# V5 Features — Open-World Narrative Universe (Unreal Engine 5)

Status: V5 feature inventory  
Source: derived from `V5/V5_TODOS.md` (implementation backlog) and inspired by
the design footprint of Grand Theft Auto, Sleeping Dogs, Mafia, LA Noire, Mass
Effect, The Expanse, The Witcher, Red Dead Redemption, and Sherlock Holmes.  
Audience: design, engineering, AI, audio, art, narrative, online services,
publishing, and live-service leads scoping V5.  
Date: 2026-05-15

> **This feature map has been decomposed into focused pages under
> [`features/`](./features/README.md).** This file remains the canonical hub —
> it preserves every section heading (so existing `features§"…"` and
> `V5_features.md#…` anchors keep resolving); the in-depth, code-grounded
> companion pages live under [`features/`](./features/README.md). Start at the
> [features page index](./features/README.md). The runtime/package architecture
> is in [`V5_ARCHITECTURE.md`](./V5_ARCHITECTURE.md) /
> [`architecture/`](./architecture/README.md).

## Purpose

This document is the **feature map for V5**. It translates the V5 backlog into a
product-shaped scope document and describes what V5 ships across the five launch
**ruleset cells** (Urban Crime, Period Drama, Frontier, Monster Hunter, Sci-Fi),
plus a cross-cell **Mind Palace** deduction system that threads all five
together, shared cross-cell systems, single-player and multiplayer surfaces,
online services, content authoring, accessibility, localization, telemetry, and
live-service DLC cells such as Brave New World Steampunk Detective. It does not
replace the backlog checklist — [`V5_TODOS.md`](./V5_TODOS.md) remains the
source of truth for completion state and agent execution order — but every
feature listed here is grounded in tasks explicitly laid out in `V5_TODOS.md`
plus the product behavior those tasks imply.

V5 is **one coherent open-world narrative-action game**, not nine sibling
products. The product covers the design footprint of:

- **Grand Theft Auto** for the modern open-world urban-crime sandbox,
  multi-protagonist switching, vehicle freedom (cars, bikes, planes, helos,
  boats), wanted-star police-response curve, heist-planner doctrine, in-world
  radio and TV culture, talk-show satire, and parody-of-real-life atmosphere.
- **Sleeping Dogs** for undercover-cop narrative, dense Hong Kong-style street
  open world, martial-arts melee with environmental finishers, free-running
  traversal, vehicle-to-vehicle hijacks (jump-and-take), face/triad reputation
  split, lockpicking and surveillance mini-systems, and karaoke as a
  social-context minigame.
- **Mafia** for period-piece organized-crime narrative drama (three eras —
  1930s, 1947, 1968), made-man hierarchy progression, period-correct vehicles
  and driving model, period radio, family-loyalty story arcs, and a slow-burn
  cinematic mission cadence.
- **LA Noire** for the 1947 detective procedural cell, MotionScan-equivalent
  facial-capture truth/doubt/lie interrogation tells, crime-scene investigation
  (collect / examine / record clues), case-desk progression (Patrol → Traffic →
  Homicide → Vice → Arson), partner-driven case banter, and accusation gates
  that require evidence chains.
- **Mass Effect** for the sci-fi squad-RPG cell, dialogue wheel with
  Paragon/Renegade morality, squad of companions with biotic/tech/combat power
  classes, loyalty missions, galaxy-map travel, branching trilogy-scale choice
  that carries across save chapters, companion romance gates, and on-ship
  hub-of-operations between missions.
- **The Expanse** for the hard-sci-fi spaceship cell — Newtonian flight with
  burn / coast / flip-and-burn cadence, RCS thrusters, gravity zones (thrust-G,
  spin-G, zero-G), PDC + railgun + torpedo combat, faction politics (Earth,
  Mars, Belt-equivalent), coffee-cup-on-the-table conservation-of-momentum
  maneuver, and grounded crew drama on small ships.
- **The Witcher** for the monster-hunter action-RPG cell — alchemy
  (potions/oils/bombs/decoctions), five-sign elemental casting (rename — see IP
  Posture), monster-contract boards in towns, witcher-sense investigation (track
  scent and blood trails), bestiary as a gating mechanism, gwent-style card
  minigame (rename), branching dialogue with long-tail consequence, and
  steel-vs-silver bifurcated swordplay.
- **Red Dead Redemption** for the western-frontier cell — 1899 open-world
  frontier, horseback bonding (hand-feed, brush, talk-to mechanics), Dead-Eye
  slow-mo target-painting, honor / bounty system, hunting with perfect-pelt
  economy, gang-camp upkeep, weight-gain/loss simulation, cinematic random
  encounters, and saddlebag inventory tied to the horse.
- **Sherlock Holmes** (Crimes & Punishments / Devil's Daughter / Chapter One)
  for the deduction-and-evidence cell — pure-deduction Mind Palace graph,
  evidence chains where two facts combine into a third, certainty-threshold
  accusation system that lets the wrong answer ship, chemistry / forensics
  minigames, period-disguise dialogue trees, and observation-mode for fine
  detail spotting on bodies and rooms.

V5's promise is not "blend everything every match." V5's promise is **per-genre
feel** — when a mission is in the GTA-style ruleset it must feel like GTA; when
it's in the Witcher ruleset it must feel like Witcher; when it's in the Expanse
ruleset it must feel like Expanse — held together by one shared "Cross-Continuum
Bureau" cast, one shared creator suite, one shared online backbone, one unified
**Mind Palace** deduction system that lets evidence collected in any cell unlock
leads in any other, and a unifying narrative ("The Vanishing Continuum").

## IP Posture

V5 is original IP. The 9 named franchises above are **design inspirations only**
— V5 reuses their published gameplay-system vocabulary (e.g., "Dead Eye",
"Witcher Sense", "Mind Palace", "Dialogue Wheel", "Wanted Stars",
"Paragon/Renegade") as terminology shorthand for established mechanic patterns,
the same way V4 references "Mark and Execute" from Splinter Cell or "Showdown
Mode" from Desperados, and V2 references "Drive Impact" or "Heat / Rage Arts"
from Street Fighter and Tekken. V5 does **not** reuse any inspirational
franchise's:

- Character names (canonical protagonist / antagonist names).
- Faction names, gang names, or unit names beyond historical / public-domain
  terms.
- City names, district names, or named locations.
- Voice-line scripts, marketing copy, or distinctive trademarks.
- Music, sound design, or visual identity.
- Vehicle model names (real or fictional from the source franchises).
- Card-game rules verbatim from the Witcher's gwent (rules are re-derived).

Cast, faction, city, district, location, vehicle, music, NIL, historical-NPC,
period-media, and card-game-rule clearance is tracked in
`V5/legal/ip-clearance-manifest.json`. Where this planning document still uses
inspiration shorthand for readability (for example "Dead Eye", "Witcher Sense",
or "Mind Palace"), shipping strings use the approved final-name substitutions in
`V5/legal/final-name-substitutions.json`.

V5 specifically declines to license any of the nine source franchises and is
committed to an original-cast / original-locale / original-mythology product.
The IP-clearance manifest gates any pre-launch marketing beat that would risk an
implied affiliation.

## Subsystem Glossary

Cell-count note: V5 ships **5 launch ruleset cells** (Urban, Period, Frontier,
Hunter, Sci-Fi), but the code's `EV5Cell` enum
(`V5/ue/Source/V5Core/Public/V5Types.h`) carries **7** values — the 5 launch
cells plus the Brave New World Steampunk Detective DLC cell (`Steampunk`, [P3]
`V5_TODOS.md` §139) and the cross-cell `MindPalace` meta-layer; per-cell
datasets and tests must therefore size against `GetAllV5Cells()` (7), not a
literal 5 or 6.

| Subsystem                | Responsibility                                                                  |
| ------------------------ | ------------------------------------------------------------------------------- |
| **V5Core**               | Engine subsystems, save game, tags registry, dev cheats                         |
| **V5Gameplay**           | GAS abilities, attributes, gameplay effects, narrative-state machine            |
| **V5Open**               | Open-world streaming, traffic spawning, pedestrian density, weather             |
| **V5Vehicles**           | Cars, bikes, boats, planes, helos, period autos, wagons, horses                 |
| **V5Combat**             | Third-person gunplay, cover, ADS, ranged-power abilities                        |
| **V5Melee**              | Martial-arts melee, environmental finishers, blade parry, brawler               |
| **V5Investigation**      | Crime-scene examination, evidence pickup, photograph, recording                 |
| **V5Interrogation**      | Truth/doubt/lie facial-tell parser, dialogue branch under pressure              |
| **V5MindPalace**         | Cross-cell deduction graph, evidence chain, accusation system                   |
| **V5Dialogue**           | Dialogue-wheel, paragon/renegade morality, branching narrative state            |
| **V5Squad**              | Companion squad, loyalty missions, ship-hub interactions                        |
| **V5StarMap**            | Galaxy / system map navigation, FTL plotting, mission scattering                |
| **V5Spaceship**          | Newtonian flight, RCS, gravity zones, PDC/railgun/torpedo, damage               |
| **V5Alchemy**            | Potions, oils, bombs, decoctions, ingredient gather, brewing UI                 |
| **V5Signs**              | Five-sign elemental casting (rename), stamina cost, charge variants             |
| **V5MonsterHunt**        | Monster-sense, blood-trail tracking, bestiary, contract boards                  |
| **V5DeadEye**            | Slow-mo painted-shot system, target painting, charge meter                      |
| **V5Honor**              | Open-world reputation/honor/bounty rating, persistent NPC reactions             |
| **V5Hunting**            | Animal AI, tracking, perfect-pelt skinning economy, butchery                    |
| **V5Crowd**              | Civilian density, panic propagation, witness reporting, era body lang           |
| **V5Wanted**             | Star-rated police response, era-scaled (1899 marshal, 1947 LAPD…)               |
| **V5Heist**              | Heist planner: targets, crew, vehicles, escape routes, post-game cut            |
| **V5PeriodAuth**         | Per-era authenticity bundles (vehicles, fonts, props, signage, slang)           |
| **V5FaceCapture**        | MotionScan-equivalent facial capture pipeline + interrogation rig               |
| **V5Karaoke**            | Rhythm-game minigame (Sleeping Dogs lineage)                                    |
| **V5CardGame**           | Collectible-card minigame (gwent-style; rules re-derived)                       |
| **V5RadioTV**            | In-world radio, TV, podcasts, jukeboxes, in-game phone                          |
| **V5HorseAI**            | Horse bonding, gait library, saddlebag inventory, horse-care loop               |
| **V5Parkour**            | Free-running traversal (SD lineage) — ledge grab, vault, wall-run               |
| **V5LockpickHack**       | Lockpicking, safecracking, period telephone tap, sci-fi hacking                 |
| **V5Schedules**          | NPC daily routines, period workday rhythms, gang-camp chores                    |
| **V5Animation**          | AnimBP, motion matching, MetaHuman bind, IK, retargets, root motion             |
| **V5Input**              | Enhanced Input, drive/ride/fly/walk modes, dialogue-wheel cursor                |
| **V5Netcode**            | Client-server, AOI streaming, rollback for vehicle PvP, deterministic           |
| **V5Modes**              | Mode registry, per-cell ruleset gating, mode-specific HUD                       |
| **V5UI**                 | UMG / CommonUI front-end, mind palace view, dialogue wheel, hud                 |
| **V5Audio**              | MetaSounds pipeline, dynamic music, voice barks, period radio mix               |
| **V5VFX**                | Niagara muzzle/blood/debris, weather, signs FX, sci-fi powers FX                |
| **V5Cinematics**         | Sequencer-driven story beats, ME-style cinematic conversations                  |
| **V5Persistence**        | Save game, profile, currency ledger, mind-palace state, replays                 |
| **V5OnlineServices**     | Login, friends, parties, matchmaking, leaderboards, replays                     |
| **V5Telemetry**          | Event schema, batched sender, balance dashboards feed                           |
| **V5SteampunkDetective** | Brave New World Steampunk Detective DLC cell catalog, gadgets, cases            |
| **V5Editor**             | Mission editor, contract author, heist editor, ship-loadout editor              |
| **V5Procgen**            | Procedural side-quest generator, random encounters, monster-contract generation |
| **V5Hub**                | Ship/safehouse/camp hub: companion banter, upgrades, save points                |
| **V5Perception**         | Unified sight/hearing/suspicion model used by every NPC across cells            |
| **V5Tests**              | Automation specs, gauntlet drivers, golden-replay regression harness            |

### Game-Feature Plugins (modular, hot-swap)

Each cell's mode set is a `GameFeatures` plugin so it can be enabled per build
target and DLC-gated post-launch without rebuilding the shipping executable.
Plugins listed here are introduced by their first-referencing backlog task and
own their content roots, asset linter rules, and per-mode test coverage.

