submits
- Graduate achievement only unlocks when tutorial reward is granted (skipped tutorials do not count)

### Early Access - "The Milestone Update"

Jun 6, 2026 · Version 0.1.4

24 achievements across Jobs, Delivery, Economy, Progression, Tutorial, and Secret (AchievementManager, AchievementDefinitions, AchievementIds)
**Added**

- 24 achievements across Jobs, Delivery, Economy, Progression, Tutorial, and Secret (AchievementManager, AchievementDefinitions, AchievementIds)
- Achievements tab in pause menu (M / Esc) and post-tutorial town menu: filters, progress text, secret "???" cards, amber unlocked styling
- HUD achievement toast on unlock (top center, 4 second auto-dismiss, level-up sting)
- Player save field unlockedAchievements (string array per Steam ID, deferred save via SaveQueue on unlock)
- Retroactive achievement unlock on profile load when lifetime stats already qualify
- Platform stats recording (PlatformStats.cs): litter, leaves, deliveries, coins earned, level, tool tiers, prestige
- Shift Supplies in the shop: Hustle Coffee, Study Break, Tip Jar Charm, Cleanup Drive, Route Planner (session-only boosters)
- Leaf blower charge ring on HUD (LeafClearHud): two-slice progress ring anchored to the active pile
- PlayerAvatarDresser: players wear S&box main-menu avatar clothing on spawn (host + owner client, multiplayer-safe)
- STATS\_PLATFORM\_SETUP.md and ACHIEVEMENTS\_PLATFORM\_SETUP.md for post-publish sbox.game editor setup

**Improved**

- Litter cap raised to 72 with faster respawn; up to 2 spawns per tick when under 65% cap
- Travel litter maintenance keeps jobs near your route (~78% of litter spawns bias toward active player in districts)
- Starter litter cluster for the first 45 seconds of a fresh session
- Leaf cap 120 with faster respawn; wider hands rake range at tier 0 (0.85m)
- Leaf pile payout, audio, feedback, spawner cleanup, and achievements flush after simulation (LeafCompletionQueue on OnPreRender)
- List-safety pass on task lists, action feedback popups, achievement saves, and leaf burst tracking (no resize races)
- Hands-full litter prompt: "Hands full. Dump at a bin first"
- Achievement tab uses the same scroll layout as the Guide tab (guide-tab + guide-main)

**Fixed**

- Leaf pile completion no longer throws ArgumentException (source array was not long enough) when clearing with the blower
- Achievements menu no longer renders as a squished vertical strip; full-width cards with native scroll through all 24 entries
- Invalid max-height: none CSS removed (was causing a Code Error on load in town menu)
- Achievement unlock saves no longer run reentrantly during gameplay (coalesced SaveQueue flush)

**Removed**

- Separate AchievementsUI.razor nested panel (replaced with inline menu markup matching Guide scroll pattern)
- Achievements "Coming in v0.2.0" placeholder skeleton

**Known issues**

- sbox.game profile achievements and stats require manual setup after first live play (see setup markdown in repo)
- Leaderboard tab remains a Coming Soon placeholder (planned v0.2.0)
- Graduate achievement only unlocks when tutorial reward is granted (skipped tutorials do not count)

### Early Access - Game Settings Update

Jun 6, 2026 · Version 0.1.3

Pause menu overlay with vertical sidebar: Stats (default), Guide, Leaderboard placeholder, Settings
**Added**

- Pause menu overlay with vertical sidebar: Stats (default), Guide, Leaderboard placeholder, Settings
- Pause input: M, Esc (Cancel), and middle mouse (PlayerMenuAlt)
- Settings Manager on Game Manager: loads/saves settings/local\_settings.json via FileSystem.Data (device-local, not per Steam ID)
- Settings panel: master, SFX, and music volume; mouse sensitivity; invert Y; tutorial hints; floating coin popups; UI scale 90%, 100%, 110%
- Re-watch tutorial from settings (TutorialManager.RestartTutorialForReview(), no coin, XP, or Plastic Bag reward)
- Reset save from settings with confirm dialog (deletes saves/player\_{steamId}.json, reloads fresh profile)
- Nearest litterbin compass hint when carrying trash (tutorial and idle HUD)
- Hold-E prompt on leaf piles when in range

