# FLOORBREAKERS: AFTERHOURS — development sheet Reviewed September 10, 2026. Owner: David / Festly. Start here for current status; older release narratives are in [the preserved history](MASTER-DEVELOPMENT-HISTORY-2026-09-09.md). Latest [version and feature audit](AUDIT-CURRENT.md): 0.6.14 is published. All 75 public file hashes and two service checks pass, including a successful retry for one sprite. Admin still requires owner setup. The shared character directory is empty and account-to-game acceptance remains open. September 13 lineup update: **in2gr8 added to the planned lineup — Done.** Confirmed 6 feet 1 inch; selected red tracksuit, afro, gold glasses and chain. Existing storyboard/move review is pending; playable integration is To do. See [lineup record](docs/LINEUP.md). This does not change the nine playable fighters or claim a new release. ## Completion roadmap September 10 touch-report follow-up: **0.6.17 fixes one reproduced A/B defect locally.** A thumb sliding from A to B previously stayed stuck on A; sliding off also held A until lift. The fix follows the owned thumb between the circular targets, keeps other fingers independent and preserves the gesture during browser-bar resizing. 79 targeted tests, strict build and native Chromium touch dispatch across four phone layouts pass. The reports' exact phone/browser/trigger and physical-device acceptance remain open. Live UI still shows 0.6.14. [Touch repair record](RELEASE-0.6.17-LOCAL.md). Item 2 remains In progress. September 10 bounded visual checkpoint `floor-visual-20260910-0710` is **Done locally** in 0.6.16. Fighters now keep their own selection artwork while battle art loads, fixing Froggy's green legacy fallback. A local comparison viewer covers all nine fighters and both facings. All sprite pixels and the completed reporter are preserved. This separate authorized inspection does not complete or advance the numbered roadmap. See [visual sprint](docs/SPRINT-VISUAL-01.md) and [local handoff](RELEASE-0.6.16-LOCAL.md). No upload or main push. Approved order: September 9, 2026. Work through these ten items in order. **In progress** means the item is being worked on; **Done** requires the result and its checks to be recorded below with a completion date. Keep the next item **To do** until the current one is complete. Existing partial features do not make a whole item Done. Record external blockers under the active item rather than silently skipping ahead. September 9 addition: build shared **Report a bug → Arcade admin / Bug reports** within item 2. FLOORBREAKERS now has a tested **0.6.15 local candidate** using the existing central contract 1.0. The public game remains 0.6.14. Central rollout, other-game integration and physical-phone acceptance remain open. Items 3–10 retain their order. | # | To do | Status | Done when | | --- | --- | --- | --- | | 1 | Get the latest version online and make updates dependable. | **Done — September 9, 2026** | 0.6.14 is published, public files and services pass verification, launch works, and the upload/recovery procedure is recorded with preserved backups. | | 2 | Make mobile feel like a proper game and collect bug reports. | **In progress** | Shared reporting sends game/version/device details to the admin inbox, with each released game checked. Real iPhone and Android checks confirm the playfield, direction/A/B controls, safe edges, fullscreen refusal, portrait fallback, Pause/Resume and Home Screen launch. | | 3 | Finish the fighters' looks and animations. | To do | All nine fighters match approved outfits, faces and heights; walking, jumping, attacks and hit reactions flow without frozen poses or sliding feet. Review complete move sets, not just frame counts. | | 4 | Make fighting satisfying and fair. | To do | Controls, combos, blocking and special moves are tuned; pickup throws visibly connect; hit effects and camera movement remain readable; matchup playtests show clear strengths and weaknesses. | | 5 | Build the Evofest stages. | To do | Each finished stage has its own look, performing artist and approved soundtrack, cheering background characters and a show that improves with fight progress. | | 6 | Give single-player a complete journey. | To do | A player can finish a connected campaign with introductions, increasing challenge, retries, saved progress and an ending