Game Mower wiki

Plan

Roadmap

Every idea in the specs has a code; this page says which version it belongs to and how far it is. Generated from docs/plan/roadmap.yaml: edit that file, never this page.

ideaspeccedbuiltpolishedSpec to writeSessions set built; only you set polished, after playing it.

MVP

Now97 codes

Characters: the family, the street, the clients

  • CH1the family
  • CH2Mrs. Higgins
  • CH3Chad
  • CH4the intro's extras
  • CH7the five traits
  • CH14bodies, the first slice

Co-op: the siblings together

  • CO1one company, the host's
  • CO2one lawn, cut by everyone
  • CO3the garden's moments
  • CO5the hub together
  • CO6everyone goes together
  • CO7join a Steam friend
  • CO8you stay you
  • CO9asleep in their bed
  • CO10dropping out and coming back
  • CO11whoever holds the keys
  • CO12never out of sync
  • CO13the internet test

Grass: the lawn itself

  • GR1grass that moves
  • GR2grass condition and scorch
  • GR3the grass look
  • GR6grandma's lawn from the hub remembers

HUD & UI: an almost empty screen

  • UI1one HUD, almost empty
  • UI2the dot and the prompt
  • UI3the clock and the money
  • UI4the job at the top
  • UI5your hands
  • UI6the news line and the pops
  • UI7subtitles and captions
  • UI8the screens E opens
  • UI9The Daily Clipping
  • UI10grandma's phone and answering machine
  • UI15Esc is the only menu

Jobs: from the phone call to the review

  • J1the offer model and its tuning
  • J2the opening path
  • J3the first calls
  • J37athe lawn site prototype
  • J37ftwo lawns at once

Menu, settings & saves

  • MN1the title over grandma's street
  • MN2save points
  • MN3grandma's portrait
  • MN4the fridge (a list of saves)
  • MN5a new game
  • MN6the "Who's playing?" room
  • MN7safe saves
  • MN8the pause menu
  • MN9the settings screen

Mowing: the mower bible

  • MO1lawn memory and the deck's real reach
  • MO2surfaces and things in the grass
  • MO3what the blade throws
  • MO4the workbench: a chassis with part slots
  • MO5mower care, the bar and the levers
  • MO5athe bar, the cord and the throttle
  • MO5bcare states, the service card and the desk
  • MO5chands-on care at the bench
  • MO5dheight levers and transport
  • MO6lawn craft
  • MO6agrass spring-back
  • MO6bthe clippings
  • MO6cthe habits
  • MO8feel, controls and assists
  • MO8afeel and controls
  • MO17the other sibling's mower, as it is

Player: you, in first person

  • PL1on foot
  • PL2the first-person view
  • PL3one way to use things
  • PL4what's in your hands
  • PL5one control map
  • PL6player settings
  • PL7siblings you can bump into
  • PL14looking away in scenes
  • PL16never stuck

Sandbox

Seeds: how the game rolls its dice

  • SD1the client's yes to an extra, the same for everyone
  • SD2named salts
  • SD3fingerprint tests
  • SD4a random seed for each new game

Siblings: who you are

  • SI1your face before a new game
  • SI2four voices per side

Story: the heirs who have to mow

  • ST1the good life
  • ST2the morning after
  • ST3the drop-off, re-scripted
  • ST4skipping and the recap
  • ST9Chad crashes the end of the tutorial
  • ST10the end of the MVP, Chad's video goes viral

Tutorial: from the new game to the first calls

  • TU1the path
  • TU2grandma's sticky notes
  • TU3the voices that teach
  • TU4the siblings' room and bedtime
  • TU5grandma's lawn keeps growing
  • TU6walk the street
  • TU7arrive, knock, unload
  • TU8what the MVP must teach, and never stuck

Demo

3 codes1 spec to write

Specs for this version

  • Steam platformto write: cloud saves, achievements, controller, the store page (joining through Steam is CO7, in the MVP)