| Plugin                             | Owns                                                     |
| ---------------------------------- | -------------------------------------------------------- |
| **V5Mode_Urban_HeistCity**         | GTA-style three-protagonist heist campaign               |
| **V5Mode_Urban_StreetTriad**       | Sleeping Dogs-style Hong-Kong undercover melee campaign  |
| **V5Mode_Urban_Online**            | Open-world online for urban cell, freeroam + missions    |
| **V5Mode_Period_MadeMan**          | Mafia-trilogy-style linear period crime drama            |
| **V5Mode_Period_ViceSquad**        | LA Noire-style 1947 detective procedural                 |
| **V5Mode_Period_InterrogationKit** | MotionScan-equivalent face / dialogue rig and tells      |
| **V5Mode_Frontier_OutlawTrail**    | RDR2-style 1899 western open-world campaign              |
| **V5Mode_Frontier_Online**         | Posse open-world, frontier showdowns, gang shootouts     |
| **V5Mode_Hunter_WitchersPath**     | Witcher 3-style monster-hunter action RPG campaign       |
| **V5Mode_Hunter_ContractBoard**    | Procedurally-curated monster contracts                   |
| **V5Mode_Hunter_CardGame**         | Collectible-card mini-game                               |
| **V5Mode_SciFi_GalacticSquad**     | Mass Effect-style squad RPG campaign                     |
| **V5Mode_SciFi_HardVacuum**        | Expanse-style spaceship sim and naval-style PvP          |
| **V5Mode_SciFi_FleetCoop**         | Crew co-op on a multi-station ship (1-6 players)         |
| **V5Mode_Steampunk_Detective**     | Brave New World Steampunk Detective DLC cell             |
| **V5Mode_Detective_MindPalace**    | Sherlock-style cross-cell deduction adventure            |
| **V5Mode_Detective_ColdCases**     | Replayable cold-case packs, weekly drops                 |
| **V5Mode_SpecOps_Coop**            | 1-4-player co-op missions, cross-cell loadouts           |
| **V5Mode_HordeDefense_PerCell**    | Wave-based defense across each cell                      |
| **V5Mode_Roguelike_HunterRun**     | Procedural Witcher-style hunting run with permadeath     |
| **V5Mode_Editor_Mission**          | Mission editor (urban, period, frontier, hunter, sci-fi) |
| **V5Mode_Editor_HeistAuthor**      | Heist planner authoring (rooms, roles, escape routes)    |
| **V5Mode_Editor_CaseAuthor**       | Detective case authoring (scene, evidence, suspects)     |
| **V5Mode_Editor_Workshop**         | Workshop publishing, ratings, moderation                 |
| **V5Mode_Replay**                  | Replay viewer, takeover, sharing                         |
| **V5Mode_Spectator**               | Network spectator + broadcast tools                      |
| **V5Mode_Training_Range**          | Combat training, vehicle handling, signs / powers tune   |
| **V5Mode_Lobby_BureauHQ**          | Persistent lobby world — the Bureau HQ                   |
| **V5Mode_PhotoMode**               | Free-camera photo mode for all five cells                |

## Cross-Reference Convention

Throughout this document and its companions, **bare `§N` and `§N.M` references
resolve to `V5_TODOS.md`** (the only V5 doc with section numbering used as
hyperlinks). Explicit prefixes are used where ambiguity matters:

- `§40` → `V5_TODOS.md` §40.
- `deps§14` → `V5_DEPENDENCIES.md` §14.
- `arch§"<anchor>"` → `V5_ARCHITECTURE.md` by section anchor.
- `features§"<anchor>"` → this document, by section anchor.

This features doc and `V5_ARCHITECTURE.md` use named anchors rather than
numbered sections; only `V5_TODOS.md` and `V5_DEPENDENCIES.md` carry numbered
section ids.

## Repository Surfaces

Target paths are created by the TODOs that first reference them.

| Surface                          | Target Package / Path                        |
| -------------------------------- | -------------------------------------------- |
| Game client                      | `V5/ue/` (UE5.5 LTS project, multi-platform) |
| Marketing site                   | `apps/v5/web/`                               |
| Esports / broadcast toolkit      | `V5/tools/broadcast/`                        |
| Online services backend          | `apps/v5/` (cloud)                           |
| Balance authoring spreadsheets   | `V5/balance/`                                |
| Build & release tooling          | `V5/ue/Build/`, `V5/tools/release/`          |
| Localization workspace           | `V5/ue/Content/Localization/V5/` + `V5/loc/` |
| Mission / case / heist authoring | `V5/tools/missions/`                         |
| Bestiary & alchemy authoring     | `V5/tools/bestiary/`                         |
| Period-asset authoring           | `V5/tools/period-auth/`                      |
| Galaxy / starmap authoring       | `V5/tools/starmap/`                          |

## Table of Contents

- [V5 Product Promise](#v5-product-promise)
- [Product Surfaces](#product-surfaces)
- [Ruleset Cells Overview](#ruleset-cells-overview)
  - [Cell Feel Tests](#cell-feel-tests)
- [Urban Crime Cell](#urban-crime-cell)
  - [Heist City (GTA)](#heist-city-gta)
  - [Street Triad (Sleeping Dogs)](#street-triad-sleeping-dogs)
  - [Multi-Protagonist Switching](#multi-protagonist-switching)
  - [Wanted-Star Police Response](#wanted-star-police-response)
  - [Heist Planner](#heist-planner)
  - [Martial-Arts Melee + Environmental Finishers](#martial-arts-melee--environmental-finishers)
  - [Parkour Traversal](#parkour-traversal)
  - [Vehicle-to-Vehicle Hijack](#vehicle-to-vehicle-hijack)
  - [Face vs Triad Reputation](#face-vs-triad-reputation)
  - [In-World Radio, TV, Phone](#in-world-radio-tv-phone)
- [Period Drama Cell](#period-drama-cell)
  - [Made Man (Mafia)](#made-man-mafia)
  - [Vice Squad (LA Noire)](#vice-squad-la-noire)
  - [Crime-Scene Investigation](#crime-scene-investigation)
  - [MotionScan Interrogation](#motionscan-interrogation)
  - [Case-Desk Progression](#case-desk-progression)
  - [Period-Authenticity Bundles](#period-authenticity-bundles)
- [Frontier Cell](#frontier-cell)
  - [Outlaw Trail (RDR)](#outlaw-trail-rdr)
  - [Dead Eye Slow-Mo](#dead-eye-slow-mo)
  - [Honor & Bounty](#honor--bounty)
  - [Horse Bonding](#horse-bonding)
  - [Hunting & Perfect-Pelt Economy](#hunting--perfect-pelt-economy)
  - [Camp Upkeep](#camp-upkeep)
  - [Cinematic Random Encounters](#cinematic-random-encounters)
  - [Saddle-Inventory Doctrine](#saddle-inventory-doctrine)
- [Monster Hunter Cell](#monster-hunter-cell)
  - [Witcher's Path (Witcher 3)](#witchers-path-witcher-3)
  - [Witcher-Sense Investigation](#witcher-sense-investigation)
  - [Alchemy: Potions, Oils, Bombs, Decoctions](#alchemy-potions-oils-bombs-decoctions)
  - [Five-Sign Casting](#five-sign-casting)
  - [Monster-Contract Boards](#monster-contract-boards)
  - [Steel-vs-Silver Swordplay](#steel-vs-silver-swordplay)
  - [Bestiary as Gate](#bestiary-as-gate)
  - [Collectible Card Minigame](#collectible-card-minigame)
- [Sci-Fi Cell](#sci-fi-cell)
  - [Galactic Squad (Mass Effect)](#galactic-squad-mass-effect)
  - [Dialogue Wheel + Paragon/Renegade](#dialogue-wheel--paragonrenegade)
  - [Squad of Companions + Loyalty Missions](#squad-of-companions--loyalty-missions)
  - [AI-Persona Companion](#ai-persona-companion)
  - [Galaxy-Map Travel](#galaxy-map-travel)
  - [Biotic / Tech / Combat Power Tree](#biotic--tech--combat-power-tree)
  - [Companion Romance Gates](#companion-romance-gates)
  - [Hard Vacuum (Expanse)](#hard-vacuum-expanse)
  - [Newtonian Flight & Flip-and-Burn](#newtonian-flight--flip-and-burn)
  - [PDC + Railgun + Torpedo Combat](#pdc--railgun--torpedo-combat)
  - [Gravity Zones](#gravity-zones)
  - [Faction Politics](#faction-politics)
  - [Ship-Hub Interactions](#ship-hub-interactions)
- [Cross-Cell Mind Palace (Sherlock)](#cross-cell-mind-palace-sherlock)
  - [Evidence Pickup & Examination](#evidence-pickup--examination)
  - [Deduction Graph Authoring](#deduction-graph-authoring)
  - [Cross-Era Linking](#cross-era-linking)
  - [Accusation Gate](#accusation-gate)
  - [False-Lead Tolerance](#false-lead-tolerance)
- [Shared Cross-Cell Systems](#shared-cross-cell-systems)
  - [Cross-Continuum Bureau Roster](#cross-continuum-bureau-roster)
  - [Unified Dialogue Wheel](#unified-dialogue-wheel)
  - [Universal NPC Perception](#universal-npc-perception)
  - [NPC Crowd & Schedules](#npc-crowd--schedules)
  - [Honor / Karma / Paragon Bridge](#honor--karma--paragon-bridge)
  - [Vehicle Library Across Eras](#vehicle-library-across-eras)
  - [Cover, ADS, Recoil, Stance](#cover-ads-recoil-stance)
  - [Photo Mode](#photo-mode)
- [Modes & Multiplayer](#modes--multiplayer)
  - [Mission Architectures](#mission-architectures)
  - [Campaign Modes](#campaign-modes)
  - [Skirmish & Quick-Play](#skirmish--quick-play)
  - [Co-op Modes](#co-op-modes)
  - [PvP Modes](#pvp-modes)
  - [Horde Defense Per Cell](#horde-defense-per-cell)
  - [Training, Trials, and Tutorials](#training-trials-and-tutorials)
  - [Replay Theater, Spectator, and Coach Mode](#replay-theater-spectator-and-coach-mode)
  - [Per-Cell Signature Modes](#per-cell-signature-modes)
  - [Per-Character Side Stories](#per-character-side-stories)
  - [Split-Screen and Local Multiplayer](#split-screen-and-local-multiplayer)
- [Content & Creator Tools](#content--creator-tools)
  - [Roster & Content Inventory](#roster--content-inventory)
  - [Creator Suite](#creator-suite)
  - [Workshop & Mods](#workshop--mods)
  - [Custom Tournaments and Match History](#custom-tournaments-and-match-history)
- [Online Services & Multiplayer Infrastructure](#online-services--multiplayer-infrastructure)
  - [Online Services](#online-services)
  - [Network Quality, LAN, and Server Browser](#network-quality-lan-and-server-browser)
  - [Cross-Platform Social, Reporting, and Bans](#cross-platform-social-reporting-and-bans)
  - [Anti-Cheat](#anti-cheat)
  - [Crossplay & Cross-Progression](#crossplay--cross-progression)
  - [Esports & Tournament Surfaces](#esports--tournament-surfaces)
  - [Ranked Season Architecture](#ranked-season-architecture)
- [Live Service & Community](#live-service--community)
  - [Live Service & DLC](#live-service--dlc)
  - [Battle Pass, Weekly Contracts, and Faction Reputation](#battle-pass-weekly-contracts-and-faction-reputation)
  - [Twitch Drops, Creator Partnership, and Community Tools](#twitch-drops-creator-partnership-and-community-tools)
  - [Streamer and Speedrun Modes](#streamer-and-speedrun-modes)
  - [Live Service Calendar](#live-service-calendar)
  - [Community Features](#community-features)
  - [Brand Partnerships and Celebrity Guests](#brand-partnerships-and-celebrity-guests)
  - [AI Commentary and Highlight Reels](#ai-commentary-and-highlight-reels)
  - [Director Commentary and Bonus Content](#director-commentary-and-bonus-content)
- [Platform, Performance & Tech](#platform-performance--tech)
  - [Display Tech, Performance, and Cert](#display-tech-performance-and-cert)
  - [Asset Budget & Streaming](#asset-budget--streaming)
  - [Patch, Hotfix, Quick-Resume, and Crash Recovery](#patch-hotfix-quick-resume-and-crash-recovery)
  - [AI Director & Adaptive Difficulty](#ai-director--adaptive-difficulty)
  - [Engineering Polish](#engineering-polish)
  - [VR and AR Support](#vr-and-ar-support)
  - [Hardware Peripherals](#hardware-peripherals)
  - [Store Features and Region-Aware Pricing](#store-features-and-region-aware-pricing)
  - [Account Vault and Replay Archive](#account-vault-and-replay-archive)
  - [Companion App, API, Wiki, and Roadmap](#companion-app-api-wiki-and-roadmap)
  - [Persistent World Economy](#persistent-world-economy)
- [Compliance, Accessibility & Production](#compliance-accessibility--production)
  - [Parental Controls, Age Gating, and Time-Played](#parental-controls-age-gating-and-time-played)
  - [Accessibility](#accessibility)
  - [Localization, Voice-Over, and Region Rating Variants](#localization-voice-over-and-region-rating-variants)
  - [Telemetry, Analytics, and Balance](#telemetry-analytics-and-balance)
  - [Privacy Compliance](#privacy-compliance)
  - [Production: Studio Ops, Mocap, VO, and Composer](#production-studio-ops-mocap-vo-and-composer)
  - [Loading, Splash, Tips, and Notifications](#loading-splash-tips-and-notifications)
  - [Customer Support and Community Ambassadors](#customer-support-and-community-ambassadors)
  - [Balance Operations](#balance-operations)
  - [Character and Account Progression](#character-and-account-progression)
  - [Map Lore, Signature Maps, and Weather](#map-lore-signature-maps-and-weather)
  - [Rivals, Relationship Matrix, and Timeline](#rivals-relationship-matrix-and-timeline)
  - [Launch Readiness](#launch-readiness)
  - [V5 Exit Criteria](#v5-exit-criteria)

## V5 Product Promise

V5 must ship as one product, not nine. The product should:

- Deliver **per-genre feel** that matches each inspirational source on its own
  terms — no compromise blends. GTA ruleset feels like GTA; Witcher ruleset
  feels like Witcher; Expanse ruleset feels like Expanse; Sherlock deduction
  feels like Sherlock; RDR ruleset feels like RDR.
- Hold those rulesets together with **one shared roster, one shared Mind Palace
  deduction layer, one shared creator suite, one shared online backbone, and a
  unifying narrative** (The Vanishing Continuum).
- Make **dedicated-server client-server netcode the default** for open-world PvP
  and co-op, with rollback-emulated prediction for tight spaceship-PvP and squad
  combat (1v1 — 5v5), and offline-deterministic single-player for the five
  primary campaigns.
- Ship **complete launch content across every advertised mode** — no "coming
  soon" panels, no skeleton cells, no "early access" rulesets, no half-built
  era.
- Provide first-class **single-player content** for every cell (Urban Heist
  Campaign, Period Made-Man + Vice-Squad Campaign, Frontier Outlaw Trail
  Campaign, Hunter Witcher's Path Campaign, Sci-Fi Galactic Squad Campaign +
  Hard Vacuum Crew Campaign), with mocap principals, voice-overs in launch
  languages, and pre-rendered cinematics that hit a 4K master.
- Degrade safely under offline, partial-net, low-bandwidth, controller-loss,
  mid-mission-disconnect, and provider-outage conditions (e.g., open-world modes
  hold session for sub-2-second host-migration; single-player saves locally and
  reconciles on reconnect; spaceship-PvP rolls back the last 8 frames of input
  on packet loss; Mind Palace state survives crash).
- Run on **9 platforms** day-one: Windows (Steam + Microsoft Store + Epic), PS5,
  PS5 Pro, Xbox Series X, Xbox Series S, Switch 2 (scaled — sci-fi cell shaves
  Lumen GI to SDF), macOS (Apple Silicon), Linux (Steam Deck + Proton-verified),
  and iPad Pro (M-series — touch-friendly Mind Palace), plus a cloud-streaming
  variant via PixelStreaming for thin-client browsers and TV apps where contract
  permits.
- Maintain **AAA SOTA quality** on all surfaces — Lumen GI, Nanite geometry,
  MetaHumans for principals, MetaHumans-derived face capture for the
  MotionScan-equivalent interrogation rig, Niagara VFX, MetaSounds, Chaos cloth
  / hair, Chaos Destruction for vehicle and building damage, Chaos Vehicles for
  the era-spanning vehicle library, virtual-shadow maps, World Partition for
  sandbox maps, Sequencer-driven cinematics, motion-matching locomotion for
  traversal modes, and reference-grade reactive period radio + dynamic music.
- Operate as a **live service from day one** with seasonal contracts (per-cell),
  themed events, balance hot-fixes that ship out-of-band of binary updates, and
  a public balance ledger so the community can audit changes to dialogue-wheel
  outcomes, monster-contract economy, dead-eye reload curves, and faction-rep
  gates.

## Product Surfaces

| Surface          | Purpose                                                           |
| ---------------- | ----------------------------------------------------------------- |
| Game client      | UE5.5 LTS, all rulesets, one executable per platform              |
| Marketing site   | Product pages, news, roster, broadcast, store entry               |
| Companion app    | Mind Palace state, contract briefing, replays, balance, news      |
| Public API       | Match history, replay download, balance ledger, season calendar   |
| Wiki             | Per-cell rules, per-character dossiers, monster bestiary, recipes |
| Roadmap          | Public roadmap with delivered / in-flight / planned status        |
| Creator hub      | Workshop browser, contract author, case author, heist editor      |
| Spectator portal | Web-based tournament viewer with picture-in-picture per camera    |
| Press kit        | EPK, screenshots, trailers, B-roll, music stems, fact sheet       |
| Bestiary portal  | Public bestiary + monster-contract leaderboard                    |

## Ruleset Cells Overview

The five **ruleset cells** are V5's core organizing principle. Each cell is a
self-contained gameplay framework with its own pacing, control scheme, camera
discipline, AI personality, HUD vocabulary, and audio identity. A cell is
implemented as a cluster of GameFeatures plugins (one per ruleset variant) on
top of shared engine subsystems.

| Cell               | Inspirations                                    | Camera                           | Pacing               | PvP                                     |
| ------------------ | ----------------------------------------------- | -------------------------------- | -------------------- | --------------------------------------- |
| **Urban Crime**    | GTA, Sleeping Dogs                              | 3P + 1P                          | Open / arcade-action | Yes (freeroam, heist-coop, deathmatch)  |
| **Period Drama**   | Mafia (1930s/47/68), LA Noire (1947)            | 3P cinematic                     | Slow / paced         | No (offline narrative)                  |
| **Frontier**       | Red Dead Redemption (1899)                      | 3P + 1P (saddle pop)             | Open / patient       | Yes (posse, frontier showdowns)         |
| **Monster Hunter** | The Witcher                                     | 3P over-shoulder                 | Patient / twitch     | No                                      |
| **Sci-Fi**         | Mass Effect (squad RPG), The Expanse (ship sim) | 3P (squad), 1P/3P cockpit (ship) | Mixed                | Yes (1v1 / 5v5 ship duel, capital raid) |

The cross-cell **Mind Palace** (Sherlock) is not a sixth cell — it's a
meta-layer that every cell feeds. Evidence collected in any cell can pair with
evidence from any other cell, unlocking cross-era leads.

### Cell Feel Tests

Each cell ships with a **feel test suite** — a curated set of in-game scenarios
reviewers can run to confirm the cell hits its inspiration's hallmark. Examples:

- **Urban Crime / GTA feel test:** A two-protagonist swap during a moving
  vehicle chase — Protagonist A drives, Protagonist B leans out to shoot. Swap
  control mid-chase. Wanted level escalates as star count climbs (1★ visual, 2★
  pursuit, 3★ NOOSE-equivalent SWAT, 4★ helo, 5★ military). Pass if the swap
  feels seamless (no perceptible loading hitch on PS5 Pro) and the 5★ response
  includes Apache-equivalent attack helo + APC.
- **Urban Crime / Sleeping Dogs feel test:** Hand-to-hand brawl in a fish-market
  corridor with 8 thugs and 3 environmental finishers (chum tank, ice-block
  stack, hanging-meat hook). Pass if all 3 environmental finishers trigger
  contextually with single-button prompt at appropriate range and the scene
  resolves in under 90 seconds at standard pacing.
- **Period Drama / Mafia feel test:** Linear escort mission, 1947 setting,
  player drives a period car (top-speed 65 mph, drum-brake fade,
  three-on-the-tree manual) from city outskirts to downtown safehouse. Period
  radio fills the drive. Pass if the player can complete the drive at
  speed-limit without triggering wanted-stars, period car physics feel
  authentic, and radio cuts to news bulletin at scripted plot beat.
- **Period Drama / LA Noire feel test:** Single 1947 crime scene (one body, six
  examinable clues, three takeaway objects), then interrogate one witness. The
  witness lies on two of five answers; player must call "Doubt" / "Truth" /
  "Lie" backed by collected evidence. Pass if facial-capture tells (eye dart,
  lip purse, swallow) are readable at controller default rumble and the lie-tag
  fires only when evidence is in inventory.
- **Frontier / RDR feel test:** Ride from camp to nearest town (~3.5 in-game
  km), encounter one random event (broken-wagon traveler, downed rider, stranger
  ambush). Pass if horse responds to gait inputs (walk → trot → canter → gallop)
  with stamina decay, encounter triggers within 1.2 km of player route, and a
  perfect-pelt deer is huntable on the route.
- **Monster Hunter / Witcher feel test:** A village monster contract for a
  grave-creature-equivalent. Player must read posted notice → speak to alderman
  → investigate site with witcher-sense (4 clue markers) → brew a specific oil →
  fight the monster. Pass if alchemy ingredients are in-inventory or gatherable
  in radius, oil application gates damage, and bestiary auto-fills on first
  sighting.
- **Sci-Fi / Mass Effect feel test:** A 5-on-5 squad encounter with two
  companions, dialogue-wheel choice mid-battle (Paragon / Renegade interrupt),
  and at least one biotic + tech power combo (singularity + warp). Pass if
  interrupt prompt fires at the scripted beat and the Paragon / Renegade choice
  unlocks the corresponding XP and downstream dialogue option.
- **Sci-Fi / Expanse feel test:** Two-ship duel in zero-G — player flips the
  ship under thrust (1G burn → flip → 1G decel → coast) to deliver a torpedo
  broadside. Pass if RCS jets fire at the correct angles, gravity swaps
  appropriately during the maneuver, and PDC tracking intercepts at least 60% of
  incoming torpedoes at base difficulty.
- **Mind Palace / Sherlock feel test:** A multi-cell case file with 6 evidence
  nodes (2 from urban, 2 from period, 2 from frontier). Player must combine
  three evidence pairs into deductions and reach a final accusation. Pass if
  every wrong accusation is allowed to ship (and saved to an "Outcomes Archive"
  alongside the right one), and the deduction graph visually highlights which
  pairs the player has unlocked.

Feel tests live in `V5/ue/Source/V5Tests/FeelTests/` and are wired into the
nightly Gauntlet automation run; a failing feel test blocks the affected cell's
release.

## Urban Crime Cell

The urban-crime cell carries the largest open-world authoring footprint of any
cell. It spans two distinct sub-rulesets (Heist City and Street Triad), each
implemented as its own GameFeatures plugin. Shared engine surfaces (V5Open,
V5Vehicles, V5Combat, V5Melee, V5Wanted, V5Heist, V5Parkour, V5Crowd) feed both
sub-rulesets so a character authored in one is reusable in the other.

### Heist City (GTA)

A modern urban open world the size of two full big-city open-world maps combined
(~140 km² playable surface area), with three switchable protagonists, ambient
world events, and a heist-driven main campaign.

Features:

- **Three switchable protagonists** with cross-character schedule simulation —
  when the player is controlling A, B and C continue their day-of-week routines
  (gym, bar, family, side-hustle). The switch cinematic is a vertical-blade-wipe
  (~1.5 s) with no perceptible loading on PS5 / PS5 Pro due to predictive
  streaming.
- **A 140 km² open world** at street-level density — full-size buildings,
  pedestrian crowds (V5Crowd ~250 NPCs streaming radius), period-correct traffic
  models (modern: ~95 vehicle classes streaming at a time), district-flavored
  music + radio, weather + time-of-day on a 48-minute day cycle.
- **Vehicle freedom:** ~120 driveable vehicles spanning sedans, sports,
  super-sports, SUVs, sports-bikes, dirtbikes, fixie bicycles, sea-skis,
  speedboats, yachts, single-engine light aircraft, twin-engine prop planes,
  jet-fighters, transport helos, attack helos, semis (with detachable-trailer),
  garbage trucks, tow trucks, food trucks. All vehicles customizable at the
  in-world body-shop (paint, wheels, suspension, engine, decals, license-plate).
  All vehicles handle distinctly under the V5Vehicles Chaos-Vehicles tuning.
- **Wanted-star police response** (see features§"Wanted-Star Police Response"
  below) — 1★ visual, 2★ patrol pursuit, 3★ NOOSE-equivalent SWAT, 4★ helo, 5★
  military.
- **Heists** — main-campaign anchor missions, each pre-planned at the Heist
  Planner (see features§"Heist Planner") with 4-6 setup missions feeding into a
  finale.
- **Side activities:** Tennis, golf, darts, bowling, triathlons, street racing
  (4 race types — circuit, point-to-point, time trial, drag), parachuting
  (random encounter), yoga (one-shot side mission), mini-golf, an in-fiction
  casino resort.
- **In-world media:** 18 radio stations across 8 genres (Classic Rock, Hip-Hop,
  R&B, Country, Mexican Cumbia, Talk, Soul, Jazz), ~140 in-world TV channels
  (cable, news, infomercial, kids' cartoons, reality-cooking), in-game internet
  browser (~250 fictional sites including the in-fiction
  crypto-exchange-equivalent), in-game phone (text, call, take-photo,
  social-feed). All in-world media is original IP — no licensed music except
  where specifically cleared per §82.
- **Ambient encounters:** Random NPC events (mugging, traffic accident, drug
  deal in progress, mariachi band, marathon, paparazzi swarm) drawn from a
  240-event pool with district-flavored eligibility.
- **First-person & third-person** modes — toggle live; FOV, head-bob, weapon
  sway, motion-blur all separately tunable per-mode.

### Street Triad (Sleeping Dogs)

A dense Hong Kong-equivalent open world (~22 km² playable) layered into the
urban-crime cell as a second campaign with a deeply different feel — narrow
street density, vertical traversal, hand-to-hand combat as the primary tool
(guns are scarce by design and police response is harsher), undercover-cop
narrative.

Features:

- **Undercover-cop narrative** — the protagonist is an embedded officer inside
  the triad-equivalent gang. Two parallel reputation tracks (Cop Reputation,
  Triad Reputation) progress independently, gating dialogue options, costume
  drops, and mission availability.
- **Hand-to-hand martial-arts melee** — the primary combat tool. ~85 combat
  moves with rock-paper-scissors timing (strike / grapple / counter),
  combo-chaining, environmental finishers (fish-market chum tank, ice block,
  hanging meat, AC unit, dumpster, electrical box). Guns are available but
  scarce; civilian witness reporting causes them to be treated as escalations.
- **Free-running parkour traversal** — wall-vaults, ledge-grabs, building-side
  wall-runs, fire-escape slides, awning bounces. Traversal is button-hold
  contextual (no dedicated parkour button — V5Parkour resolves intent from
  camera + run direction).
- **Vehicle-to-vehicle hijack** — at speed, leap from your moving vehicle to a
  target vehicle's hood, smash window, throw out driver, take wheel. Triggers a
  short QTE plus a free-aim grab; failure flings the protagonist into traffic.
- **Lockpicking, surveillance, hack** — period-appropriate (modern Hong Kong,
  so: digital camera planting, signal-tracing, lock-pick UI, safe-cracking).
  Surveillance side missions feed back into the case-board in the Bureau HQ hub.
- **Karaoke** — rhythm minigame at lounge venues, four genres (Canto-pop,
  Mandarin ballad, English pop, K-pop guest tracks where contract permits), six
  difficulties (Casual → Master). Successful sets buff face / triad reputation
  depending on song choice and venue.
- **Cooking + ingredient minigames** — small-scale; eating at street stalls
  buffs combat stats for ~12 minutes of game time.
- **Cinematic story arcs** — 32 main story missions, 18 cop case files, 12 triad
  favor missions, 26 ambient encounters.

