# V2 Post-Launch First-30-Day Plan

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.