Menu, settings & saves

  • MN10the full settings pass

Player: you, in first person

  • PL8rebinding
  • PL9the full gamepad

EA launch

Draft38 codes4 specs to write

Specs for this version

  • Trimmerto write: tool #2: edges, the swing, the line, what it throws (IN1 has a note); pull-cord and fuel rules for every engine tool (notes in plan/leftovers)
  • Hardware storeto write: Barrow & Bolt, built: walking in, the trolley and the till, sections, deal of the week, trade-in, the trade counter; where used mowers (MO10) are sold (notes in plan/leftovers)
  • The world's look and lifeto write: built decoration: garden props and themes per client, wind, critters, the garage as a hub (notes in plan/leftovers)
  • Neighbours & canvassingto write: neighbours with schedules, chat, gossip, knocking on doors (notes in plan/leftovers)

Characters: the family, the street, the clients

  • CH5Primrose Lane
  • CH8rolled traits for generated households
  • CH15the face kit
  • CH16hair and headwear
  • CH17kids and teens
  • CH18mobility aids
  • CH19rolled looks for generated households

Co-op: the siblings together

  • CO14three and four siblings
  • CO17the host's sibling list

Difficulty

  • DF1presets, Custom and a locked choice
  • DF2the Machine dial
  • DF3the Mishaps dial

Economy: prices, costs, wallets and the long game

  • EC1honest prices and costs
  • EC2wallets
  • EC3the registered company

HUD & UI: an almost empty screen

Jobs: from the phone call to the review

  • J4your ad in the paper
  • J5generated households
  • J6calls through the day, and rivals
  • J7negotiating a price and a day
  • J8second chances, weather and season
  • J9tuning tools

Mowing: the mower bible

  • MO7banks and the hover mower
  • MO9Harold's manual
  • MO10used mowers
  • MO8bassists

Weather: fronts and forecasts

  • WE1the model and the forecast numbers
  • WE2the sky follows the game clock
  • WE3the weather in the work
  • WE4where players see it, and bookings
  • WE5rainy days have things to do

Where work comes from: the market

  • WK1the market, households on lots

EA updates

Draft29 codes2 specs to write

Specs for this version

  • Pressure washingto write: the built division: the washer, the jet and its tips, grime, moss and oil, etching, the m12-m14 jobs (notes in plan/leftovers)
  • Hedges, wood and poolsto write: the prototype's other tools: hedge trimmer, pruner and ladder, chainsaw, the pool kit (notes in plan/leftovers)

Co-op: the siblings together

  • CO4the other trades' work areasBuilt in the prototype; polished with each trade

Economy: prices, costs, wallets and the long game

  • EC4crews and contracts
  • EC6the odd-jobs board
  • EC7things to buy when you're rich
  • EC9trades: four tiers, one machine

Garden trade: from grandma's street to the stadium

  • GA1the ladder and rounds
  • GA2lawn health, weeds, scarifying, aerating, overseeding
  • GA3beds and planting
  • GA4trees and stumps
  • GA5new lawns
  • GA6patterns and the big walk-behinds

Jobs: from the phone call to the review

  • J10the job and its sheet
  • J11estimates and change orders
  • J12reasons with follow-ups
  • J13on site
  • J14before/after photos

Skills: your body and your knack

  • SK1bodies and the bench
  • SK2strength in the hands
  • SK3bodies you can see
  • SK4food
  • SK5negotiation
  • SK6client taste
  • SK7knowledge, the bench in tiers

Where work comes from: the market

  • WK2requests and booking
  • WK3channels
  • WK4rivals and market share
  • WK5regulars
  • WK6leads and the market map

v1.0

Draft2 codes1 spec to write

Specs for this version

  • Localizationto write: languages, text tables, fonts

v1.x

Draft8 codes1 spec to write

Specs for this version

  • Townto write: the open-world decision, burglary and the pawn shop, locking up (IN5's cover; notes in plan/leftovers)

Insurance: accidents and who pays

  • IN1claims from accidents, and the uninsured flow
  • IN2personal insurance
  • IN3company insurance and other claims
  • IN4the adjuster
  • IN5tool theft and burglary cover