### Multi-Protagonist Switching

The signature GTA-V feature; in V5 it is generalized across the urban-crime cell
to support 1-4 protagonists per campaign (the GTA-style campaign uses 3; the
SD-style campaign uses 1 + a partner; the heist editor can author up to
4-protagonist campaigns).

Features:

- **Switch UI:** Right-D-pad opens the switch-wheel; left-stick selects a
  character; release switches.
- **Simulated downtime:** When inactive, each protagonist continues their
  routine (sleep, gym, work, family). State (position, costume, ammo, vehicle,
  mood, last-action, hunger) is persisted.
- **Switch transition:** A vertical-blade wipe with 1.5 s predictive-streaming
  hand-off. The destination world segment streams in before the wipe completes;
  the source segment unloads after.
- **Cross-character dialogue:** Characters can phone-call, text, social-post
  with each other in their downtime, generating headlines for the player to read
  on the in-game phone next time they switch.
- **Cross-character heists:** Heists require coordinated role assignment
  (driver, hacker, gunner, lookout). The player can switch live mid-heist to
  control any role.

### Wanted-Star Police Response

A five-star escalation curve, era-scaled per cell. The urban-crime cell uses the
modern police-response curve; the period cell uses 1930s/47/68 LAPD-equivalent;
the frontier cell uses marshal-with-posse; the hunter cell uses village-watch /
lord's-guard; the sci-fi cell uses ship-AI / patrol-cruiser / faction-fleet.

Modern urban response (GTA-style):

- **1★ Visual** — A nearby unit takes notice. Sirens audible. Light pursuit if
  the player is on foot.
- **2★ Patrol Pursuit** — Multi-car pursuit, roadblocks, spike-strips.
  Period-correct chase music ducks the player's radio.
- **3★ Tactical (NOOSE-equivalent)** — SWAT vans, rifle-equipped officers, helo
  spotter.
- **4★ Helo** — Attack helo with mini-gun support, perimeter cordons, news-helo
  on scene reporting live.
- **5★ Military** — APC, Apache-equivalent attack helo, tanks (in specific
  zones), military VTOL with troop drop.

Wanted-clear:

- **Off-the-radar:** stay out of police visual + audible for 90 seconds while
  moving away from last-known location.
- **Pay-off (bribe):** in-fiction lawyer-equivalent NPC in the urban hub can
  clear wanted for cash, with a cooldown.
- **Safehouse hide:** dive into a safehouse garage; wanted timer ticks faster
  while inside.

### Heist Planner

A pre-mission **planning step** that lets the player layout up to 4
protagonists, choose roles, vehicles, weapons, escape route, and rehearse the
plan in a 4× slowed-speed preview.

Features:

- **Target board** — A pinboard with target intel: blueprints, security
  schedules, guard count, escape window. New intel is acquired through setup
  missions.
- **Crew selection** — Choose 1-4 protagonists; the campaign assigns the primary
  anchor character but additional members are drawn from an "outside crew"
  roster (driver, hacker, gunner, lookout, demo expert) each with their own cut
  rate and skill rating.
- **Vehicle assignment** — Pick getaway vehicle, decoy vehicle, support vehicle;
  each crew member has a preferred vehicle that affects their performance.
- **Weapon loadout** — Per-crew-member primary + secondary + special (silencer /
  drill / breaching charge).
- **Route authoring** — Place waypoints on the map for approach, entry,
  inside-target, escape, dump-vehicle, safehouse.
- **Rehearsal preview** — 4× slowed-speed walkthrough; if a chosen route
  intersects a known high-patrol zone, the preview flags the conflict in red.
- **Live override** — During execution, the player can press `Tab` to re-route
  waypoints; AI crew resume from the new plan.
- **Replay export** — The planning step + the execution save as a single
  contract record for community study.

Heists ship with **3 endings per heist** (smooth, hard, catastrophic) based on
player performance during execution; ending choice gates downstream cut rates
and follow-up heists.

### Martial-Arts Melee + Environmental Finishers

A 3-stance brawler system: Strike (fast jab + roundhouse + kick), Grapple
(throws + locks + slams), Counter (parry + reversal). RPS dominance: Strike <
Grapple < Counter < Strike.

Features:

- **Move library:** 85 base moves; 24 environmental finishers; 12 weapon pickups
  (lead pipe, broken bottle, butcher knife, chair, fire extinguisher). Weapons
  degrade and break after 4-8 hits.
- **Combo chaining:** chain successful strikes into a flow; the combo meter
  unlocks finishing-strike at 5-hit and a guaranteed environmental finisher at
  10-hit.
- **Environmental finishers:** Contextual prompts when in range of one of 24
  hazard objects (chum tank, ice block, hanging meat, AC unit, electrical box,
  jukebox, gas pump, walk-in freezer, glass display, dumpster compactor, oven,
  deep-fryer, neon sign, bicep machine, treadmill, fish scaler, lawnmower,
  ice-cream truck, payphone, fire-hydrant lid, manhole cover, sushi conveyor,
  mahjong table, blender). Each finisher is a 2-3 s scripted move + free-roam
  recovery.
- **Hit-stop and screen-shake:** Strikes have 4-frame hit-stop (60fps) for
  "weight"; counters add an extra 3 frames. Camera-shake intensity scales with
  finisher tier.
- **Reaction library:** 12 NPC hit-react classes (light stagger, knockdown,
  spin-fall, wall-slam, knockout, KO-bleed, KO-vom, dive-back, scramble-up,
  beg-for-mercy, fight-on, flee).

### Parkour Traversal

Contextual free-running. No dedicated parkour button — V5Parkour resolves intent
from camera + run direction + stick magnitude.

Features:

- **Vault** (low obstacles ≤ 0.8 m): single hand vault.
- **Climb** (medium obstacles ≤ 1.6 m): mantle.
- **Wall-run** (vertical surfaces): two-step horizontal traverse at run speed.
- **Ledge-grab + shimmy:** auto-attach at edge, shimmy in either direction.
- **Fire-escape slide:** rail slide on stair railings, scaffolding.
- **Awning bounce:** drop from height onto a soft surface, redirect.
- **Roof-to-roof drop / jump:** jump or roll based on gap.

Failure modes (out-of-stamina jump, slip-on-wet-surface) trigger a brief
recovery animation with vulnerability frames; this matters in chase scenes.

### Vehicle-to-Vehicle Hijack

A signature Sleeping Dogs feature; in V5 it generalizes to any era's vehicles
(cars, bikes, period autos, wagons, horses — the frontier cell lets you leap
from horse to horse).

Trigger logic:

- Both vehicles moving (> 10 m/s for modern; > 5 m/s for period; > 4 m/s for
  horses).
- Source vehicle is convertible / open-top or player is leaning out passenger
  side.
- Target vehicle is within 4 m and same lane direction.
- Hold `Y` / `Triangle` to leap.

Outcome:

- Success: 1.8 s scripted animation, breaks window or rips open door, shoves
  driver into traffic (or saddle), takes wheel / reins.
- Failure (mis-timing): protagonist tumbles into the road with a 0.6 s recovery
  animation and possible vehicle hit.

The frontier cell variant (leap from horse to horse) replaces "smash window"
with "shove rider"; the sci-fi cell variant (leap from ship to ship at boarding
range) replaces it with "magnetic-clamp boarding tube".

### Face vs Triad Reputation

A bifurcated reputation system specific to Street Triad mode but reusable across
the urban cell.

Features:

- **Face** rises on civilian-helpful actions: foiling a mugging, calling in
  evidence, completing a cop side case, escorting an NPC.
- **Triad** rises on gang-loyal actions: completing a triad favor, beating
  rival-gang muscle, intimidating a witness, attending a triad ceremony.
- **Costume drops** gate behind reputation thresholds (Face unlocks
  detective-suit + shoulder holster; Triad unlocks gang-tattoo +
  brass-knuckles).
- **Mission gates:** some main-story missions need both reputations above a
  threshold; conflicting reputations route to alternative mission variants.
- **End-state branching:** the campaign's three endings depend on final
  face/triad balance.

### In-World Radio, TV, Phone

A persistent media layer always active in the urban cell (parallel
implementations in the period cell with era-correct AM radio, in the frontier
cell with sheet-music / phonograph, in the sci-fi cell with ship-band, in the
hunter cell with bard-songs / town-criers).

Features:

- **18 radio stations** in the modern urban cell across 8 genres. Each station
  has a 90-minute loop with DJ commentary, news bulletins, commercials (all
  original IP).
- **140+ TV channels** with cable, news, infomercial, sports, kids, reality,
  period-archive (for the 1947 / 1968 channels).
- **In-game phone** with: contacts, text, voice, photo, social-feed, in-fiction
  internet browser (250 fictional sites), heist briefings.
- **Talk-radio satire** — 8 talk-show formats with rotating topics drawn from a
  1200-line writers room.
- **Dynamic news bulletins** — live narrative beats (player completes a heist →
  news ticker reports it within 4 in-game minutes).

## Period Drama Cell

The period-drama cell is V5's narrative-anchor cell. It spans two sub-rulesets —
Made Man (Mafia-style period crime drama) and Vice Squad (LA Noire-style 1947
detective procedural) — both grounded in the same authored 1947 city. Each
sub-ruleset can be played standalone; together they form a ~55-hour parallel
narrative (Made Man ~36 hours + Vice Squad ~19 hours) where the same city is
seen from both sides of the law in the same week.

### Made Man (Mafia)

A linear, narrative-driven period crime drama spanning three eras (1930s,
1947, 1968) with three protagonists. Each era is a discrete chapter (~12 hours
of single-player content); chapters connect through a generational crime-family
arc.

Features:

- **Three eras, three protagonists** — the 1930s protagonist is the
  family-immigrant founder; the 1947 protagonist is the made-man son; the 1968
  protagonist is the disillusioned grandson.
- **Made-man hierarchy progression** — soldier → caporegime → underboss → boss.
  Each promotion gates new mission types, safehouses, vehicles, weapons.
- **Period-correct vehicles** — 28 vehicles per era, with era-correct handling
  (1930s: ~55 mph top speed, drum brakes, manual choke, no-radio; 1947: ~80 mph,
  hydraulic brakes, AM radio; 1968: ~110 mph, power steering, FM radio).
- **Period-correct radio** — AM-only in the 1930s/47, FM in 1968. Each era has
  its own genre mix (Big-band swing 1930s; bebop / blues 1947; soul / Motown /
  psychedelic 1968).
- **Period-correct slang, signage, fashion, architecture** — reference-grade
  authenticity authored by a period-research team on a dedicated
  period-authenticity production track.
- **Linear mission cadence** — 26 missions per chapter, cinematic pacing,
  mid-mission cinematic interludes shot in Sequencer with period-correct lens
  (deep DOF in the 1930s chapter; longer-lens prime in 1947; zoom-rack in 1968).
- **Family-loyalty arcs** — each chapter has a family-character matrix (4-6
  family members per chapter); player choices shift the matrix and gate two
  endings per chapter.
- **Revenge / honor arcs** — multi-mission revenge tracks where the player's
  targets are persisted across chapter cliffhangers.

### Vice Squad (LA Noire)

A 1947 Los-Angeles-equivalent detective procedural, with case-desk progression,
crime-scene investigation, interrogation, and partner-driven narrative. Same
authored city as Made Man's 1947 chapter; the two sub-rulesets share World
Partition tiles and NPC schedules.

Features:

- **Case-desk progression** — Patrol → Traffic → Homicide → Vice → Arson (5
  desks, ~5 cases per desk = 25 cases total).
- **Crime-scene investigation** — see features§"Crime-Scene Investigation".
- **Interrogation** — see features§"MotionScan Interrogation".
- **Partner-driven banter** — each desk pairs the protagonist with a different
  partner; partner banter fills the drive-between-scenes downtime, dropping case
  clues and character-arc beats.
- **Period-correct driving** — same Mafia 1947 vehicle library, with the
  detective protagonist's unmarked sedan as the default vehicle.
- **In-world period authentic LAPD culture** — radio dispatch ("Code 3 near Mt.
  Wilson Ave"), squad-room culture, period-correct precinct geography.
- **Branch-on-fail** — Bungled cases don't game-over; they downgrade the
  player's case rating and shift partner / captain reactions.
- **Newspaper headlines** — every closed case generates an in-fiction newspaper
  headline the player can pick up at street boxes the next in-game day.

### Crime-Scene Investigation

A diegetic investigation flow shared by Vice Squad (LA Noire-style) and the Mind
Palace cross-cell layer.

Features:

- **Scene tag prompt** — when the player enters a scene marker, a
  controller-rumble pulses gently when the camera is near examinable objects.
- **Examine objects** — a contextual "examine" prompt rotates the object in
  close-up free-rotation. The player must rotate to find the diegetic detail
  (powder residue, manufacturer mark, dried blood, hidden compartment).
- **Notebook auto-write** — each examined clue appends to the protagonist's
  notebook with a paraphrased note.
- **Mind Palace push** — every notebook entry pushes to the cross-cell Mind
  Palace deduction graph; see features§"Cross-Cell Mind Palace (Sherlock)".
- **False clue tolerance** — scenes ship with 1-2 false clues; the player can
  spend time on them without being penalized but they cannot be pulled into a
  deduction chain.
- **Quiet mode** — when "quiet" is enabled, the rumble prompts are off; this is
  the canonical LA Noire feel and the harder difficulty.

### MotionScan Interrogation

V5's signature LA-Noire-inheriting feature, modernized to MetaHuman face
capture.