on Easy, Medium or Hard. | | 7 | Make playing friends online reliable. | To do | Invitations and phone-versus-computer play work across different networks; connection problems and recovery are handled clearly and verified with real separate devices. | | 8 | Finish the host control panel. | To do | Host access is activated and the owner can manage settings, fighters, stages and music; animation viewing/import, preview and restore work. Reuse the shared Bug reports inbox introduced in item 2 rather than build a second report database. | | 9 | Complete Create your fighter. | To do | Photos and a description produce an editable concept; approval of that exact look starts animation generation; the result can be practiced with and published to the shared roster, with distinctive balanced moves. | | 10 | Polish and playtest the complete release. | To do | Real players complete matches and campaigns on supported devices; important control, loading, sound, menu, connection and balance issues are resolved and final release checks are recorded. | ### Item 2 — In progress **Local reporter candidate complete — September 9, 2026.** Dispatch `floor-reporter-20260909-2115` started at 21:18 MDT and produced local 0.6.15 against central text-report contract 1.0, source commit `0f589dc783471746e425dea3062cf5a4382b7a75`. This bounded sprint stops here: no public upload or main push. See [sprint log](docs/SPRINT-REPORTER-01.md) and [candidate record](RELEASE-0.6.15-LOCAL.md). Screenshots, real-device acceptance and production rollout remain separate gates. Started September 9, 2026, after publishing 0.6.14. Deployed desktop launch, fullscreen, pause, resume and exit pass. Deployed small-phone emulation at 568 × 320 fills the viewport, exposes only game controls during active play, and remains playable when fullscreen is refused. Direction targets are 48 pixels, A/B 64 pixels and Pause/Exit 44 pixels. There is no horizontal overflow. Deployed portrait/rotation checks also pass at 320 × 568, 844 × 390 and 390 × 844: all controls remain visible, rotation pauses until Resume, and the Move list opens. The browser tool cannot inject native simultaneous touches. Next: obtain real iPhone and Android results for two-thumb comfort, interruption and Home Screen installation using [the short device checklist](docs/MOBILE-ACCEPTANCE-0.6.14.md). Physical-device results are required to finish this item. Items 3–10 remain To do. The owner has confirmed **iPhone 14**. Safari test results, OS version, rotation/Resume and Home Screen launch remain pending; knowing the model alone is not a pass or failure. Start with Training in landscape, hold a direction while tapping A/B, then rotate and Resume. Android coverage is still needed from a tester with an Android phone. **Local bug reporting is ready to review.** Report a bug is available on title, pause, results and failed-loading screens, with a standalone fallback. Players review their text and game/device details before sending. Failed requests retain the same ID and content; a receipt appears only after the shared service saves the report. Local matches stay paused until Resume. Online reporting waits until the room is idle or the match ends. Screenshots are unavailable in contract 1.0. The existing central admin inbox owns report triage; no second backend was added. See [the shared implementation plan](../docs/BUG-REPORTS-PLAN.md). | Item 2 work | Status | Evidence / next action | | --- | --- | --- | | Reporting specification and roadmap update | **Done — September 9, 2026** | Shared plan defines the form, inbox, privacy boundaries, integration and acceptance. This is a planning subtask, not completion of item 2. | | Central report service and admin inbox | Built locally by shared owner; rollout pending | Existing Worker/D1 used read-only as the fixture source. FLOORBREAKERS integration verifies saved receipts, duplicates, private inbox access and transaction rollback. Shared owner retains browser/admin acceptance and deployment. | | FLOORBREAKERS report form | **Done locally — September 9, 2026** | Candidate 0.6.15: 309 tests, strict build and local browser/shared-service acceptance. See candidate record. No production submission or release. | | Shared service rollout and other released games | To do — shared owner | Production origin/endpoint configuration, operator acceptance, rollout and per-game receipts are still required. | | Real-device mobile acceptance | In progress — results pending | iPhone 14 identified; first Safari result and Android tester remain pending. Use reports and retests to close failures. | ### Completion log **September 10, 2026 — A/B touch-roll repair Done locally.