Mowing: the mower bible

  • MO11the 3D bench (care mini-games)
  • MO14the exploded view at the bench

Unscheduled

148 codes

Characters: the family, the street, the clients

  • CH6the rivals' faces
  • CH9what Punctual, Chatty and Touchy do
  • CH10no-shows, by Touchy
  • CH11the tells
  • CH12grandma's contact book
  • CH13grandma in person

Co-op: the siblings together

Days: the clock, the sun and the hours

  • DY5siblings in different places
  • DY6traffic, rush hours and the bus
  • DY7the world's hours
  • DY8night jobs
  • DY9a weekly rhythm
  • DY10getting around without a car

Difficulty

  • DF4assist defaults
  • DF5the Work row

Economy: prices, costs, wallets and the long game

  • EC10the windows trade
  • EC11pools and pressure washing up the ladder
  • EC12housekeeping
  • EC13the seasonal economy
  • EC14the audit
  • EC15property
  • EC16a mortgage on the mansion
  • EC17stolen cash
  • EC18a bike delivery shift
  • EC19the envelope under the mat
  • EC20the police

Grass: the lawn itself

  • GR4soil, species and other scorch factors
  • GR5the rest of grass condition
  • GR7mushrooms and fairy rings
  • GR8worm casts
  • GR9worn paths
  • GR10the lawn creeps

HUD & UI: an almost empty screen

  • UI13a phone of your own
  • UI14a clean screen
  • UI16the computer's apps

Jobs: from the phone call to the review

  • J15grandma keeps recommending you
  • J16Mrs. Higgins, the voice of the street
  • J17who told whom
  • J18explaining the calls
  • J19a finite market
  • J20rivals on every channel
  • J21competitive quotes
  • J22rivals in town
  • J23rival arcs
  • J24referrals
  • J25a phone of your own
  • J26the wrong lot
  • J27deposits for big jobs
  • J28hourly quotes
  • J29disputes over unpaid work
  • J30landlords with several lots
  • J31more uses for photos
  • J32the dog gets out
  • J33walk the lawn: hazards per household
  • J34clippings: bins, sacks and the green waste site
  • J35par from the lawn
  • J36mowing up the ladder
  • J37the mower goes anywhere
  • J37bknocking on doorsJoins the MVP if the J37a prototype succeeds (the user, 2026-10-02)
  • J37ctime windows and temperament
  • J37dstrict hours
  • J37erain and bookings
  • J37gthe invisible swap

Menu, settings & saves

  • MN11the first launch
  • MN12the title over your own street
  • MN13grandma notices
  • MN14the album

Mowing: the mower bible

  • MO12the throw show in co-op
  • MO13strikes by blade height and speed
  • MO15battery packs
  • MO16the bench grinder
  • MO18thin rut lines
  • MO19low branches
  • MO20the living garden
  • MO21special client requests
  • MO22windfall apples and pine cones

Player: you, in first person

Sandbox

  • SB2the store's test strip
  • SB3PlayMode tests on sandbox zones
  • SB4the panel's leftovers

Seeds: how the game rolls its dice

  • SD5the shared street
  • SD6client strolls on the shared clock
  • SD7show and share the seed
  • SD8a daily challenge
  • SD9save-seeded gardens for one-off clients

Skills: your body and your knack

Sound: every sound comes from something

  • SN4machines that sound real
  • SN5rain sweeps in
  • SN6storm sounds
  • SN7seasons, fog and temperature
  • SN8the neighborhood you hear
  • SN9music in the world
  • SN10the composed score
  • SN11radio stations
  • SN13proximity voice
  • SN14comedy, rarely
  • SN15talking over the engine
  • SN16surfaces underfoot
  • SN17the phone and UI in the world
  • SN18places sound like their state
  • SN19musical identity
  • SN20wind carries sound
  • SN21calm mornings carry
  • SN22streamer-safe music

Story: the heirs who have to mow

  • ST5a sibling turns up
  • ST6the mansion's district
  • ST7who bought the mansion
  • ST8the ending, buy it back or stay
  • ST11Chad books you for a laugh

