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Latebrake roadmap

Milestones are goals, not claims of delivered features. Preserve offline single-player functionality.

Version Proposed scope Gate
v0.1.0 (pre) First verified playable car + circuit + lap timing + desktop/mobile input + real packages Unreal/editor/device validation outstanding
v0.1.1 (pre) Physics and controls stabilization, recovery and saves Regression fixes
v0.2.0 (pre) Rival driving AI, event definitions, race results Stable starter circuit
v0.2.1 (pre) Race AI balancing and performance Instrumented playtests
v0.3.0 (pre) Original multiple cars, garage and tuning Original licensed art
v0.3.1 (pre) Upgrade/economy/persistence stabilization Backward-compatible saves
v0.4.0 (pre) First explorable fictional region and traffic Streaming and UI
v0.4.1 (pre) Experimental visible mobile steering/pedals plus pause/restart/recover touch pads Engine compile, phone input and layout testing outstanding
v0.4.2 (pre, proposed) Touch cancellation, input remapping and mobile performance pass Low/mid-range real-device metrics
v0.5.0 (published source pre-release) Two 3-round championships, six challenges, medals, career save v2 and prototype menu source Three-OS portable CI passed; Unreal and device qualification pending
v0.5.1 (source-only pre-release) Sector timing, career/save integrity, mobile touch input safety, instanced circuit geometry, build smoke guards Portable Windows/macOS/Ubuntu CI; Unreal editor/map/cook/device qualification still missing
v0.5.2 (published source-only pre-release) Directional swept checkpoints, recovery safety, finish/record integrity, career fairness, rival lap targets and mobile cancellation Strict three-OS CI passed; Unreal build, original map and hardware playtests still missing
v0.5.3 (published source-only pre-release) Classifiable checkpoint/gate rejection reasons and default-off local QA logging Strict portable CI passed; real Unreal 5.8 build and installed device acceptance pending
v0.5.4 (published source-only pre-release) Fixed-memory QA counters, bounded ten-second local diagnostics and offline log parser Three-OS portable tests and policy checks; not Unreal/device-qualified
v0.5.5 (published source-only pre-release) Reliable finish scorecard: theoretical sector gap, lap consistency, recent eight-lap history and final-lap trend Strict three-OS source CI, but genuine Unreal 5.8/UHT and installed UI/device QA remain outstanding
v0.5.6 (published source-only pre-release) Portable collision-bearing circuit plan and fail-closed nine-block / four-gate / 93-scenery startup checks Strict C++/PowerShell source CI; real UE 5.8 UHT/editor, runtime collision and installed QA pending
v0.5.7 (published source-only pre-release) Verify configured Unreal collision actors and validate player/rival recovery routes against original track/barriers Strict three-OS portable C++/PowerShell source CI; Unreal 5.8 UHT/editor compile and installed physics/device QA pending
v0.5.8 (published source-only pre-release) Validate expected blocking responses for Pawn, PhysicsBody and WorldDynamic during track actor startup Strict three-OS C++20 source CI; real Unreal 5.8 UHT/editor compilation and installed physics QA pending
v0.5.9 (source development, not released) Prevent race clock/scoring on incomplete circuit and display blocked-startup warnings Strict portable RaceProgress-linked C++20 tests; genuine Unreal 5.8 UHT/editor, cooked map and installed HUD/gameplay QA pending
v0.5.10 (source development, not released) Freeze race clock if local player pawn is unavailable; show honest driver-readiness warning Strict portable RaceProgress-linked tests; licensed engine/editor and installed Win64/Android QA remain pending
v0.5.11 (source development, not released) Isolate each checkpoint motion trail across menu pause/resume, and block awards without an active player Strict portable four-gate C++ tests; actual UE 5.8 runtime/Win64/Android game QA still required
v0.5.12 (source development, not released) Reject candidate manifest/root symlinks, junction-escaped files, linked archive directories and dirty tracked source Disposable negative PowerShell fixtures; UE 5.8 UHT/map/cook and device QA still required
v0.5.13 (source development, not released) Bind installed QA to SHA256 of the exact UAT candidate manifest rather than only source commit Disposable policy negatives + strict three-OS source CI; actual UE/editor/cook and real hardware tests outstanding
v0.5.14 (published source-only pre-release) Preflight authentic UAT output structure for Win64 EXE/cooked payloads and Android APK contents before archiving PowerShell disposable rejection fixtures; actual Unreal and target-hardware QA still required
v0.5.15 (published source-only pre-release) Unified race session epoch on successful restart and menu return, no Quick Race double reset Standalone real-gate C++ regressions, then real Unreal 5.8/hardware follow-up
v0.5.16 (published source-only pre-release) Shared 16-finger touch identity contract Cross-platform touch policy tests; physical Android QA #13 remains open
v0.5.17 (published source-only pre-release) Live race pace projection in expanded HUD from valid recent lap history Portable real RaceProgress tests; Unreal HUD and timing device QA pending