** Reproduced old behavior with native browser touch input, then verified button switching, slide-off release, movement plus attacks, short taps, cancellation and rotation/Resume in 0.6.17. All 27 PNGs and combat/reporter code are preserved. This closes the reproduced defect locally, not all mobile reports or publication. [Evidence](RELEASE-0.6.17-LOCAL.md). **September 10, 2026 — Bounded visual checkpoint Done locally.** 0.6.16 fixes the old-art loading substitution and adds a reproducible local art review. 48 targeted tests and the strict build pass. All 576 cells have clear gutters and matching metadata; 72 selection frames exactly match the atlases. Four small-phone layouts, both facings, fullscreen refusal and explicit Resume were checked locally. The 309-test reporter baseline is preserved and reused. Froggy's fine skin detail and proposed outfit replacements remain art gates; physical mobile/installed acceptance remains open. [Evidence and findings](docs/SPRINT-VISUAL-01.md). **September 9, 2026 — Item 2 local reporter subtask Done.** 0.6.15 adds the reviewed report form and standalone fallback. 309 tests pass. Disposable central Worker/D1 and desktop Edge phone emulation verify saved receipts, lost-reply retry without duplicates, hostile/error handling, small layouts, Close/Escape, explicit Resume and failed-runtime reporting. Loading cannot start a fight behind the report. Art, combat and peer protocol remain unchanged. Public/physical/installed acceptance is not claimed; item 2 remains In progress. **September 9, 2026 — Item 1 Done.** Published 0.6.14 through the fight-site Hostinger file manager. Staged assets passed 59 hashes and both PHP services before the page switch. All 75 public static hashes and two PHP services passed across the full verification and one successful sprite retry. Desktop training entered native fullscreen and Pause/Resume/Exit worked. Deployed 568 × 320 mobile emulation also started with fullscreen refused. Recovery archives and earlier assets remain preserved. The repeatable staged-upload and recovery procedure is in [the launch record](qa/LAUNCH-0.6.14-HANDOFF.md); see [release evidence](qa/release-0.6.14-deployed-2026-09-09.json). No hosting permissions or SSH keys were changed. After each completed item, record its date, result, released version where applicable, and evidence here; then mark the next item In progress. Public build notes receive changes through publication; local edits alone do not update the website. ## Release status | Build | Status | Evidence | | --- | --- | --- | | **0.6.13** | Previous release; nine fighters including Ray Ray. Preserved for recovery. | [Release record](RELEASE-0.6.13.md): 294 tests, 75 public static file checks and two PHP health checks. | | **0.6.14** | **Published September 9, 2026.** Larger landscape arena and NES-style D-pad/A/B controls. Desktop matches also fill the screen. | [Release record](RELEASE-0.6.14.md): 298 tests, strict build, 75 public hashes and two services. [Deployed evidence](qa/release-0.6.14-deployed-2026-09-09.json). | | **0.6.15** | **Local candidate only.** Report form and shared-service adapter. Reporting is enabled only on loopback hosts for this sprint. | [Local record](RELEASE-0.6.15-LOCAL.md): 309 tests, strict build, 80 public-build files, real local Worker/D1 and browser fixture checks. No upload or main push. | | **0.6.16** | **Preserved local candidate.** Correct fighter identity while art loads; 0.6.15 reporter preserved. | [Local handoff](RELEASE-0.6.16-LOCAL.md): 48 targeted tests, strict build, 80 public-build files, all 27 PNGs unchanged, local visual/mobile review. No upload or main push. | | **0.6.17** | **Latest local candidate only.