**Improved**

- HUD UI scale: compass bar and bottom toolbar stay horizontally centered at 90%, 100%, and 110%
- Coin wallet pill moved to top-left under level/XP (frees top-right for tasks)
- Pause menu and settings use vertical sidebar layout; Stats tab opens first after tutorial
- GameAudio SFX volume respects master and SFX multipliers
- Background music volume respects master and music multipliers; ducks while pause, town menu, or shop is open
- Session fallback hints respect Show Tutorial Hints toggle
- Floating coin popups and first-coin HUD pulse respect Show Floating Coin Popups toggle
- Mouse sensitivity applies via PlayerController.LookSensitivity multiplier (prefab baseline preserved)
- Full controls reference lives in pause menu Guide tab only (removed cluttered HUD control lines)
- Compass shows a single center forward tick (no duplicate line)

**Fixed**

- Invert Y toggle now inverts vertical look via PlayerController.IEvents
- UI scale 100% now correctly resets HUD transform styles (no longer stuck at previous scale)
- Mouse sensitivity slider snaps to 5% steps (no odd values like 109% or 155%)
- Reset-save confirm dialog no longer bleeds through pause menu backdrop
- Tutorial guide roadmap layout no longer jumbled at narrow widths

**Removed**

- Hard-to-read duplicate control hints under the HUD menu button

**Known issues**

- Achievements and leaderboards remain placeholders (planned v0.2.0)
- Leaderboard tab in the town menu is still a Coming Soon skeleton

### Early Access - Polish

Jun 6, 2026 · Version 0.1.2

Gameplay SFX via Game Audio component on the player (litter pickup, leaf clear, delivery complete, coin tick, level-up, tool switch)
**Added**

- Gameplay SFX via Game Audio component on the player (litter pickup, leaf clear, delivery complete, coin tick, level-up, tool switch)
- Placeholder and assignable sound assets in Assets/Sounds/ (gtw\_litter\_pickup, gtw\_leaf\_clear, gtw\_delivery\_complete, gtw\_coin\_tick, gtw\_level\_up, gtw\_tool\_switch)
- UI click sound on all interactive panels: player menu tabs, close, START WORKING, shop buy/close, tutorial continue/skip, HUD menu button, prestige modal, debug buttons (UiSounds.Click)
- Background Music manager on Game Manager: playlist rotation (plays all tracks in order, then repeats), fade-in, volume duck while menu or shop is open
- Four original instrumental background tracks in Assets/music/ with gtw\_music\_\*.sound wrappers, composed by Ben (developer, piano/classical)
- Starter district prefab: Assets/Prefabs/spawn\_starter\_district.prefab (Parking Lot litter + Residential leaves)
- Nearest active task distance hint on the HUD when no delivery is claimed
- On-screen spawn rejection stats overlay for dev builds (gtw\_dev 1, toggle with gtw\_spawn\_debug)
- Tool bar swap animation when switching litter / leaves / delivery paths
- Dev diagnostic: gtw\_audio\_test ConCmd (with gtw\_dev) to verify SFX on the local player

**Improved**

- Delivery compass and top-bar markers glow green and pulse within 10m of the drop-off
- Coin counter plays a subtle tick when coins increase (after the first-coin pulse)
- Level-up banner timing and entrance animation tuned (3s auto-dismiss retained)
- Owned shop tools pinned to the top of each section
- Litter spawn rejects steeper slopes and cliffs (stricter surface normal check for litter jobs)
- Large Backpack grants +8% move speed, Cargo Cart grants +15% while delivery path is equipped
- Consistent Poppins font stack and slightly larger text across HUD, shop, and tutorial
- NPC pedestrians reduce update rate beyond 2000 units from all players (LOD)
- Litter and leaf interaction no longer poll Input on every world item when ToolHolder is present
- Game Audio auto-loads default gtw\_\*.sound paths when inspector slots are empty

**Fixed**

- SFX no longer silent when triggered from code: Sound.Play uses world position + ListenLocal = true (GameAudio.PlayLocal)
- UI-flagged sound assets no longer use distance attenuation (prevents inaudible shop purchase/denied clips)
- Delivery compass near-state pulse now visible on both the task compass and top compass bar
- Leaf blower target scan uses TaskSpawner active list instead of scanning all scene components
- Razor HUD compile error from HashCode.Combine with 9+ arguments (replaced with HudHash.Of)

**Removed**

- (none)

**Known issues**

- Leaderboard and Settings menu tabs are still placeholders (planned v0.2.0)
- Background music uses MusicTracks Sound Events (gtw\_music\_\*.sound wrapping your Assets/music/ wavs). Assign all four on Game Manager if paths differ from defaults
- Assign Game Audio SoundEvent slots on player controller.prefab if any SFX slot is still empty after import
- Monitoring store session error rate after v0.1.1 publish. Report if you still error on join.

_2 older updates omitted._