v0.5.18 (published source-only pre-release) Rival AI is gated by player race readiness, circuit, menu/pause and finished state Real C++20 RaceProgress regression; Unreal physics QA pending
v0.5.19 (published source-only pre-release) Finite rival recovery budget prevents uncounted AI teleports Portable real route stress regression; installed Unreal QA pending
v0.5.20 (published source-only pre-release) Prevent duplicate and backdated laps in bounded recent history Strict ring-buffer source regression; UE gameplay QA outstanding
v0.5.21 (published source-only pre-release) Neutralize captured Android touch input on invalid viewport press/move regardless of finger identity Cross-platform touch regression; hardware Android rotation/focus QA outstanding
v0.5.22 (published source-only pre-release) Neutralize nonfinite press from an existing driving finger without affecting others Portable touch ownership and malformed-event regression; installed Android QA required
v0.5.23 (source development, not released) Wire malformed duplicate touch safety through the actual Unreal input callback, preserve one-shot action presses and isolate held controls Portable admission/regression tests and three-OS CI; real Android press-event QA #13 remains open
v0.5.24 (source development, not released) Reject untracked C++/config and modified tracked source before/after editor map authoring, before UAT packaging and candidate manifest writing; pin the original source HEAD throughout the candidate build Synthetic Git policy tests on Windows CI; genuine Unreal builds/QA still pending
v0.5.25 (source development, not released) Retain one circuit map SHA256 throughout Editor→UAT→manifest and require Win64/Android map identity equality Disposable PowerShell negative tests and strict CI; actual UE build and installed hardware playtests still required
v0.5.26 (source development, not released) Reject paid player recovery while the circuit is incomplete, the player is missing, the race/menu is paused or the race is finished Real RaceProgress-linked C++20 regression matrix; Unreal gameplay/device recovery QA still required
v0.5.27 (source development, not released) Require an actual simulated, collision-bearing, finite player chassis before racing time/gates/recovery; rebase checkpoint traces on physics loss Real RaceProgress-linked three-OS C++20 tests; genuine Unreal Chaos and device QA still pending
v0.5.28 (source development, not released) Process Android touch release callbacks even during paused/menu worlds so held finger slots re-arm only after physical lift Three-OS portable C++20 lifecycle plus Python engine-source binding policy; UE and real Android QA still pending
v0.5.29 (source development, not released) Clear filtered motor/steering commands on touch lift, invalid coordinates and move from GAS to neutral/BRAKE; preserve independent finger ownership Three-OS portable C++20 tests plus engine-source callback contract; physical Android/Chaos QA remains open
v0.5.30 (published source-only pre-release) Reset swept checkpoint baselines on invalid physics velocity; require a new finite sample before awarding a genuine forward gate Four-gate real RaceProgress C++20 regression; UE 5.8 and installed driving QA still required
v0.5.31 (published source-only pre-release) Surface invalid-velocity checkpoint discontinuities in opt-in local summary logging; parse extended and archived QA logs without conflating types C++20 category tests, Python parser/source contracts, and actual Unreal log/device evidence still required
v0.5.32 (published source-only pre-release) Show non-compact HUD current-lap potential from positive sector bests and difference to actual best lap; no reward or record change Portable real RaceProgress tests; UE HUD rendering and installed Win64/Android qualification still required
v0.5.33 (published source-only pre-release) Show current-sector time remaining until measured same-sector best or time already over that best in the expanded HUD; strict portable and source-binding regression Source C++20 and Unreal-HUD binding checks; UE 5.8 editor/cook and installed-device verification outstanding
v0.5.34 (published source-only pre-release) Guard modern source pre-release workflows against malformed CTest filters, duplicated jobs and mismatched immutable source/tag identity Python standard-library negative fixtures in CI; GitHub workflow semantic execution and Unreal/game builds remain separate gates
v0.6.0 (pre) Evaluated online foundation OR expanded offline modes Does not harm offline play
v0.6.1 (pre) Multiplayer stabilization OR offline stabilization Reliable behavior
v0.7.0 (pre) Art, audio, weather, presentation, replay study Asset/license validation
v0.7.1 (pre) Graphics and Android optimization Hardware metrics
v0.8.0 (pre) Localization, accessibility, verified Linux portability Platform qualification
v0.8.1 (pre) Cross-platform fixes Compatibility matrix
v0.9.0 (pre) Feature-complete beta Freeze v1 declared scope
v0.9.1 (pre) Release candidate Security/quality gates
v1.0.0 (stable) Complete tested released game per frozen scope Win64 and Android real builds