Features:

- **MotionScan-equivalent face pipeline** — see deps§5; V5 uses a custom-tuned
  MetaHuman face rig captured with a 12-camera face stage, with retake support
  and per-take blend weights. The result is captured as a `.usd` blendshape
  stack played in-engine at runtime.
- **Truth / Doubt / Lie call** — at each witness statement, the player chooses
  one of three buttons. The witness face exhibits a tell on lies; the tells are
  calibrated by the face-capture pass and read at the player's controller rumble
  feedback.
- **Evidence-backed Lie** — calling "Lie" requires the player to present a
  specific piece of inventory evidence; the system disallows the call if the
  evidence is not present, signalling the player to investigate more.
- **Tell library** — 12 distinct tells (eye dart, lip purse, swallow, shoulder
  dip, eyebrow flicker, slight smile, jaw clench, throat scratch, gaze drop,
  head nod-pause, blink burst, mouth tremor). Witnesses pick one tell per lie
  statement.
- **Confidence-based scoring** — after the interrogation, the player gets a
  rating (Brilliant → Good → Average → Poor) based on call accuracy. Brilliant
  gates downstream dialogue options.
- **Multiple interrogation passes** — for difficult cases, the player can
  request a second pass after collecting more evidence; the witness lies may
  change in response.

### Case-Desk Progression

The Vice Squad campaign structure.

Features:

- **5 desks** in canonical period order (Patrol → Traffic → Homicide → Vice →
  Arson).
- **5 cases per desk** — each case ~45 minutes of play; total ~25 cases, ~19
  hours of single-player Vice Squad content.
- **Case rating** rolls up to desk rating, which unlocks the next desk.
- **Carry-over witnesses** — across desks, recurring period-NPCs return with
  their accumulated history with the player.

### Period-Authenticity Bundles

Three era bundles authored at AAA period-drama quality:

- **1930s Bundle** — vehicles, fashion, signage, fonts, slang, architecture,
  music, period-correct lighting (single-bulb tungsten interiors, hand-cranked
  streetlamps), period-correct food (ration-era), period-correct radio.
- **1947 Bundle** — vehicles, fashion, signage, fonts, slang, architecture,
  music, period-correct lighting (post-war neon), period-correct food (early
  supermarket), period-correct radio + early TV.
- **1968 Bundle** — vehicles, fashion, signage, fonts, slang, architecture,
  music, period-correct lighting (color saturation shift to fluorescent + late
  tungsten), period-correct food (fast-food rise), period-correct radio + color
  TV.

Each bundle is owned by `V5/balance/period-auth/<era>.bundle.toml` and
referenced by V5PeriodAuth at runtime. The bundle is a content-content swap
layer — the same 1947 city geometry is shared between Made Man and Vice Squad
with bundle-driven asset replacement (period vehicles, period extras, period
radio).

## Frontier Cell

The frontier cell is V5's western-open-world cell, anchored to a single
sub-ruleset (Outlaw Trail) and an 1899 frontier setting.

### Outlaw Trail (RDR)

A 1899-equivalent western open world (~125 km² playable) with a gang-narrative
campaign, persistent honor system, perfect-pelt hunting economy, and cinematic
random encounters.

Features:

- **A 125 km² authored frontier** — five biomes (high plains, redwoods, swamp /
  bayou, mountains with snow line, desert with mesas), each with unique
  wildlife, weather patterns, and ambient sounds. Maps grade from 3 km rendering
  depth on PS5 Pro to 1.5 km on Switch 2.
- **One protagonist** — the gang's enforcer, with deep companion banter via the
  camp roster (~22 named gang members).
- **Gang camp** — see features§"Camp Upkeep". The camp is a persistent home base
  with chores, donations, banter, downtime activities (fishing-from-pier,
  gambling at camp table, dance-around-fire one-shot scenes).
- **Horseback as the primary travel mode** — fast travel exists but is gated
  behind discovery (waystations); riding is encouraged by Dead-Eye / Honor /
  random-encounter design.
- **Cinematic-encounter design** — the encounter system is the frontier cell's
  signature; see features§"Cinematic Random Encounters".
- **Hunting & perfect-pelt economy** — see features§"Hunting & Perfect-Pelt
  Economy".
- **Honor & bounty** — see features§"Honor & Bounty".
- **Saddle-inventory doctrine** — see features§"Saddle-Inventory Doctrine".

### Dead Eye Slow-Mo

The signature RDR-style slow-mo target-painting system. In V5, Dead Eye is
shared with the urban cell as "Reflex Mode" (different name, same mechanic) and
the sci-fi cell as "Tactical Time" (also same mechanic).

Features:

- **Slow-mo gauge** — the Dead-Eye gauge fills from kills, headshots, and
  Honor-marked story beats; drains during use.
- **Tier 1 (early game):** auto-target lights up on enemy; player aims manually
  in slowed time.
- **Tier 2 (mid game):** painted-shot — player can manually paint up to 6
  targets in slow time, then fire one round each as time resumes.
- **Tier 3 (late game):** weak-spot targeting — paint specific body parts (head,
  vital, weapon-hand); shots hit those specific points with damage multipliers.
- **Frontier feel:** the slow-mo has a vignette + grain + sepia tint, a
  signature RDR aesthetic.

### Honor & Bounty

A persistent honor / reputation / bounty system specific to the frontier cell
but with a generalized "Honor / Karma / Paragon Bridge" that cross-references
the dialogue wheel's Paragon/Renegade axis (see features§"Honor / Karma /
Paragon Bridge").

Features:

- **Honor meter** — visible at HUD edge; swings from -100 (low honor) to +100
  (high honor). Honor changes from witnessed actions (assault on civilians = -8;
  help a stranger = +4; kill an animal cleanly = +0; loot a body in town = -3).
- **Reactions** — NPCs greet the player based on honor band; shopkeepers give
  discounts at high honor; witnesses report crimes faster at low honor.
- **Bounty** — committed crimes (in-witness) accumulate a bounty in the state's
  $ value; bounty hunters spawn proportionally; bounty offices let the player
  pay it off.
- **Encounter-flavor** — high-honor players see more help-needed encounters;
  low-honor players see more ambushes.
- **Cross-cell hook** — the Mind Palace's "moral compass" axis reads from
  Honor + Paragon/Renegade + Mafia's family-loyalty score; certain cross-era
  story beats gate behind the integrated score (see features§"Cross-Era
  Linking").

### Horse Bonding

A four-tier horse-bonding loop unique to the frontier cell.

Features:

- **Bonding mechanics** — feed (hay / apple / oats), brush, talk-to,
  calm-during-spook. Each successful interaction earns bonding XP.
- **Four bonding tiers** — Wild / Familiar / Trusted / Bonded. Each tier unlocks
  new behaviors (rear, side-step, drift, calm-under-fire, return-when-whistled).
- **Saddle compatibility** — saddles improve the horse's stamina, speed,
  carry-capacity. Saddlebag inventory is the primary inventory store during
  travel.
- **Horse care** — feed daily, brush weekly, vet-treat after injury, stable when
  in town. Neglect causes the horse to spook more, leading to throw-rider
  events.
- **Death & permadeath** — horses can die from extreme damage. Death is
  permanent; the player must capture / buy a new horse and rebuild the bond.
  Optional toggle in difficulty settings for non-permadeath.

### Hunting & Perfect-Pelt Economy

The frontier-cell economy is anchored to hunting; pelt quality is the primary
route to clothing upgrades.

Features:

- **Wildlife biome roster:** 95 huntable species — deer, elk, moose, bison,
  pronghorn, bear (4 sub-species), wolves, coyote, fox, lynx, cougar, big-horn
  sheep, jackrabbit, raccoon, opossum, beaver, otter, alligator, crocodile,
  snakes (6 species), turkey, duck (4 species), geese, pheasant, quail, rabbit,
  eagle, hawk, condor, vulture, owl, woodpecker, hummingbird (catch only), wild
  boar, donkey (wild), mule, horse (wild), plus the Frontier Naturalist Year-1
  roster. Each has a 3-tier pelt grading (poor / good / perfect).
- **Perfect-pelt mechanics** — perfect pelts require: correct weapon caliber for
  the animal, clean kill (first shot, vitals or head), field-dressed within 15
  in-game minutes, transported on horse saddlebag (carcass) or sold as pelt at
  the trapper.
- **Trapper progression** — bring perfect pelts to the trapper; unlock full-pelt
  outfits (each outfit costs 3-7 specific pelts plus dollars).
- **Tracking** — the witcher-sense-equivalent ("Eagle Eye") shows blood-trails,
  tracks, and the animal's recent path. (Shared engine with V5MonsterHunt, see
  hunter cell.)
- **Carcass logistics** — large carcasses go on the horse's rear; only one
  carcass + saddlebag inventory at a time. Forces choice.

### Camp Upkeep

The persistent gang-camp hub for the frontier cell.

Features:

- **Camp roster:** ~22 named gang members; each has dialogue, daily routines,
  and a relationship slider with the protagonist.
- **Donations** — the player drops dollars / pelts / meat into the camp donation
  box; donations buff the camp (food quality, weapon stock, medical kits).
- **Chores** — chop firewood, feed horses, water the garden, milk the cow (if
  camp moves to a farmstead).
- **Camp moves** — between chapters, the camp relocates; each location has
  different layout, neighboring resources, weather, threats.
- **Stories around the fire** — at night, gang-member ambient stories trigger
  when the player approaches the fire — short cinematic vignettes with branching
  dialogue and relationship slider impact.

### Cinematic Random Encounters

The frontier cell's signature ambient design — fully scripted miniature stories
triggered by player travel through specific zones.

Features:

- **Encounter library:** 320 distinct encounters spanning a wide range of types
  — Stranger in distress, Bounty target spotted, Crash-and-loot (broken-wagon),
  Bandit ambush, Animal attack, Lost child, Drunk-in-town, Drug-trader
  (period-correct), Outlaw shootout in progress, Disabled rider, Wedding party,
  Funeral procession, Lynching (player intervention), Encounter with the law,
  Hermit, Wanderer, Photographer (period-correct), Camera-take, Fistfight,
  Card-cheat caught, Confederate-monument vandal, Robbery in progress, Hostage
  scenario, Treasure-map seller, Native encounter, Salesman pitch, Outlaw-coffin
  transport, Mortician-cart, Sheep-herder, Cattle-drive, Pony-express rider in
  trouble, Tent-revival preacher, Snake-bit man, Lost dog, Horse-thief in act,
  Drunken brawl, Slave-catcher (period-authentic and morally-loaded), Burning
  building, Drowning child, and others.
- **Honor-flavored eligibility** — high-honor players see more "stranger in
  distress" encounters; low-honor players see more "ambush" encounters.
- **Replay rate** — each encounter can repeat with a 36-hour-in-game cooldown;
  the encounter pool is designed for ~80 hours of campaign play with low
  repetition.
- **Pickup-and-drop authoring** — every encounter is a self-contained
  Sequencer + AI behavior pair; encounter authors get a wizard that generates
  the template (`V5/tools/missions/random-encounter.yaml`).

### Saddle-Inventory Doctrine

A key RDR-style design constraint: most inventory is on the horse, not on the
player. This forces choice and creates dramatic stakes (lose the horse = lose
your guns).

Features:

- **Saddlebag inventory** — 12 weapon slots, 6 outfit slots, 1 carcass slot,
  ammo, medicines, food, hunting supplies.
- **On-person inventory** — 2 weapon slots (holstered), 1 sidearm, 2 thrown
  items, 1 outfit (worn).
- **Carry-over rule** — when the horse is far away, the player carries only
  on-person inventory. This forces decisions about which weapons to saddle vs.
  holster before riding into a fight.
- **Horse-call mechanic** — whistle for horse; horse comes if within 300 m;
  longer distances require the player to walk back.

## Monster Hunter Cell

The monster-hunter cell is V5's action-RPG cell, anchored to a single
sub-ruleset (Witcher's Path) and a fictional fantasy continent (~155 km²
playable surface, segmented across 4 regions).

### Witcher's Path (Witcher 3)

A monster-hunter action RPG with alchemy, signs, contract boards, and a
long-tail dialogue / consequence system.

Features:

- **Protagonist** — a witcher-equivalent (a mutated, trained monster hunter);
  the IP-clean name is in §82. The protagonist's mutations give resistance to
  poisons, weak humanity score, enhanced senses.
- **A 155 km² continent across 4 regions** — Coastal duchy (mix of port-city
  density + farmland sparseness), Northern wildlands (snow + forest), Eastern
  marsh / bayou (with drowner / undead enemies), Southern plateau (with golem /
  wyvern enemies).
- **Witcher-Sense investigation** — see features§"Witcher-Sense Investigation".
- **Alchemy** — see features§"Alchemy: Potions, Oils, Bombs, Decoctions".
- **Five-Sign casting** — see features§"Five-Sign Casting".
- **Monster contracts** — see features§"Monster-Contract Boards".
- **Steel-vs-silver swordplay** — see features§"Steel-vs-Silver Swordplay".
- **Bestiary** — see features§"Bestiary as Gate".
- **Collectible card minigame** — see features§"Collectible Card Minigame".
- **Long-tail branching dialogue** — choices ripple 10-20 hours downstream into
  mission availability, character endings, and region-political states (lord
  deposed, town's allegiance shifts).

### Witcher-Sense Investigation

A signature Witcher-3 feature: a sense-mode that lights up environmental clues
(scent, blood, trail, sound, magical residue). In V5, this generalizes to all
five cells (urban cell uses "Reflex Sense", frontier uses "Eagle Eye", sci-fi
uses "Scanner Mode", period uses "Detective Mode").

Features:

- **Sense mode toggle** — held button enters sense; release exits. Camera
  saturation drops, world dims, clue markers light up.
- **Clue types** — scent (purple trail in air), blood drops (red on ground),
  tracks (footprints in ground), broken-foliage (green highlights), sound
  (yellow radial pulse), magic residue (blue particle aura).
- **Trail-following** — clues chain to the next clue; the trail-follow AI sets a
  navigation marker.
- **Investigate prompt** — at clue markers, an "investigate" prompt rotates the
  clue in close-up and adds a notebook entry.
- **Diegetic only** — sense mode does not show enemy positions or hidden loot;
  it shows environmental clues only.