Weather: fronts and forecasts

  • WE6ironing at home
  • WE7thunderstorms
  • WE8storm aftermath
  • WE9seasons
  • WE10frost mornings and cold snaps
  • WE11heat waves and droughts
  • WE12autumn leaves
  • WE13winter and snow
  • WE14weather-aware services
  • WE15forecasts that shift
  • WE16more ways to hear the forecast
  • WE17after the rain
  • WE18rain gear
  • WE19clients and the rain
  • WE20weather in the other trades
  • WE21microclimates per district

Where work comes from: the market

  • WK7the business directory and the tenders board
  • WK8seasons in the market
  • WK9events
  • WK10referral rewards
  • WK11rivals' crews on the street

The versions

MVP

Goal
A new game, from the intro to the morning paper: the intro explains dad cutting you off, grandma's notes and calls and dad's calls teach the game, grandma's lawn, Mrs. Higgins and Chad's scene right after she pays, then the offer algorithm brings calls for five days; the next morning's paper (Chad's video went viral) ends it. Lawn mowing with the mower is the only job. Everything in it is perfect.
Who plays
Private. You plus 3-5 friends and testers; never shipped as is.
Players
Solo and 2-player co-op (3-4 players later).
Done when
Fresh testers play from the new game to the MVP's end (ST10), solo and in 2-player co-op, with no help and no bug, and want to keep going.
Out
Every other tool and trade, the hardware store, the van grid, weather fronts, skills, insurance.
Still to do
  • Agree the intro script in docs/game/story.md (ST1-ST4) before voicing it, then the animatic

Demo

Goal
A public slice cut from the near-final Early Access build, for Steam Next Fest before the EA launch, plus the Steam layer: cloud saves, controller, settings, performance (joining through Steam comes in the MVP, CO7).
Who plays
Public (Steam Next Fest).
Done when
Steam's review passes; healthy wishlist numbers.
Specs
  • Steam platform to write docs/dev/steam.md: cloud saves, achievements, controller, the store page (joining through Steam is CO7, in the MVP)
Still to do
  • Steam Coming Soon page right after the MVP (capsule art, trailer)
  • Check the ElevenLabs voice licence before the store page

EA launchDraft

Goal
The mowing career: the full offer algorithm, money that matters, the running day and weather, neighbours and canvassing, used mowers, probably the trimmer as tool #2. An 8-15 hour loop.
Who plays
Paying Early Access players.
Done when
An 8-15 hour loop that holds up.
Specs
  • Trimmer to write docs/game/trimmer.md: tool #2: edges, the swing, the line, what it throws (IN1 has a note); pull-cord and fuel rules for every engine tool (notes in plan/leftovers)
  • Hardware store to write docs/game/store.md: Barrow & Bolt, built: walking in, the trolley and the till, sections, deal of the week, trade-in, the trade counter; where used mowers (MO10) are sold (notes in plan/leftovers)
  • The world's look and life to write docs/game/world.md: built decoration: garden props and themes per client, wind, critters, the garage as a hub (notes in plan/leftovers)
  • Neighbours & canvassing to write docs/game/neighbours.md: neighbours with schedules, chat, gossip, knocking on doors (notes in plan/leftovers)

EA updatesDraft

Goal
One trade or system per update, each polished when it arrives.
Specs
  • Pressure washing to write docs/game/washing.md: the built division: the washer, the jet and its tips, grime, moss and oil, etching, the m12-m14 jobs (notes in plan/leftovers)
  • Hedges, wood and pools to write docs/game/garden-tools.md: the prototype's other tools: hedge trimmer, pruner and ladder, chainsaw, the pool kit (notes in plan/leftovers)

v1.0Draft

Goal
The story complete (grandma's house, the ending where you choose), the launch trades, the balance pass, localization.
Specs
  • Localization to write docs/dev/localization.md: languages, text tables, fonts

v1.xDraft

Goal
After launch.
Specs
  • Town to write docs/game/town.md: the open-world decision, burglary and the pawn shop, locking up (IN5's cover; notes in plan/leftovers)