Playable game releases must include genuine installed packages, actual hardware/gameplay testing, change notes, known issues, and no unsupported promises. Source-only preview archives are not playable game artifacts.

v0.5.78 published source-only rival traffic-awareness development

A conservative in-lane prototype rival AI limiter is implemented in portable C++20, using actual player location and velocity to choose ordinary throttle reductions or braking. It neither swerves nor changes laps, race rewards or the authorized player clock. Its shortcuts and collisions remain unqualified in real UE 5.8, the original cooked circuit and target devices. See rival traffic QA.

Engine-first roadmap requirement

Future milestones must first secure a real Unreal 5.8 editor/UHT build, a project-owned cooked map, verified playable Win64 and Android packages, and hardware evidence. No additional source-only pre-release implies a playable game. Completing issue #2 and issue #13 is a prerequisite for closing the main quality gate.

Critical work after the v0.5.5 source preview

Create and verify an engine-authored starter .umap, compile Unreal Editor and game targets, cook/assemble a genuine Win64 game candidate, run installed QA, then follow with Android candidate and mobile controls. A manual authorized self-hosted runner may execute the new pipeline; the ordinary CI cannot package Unreal games. No new version is being published solely because packaging helper scripts now exist.

Recent source-only milestones

Version Source scope Qualification outstanding
v0.5.75 (published source-only pre-release) Verified three-second 3/2/1/GO race-start sequence gating player/rival motion, recovery, checkpoints and official race elapsed time; precise crossing-frame time accounting Strict source C++20 and Unreal-binding regression; licensed UE 5.8 and installed Win64/Android QA not yet performed
v0.5.74 (published source-only pre-release) Signed 12% human steering / 5.5% signed throttle deadzones with continuous travel rescaling, invalid-input safety and preserved touch/rival paths Strict C++20, Python and docs source checks; real UE 5.8 gamepad/Android QA pending
v0.5.73 (published source-only pre-release) Run-local, finite arcade drift-combo feedback from genuine chassis velocity samples; gap grace/termination, pause/focus/recovery and reset policy; live HUD and bounded finished Results marked NO CREDITS Strict C++20 and Unreal-source policy checks, real UE 5.8/chassis/device QA not yet performed
v0.5.72 (published source-only pre-release) Four native camera spring-arm presets (Chase, Close Chase, Hood, High Chase), keyboard/gamepad cycle, measured HUD label and disjoint Android fresh-press CAM with retained BROWSE menu action Strict camera/geometry/input source tests; UE Editor/UHT, actual camera clipping and installed Android multitouch QA remain required
v0.5.71 (published source-only pre-release) Genuine last-eight timed-lap distributions and consecutive faster-lap streak; per-gate best sector review; speed-sampled driving breakdown inside the safe paged Results menu Strict portable production-linked C++20 and Unreal-source binding tests; engine compilation, original cook and hardware QA outstanding
v0.5.70 (published source-only pre-release) Recent eight timed laps visible in paged Results menu with run-best and previous-lap comparisons Strict portable source tests; UE 5.8/UHT, authentic circuit cook and installed Win64/Android QA still required
v0.5.69 (source development, unreleased) Retain and page all otherwise-hidden Results, Career and Garage text; keyboard Up/Down plus Android menu UP/DOWN pads; pinned title and save banner; resize/reset hygiene Portable strict three-OS C++20 pagination and Unreal input-source contracts; actual UE5.8 Editor, cooked map, installed Android touch and accessibility QA pending
v0.5.68 (source development, unreleased) Bound results/career/garage menu content above real Android steering pad; reserve honest details-hidden and save-failure banners Strict C++20 and Unreal-source callsite tests; actual Android/UE5.8 typography, scrolling and physical touch QA pending
v0.5.67 (source development, unreleased) Font-measured safe HUD text lane using real Android touch geometry; log-time ellipsis across race, menu, status and footer; compact LAP/GATE readability Three-OS strict C++20 and real Unreal HUD source contracts; genuine UE5.8 Canvas/DPI, localization and physical touch QA pending
v0.5.66 (source development, unreleased) Protect core LAP/TIME against optional HUD overflow; reserve save/pause/finish messaging; bound text rows above physical Android pedals and keep desktop footer inside viewport Portable strict C++20 geometry tests and Unreal source-binding contracts; actual UE 5.8 rendering, Android safe-area and glyph-width QA outstanding
v0.5.65 (published source-only pre-release; game not qualified) Real validated radar sample-to-sample signed direct separation changes; 0.4s debounced closing/separating advisory; immutable source publisher with three-OS CI Portable C++20 production-geometry tests, Python source binding, docs/PowerShell gates; real UE 5.8/UHT, cook, Win64/Android gameplay and device QA still required
v0.5.63 (source development, unreleased) Fix results-menu HUD Race variable compile scope; add 0.6s debounced 15m/20m hysteretic direct rival proximity warning on both desktop and mobile from the actual verified radar snapshot Portable three-OS C++ tests, Python Unreal-source contracts; real UE/UHT build, cooked map and Win64/Android proximity/HUD QA still needed
v0.5.62 (source development, unreleased) Physically grounded opponent marker and player heading on existing desktop minimap, direct 2D separation, invalid/race-ineligible actor suppression Strict C++20 real production tests + Unreal-source integration; licensed engine/game/editor compile and real Win64/Android viewport QA outstanding
v0.5.61 (source development, unreleased) Add nearest-road off-track HUD advisory with debouncing and correct rival corner braking to real inbound pavement corridor Strict three-OS policy testing and Unreal source binding checks; true UE gameplay/hardware QA still required