### Alchemy: Potions, Oils, Bombs, Decoctions

The witcher's combat-prep system. Battle-prep is half of every monster contract.

Features:

- **Recipe book** — 120 recipes total: 30 potions, 30 oils, 30 bombs, 30
  decoctions. Each has a 3-ingredient list and a brewing duration (5 to 60
  in-game minutes).
- **Ingredient gathering** — herbs, mushrooms, monster parts. Ingredients spawn
  in biomes per a respawn schedule (4 in-game days).
- **Potions** — drink to buff (poison resistance, sign damage, vitality regen,
  etc.). 5 active slots; potions have toxicity that limits stacking.
- **Oils** — apply to sword (steel or silver) for damage vs. specific enemy
  types (e.g., specter oil on silver vs. wraiths).
- **Bombs** — thrown explosives with effects (fire, freeze, daze, AoE damage). 2
  active slots.
- **Decoctions** — long-duration buffs brewed from monster parts; high toxicity,
  powerful effect.
- **Toxicity system** — each consumable adds toxicity to the player; exceeding
  70% toxicity causes self-damage; the player can buff toxicity-resist via
  specific decoctions.

### Five-Sign Casting

The witcher's magic-system pattern, five elemental signs (renamed for IP by the
final-name substitution manifest).

Features:

- **Sign 1: Fire-Cone** — short-range fire jet, AoE knockback.
- **Sign 2: Force-Wave** — kinetic shockwave, knockdown.
- **Sign 3: Shield** — magical bubble shield, blocks one major hit.
- **Sign 4: Trap-Glyph** — placed trap, lock enemies in stun.
- **Sign 5: Mind-Suggest** — coerce dialogue (NPCs), or charm an enemy briefly.
- **Stamina-gated** — signs cost stamina; stamina regens during dodge / parry;
  full-bar discharges enable signature variants (heavy fire-cone, twin-shield
  etc.).
- **Charge variants** — hold to charge for upgraded variant (e.g., charge
  fire-cone → fire-ring; charge force-wave → omni-burst).
- **Sign trees** — each sign has a 5-tier upgrade tree investing skill points (5
  × 5 = 25 sign-tree nodes).

### Monster-Contract Boards

The monster-hunter cell's quest delivery system.

Features:

- **Contract boards** in every town (~24 towns / villages across the 155 km²
  continent).
- **Posting cadence** — new contracts post every 36 in-game hours; contracts
  have expiration (~7 in-game days).
- **Contract data** — monster type, location, alderman fee, bestiary hint,
  optional intel-purchase from an in-fiction "spotter".
- **Contract flow** — read board → speak to alderman → investigate signs →
  identify the monster (bestiary) → prepare alchemy → fight → proof to alderman
  → reward.
- **Bestiary unlock** — the first contract on a new monster unlocks that
  monster's bestiary entry. Pre-existing knowledge (from a bookseller's tome
  bought earlier) accelerates this.
- **Contract economy** — fee is the major income source for the cell; spent on
  alchemy ingredients, gear upgrades, training.

### Steel-vs-Silver Swordplay

Two-sword combat. Steel sword vs. humans; silver sword vs. monsters. Switching
mid-combat triggers a 0.4 s flourish animation.

Features:

- **Combat moves:** 22 base attacks + 14 finishers + 6 parry variants + 4 dodge
  variants per sword. Steel and silver have distinct movesets.
- **Hit-stop and parry windows:** 4-frame parry on standard hits, 6-frame parry
  on heavy hits; mis-time and you eat the strike.
- **Oil interactions** — applied oils boost damage vs. specific enemy types
  (e.g., specter oil on silver = +35% damage to wraiths).
- **Combo flow** — chain light + heavy + sign in flow for combo damage; three
  flows = 70% multiplier.
- **Finisher prompt** — at staggered enemies, button-prompt for finisher
  cinematic (~1.8 s scripted).

### Bestiary as Gate

A diegetic "knowledge gates damage" system: knowing a monster's weakness
multiplies the damage you deal.

Features:

- **Bestiary entries:** 80 monsters total across 12 categories (specter,
  vampire, drowner, necrophage, hybrid, ogre, dragon, golem, undead, cursed-one,
  doppler, elemental).
- **Tome-purchase** — bestiary entries can be partially unlocked by buying
  scholar tomes in bookshops or cleric libraries (~$80 in-game currency each).
- **Encounter unlock** — first encounter unlocks the entry to ~40% detail.
- **Combat learn** — successful parries, dodges, and oils-applied contribute to
  bestiary completion (40% → 70%).
- **Full unlock** — defeating one of the monster + post-defeat ritual reaches
  100%.
- **Damage multiplier** — completing the bestiary gives +20% damage vs. that
  monster type.

### Collectible Card Minigame

A gwent-equivalent card-game minigame (rules re-derived; named in §82).

Features:

- **Three-row deck** — each player has 3 rows on the table (close-combat /
  ranged / siege); cards are placed by row.
- **3 rounds, best-of-3** — each round you can pass to save cards for later
  rounds.
- **Card variety** — 320 cards across 5 factions.
- **In-world distribution** — cards drop from defeated enemies, are bought from
  merchants, and are won from opponents (winnable in-card-list collectibles).
- **Replay value** — card-game side missions (find rare cards, beat a
  tournament) give XP, money, and unique rewards.

## Sci-Fi Cell

The sci-fi cell is V5's most ambitious cell, spanning two distinct sub-rulesets
(Galactic Squad and Hard Vacuum), unified by a shared galaxy geography and
faction system.

### Galactic Squad (Mass Effect)

A squad-based sci-fi action RPG with dialogue-wheel narrative, biotic / tech /
combat powers, and companion loyalty arcs.

Features:

- **Protagonist creation** — choose: gender, face (MetaHuman editor with
  alien-trait presets), background (3 backgrounds: military / colonist / outlaw
  — each with starting attribute biases), class (3 classes: Soldier / Biotic /
  Tech, with 3 hybrid sub-classes).
- **Galaxy of named systems** — 32 systems with ~120 explorable bodies (planets,
  moons, stations). Travel via galaxy-map FTL plotting.
- **Squad of 8 companions** — recruited across the campaign; the player takes 2
  into each mission. Each has loyalty mission (~3 hours each), romance gate (per
  orientation lock by character), and a death-state in the late-game
  (loyalty-completed companions survive game-ending encounter).
- **AI-persona companion** — Kade Roe has a sci-fi cell only adaptive persona
  that learns player choices from dialogue, missions, squad assignments,
  Paragon/Renegade shifts, loyalty beats, and romance boundaries.
- **Dialogue wheel + Paragon/Renegade** — see features§"Dialogue Wheel +
  Paragon/Renegade".
- **Biotic / Tech / Combat power tree** — see features§"Biotic / Tech / Combat
  Power Tree".
- **Ship-hub** — see features§"Ship-Hub Interactions". The player's ship is the
  primary between-mission hub.
- **Multi-chapter arc** — 3 acts (~58 hours total), with cross-act save imports
  so player choices in Act 1 ripple through Act 3.

### Dialogue Wheel + Paragon/Renegade

The signature Mass Effect dialogue system.

Features:

- **Wheel UI** — 6 spokes (upper-left: Paragon investigate; upper-right:
  Renegade investigate; left: Paragon dialogue; right: Renegade dialogue;
  lower-left: Charm / Intimidate (rep-gated); lower-right: Continue). Player
  chooses via stick + button.
- **Paragon score** rises on diplomatic / heroic responses; **Renegade score**
  rises on aggressive / ruthless responses. Scores accumulate and gate
  downstream wheel options (Charm at high Paragon; Intimidate at high Renegade).
- **Interrupts** — Paragon and Renegade interrupts fire mid-cinematic with a
  button prompt; pressing the prompt cuts the scene to a one-shot action (e.g.,
  shove an attacker out a window vs. negotiate a stand-down). Each interrupt has
  a single-frame trigger window.
- **Branching state machine** — every dialogue choice updates a state
  blackboard; downstream missions read the blackboard. State serialization in
  `V5/Saves/SciFi_Choices.json`.
- **VO** — full voice on protagonist + companions; 4 launch languages get full
  principal-grade lipsync (EN, FR, DE, ES); 8 additional voiced languages with
  lipsync-light; subtitles in 16 launch locales.
- **Player-character voice** — both binary genders fully voiced across all
  dialogue tree branches (~38000 lines per gender).

### Squad of Companions + Loyalty Missions

The 8-companion ensemble is the sci-fi cell's emotional anchor.

Features:

- **8 companions** — varied species (4 human; 4 alien — 4 distinct alien species
  each with original IP-clean design). Each has a class (Soldier / Biotic / Tech
  / hybrid), a backstory, a relationship state, a loyalty arc, and a romance
  gate.
- **Loyalty missions** — ~3-hour mission per companion, gated behind a
  relationship-state threshold and a critical-path beat. Completing loyalty
  maxes the companion's stats and locks in the end-game survival branch.
- **Loyalty-conflict scenes** — two companions can clash mid-mission; the player
  chooses sides, costing one loyalty point.
- **Romance** — 6 of 8 companions are romanceable; per-companion orientation
  lock (some are gender-locked, some flexible). Romance unfolds over ~5 chapters
  with dialogue gates.
- **Companion death** — at the end-game's "all-hands" encounter, the player's
  choice of who runs the diversion, who pilots the emergency-escape, and who
  holds the chokepoint determines which companions die. Each companion's loyalty
  status modifies survival probability.

### AI-Persona Companion

The Full-Vision AI-persona companion is sci-fi cell only. Kade Roe learns player
choices inside the Galactic Squad campaign and adapts local trust, Paragon /
Renegade affinity, memory tags, and five bounded trait vectors without exporting
personalized state to cross-cell training.

Features:

- **Choice learning** — authored signals cover dialogue choices, mission
  outcomes, squad assignments, Paragon/Renegade shifts, loyalty beats, and
  romance boundaries.
- **Local memory** — retained choice and memory tags stay in
  `V5/Saves/SciFi_Choices.json`; the runtime uses local-profile-only storage,
  privacy redaction, and no cross-cell model training.
- **Runtime surface** — `UV5_GalacticSquad_AIPersonaCompanion` builds and
  validates the persona, initializes state, and applies player-choice signals
  while enforcing the Sci-Fi cell guard.
- **Manifest** — release-gate data lives in
  `fullvision_scifi_ai_persona_companion_manifest.json`.

### Galaxy-Map Travel

The hub-and-spoke navigation layer of the sci-fi cell.

Features:

- **Galaxy view** — a 3D system map showing 32 systems with FTL routes authored
  as a graph.
- **System view** — within a system, ~3-6 explorable bodies (planets, moons,
  stations). The player flies the ship to a body to land or dock.
- **FTL plotting** — choose destination → enter FTL → 15-second cinematic FTL →
  arrival. FTL cost in fuel (recharges at refueling stations or for credits).
- **Resource scanning** — orbital scan minigame at unexplored bodies reveals
  minerals, anomalies, derelict ships.
- **Side missions** — anomaly investigations, derelict-ship boardings, pirate
  encounters, mining-asteroid runs (each ~30 minutes).

### Biotic / Tech / Combat Power Tree

The power-tree authoring spine of the sci-fi cell.

Features:

- **Three skill trees**:
  - **Combat tree** (firearms, recoil control, armor, killshot abilities,
    grenades): 7 sub-trees, 35 nodes total.
  - **Biotic tree** (gravity / kinetic powers — Singularity, Warp, Pull, Throw,
    Lift, Shockwave, Barrier): 7 sub-trees, 35 nodes.
  - **Tech tree** (electronics / decoy / hack / overload / cryo-freeze /
    sabotage): 7 sub-trees, 35 nodes.
- **Class restrictions** — Soldier max 35 Combat / 10 each of Biotic & Tech;
  Biotic max 35 Biotic / 10 each of Combat & Tech; Tech max 35 Tech / 10 each of
  Combat & Biotic. Hybrid classes split 25/25/15.
- **Power combos** — fire one power on a target, fire a second power to trigger
  combo damage (e.g., Warp on a biotically-Lifted target = biotic explosion).
- **Squad-power coordination** — squad members can be commanded to fire their
  powers in sync; cooldown timers align for combos.

### Companion Romance Gates

Romance is gated behind state machine progression to avoid trivial unlock.

Features:

- **Per-companion arc** — 5 chapters of relationship dialogue; each chapter
  unlocks behind a critical-path beat completion.
- **Companion-conflict resolution** — if two companions both have romance arcs
  and the player pursues both, a confrontation triggers at chapter 4; player
  must choose one or both companions exit the romance arc.
- **Closure scene** — romanced companions get a unique end-game closure scene in
  the epilogue cinematic.
- **No-romance-required-for-content** — every companion has a deep friendship
  track that delivers ~85% of their content without romance unlock.

### Hard Vacuum (Expanse)

A hard-sci-fi spaceship-sim sub-ruleset, fully Newtonian, gravity-aware,
crew-operated.

Features:

- **3 player-controlled ship classes** — Skiff (1-2 crew), Corvette (3-6 crew),
  Frigate (5-10 crew). Each player can be in any of 5 stations on a Frigate
  (pilot, navigator, weapons, comms, engineer).
- **Newtonian flight** — see features§"Newtonian Flight & Flip-and-Burn".
- **PDC + railgun + torpedo combat** — see features§"PDC + Railgun + Torpedo
  Combat".
- **Gravity zones** — see features§"Gravity Zones". Gravity is thrust-G during
  burn, spin-G in centrifugal habitats, zero-G when coasting. Combat in zero-G
  is dramatically different from combat in 1G.
- **Faction politics** — see features§"Faction Politics".
- **Crew duty cycles** — non-combat downtime is structured around bunk / mess /
  wardroom interactions. Companion banter unfolds on the ship.