History

  • 2026-10-03 New HUD & UI spec. In the MVP with the user's yes: UI1 (one almost empty HUD, five places), UI2 (the dot and the prompt's look), UI3 (the clock line; the money slides in only when it changes), UI4 (the job at the top), UI5 (your hands: belt, mower line, key hints, Gauges), UI6 (one news line and the comic pops, replacing banners and toasts), UI7 (one subtitle strip for every voice, captions, no more speech or thought bubbles), UI8 (the screens E opens), UI9 (The Daily Clipping's front page, no client ads), UI10 (grandma's phone and answering machine). EA, with the codes they follow: UI11 (the paper grows), UI12 (the call grows). Unscheduled: UI13 (a phone of your own, J25's screen), UI14 (a clean screen). The paper is The Daily Clipping (J4's "Gazette" renamed).
  • 2026-10-03 The MVP is ready for one unattended build (the user: build it all, test it once done). MO17 (the other sibling's mower as it is: tilt, fold, fuel can) and GR6 (grandma's lawn from the hub remembers) specced. J37a opens the plan as a full item in its own stage, built without a stop: the build judges the frame rate and the co-op check itself and takes the fallback (job scenes, J37 after the MVP) on its own; the user's feel verdict comes at the MVP test, and J37b waits for it.
  • 2026-10-03 Contradictions left by the retired old plans, settled with the user: the siblings sleep in the spare room and grandma's own room is the locked back wing (TU4); any sibling knocks and the first knock wins (TU7 follows CO11); clients are voiced and subtitled (UI7), so SN12 (gibberish) is rejected and leaves the roadmap; ironing at home is its own small trade (WE6), housekeeping stays EC12; mower parts are ordered at the bench only (MO4); the mansion is seen on rides, never from grandma's street (DY2, ST6); Mrs. Parker and the Hendersons move to the suburbs when the neighbours are built (CH5).
  • 2026-10-03 Specs to write for the old plans' leftovers, placed with the codes they serve: the hardware store and the world's look and life with the EA launch (used mowers MO10, store prices EC1), pressure washing and the hedges, wood and pools tools with the EA updates (one trade per update, EC9, CO4), the town with v1.x (burglary cover IN5). The trimmer spec also takes the swing and every engine tool's pull-cord and fuel rules.
  • 2026-10-03 Chad made simpler (the user): his scene (ST9) moves to right after Mrs. Higgins pays, parked in front of grandma's house, with new jerk lines; his "for a laugh" booking, filmed job and running gag leave the MVP as ST11 (unscheduled). New ST10 in the MVP: the morning after the fifth day of calls, The Daily Clipping says Chad's video went viral, "To be continued", then keep mowing or back to the title. The plan's last stage is now "The end".
  • 2026-10-03 Asked by the user: UI15 (Esc is the only menu) joins the MVP. The house's Tab menu (Jobs, Van, Workshop, Shop) goes for now: the jobs list opens from grandma's calendar, the bench from the workbench, and the phone's apps bring shortcuts back later (UI13). PL5 and MN8 follow. The user's calls: no shop in the MVP, no loading screen (the car loads the mower and the can itself), the jobs list starts nothing (the knock and the car's keys do), Esc closes a screen before it pauses. UI16 (the computer's apps, from the leftovers) unscheduled. Also decided: the MVP voices ~30 of the ~106 ego quips (UI7), J10's sheet opens by standing still (UI4), the paper's photos are in-engine halftone shots (UI9).
  • 2026-10-03 J37a gone over with the user: the street is open in the MVP, the town later (far districts stay a trip everyone takes, the Garden scene hosting one lawn site with the same code); no single-lawn assumptions; Mrs. Higgins' lawn built from her hub lot; frame rate measured in a macOS build against a baseline; built in committed steps with an early fallback decision. Split: J37f (two lawns at once, MVP, right after J37a; if it fails, one lawn at a time stays) and J37g (the invisible swap, unscheduled).