v0.5.60 (source-only GitHub pre-release target) New measured driving telemetry, next-gate direct-range bearing, rival corner-anticipatory braking, three production-linked C++20 suites, two source-binding suites and CI-gated source publication; collects merged v0.5.47–v0.5.53 work Three OS C++20 + Python + PowerShell + docs on immutable source candidate; no Unreal compilation, cooked map, Windows EXE or Android APK/device QA yet
v0.5.53 (source development, unreleased) New speed/slip corner throttle assist for both handling presets and session-safe sustained wrong-way HUD on all four central straights Strict three-OS portable policy tests and Unreal C++ binding source checks; engine game build and installed driving/mobility/accessibility QA required
v0.5.52 (source development, unreleased) Bind verified restart-grid permission to the same weak Unreal pawn; block replacement/unpossessed actors until their own verified RESTART Real RaceProgress-linked C++20 identity regression and Unreal GameMode binding checks; original game cook and installed Win64/Android QA pending
v0.5.51 (source development, unreleased) Close missed paid-RECOVER path after rejected restart; require all driving policy callers to explicitly supply grid authorization Three-OS C++20 recovery/drive regressions, Unreal callsite source contracts; genuine UE 5.8/Win64/Android gameplay QA still pending
v0.5.50 (source development, unreleased) Block racing, gates, paid recovery and player/rival driving after an unverified restart-grid teleport; require explicit successful placement to resume Real RaceProgress C++20 guard tests, Unreal source contracts; actual engine/cooked map/Win64/Android QA required
v0.5.49 (source development, unreleased) Require verified Unreal result for AI stuck teleports; account for pending/verified/rejected recoveries and expose HUD counters Portable production-linked C++20 tests and binding contracts; licensed Unreal gameplay, rival steering and device QA required
v0.5.48 (source development, unreleased) Speed-dependent steering authority for both handling modes and reject invalid derived speed / actor rotation before physics or scoring Strict C++20 tests and Unreal-source contracts; real Chaos handling, rival route, Win64 and Android hardware QA required
v0.5.47 (source development, unreleased) Full post-recovery orientation, Chaos readiness and residual-motion checks before applying the timed penalty Portable policy regressions and Unreal source contracts; actual UE 5.8 compile and installed Win64/Android QA pending
v0.5.46 (published source-only pre-release) Verify actual Unreal recovery transform before committing five-second fee, with safe checkpoint trace rebase Production C++20 verifier and penalty transaction; portable failure/commit tests, genuine UE/device validation still required
v0.5.45 (published source-only pre-release) Require finite Chaos chassis angular velocity and positive finite mass for player/rival driving, timing, ordered checkpoints and stable HUD speed Production C++ policy and real RaceProgress portable tests; licensed UE 5.8 / installed Win64/Android collision QA remains outstanding
v0.5.44 (published source-only pre-release) Bind Unreal build/cook candidate and Win64/Android pair to exact 5.8 Build.version SHA256 in new schema-2 manifests Synthetic PowerShell version mutations and manifest pair checks; real UE binary, packaging and installed-device QA pending
v0.5.43 (published source-only pre-release) Add independently latched manual PAUSE fallback so rejected Unreal world pause cannot leave clock, gate, AI, recovery or physical controls active C++20 standalone cross-boundary tests and Python callsite checks; real Unreal failed-pause/Android QA still required
v0.5.42 (published source-only pre-release) Unify player driving readiness across menu/world pause, focus guard, unavailable circuit and finished results so no force accrues with stopped clock Pure C++20 readiness matrix and Unreal source contracts; real UE 5.8 pause-failure physics and installed package QA needed
v0.5.41 (published source-only pre-release) Bind genuine UE 5.8 authored map receipt to exact SHA256 saved bytes and reject same-size modified files in independent QA policy Windows synthetic tamper cases plus Python Unreal stubs passed; real UE map authoring/cook and installed device QA pending
v0.5.40 (published source-only pre-release) Require active clock advancement on every completed lap before any award or final insight; reject zero-duration and penalty-only laps Real RaceProgress C++20 regressions and source-binding checks; Unreal 5.8, cooked map and installed package QA pending
v0.5.39 (published source-only pre-release) Neutralize player momentum/inputs when OS focus-loss pause fails and allow only fresh PAUSE touches to resume Three-OS portable policy tests plus Unreal source contracts; Unreal physics and real-device qualification remain outstanding
v0.5.38 (published source-only pre-release) Ensure every new OS focus-loss suspension invalidates checkpoint motion even if Unreal was already paused; retain manual resume Strict portable C++20 plus Unreal-source binding checks; actual Unreal/Android/Win64 interruption and crossing QA outstanding
v0.5.37 (published source-only pre-release) Attribute charged recovery fees to current and last completed lap only at ordered lap boundaries; show actual attribution on non-compact HUD Strict three-OS C++20 and Editor binding contracts, plus required future Unreal/device rendering QA
v0.5.36 (published source-only pre-release) Track only successfully charged recovery/time fees atomically; show already-included total on HUD/results and verify source integration Strict C++20 and Python HUD contracts; installed Unreal and device rendering/physics QA remains open
v0.5.35 (published source-only pre-release) Suspend player time, checkpoint scoring, recoveries and rival driving on app focus loss independently of a successful engine world pause; explicitly resume after player action C++20 and source bindings; genuine Unreal 5.8 and installed Win64/Android focus-loss QA still required