### Newtonian Flight & Flip-and-Burn

A grounded space-flight model — vectors, not arcades.

Features:

- **Vector flight** — pure vector physics with thrust direction decoupled from
  facing. Ships "drift" if RCS not applied.
- **RCS thrusters** — small thrusters reorient the ship. Reorient is free in
  zero-G but costs reaction-mass.
- **Burn / coast / flip-and-burn** — three flight modes:
  - **Burn**: main engine ignited; thrust-G acceleration; player pinned to
    "down" (rear of ship).
  - **Coast**: engines off; zero-G; minor RCS corrections.
  - **Flip-and-burn**: 180° rotation under RCS, then full deceleration burn.
    Used to slow down approach to destination.
- **Reaction-mass economy** — main engine and RCS both consume reaction-mass;
  the player must dock and refuel.
- **Conservation of momentum** — the famous "coffee cup on the table" scene:
  anything not strapped down keeps its velocity when ship decelerates. Loose
  objects in the ship interior simulate.

### PDC + Railgun + Torpedo Combat

Three-weapon-class ship combat, with strict niches.

Features:

- **PDC (Point-Defense Cannon)** — high RPM bullet weapons for short range (< 8
  km). Used for: incoming missile defense, ship-to-ship close range.
- **Railgun** — high-velocity slug throw at extreme range (< 50 km). Slug travel
  time is real-time; the player leads the target.
- **Torpedo** — guided / unguided missiles, long range, damage scales with
  stand-off. Torpedoes are physical objects on the radar; the enemy can defend
  with PDC.
- **PDC vs. torpedo interception** — the enemy's PDC tracks incoming torpedoes
  and shoots them down; the player tactic is salvo saturation (8+ torpedoes at
  once) to overwhelm PDC.
- **Armor / shields / damage model** — no shields (grounded sci-fi); armor
  varies by region; internal-damage model (engine, weapons, reactor, comms,
  bridge).
- **Boarding** — at zero-relative-velocity (matched drift), a ship can
  magnetically clamp to another and execute a boarding action — squad marines
  breach via airlock, fight room-to-room. Boarding sub-mode uses the
  squad-combat ruleset from Galactic Squad.

### Gravity Zones

The signature feel-distinguisher of the Expanse cell.

Features:

- **Thrust-G** — when the main engine is burning, "down" is toward the rear;
  player walks with thrust-direction-aware locomotion.
- **Spin-G** — large habitat rings spin to create centrifugal gravity (~0.3-1G).
  Player walks with curve-aware locomotion (the wall is the "floor" at the inner
  radius).
- **Zero-G** — when not under burn, no gravity. Player floats; uses mag-boots
  for slow walking, push-off-from-surface for fast travel.
- **Combat in zero-G** — combat positioning is 3D; gunfire imparts recoil that
  flings the player; enemies use mag-boots or thrust-suits.
- **Transition smoothness** — gravity-zone changes ramp over 1.5 s; loose
  objects (and crew) re-orient with momentum-conservation.

### Faction Politics

Three primary factions in the sci-fi cell (planning names here; shipping names
come from the IP-clearance manifest):

- **Inner-System Republic (Earth-equivalent)** — high-tech, populous,
  resource-strained; the political center.
- **Red-Planet Confederacy (Mars-equivalent)** — militaristic, disciplined,
  biotech-heavy; the rising power.
- **Outer-Belt Collective (Belters-equivalent)** — distributed, rough-edged,
  deeply political; the marginalized but technologically resourceful.

Plus 3 secondary factions (corporate-conglomerate, alien-emergent,
research-collective).

Features:

- **Faction reputation** per-faction; rises and falls with mission choices.
- **Faction-restricted content** — high-rep with one faction unlocks their tech
  tree, mission lines, station access; locks you out of high-rep with rivals
  (asymmetric — Inner/Outer relations are zero-sum at extremes; Mars / Belt are
  partial-zero-sum).
- **End-game faction-state** — the player's accumulated rep determines the
  final-act political landscape (which faction's fleet shows up at the end-game;
  whose station survives the protomolecule analog threat).

### Ship-Hub Interactions

The player's ship between missions.

Features:

- **Ship interior** — bridge, mess, wardroom, engineering, bunks, cargo bay,
  airlock. Fully walkable; companions roam between stations.
- **Companion banter** — companions interact (cook, exercise, talk to each
  other) at the player's downtime.
- **Ship upgrades** — armor, weapons, engine, comms, reactor — each costs
  credits + resources.
- **Crew duties** — between missions the player can assign crew to duties
  (research, repair, training) that yield passive XP / loot.

## Cross-Cell Mind Palace (Sherlock)

The Mind Palace is V5's signature cross-cell layer. Every clue collected in any
cell feeds the Mind Palace; deductions chain clues into hypotheses; hypotheses
chain into accusations; accusations resolve cases.

### Evidence Pickup & Examination

Shared across all five cells. Every cell's exploration mode supports "examine"
(close-up rotation) of pick-up items; "examine" pushes a notebook entry into the
cross-cell Mind Palace.

Features:

- **Examine UI** — close-up rotate (right-stick) of the item; zoom in for fine
  detail. Detail-spots are diegetic — a serial number, a blood-stain, a missing
  button, an engraving.
- **Auto-write** — a paraphrased notebook entry writes into the protagonist's
  notebook.
- **Mind Palace push** — every notebook entry creates a node in the Mind Palace
  graph. Nodes are tagged with cell-of-origin, location, in-fiction date, key
  terms.
- **Tag-merge across cells** — nodes that share key tags (e.g., "Cross-Continuum
  Bureau", "Brass key", "1947 LA", "Belt Confederacy") become candidate-pair
  edges.

### Deduction Graph Authoring

The Mind Palace is a graph; deductions are edges.

Features:

- **Graph view** — a 3D spatial mind palace (player's "memory room") where clues
  hover as orbs around the player; the player rotates the view to see all clues.
  Filter by cell, by case, by tag.
- **Pair-and-deduce** — select two clues to attempt a deduction; if the pair is
  in the authored "valid deductions" set, the deduction node creates a new orb
  labeled with the inferred hypothesis.
- **Authored deduction list** — every case ships with N authored deduction
  pairs; the player must find the right pairs from a larger candidate set.
- **Wrong pairs** — the player can attempt invalid pairs; the system responds
  with "no connection found" (no penalty) or "weak connection" (a misleading
  hypothesis the player can build on but will eventually disprove).
- **Visual style** — modeled on Sherlock Holmes: Crimes & Punishments (the
  player's mind palace appears as a circular room with floating orbs and
  connecting threads).

### Cross-Era Linking

The Mind Palace's signature feature is cross-cell deduction.

Features:

- **Cross-era pairs** — deduction can pair a clue from 1947 with a clue from
  2078; or a clue from 1899 with a clue from the monster-hunter cell.
- **Narrative gating** — the main-arc story is anchored on cross-era deductions:
  a missing-person from 1947 (LA Noire-style case) links to a faction-leader in
  the sci-fi cell via a "Cross-Continuum Bureau" badge that appears in both
  eras.
- **Reveal pacing** — cross-era deductions unlock gradually; early in the game,
  the player can pair only within a cell; mid-game, two adjacent cells;
  late-game, all five.
- **Cinematic** — making a cross-era deduction triggers a 4-second cinematic
  "thread connects" with sweeping camera between the two eras' memory rooms.

### Accusation Gate

Sherlock-Holmes-equivalent: the player must reach a single accusation to close a
case; multiple-correct accusations are possible (the right fictional truth and
one or more red herrings).

Features:

- **Accusation list** — at case-close, the player picks one of N candidate
  accuseds. The candidate list is generated from the player's deduction history.
- **Confirm prompt** — "Are you certain? You can only accuse once."
- **Outcome divergence** — if the wrong accused is picked, the game proceeds
  with that wrong outcome; the right accused goes free, the wrong one is
  convicted. The wrong outcome ripples into downstream cases.
- **Outcomes Archive** — every case's outcome is logged to a Mind Palace
  "Outcomes Archive" the player can review post-game. New Game+ lets the player
  replay with different accusations.

### False-Lead Tolerance

The Mind Palace allows wrong deductions; players are not penalized for
hypothesis exploration.

Features:

- **Weak vs. Strong connections** — wrong pairs surface as "weak" connections;
  the player can build hypothesis chains on weak connections, but the chain has
  a confidence score.
- **Confidence gauge** — every deduction chain has a 0-100 confidence; the
  accusation gate gives a sub-rating ("Brilliant" if all chains are 90+; "Lucky"
  if some chains are 60-).
- **No deduction-graph game-over** — the game never fails for wrong deductions;
  the case-rating reflects accuracy but the story proceeds.

## Shared Cross-Cell Systems

### Cross-Continuum Bureau Roster

A unified character roster spanning all five cells.

Features:

- **Bureau membership** — every protagonist of every cell is a Bureau member
  (modern detective; period detective; frontier sheriff unmasked as Bureau;
  witcher recruited by the Bureau; sci-fi captain recruited via FTL contact).
- **Cross-cell character cameos** — late-game, characters from one cell appear
  briefly in another, with author-controlled time-travel staging.
- **Companion-app character cards** — every Bureau character has a dossier in
  the companion app showing their cross-cell connections.
- **Linked progression** — Bureau XP accumulates across cells; high Bureau XP
  unlocks the cross-cell loadouts (e.g., dead-eye in urban cell as a "Reflex"
  upgrade; biotics in frontier cell as "Mystic Pulse" cosmetic).

### Unified Dialogue Wheel

The dialogue wheel from the sci-fi cell is reused across all five cells.

Features:

- **Same UI** — 6-spoke wheel; same UX patterns.
- **Per-cell flavor** — each cell substitutes its own honor-axis
  (Paragon/Renegade in sci-fi; Honor/Bounty in frontier; Cop/Triad in urban;
  Family/Outsider in period; Witcher humanity in hunter).
- **Cross-cell axis merge** — the integrated "moral compass" axis is the sum of
  per-cell axes, used for cross-era gating.

### Universal NPC Perception

One perception model (`V5Perception`) powers every NPC in every cell — a Hong
Kong triad goon, a 1947 witness, a frontier outlaw, a drowner, and a station
guard all read stimuli from the same state machine; only the tuning data differs
(arch§"AI Perception, NPC Schedules, Crowd").

Features:

- **Sight** — a per-NPC vision cone (direction vector, half-angle, range) with
  per-cell range tuning; line-of-sight is occlusion-checked so cover blocks
  detection.
- **Hearing** — a per-NPC hearing radius with sound-absorption by walls; 1899
  NPCs are tuned for keener hearing (a quieter world), sci-fi station NPCs add
  radar-ping stimuli.
- **Stimulus sources** — sight cones, hearing radii, witness reports (an NPC
  tells another NPC within 12 m), and player-attributed events (gunshot, vehicle
  horn, alarm trigger).
- **Suspicion state machine** — Idle → Curious (a stimulus seen/heard) → Alert
  (stimulus confirmed) → Hostile (visual contact). A stimulus that is not
  reinforced times out and the NPC steps back down the ladder.
- **Investigation** — a Curious or Alert NPC moves to the last-known stimulus
  location and searches before de-escalating.
- **Witness reporting** — a frightened NPC flees and reports to the nearest
  authority, raising the cell's authority-response curve (wanted stars, marshal
  posse, village watch, faction patrol per features§"Wanted-Star Police
  Response").

The shared model means a stealth approach, a noise distraction, or a witness
kill behaves consistently across cells; only detection ranges and reaction
flavor are cell-specific.

### NPC Crowd & Schedules

A shared crowd-population and daily-schedule system; cell-specific data drives
behavior while the simulation plumbing is shared (`V5Crowd` + `V5Schedules` on
Mass Entity).

Features:

- **Crowd density** — population within ~100 m: Urban ~250, Period ~120,
  Frontier ~40 in towns and ~6 in wilds, Hunter ~60 in towns and ~10 in wilds,
  Sci-Fi ~80 on stations and ~30 in ship interiors. Console builds throttle
  density where streaming churn is high.
- **Entity promotion** — each ambient NPC is a lightweight Mass Entity until the
  player closes within an interaction radius (18 m for named NPCs, 30 m for
  generic, 60 m for ambient), at which point it is promoted to a full character
  pawn; this keeps a dense crowd affordable.
- **Body-language libraries** — per-era walk-cycle and idle libraries so a 1930s
  pedestrian, an 1899 townsfolk, and a sci-fi station civilian read as
  period-correct; panic body-language is also era-specific.
- **Daily schedules** — each NPC carries a `V5_NPC_Schedule` row (home, work,
  shift start/end, lunch, evening venue, sleep); schedules tick every 5 in-game
  minutes on the 48-minute day clock. NPCs beyond 200 m are simulated as
  schedule-position-only with no per-frame tick; beyond 600 m they only relocate
  on a day boundary. Period schedules follow era-correct rhythms (1899
  sunrise-to-sundown, 1947 8-hour shifts, modern 24-hour cycles with a
  night-shift cohort).

### Honor / Karma / Paragon Bridge

A meta-axis system that maps each cell's local morality axis onto a unified
"moral compass" used for cross-cell Mind Palace gating and Bureau XP
(arch§"Honor / Karma / Paragon Bridge").