  • 2026-10-02 Roadmap created. MVP decided with the user (private, 2-player co-op, ends after Chad's scene, DY1 in it). Everything after the MVP is a first draft to discuss.
  • 2026-10-02 grass.md moved to the spec template (the pilot). Its "later" ideas got codes, unscheduled: GR4 (soil, species, wind, dog spots), GR5 (the rest of GR2: one-third rule, scalp-harm durations, overlays), GR6 (grandma's lawn from the hub remembers), GR7-GR10 (mushrooms, worm casts, worn paths, the lawn creeping).
  • 2026-10-02 Unbuilt prefixes renamed so every prefix is unique and 2+ letters: work M->WK, sound S->SN, garden G->GA, economy E->EC, day D->DY, weather W->WE, insurance I->IN (213 mentions across the docs).
  • 2026-10-02 GARDEN.md moved to the spec template, explainer split into figures. New: GA9 (leaves and autumn work), unscheduled. GA7 and GA8 set to idea (ride-on controls are parked, prestige is mostly a list).
  • 2026-10-02 WORK.md moved to the spec template, explainer split into figures. New, unscheduled: WK7 (business directory and tenders), WK8 (seasons in the market), WK9 (events), WK10 (referral rewards), WK11 (rivals' crews on the street).
  • 2026-10-02 DAY.md moved to the spec template, explainer split into figures. New, unscheduled: DY5 (siblings in different places), DY6 (traffic and the bus), DY7 (the world's hours), DY8 (night jobs), DY9 (a weekly rhythm), DY10 (getting around without a car).
  • 2026-10-02 DIFFICULTY.md moved to the spec template. DF1 keeps the presets, Custom and the Money dial; split out: DF2 (the Machine dial, EA), DF3 (the Mishaps dial, EA), DF4 (assist defaults, with MO8b), DF5 (the Work row: rival aggression, demand growth).
  • 2026-10-02 ECONOMY.md moved to the spec template, explainer split into figures. EC8 (getting paid at the door, from EC2 and EARLY_GAME step 9) goes in the MVP, as decided for the MVP's first paid job. EC9 (trades: four tiers, one machine) with the EA updates. EC4-EC7 set to specced (full detail + Done when). New, unscheduled: EC10 (windows trade), EC11 (pools and pressure washing up the ladder), EC12 (housekeeping), EC13 (the seasonal economy), EC14 (the audit), EC15 (property), EC16 (a mortgage on the mansion), EC17 (stolen cash), EC18 (a bike delivery shift).
  • 2026-10-02 INSURANCE.md moved to the spec template, explainer split into a figure. IN4 keeps the adjuster; new IN5 (tool theft and burglary cover) with it in v1.x.
  • 2026-10-02 jobs.md moved to the spec template, explainer split into figures, and the parked mowing-job page folded in. New, unscheduled: J15-J32 (the round-5 ideas, rivals later, ideas not picked), J33 (hazards per household), J34 (clippings logistics), J35 (par from the lawn), J36 (mowing up the ladder, ride-on controls).
  • 2026-10-02 WEATHER.md moved to the spec template, explainer split into figures. WE5 (rainy days have things to do, split off WE4) in EA; new, unscheduled: WE6-WE21 (ironing, thunderstorms, aftermath, seasons, frost, heat waves, leaves, snow, weather-aware services, shifting forecasts, more forecast sources, after the rain, rain gear, clients and rain, other trades, microclimates).
  • 2026-10-02 SEEDS.md moved to the spec template with the new prefix SD. Already built: SD1 (the client's yes to an extra, the same for everyone), SD2 (named salts), SD3 (fingerprint tests), SD4 (a random seed per new game). New, unscheduled: SD5 (the shared street), SD6 (client strolls on the shared clock), SD7 (show and share the seed), SD8 (a daily challenge), SD9 (save-seeded gardens for one-off clients).
  • 2026-10-02 mowing.md moved to the spec template, explainer split into figures. MO8 split into MO8a (feel and controls, MVP) and MO8b (assists, EA); MO11 set to specced; MO14 (the exploded view at the bench, which MO11 needs) in v1.x. New, unscheduled: MO12 (the throw show in co-op), MO13 (strikes by blade height and speed), MO15 (battery packs), MO16 (the bench grinder), MO17 (the other sibling's mower as it is), MO18 (thin rut lines), MO19 (low branches), MO20 (the living garden), MO21 (special client requests), MO22 (windfall apples and pine cones).