** A/B thumb rolling and slide-off release corrected. | [Touch record](RELEASE-0.6.17-LOCAL.md): 79 targeted tests, strict build, native Chromium touch dispatch at four phone sizes; physical-device results and publication pending. | The site-specific Hostinger file manager became available September 9 after earlier launch-card failures. Publication is complete. Physical iPhone/Android, actual Home Screen installation and separate-network acceptance remain open. September 9 preparation reconciled the shorter development notes and three reviewed desktop fullscreen scripts into the release. The combined source passes 298 tests. Original recovery archives remain preserved; separately labeled sprint/launch archives record the tested code. The completion tracker is a subsequent documentation update. ## Current game - Solo with Easy, Medium and Hard CPU opponents; training; desktop local versus; private online rooms. - Nine fighter thumbnails, per-fighter kits, health/meter, rounds, guard, motion commands, supers and close-range throws. - 64-drawing fighter atlases, animation viewer and browser-local sprite imports. Several moves share poses; 64 unique cells do not mean every move has a smooth, complete animation. - Host settings: owner sign-in, drafts, playable previews, publish and restore are implemented. The live admin page currently says Setup required; owner activation and workflow acceptance remain open. - One reservoir arena with a performer and show effects. Multiple Evofest stages and campaign progression are planned. - Community/portable fighter client code exists. The external SDK now enables Connect my character; the public directory returns No shared fighters yet. Account approval, returning with a playable pack and automated generation/publication remain unverified. Imported packs currently share a balanced combat template. In 0.6.14 mobile play fills the available landscape height. Left D-pad moves/jumps/crouches; A punches, B kicks, A+B throws; motion commands access specials. Move list is available from Pause. Fullscreen is requested from Play/Resume, followed by a landscape-lock attempt where supported. Unsupported rotation/fullscreen never traps the player. Local interruptions clear input and require Resume; online retains its existing live/stall/disconnect behavior. ## Fighter lineup and art direction All nine below are in the live compiled roster. Heights come from the roster canon; outfit requests are not automatically claims about the shipped art. | Fighter | Height | Identity and latest direction | | --- | --- | --- | | Nosay | 6′9″ | House. Slim, long arms and legs; raver streetwear. Revised slim proportions shipped. Exact requested footwear remains unclear. | | Disko Klown / Cisco | 5′4″ | House and drum & bass. Same person; keep the approved look. | | Tinkfu | 5′8″ | Woman, curvy with a modestly slimmer torso; hoodie and headphones, streetwear. Hoodie idle/walk trial is local and needs refinement. | | Stikman | 6′2″ | Bass music and visuals; show blacks, subtle aquiline nose. Outfit/likeness revision is concept work pending the full art pass. | | Froggy | Unconfirmed | Golden Colorado River toad mascot. Preserve visible mottling, markings and raised skin texture, clothing and identity. Do not treat the prototype scale as a confirmed height. | | Mr. WildFire | 5′8″ | Suit requested; gas mask for special/super moments. Current live art predates the suit pass. Storyboard and illustrated moves are live. Music genre unconfirmed. | | Longshot | 8′8″ | Robot DJ. 64 drawings and storyboard shipped in 0.6.11. | | Mellowseedz | 5′6″ | Round belly, palette and brush; elephant spirit super. 64 drawings and storyboard shipped in 0.6.11. | | Ray Ray | 5′9″ | Woman, powerhouse house DJ/OG. Red bob, yellow cartoon-print festival outfit, pink suspenders/belt, hip bag and headphones. 64 drawings shipped in 0.6.13; Sunshine Step and four-hit Rays of Bass are playable. | Sources: [roster canon](content/roster-canon.json), [outfit concepts](content/art/concepts/outfit-review-v3.png), [Tinkfu motion trial](docs/SPRINT-MOTION-01.md), [Ray Ray concept](content/art/concepts/ray-ray-evofest-2027-v2.png). ## Active work: mobile acceptance 1. Publishing is complete. Use the verified public 0.6.14 build for acceptance; preserve older assets and recovery packages. 2. Build the shared bug-report service/inbox and FLOORBREAKERS form, then connect every released game. This work can proceed while phone results are being collected. 3. Check on real iPhone Safari and Android Chrome, in-tab and installed: landscape launch, fullscreen refusal, address-bar resizing, safe areas, rotation, exit and explicit Resume. 