v0.5.77 published source-only G-meter development

The independently source-qualified v0.5.77 preview includes a bounded chassis world-velocity G-force estimator with noncompact HUD and finished Results feedback. It is only a published source feature, not a playable game, car physics qualification or sensor-calibrated gameplay. Use Vehicle G-force QA and maintain the real engine/hardware release gate in issue #148; do not treat passing portable C++20 CI as proof of a playable game.

v0.5.78 published source-only procedural wheel display

The v0.5.78 source preview couples collision-free wheel ornaments and visible spokes to the real chassis' signed forward speed and bounded steering command. Source regression tests cannot verify actual Unreal 5.8 compilation, cook, rendered wheel axes or game/device QA. See visual wheel QA. Stable/playable status is not changed by this decorative feature.

v0.5.79 published source-only cosmetic rear vehicle signals

The prototype chassis has a bounded, actual-motion brake/reverse light signal policy and three short-range decorative point-light components. The effect is source-only and deliberately cannot change handling, lap eligibility or awards. Unreal 5.8 rendering and real Windows/Android performance, materials and lamp positions are not yet verified. See vehicle signal-light QA.

v0.5.79 published source-only run-local best-lap ghost beacon

A bounded C++20 recorder now keeps the fastest genuinely sampled, penalty-free driven lap within the same attempt. Source GameMode wiring adds a small non-colliding marker at interpolated past chassis poses on subsequent laps. Restart wipes the entire trace; no scores, career awards, AI steering, garage saves or online replay are touched. The small beacon is intentionally not a full translucent ghost car. Unreal 5.8 cook/rendering, installed gameplay, memory and mobile performance testing remain necessary. Ghost QA.

Next-cycle ghost visibility control (source-only)

Prototype desktop G key and left gamepad face button to hide/show the run-local visual beacon, without resetting the best trace or changing authoritative race data. Human input must be qualified; no menu, focus loss, paused world or finished race may toggle its preference. Mobile touch controls and persistent settings are not implemented yet. Ghost QA.