  • 2026-10-02 skills.md moved to the spec template, explainer split into figures. SK7 set to specced. New, unscheduled: SK8-SK20 (hearing over days, perception, agility, more knowledge, sickness from causes, alcohol, stamina and fatigue, grooming, sunburn, back pain, a starting build, a walkable gym, clients with bodies).
  • 2026-10-02 sound.md moved to the spec template, explainer split into figures. New, unscheduled: SN4-SN22 (real machine sounds, rain sweeping in, storms, seasons and fog, the neighbourhood you hear, music in the world, the score, radio, client gibberish, proximity voice, rare comedy, talking over the engine, surfaces underfoot, the phone and UI in the world, places that sound like their state, musical identity, wind carrying sound, calm mornings, streamer-safe music).
  • 2026-10-02 sandbox.md moved to the spec template. New, unscheduled: SB2 (the store's test strip), SB3 (PlayMode tests on sandbox zones), SB4 (the panel's leftovers: freeze the clock, battery charge, show hidden hazards).
  • 2026-10-02 The user's calls after the migration: EC8 (getting paid at the door) stays in the MVP; SN1 keeps its mono switch; MO17 (the other sibling's mower as it is, for 2-player parity) and GR6 (grandma's lawn seen from the house remembers) join the MVP; the migration's status changes are accepted (GA7, GA8 idea; EC4-EC7, MO11, SK7 specced).
  • 2026-10-02 New story spec (ST1-ST4 in the MVP: the mansion prologue, the morning after, the re-scripted drop-off, skipping and the recap; ST5-ST8 unscheduled). New siblings spec, in the MVP with the user's yes: your face before a new game (SI1) and four voices per side (SI2), so four brothers sound like four people.
  • 2026-10-02 New player spec. Built and recorded: PL1 (on foot), PL2 (the first-person view). In the MVP with the user's yes: PL3 (one way to use things), PL4 (what's in your hands), PL5 (one control map), PL6 (player settings), PL7 (siblings you can bump into). With the Steam layer in the demo: PL8 (rebinding), PL9 (the full gamepad). PL13 (sitting down) with DY2 in EA. Unscheduled: PL10 (gestures), PL11 (carry anything), PL12 (slips and falls). SN16a (footsteps on grass and hard ground, split from SN16) joins the MVP with the user's yes. No jump.
  • 2026-10-02 Asked by the user: PL7 also syncs the head's turn (free look shows in co-op), and PL14 (looking away in scenes seen through your eyes, starting with the drop-off) joins the MVP. PL15 (the cast notices you looking away) unscheduled.
  • 2026-10-02 With the user's yes: PL16 (never stuck) joins the MVP; PL6 gains holds as presses; PL4 gains the belt's rules (the same list for every sibling, one tool in one sibling's hands).
  • 2026-10-02 New tutorial spec, the MVP's spine (TU1-TU8): the path in eight stages, grandma's notes and the family's calls, bedtime, grandma's lawn and street standing, the street (EARLY_GAME steps 2-5a, built), arrive-knock-unload (step 5b, TU7) and the lessons with their never-stuck nudges. The MVP build plan and quality bar now live in docs/plan/plan.yaml (shown at /plan/mvp/).
  • 2026-10-02 The user's calls on the MVP path: Chad's scene stays on day 1 after grandma's lawn (ST9) and the MVP ends with his booked job; the algorithm runs five days. New idea J37 (the mower goes anywhere: mow any lawn, paid only if asked), unscheduled, to think through; grandma's lawn keeps the gnome start until then.
  • 2026-10-02 J37 designed with the user: lawns rest (decorative) until a knock loads a preview (inspect the garden, negotiate the price at the door) or a booked day makes them active (no knock, any time that day, paid at the door), back gardens behind side gates, siblings can work different lawns at once. Its prototype J37a (the lawn site: grandma's and Mrs. Higgins' lawns in the hub) opens the MVP's rough path and decides how jobs start (TU7); J37 gets a version after it.
