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V2 Post-Launch First-30-Day Plan

the on-call engineer and the Live Ops Director within 5 minutes.

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This is the operational plan for the first 30 days after General Availability, referenced by §52.8 (live service operations cadence) and §77.10 (pre-production milestones). The window opens on launch day (2027-06-09 per the production milestone table in V2/docs/production/org.md) and closes at the first-30-days exit-gate review on 2027-07-09, owned by the Live Ops Director. The go/no-go record at V2/docs/launch/go-no-go.md must be signed before this plan activates; the dashboards it requires (crash rate, server health, matchmaking p99, rollback frame distribution, rage-quit rate) are the primary instruments of this window.

This is a forward-looking plan. Nothing in it claims that launch has occurred.

Operating posture by phase#

Phase Days Posture
Stabilization 0-3 War-room staffing, hotfix-only changes, no balance tuning
Observation 4-13 Daily triage, capacity rebalancing, data collection — still no balance tuning except game-breakers
First response 14-20 First balance review published; PTB cycle 1 opens for the day-30 patch
Consolidation 21-30 Day-30 balance patch ships from PTB; retrospective and exit-gate review

Day 0-3: stabilization window#

  • War room runs 24/7 with the hotfix rota below. Every priority-1 incident pages the on-call engineer and the Live Ops Director within 5 minutes.
  • Change freeze: no balance changes, no cosmetic pricing changes, no matchmaking parameter changes. The only permitted changes are server-driven hotfixes (§71 pipeline) for the emergency classes listed under "Emergency hotfix classes".
  • Capacity: launch fleet is provisioned at 2× the projected launch-day peak of the 100,000-CCU planning assumption (adopted 2026-06-12; see V2/V2_ARCHITECTURE.md). Scale-down decisions are deferred until day 7 at the earliest; scale-up is automatic.
  • Community comms: one official status post per day minimum, even when the status is "no known issues", posted by every regional community manager in the org.md table in their region's language. The public known-issues tracker opens on day 0 and is updated before each daily post.
  • Refund-rate, store-rating, and review-bomb monitoring begin on day 0 and report into the daily triage.

Emergency hotfix classes (allowed during the freeze)#

In priority order; each carries its remediation deadline from detection:

Class Examples Deadline
P1 service down login, matchmaking, or save-data loss mitigation < 1h, fix < 24h
P1 game-breaking exploit infinite combo, unblockable loop, damage overflow, ranked win-trading vector server-side clamp < 24h, patch < 72h
P1 monetization error mispriced SKU, entitlement not granted, regional wallet-cap breach storefront pull < 2h, fix < 24h
P2 progression blocker trial/mission uncompletable, reward not granted, challenge manifest error server-driven manifest fix < 48h
P2 crash cluster new crash signature above 0.1% of sessions fix in next hotfix train
P3 cosmetic / presentation wrong VFX, subtitle desync, UI overlap day-30 patch

Infinite-combo detection is telemetry-driven: combo-length and combo-damage-share distributions are monitored per fighter; any fighter whose p99.9 combo damage exceeds the per-ruleset cap triggers an automatic balance review within the same day. Server-driven tuning clamps (§71) may cap the offending move's damage or cancel window without a client patch; a clamp is always followed by a real fix in the next patch and a public note.

Hotfix rota and staffing#

  • On-call: one gameplay engineer, one online-services engineer, one platform engineer per storefront family, one live-ops producer per shift; three shifts cover 24/7 for days 0-13, then two shifts with overnight paging for days 14-30.
  • Support staffing runs at 3× steady-state for days 0-13 and 2× for days 14-30, with priority-1 coverage around the clock (cross-ref the support hours documentation; the 24/7 commitment itself requires a staffed studio and remains externally gated).
  • Each regional community manager (NA, EU, JP, KR, LATAM, SEA, India, MENA — see V2/docs/production/org.md) holds a daily 15-minute sync with the war room during days 0-13 via their escalation lane.