4. Test two-thumb play: walking while attacking, diagonal rolls, A+B throws, released/cancelled touches, all special commands, pause/menu targets, small-phone readability and corner fights. Emulated target sizes cannot prove comfort or reliable simultaneous A+B use with one right thumb. 5. Fix issues demonstrated by those checks. Keep game rules and keyboard/gamepad shortcuts stable unless a specific defect requires a change. 6. Record the deployed version, public file/service results and physical-device results separately. Finish this mobile/reporting pass before expanding the creator or stages. Completion: verified reporting from each released game, no input traps/stuck controls, readable whole arena, usable A/B placement, and real-device evidence. If a later upload is blocked, record it under this active item while preserving the verified 0.6.14 release. Do not mark an untested device or an unpublished form complete. ## Supporting plans for later roadmap items The numbered completion roadmap above controls the order. The notes below preserve implementation detail and do not authorize skipping the active item. | Work | Next concrete deliverable | Completion gate | | --- | --- | --- | | Animation polish | Refine Tinkfu's walk: lower knees, opposing arm swing, planted feet and a clean loop. | Review idle/walk continuity before full move sheets. Preserve contact timing and character scale. | | Evofest 2027 | One playable festival-stage prototype with an assigned performer, approved track, cheering roster cameos and three production phases. | Show improves with fight progress; performer/cameo selection avoids duplicate roles; mobile frame rate remains usable. Then expand the stage route. | | Pickup throws | Paired reach, grip, lift, release, flight and landing states with matching art. | Works across height differences and corners, with deterministic damage, escape/counter rules and online replay agreement. | | Character creator | Audit existing pack/community code, then build the photo form and editable concept review. | Approve the exact concept revision before sprite generation; enforce ownership, upload validation, resumable jobs and generation budgets before automated shared publication. | | Other games | Apply the D-pad/A/B design to each game's own actions. | Dedicated play layout and device acceptance for that game; no claim that Froggy or Roadie Warrior already received this conversion. | Detailed plans: [Evofest](docs/EVOFEST-2027-STAGES.md), [creator and throws](docs/CHARACTER-CREATOR-PLAN.md), [shared mobile requirements](../docs/MOBILE-GAMES.md). ## Technical guardrails and later platforms TypeScript browser client, fixed 60-tick deterministic combat, small PHP room service and WebRTC input transport. Keep rendering, music, effects and camera changes outside combat decisions. Online preview uses delay lockstep; separate-network reliability, TURN and rollback are not delivered. Verify current adapters before adding transport features. Keep fighter data, named clips, immutable pack revisions, input/replay contracts and simulation separate from rendering. A future Godot/Unity/native client can reuse these contracts and content while replacing rendering, platform input and transport adapters. No engine migration is implemented or needed for the next mobile sprint. Preserve original art, prompts, registration and accepted archives. Keep player copy short and active play limited to arena/HUD/touch/Pause/Exit. Do not overwrite unrelated work elsewhere in the shared GAME workspace. ## Working record [Next-sprint handoff](docs/NEXT-SPRINT.md) is the compact restart note. Full historical evidence and earlier AI-setting records remain in the history archive and per-release files. Medium for routine maintenance, High for cross-system work, Extra High for difficult combat/network/security issues are the user's requested cost policy; actual model/reasoning settings must be recorded only when exposed, never inferred. No new sub-agents, automation or API spending was started by this review. September 9 cleanup: corrected stale six-fighter/current-version and Ray Ray concept-only statements, preserved original history, and separated live, local and planned work. No gameplay code changed, so the 296-test result is prior evidence rather than a newly run suite.