v1.52.1
Sun, April 19, 2026
1.30.0

Economy Overlay Viewport Layout V2

  • Economy state and presentation contract
  • Mode-specific viewport layouts
  • Economy viewport layout verification
1.29.0

Blocking Run Overlay Layout Contract

  • Blocking overlay layout contract
  • Player-facing overlay content correction
  • Blocking overlay layout verification
1.28.0

Run Outcome Progression Feedback

  • Canonical outcome progression contract
  • Player-facing outcome presentation
  • Outcome progression verification
1.27.0

B003 Context-Aware Shell Quit

  • Context-aware shell quit semantics
  • B003 quit confirmation smoke coverage
  • B003 verification and review handoff
1.26.0

B004 Visible Longglass Roster Correction

  • Player-facing roster widget binding
  • Visible widget selection path
  • B004 corrective verification and review handoff
Sat, April 18, 2026
1.25.0

timed-wave player-path proof repair

  • canonical timed-wave player pilot
  • s034 smoke and regression wrappers
  • review checklist and closeout proof
1.24.0

unified encounter resource and wave one chaser correction

  • single resource economy contract
  • single pickup player path and hud presentation
  • wave one chaser authoring and validation
  • verification and review proof
1.23.0

reusable spawn telegraph actor and spawn location policies

  • telegraph presentation contract
  • spawn location policy resolver
  • s032 smoke and review proof
Fri, April 17, 2026
1.22.0

run HUD anchored autosize layout fix

  • anchored autosize panel primitives
  • bottom-left equipment panel and wrapping text
  • layout smoke and review handoff
1.21.0

persistent active-wave run HUD core

  • authoritative HUD presentation model
  • production run HUD widget
  • player controller routing and overlay layering
  • HUD smoke and regression
1.20.0

Wave-one review tuning and red spawn telegraphs

  • Wave-one tuning parameters
  • Red telegraph presentation
  • Corrective verification
Thu, April 16, 2026
1.19.0

allKill launch quality vertical slice

  • launch slice map and run-definition authority
  • shell and runtime cutover to authored slice
  • slice validation, smoke proof, and review handoff
Wed, April 8, 2026
1.18.0

allKill production runtime spine and debug to production cutover

  • default player surface and debug overlay cutover
  • authored run-definition scaffold and validation visibility
  • authored run-definition runtime selection and wave-plan bridge
  • retained launch-run validation and runtime-authority guardrails
  • save-backed continue route and shell outcome automation
  • run-outcome profile persistence and lifetime-stat authority
  • progression eligibility guardrails for automation and live play
  • automation save-state isolation for continue seeding and last-run setup
  • recovery-pending-validation eligibility and save-recovery runtime signals
  • default editor build recovery and unity-helper hygiene
  • Main Menu Widget refactor and layout scaffolding
Sun, March 15, 2026
1.17.0

allKill repo-truth audit and minimum ship scope lock

  • repo-truth gap matrix and runtime asset inventory
  • ship path versus debug path audit and wrapper-based smoke baseline
  • minimum realistic ship scope lock and downstream execution handoff
1.16.0

allKill project-state summary and external analysis handoff

  • standalone project-state brief and guided analysis prompts
1.15.0

allKill v2 codex and parity-plus options

  • codex compendium, discovery authority, and rich schematic surfaces
  • endless mode, run timeline, and post-run history parity
  • profile-plus operations, ban controls, and inspection overlays
  • high-cost parity promotion boundaries and post-launch handoff
1.14.0

allKill v2 QA, performance, packaging, and release readiness

  • release-gate matrix, automation authority, and retail-boundary definition
  • content integrity, save/platform parity, and balance-certification program
  • performance, hitch, soak, and packaged-build certification
  • release operations, crash/support pipeline, RC checklist, and launch handoff
1.13.0

allKill v2 art, audio, VFX, and game-feel polish

  • visual direction, readability language, and minimum presentation pack
  • motion, hit feedback, recoil, and feel systems
  • vfx, audio, music, and haptics state program
  • polish boundaries, performance guardrails, and downstream handoff
1.12.0

allKill v2 progression, unlocks, challenges, and achievements

  • profile progression model, lifetime tracking, and eligibility rules
  • challenge-unlock graph and auto-grant reward contract
  • achievement mapping, platform bridge, and progress-surface data
  • launch cut lines, migration safety, and downstream handoff
1.11.0

allKill v2 core content expansion

  • character roster, identity matrix, and loadout rules
  • weapon, item, structure ecosystem, and offer taxonomy
  • enemy, elite, boss ecology, and polished launch map
  • content completeness, cut lines, and downstream handoff
1.10.0

allKill v2 authored wave, difficulty, and encounter system

  • wave data model, exact duration table, and five-tier difficulty ladder
  • encounter composition, challenge cadence, and between-wave transition order
  • simulation, validation, and authoring safety rails
  • prototype wave cutover and downstream handoff
1.9.0

allKill v2 core combat, stats, and effect framework

  • Stat taxonomy, caps/floors, and domain model
  • Effect schema and central combat-resolution pipeline
  • Event hooks, reward/drop contract, and structure/support rules
  • Data-driven expression, prototype cutover, and downstream handoff
1.8.0

allKill v2 player-facing UI and run UX

  • Front-end screen suite and shared widget inventory
  • In-run HUD and blocking-overlay UX contract
  • Pause, results, rewards, and progression-facing UX
  • Presentation adapters, accessibility, responsive layout, and cutover handoff
1.7.0

allKill v2 final game shell and input/navigation framework

  • Shell authority, boot topology, and session-state graph
  • Loading, pause, modal, and post-run transition contract
  • Input contexts, focus, device ownership, and settings contract
  • Prototype cutover, debug separation, and downstream handoff
Sat, March 14, 2026
1.6.0

allKill v2 production data model and save/profile architecture

  • Content identity, registry, and definition contract
  • Single-profile save model, versioning, and migration baseline
  • Authoring tables, curves, and validation pipeline
  • Runtime cutover order and foundation handoff
Fri, March 13, 2026
1.5.0

allKill UE game foundation

  • Runtime scaffold and scope baseline
1.4.0

allKill prototype adequacy and differentiation

  • Adequacy runtime implementation
  • Adequacy debug and automation
  • Gate 4 manual review pack
  • Gate 4 human review closeout
  • Manual review control and HUD tuning
  • PIE HUD overlay attach reliability
1.3.0

allKill prototype economy loop

  • Economy loop runtime implementation
  • Economy debug and automation
  • Gate 3 manual review pack
  • Gate 3 human review closeout
Thu, March 12, 2026
1.2.0

allKill prototype encounter loop

  • Encounter loop runtime implementation
  • Encounter debug and automation
  • Gate 2 manual review pack
  • Gate 2 human review closeout
1.1.0

allKill prototype play shell

  • Play shell runtime implementation
  • Play shell debug and automation
  • Gate 1 manual review pack
  • Gate 1 human review closeout