Daily triage cadence#

Every day at a fixed hour per region, the war room reviews:

  1. Crash-free session rate (gate: ≥ 99.5%; a new signature above 0.1% of sessions opens a P2 within the hour).
  2. Matchmaking p99 time-to-match per region and per mode (gate: ≤ 35 s, the §138 target) and match-quality distribution (rollback frame distribution; sessions holding ≥ 3 frames of rollback above 5% of online matches trigger region capacity or routing review).
  3. Server health and CCU vs. capacity; rage-quit rate per mode.
  4. Anti-cheat signal review (§49): detection volumes, false-positive appeals, win-trading flags. Ban waves are batched, reviewed by a human, and announced; no automated permanent bans in the first 30 days.
  5. Refund rate, storefront rating, support ticket classes, and top community issues from the regional managers.
  6. Known-issues tracker delta and the day's public comms.

Balance policy for the window#

  • Days 0-13: no balance tuning. Fighting-game launch data is noisy while the meta settles; only the emergency classes above may change gameplay. Pick rates, win rates by skill band, combo telemetry, and rage-quit correlation are collected for the day-14 review.
  • Day 14: first balance review published — per-fighter win-rate bands by rank tier, pick-rate outliers, infinite/exploit postmortems, and the intent list for the day-30 patch. Published to the balance section of the official site and the in-game news surface (§78).
  • Days 14-20: PTB cycle 1 (§52.8) carries the day-30 patch candidate; ranked is suspended inside PTB sessions per the PTB rules.
  • Day 30: first monthly balance patch ships (the §52.8 monthly cadence anchor), containing PTB-validated changes plus accumulated P3 fixes. No fighter is reworked in this patch; only numeric tuning and bug-class fixes.

Events and content calendar#

  • Day 0: Launch season opens — Battle Pass season 1 (90-day season, 60 tiers, free + premium tracks per LiveServicePipeline_V2_Contract.json), daily and weekly challenge rotations enabled, launch login bonus active.
  • Day 7: first weekend community event — themed challenge set + cosmetic reward; doubles as the first live test of the challenge-manifest hot-update path under load.
  • Day 14: first community tournament weekend using the in-game tournament toolkit (§51.2), with auto-result reporting monitored end to end.
  • Day 21: Roster Reveal Trailer teaser for DLC fighter 1 (the §52.9 MoviePipeline reveal pipeline's first live use) aligned with the public roadmap page tiers.
  • Day 30: season-1 mid-window status post: roadmap re-confirmation, balance patch notes, anniversary-of-launch-day community thank-you.
  • All event dates may shift; every shift follows the calendar-operations rule (announcement + reason + roadmap update — see V2/docs/live-service/calendar-operations.md).

Retention and analytics checkpoints#

Checkpoint Day Review
D1 1 Activation funnel: first-boot completion, tutorial completion ≤ 25 min target, first online match reached
D7 7 D7 retention vs. genre baseline; mode adoption mix; ranked participation; capacity right-sizing decision
D14 14 First balance review (above); churn-risk segmentation first pass (§55.6)
D30 30 D30 retention; Battle Pass tier distribution; monetization health vs. V2/docs/legal/monetization-policy.md caps; first-30-days exit-gate review

Exit-gate review (2027-07-09)#

The first-30-days milestone exits when the Live Ops Director signs that:

  1. Crash-free sessions ≥ 99.5% sustained over the final 7 days.
  2. Matchmaking p99 ≤ 35 s in every launch region over the final 7 days.
  3. No open P1, and every P1 from the window has a published postmortem.
  4. The day-30 balance patch shipped through PTB on schedule.
  5. Support backlog is inside SLA and staffed for steady state.
  6. The known-issues tracker is current and every entry has an owner and a target patch.
  7. The 30-day retrospective is written and the month-2 plan (second balance patch, DLC-1 reveal follow-through, first seasonal event) is approved.

Failure of any gate keeps the war-room cadence active and reconvenes the review weekly until all gates pass.