  • 2026-10-02 J37 detailed with the user: J37b knocking on doors (yes or no from the household's need and the person, preview, accept or negotiate, paced; joins the MVP if J37a succeeds), J37c time windows with hidden, learnable temperament reactions and the wrong-day visit, J37d strict hours sized to par, J37e rain (free postponing; a strict deadline means come anyway for a bonus or a blameless cancel). One sibling owns a door talk; accepted jobs go on the shared calendar. Temperaments and grandma's contact book go to the characters spec.
  • 2026-10-02 EC8 follows J37 (the user's calls): a job ends at the door (you knock to say you're done, the client's spoken verdict, then pay), no result screen but a paper receipt on grandma's calendar, the tip goes to whoever collects, and a job left without knocking is paid to the company next morning. New: EC19 (the envelope under the mat when nobody's home, which you can troll, with consequences), with J37c; EC20 (the police), later.
  • 2026-10-02 New characters spec, with the user's calls: grandma is Claudia, Harold (her late husband) stays, five traits per client (Picky, Punctual, Thrifty, Chatty, Touchy; low, mid or high, never shown), tells in voice, house, look and grandma's notes, a contact book by the phone that writes itself, five hand-made neighbours on Primrose Lane. In the MVP with the user's yes: the family (CH1), Mrs. Higgins (CH2), Chad (CH3), the intro's extras (CH4) and the traits as data with Picky and Thrifty in use (CH7). EA: Primrose Lane (CH5) and rolled traits (CH8), with WK1 and J5. Unscheduled: the rivals' faces (CH6, with J22), the other traits' behaviour (CH9), no-shows by Touchy (CH10, answering J37's open question), the tells (CH11), the contact book (CH12), with J37c; grandma in person (CH13).
  • 2026-10-02 Bodies for everyone, asked by the user: CH14 (height, frame, the Thin/Fat/Muscle shape keys, age, glasses, four hairstyles, more skin tones) joins the MVP with the user's yes, for the hand-made clients, the cast and the siblings (height, frame and glasses on SI1's screen). It takes over building SK3's shape keys; SK3 keeps driving them from muscle and fat. EA, with generated households: the face kit (CH15), hair and headwear (CH16), kids and teens (CH17), mobility aids (CH18), rolled looks on their own salt so a body never hints at a temperament (CH19).
  • 2026-10-02 New menus spec. Built and recorded: MN1 (the title over grandma's street, EARLY_GAME step 0b). In the MVP with the user's yes: MN2 (save points: bed, a job done, grandma's portrait; nothing written between them), MN3 (grandma's portrait), MN4 (the fridge: a list of saves as polaroids), MN5 (a new game: a typed save name first), MN6 (the "Who's playing?" room, replacing the title's Host), MN7 (safe saves), MN8 (the pause menu), MN9 (the settings screen with what the MVP's specs need). With the Steam layer in the demo: MN10 (the full settings pass). Unscheduled: MN11 (the first launch), MN12 (the title over your own street), MN13 (grandma notices), MN14 (the album).
  • 2026-10-02 New co-op spec. Built and recorded: CO1 (one company, the host's), CO2 (one lawn), CO3 (the garden's moments), CO5 (the hub together), CO6 (everyone goes together), from the FishNet co-op of 09-30; CO4 (the other trades' work areas) is built too and goes to the EA updates, polished with each trade. The title, Host/Join and the room stay the menus spec's (MN1, MN6, MN8). In the MVP with the user's yes: CO7 (join a Steam friend through Steam's relay: moved from the demo's Steam layer, so testers in different homes can play), CO8 (you stay you: a Steam id per sibling), CO9 (absent siblings asleep in their bed), CO10 (dropping out and coming back), CO11 (whoever holds grandma's car keys drives, replacing host-only drives), CO12 (never out of sync: state hashes and quiet resyncs), CO13 (the internet test at 150 ms and 1% loss). EA launch: CO14 (three and four siblings), CO17 (the host's sibling list). Unscheduled: CO15 (a ping), CO16 (proximity voice), CO18 (split screen). The host owns the save (the user; every sibling keeping a copy is rejected).