Features:

- **Per-cell local axis** — Cop/Triad and Lawful/Outlaw in Urban (−100..+100),
  Family/Outsider in Period plus Vice Squad's per-case Brilliant/Average/Poor
  rating, Honor/Bounty in Frontier, Witcher Humanity in Hunter (0..100), and
  independent Paragon/Renegade meters in Sci-Fi (0..100 each). Each axis moves
  on cell-specific actions.
- **Meta-axis derivation** — a Light score and a Dark score are each a weighted
  sum of the per-cell axes (default weight 1.0 per cell, with per-mission-arc
  overrides allowed for narrative-anchor missions); MoralCompass = Light − Dark,
  ranging roughly −1..+1. The meta-axis is computed at session join and is never
  persisted as canonical state — it is always re-derived from the per-cell axes,
  so the per-cell axes remain the single source of truth.
- **Use** — certain cross-cell Mind Palace deductions gate behind Light > 0.4 or
  Dark > 0.4; a high-magnitude compass in either direction earns Bureau XP
  faster than a neutral one; companions react to the compass over time.
- **HUD visibility** — per-cell axes show on that cell's HUD; the composite
  meta-axis is hidden during normal play and visible only in the Mind Palace UI.

### Vehicle Library Across Eras

One `V5Vehicles` interface spanning every cell, with era-specific tuning so each
era's vehicles feel distinct under the same control scheme.

Features:

- **120+ modern vehicles** (Urban) — sedans, sports, super-sports, SUVs, bikes,
  boats, fixed-wing aircraft, and helicopters; see the Heist City inventory.
- **84 period vehicles** (Period) — 28 per era; era tuning differs sharply
  (1930s: ~55 mph, drum brakes, manual choke; 1947: ~80 mph, hydraulic brakes;
  1968: ~110 mph, power steering).
- **38 frontier vehicles** (Frontier) — wagons, stagecoaches, river-boats, and
  trains; wagons cap near 10 mph with a 4-horse team.
- **24 monster-hunter vehicles** (Hunter) — wagons, boats, and mounted horses.
- **18 sci-fi spacecraft** (Sci-Fi) — skiffs, corvettes, frigates, and capital
  ships.
- **Handling models** — ground and water vehicles use ChaosVehicles with a
  per-class tuning file (CoG, traction, brake type, top speed); horses use the
  separate `V5HorseAI` gait library; spacecraft use the separate `V5Spaceship`
  Newtonian model (arch§"Vehicle Library Architecture"). A
  `V5_AttributeSet_ Vehicle` tracks fuel, per-tire condition, and engine
  condition.
- **Damage model** — ChaosDestruction body deformation at hit zones, per-tire HP
  with blowout reducing speed and traction, and per-vehicle engine HP whose
  knock-out triggers smoke and a slow-speed cap.
- **Vehicle Customization Tier 2 Year-1** — `V5Vehicles` ships 200 Tier 2
  customization parts across modern and period body-shop domains through
  `year1_vehicle_customization_tier2_manifest.json`; every part is data-only and
  eligible for Workshop vehicle-blueprint share.

### Cover, ADS, Recoil, Stance

The shared third-person gunfighting layer (`V5Combat`), used by every cell that
has gunplay, with era-appropriate weapon feel.

Features:

- **Cover** — sticky cover with corner-peek, blind-fire, slide-into-cover, and
  cover-vault; cover attaches contextually from approach direction with no
  dedicated cover lock-on.
- **ADS** — aim-down-sight with per-weapon FOV zoom, weapon sway, and a recoil
  pattern; hip-fire trades accuracy for mobility.
- **Recoil patterns** — per-weapon recoil curves authored in curve tables; era
  feel is deliberate — 1899 revolvers kick hard with slow recovery, 1947
  semi-autos are moderate, sci-fi rifles are managed and low-rise.
- **Stance** — stand / crouch / prone, with per-cell additions: Sci-Fi adds a
  zero-G stance with recoil-induced drift, Frontier adds a horseback firing
  stance. Stance affects accuracy, recoil, profile, and movement speed.
- **Authority** — in open-world cells damage and gameplay effects are
  server-authoritative with client-predicted movement and montages; root-motion
  finishers are server-authoritative (arch§"Combat Authority & Determinism").

### Photo Mode

A unified photo mode across all five cells.

Features:

- **Free camera** — orbital camera with FOV, roll, pitch, yaw.
- **Lens controls** — depth-of-field, focus, aperture, ND filter, vignette,
  grain, lens-flare, motion-blur.
- **Time controls** — pause world, advance / reverse frame-by-frame.
- **Pose & animation** — protagonist & companion pose authoring; facial
  expression slider.
- **Sticker layer** — overlay text, in-fiction stickers.
- **Export** — 4K PNG, GIF, MP4 (5 s replay).
- **Photo Mode Tier 2 Year-1** — adds 15s MP4 with audio export, privacy
  scrubbed AAC submix capture, and a shooting-locations editor for reusable
  camera anchors in `year1_photo_mode_tier2_manifest.json`.
- **Photo-mode-only assets** — period-correct lens packs unlock by era
  progression.

## Modes & Multiplayer

V5's playable surface area — mission shapes, single-player campaigns, skirmish
play, co-op, PvP, horde defense, training, replay, and the signature mode each
cell ships with.

### Mission Architectures

V5 missions fall into 7 architectural shapes; each cell uses one or more. Every
authored mission row in features§"Roster & Content Inventory" is one of these
shapes, and the Mission Editor (features§"Creator Suite") exposes one template
per shape.

| Architecture          | Used by Cell(s)                           | Description                                         |
| --------------------- | ----------------------------------------- | --------------------------------------------------- |
| Linear Cinematic      | Period, Sci-Fi                            | Cinematic-pacing, scripted beats, set-pieces        |
| Sandbox Investigation | Period (Vice Squad), Hunter (Witcher)     | Crime-scene or contract-board investigation         |
| Open-World Quest      | Urban, Frontier, Hunter                   | Pick-up-and-go quests with map markers              |
| Heist                 | Urban (Heist City)                        | Heist planner + execution                           |
| Procedural Random     | Frontier (encounters), Hunter (contracts) | Random / procedurally-seeded missions               |
| Squad Tactical        | Sci-Fi (Galactic Squad)                   | Linear combat + dialogue choices + companion banter |
| Spaceship Engagement  | Sci-Fi (Hard Vacuum)                      | Ship-to-ship combat, boarding actions               |

Shared structure across all seven shapes. Every mission carries a state
lifecycle — `Available` → `Offered` (marker visible) → `Active` (accepted, save
checkpoint written) → `InProgress` (objective tracking live) → one of
`Completed` / `Failed` / `Abandoned`. Failure is non-terminal except in the
Heist shape's catastrophic branch: a failed Linear Cinematic or Squad Tactical
mission restores to the last of the per-mission checkpoints (auto-written every
90 s on critical-path missions per features§"Patch, Hotfix, Quick-Resume, and
Crash Recovery"); a failed Procedural Random mission simply expires from the
board with no penalty beyond lost time.

Each shape declares an objective grammar the editor enforces: Linear Cinematic
uses ordered objectives with optional set-piece triggers; Sandbox Investigation
uses an unordered clue set plus one gating accusation/identification; Open-World
Quest uses a marker chain with optional branch markers; Heist uses the planner
plan-graph (features§"Heist Planner"); Procedural Random uses a seeded template
slot; Squad Tactical interleaves combat encounters with dialogue-wheel nodes;
Spaceship Engagement uses an engagement script (spawn waves, optional boarding
trigger). A mission that mixes shapes (e.g., a Squad Tactical mission that opens
with a Spaceship Engagement) declares a primary shape and embeds the secondary
as a sub-sequence; the editor validates that embedded shapes resolve before the
parent's next objective unlocks.

### Campaign Modes

Five primary campaigns, one per cell:

| Campaign       | Cell           | Length                      | Endings               | Co-op                |
| -------------- | -------------- | --------------------------- | --------------------- | -------------------- |
| Heist City     | Urban Crime    | ~32 hours                   | 3                     | 1-4P heist           |
| Street Triad   | Urban Crime    | ~24 hours                   | 3                     | No                   |
| Made Man       | Period Drama   | ~36 hours (3 chapters × 12) | 2 per chapter         | No                   |
| Vice Squad     | Period Drama   | ~19 hours (25 cases)        | Per-case              | No                   |
| Outlaw Trail   | Frontier       | ~52 hours                   | 4                     | 1-2P shared epilogue |
| Witcher's Path | Monster Hunter | ~65 hours                   | 5                     | No                   |
| Galactic Squad | Sci-Fi (squad) | ~58 hours                   | 6 (per faction-state) | No                   |
| Hard Vacuum    | Sci-Fi (ship)  | ~24 hours                   | 3                     | 1-6P crew            |

Plus the cross-cell Mind Palace arc (~10 hours) that ties them all together with
cross-era deductions, gated to unlock after the player completes any 3 of 5
primary campaign anchors.

Each campaign is offline-deterministic single-player (`V5Netcode`'s
offline-deterministic mode; arch§"Combat Authority & Determinism") except where
the Co-op column lists a multiplayer surface. Co-op campaigns run on a listen
server with sub-2-second host migration. Campaign selection is per-slot: a save
slot holds one in-progress state per cell (Made Man and Vice Squad share the
Period slot), so a player can carry six concurrent campaign threads in one slot
and switch between them from the cell-select shell with no cross-campaign state
bleed. Endings are persisted to the `Outcomes Archive`; New Game+ (Bureau Tier
20, features§"Character and Account Progression") replays a campaign carrying
forward cosmetics, Bureau XP, and codex unlocks but resetting cell progression,
honor axes, and inventory. A campaign reports a completion percentage
(critical-path missions + side stories + collectibles) that feeds the
companion-app dossier.

### Skirmish & Quick-Play

A short-session entry point for each cell, reachable from the main menu without
loading a campaign save. Quick-Play sessions target a 5-15 minute play window,
write to a dedicated rotating skirmish save (never the campaign slot), and grant
reduced Bureau XP (40% of campaign rate) so they cannot be farmed as the primary
progression path.

- **Urban Cell Quick-Play** — drop-into freeroam at one of 16 districts; the
  in-game phone surfaces 3 eligible side missions filtered by district flavor.
  Wanted level and economy carry from the player's freeroam profile, not the
  campaign.
- **Period Cell Quick-Play** — replay any closed Vice Squad case for a better
  rating; the case loads with all clues reset and the witness lie-set re-rolled
  from its authored pool so a memorized run is not a guaranteed Brilliant.
- **Frontier Cell Quick-Play** — random-encounter roll: the player rides for up
  to 5 in-game minutes and one encounter fires from the 320-entry pool, weighted
  by the freeroam honor band (features§"Cinematic Random Encounters").
- **Hunter Cell Quick-Play** — pulls the live procedurally-seeded contract from
  the board (features§"Monster-Contract Boards") at the player's current gear
  tier; bestiary and alchemy stock carry from the freeroam profile.
- **Sci-Fi Quick-Play** — Ship-vs-Ship arena (1v1, 2v2, 4v4) against bots or
  matchmade opponents, plus a boarding sub-arena and a solo horde-defense lane.
  Loadout is picked from the Ship Loadout Author presets, not the campaign ship.

If a player has not yet unlocked a cell in any campaign, Quick-Play for that
cell offers a pre-built profile (mid-tier gear, neutral honor) so the
short-session surface never shows an empty state.

### Co-op Modes

| Mode                | Cell       | Players | Description                            |
| ------------------- | ---------- | ------- | -------------------------------------- |
| Urban Heist Co-op   | Urban      | 2-4     | Replay heists with friends, role-split |
| Urban Freeroam      | Urban      | 2-30    | Open-world online                      |
| Frontier Posse      | Frontier   | 2-7     | Open-world online + posse missions     |
| Hard Vacuum Crew    | Sci-Fi     | 1-6     | Crew a Frigate                         |
| Spec Ops Cross-Cell | Cross-cell | 1-4     | Curated co-op missions across cells    |
| Horde Defense       | All cells  | 1-4     | Wave-based defense per cell            |

Netcode model. Bounded-roster modes (Heist Co-op, Hard Vacuum Crew, Spec Ops,
Horde Defense) run on a listen server, dedicated-server-authoritative for
damage/effects/position with client-predicted movement (arch§"Combat Authority &
Determinism"); host migration completes inside 2 s with a mid-mission player
elected new host. High-density Urban Freeroam (up to 30) and Frontier Posse (up
to 7) run on dedicated servers with per-cell AOI streaming (Urban 300 m,
Frontier 500 m) so a 30-player freeroam shard never replicates the whole map.

Drop-in / drop-out. Co-op campaigns and Freeroam allow join-in-progress at any
mission checkpoint; a joiner inherits the host's mission state and spawns at the
nearest safe node. A leaver's slot is backfilled by matchmaking if the lobby is
public; if a role-locked seat (heist driver, Frigate pilot) empties mid-mission,
an AI crew member assumes it until a human backfills. Co-op progress and loot
write to each player's own save; the host's campaign advances canonically, a
guest's campaign records the mission as "completed in co-op" and grants rewards
but does not advance the guest's critical-path branch state.

Scaling. Horde Defense scales wave size and enemy HP to live player count (1-4),
re-tuning on join/leave at the next wave boundary so a 4-player session does not
trivialize when one player disconnects. Spec Ops missions scale enemy density
but not mission structure. Friendly-fire is off by default in all co-op modes; a
private lobby may enable it.

### PvP Modes

| Mode                  | Cell     | Players | Netcode          | Description                           |
| --------------------- | -------- | ------- | ---------------- | ------------------------------------- |
| Urban Deathmatch      | Urban    | 4v4     | 8-frame rollback | Arena deathmatch in urban districts   |
| Urban Heist vs. Heist | Urban    | 4v4     | Dedicated server | Two crews compete for the same target |
| Frontier Showdown     | Frontier | 8 FFA   | Dedicated server | Lasso, gun-shoot, horse-chase         |
| Frontier Posse War    | Frontier | 4v4     | Dedicated server | Posse vs. posse                       |
| Ship Duel             | Sci-Fi   | 1v1     | 8-frame rollback | One-skiff duel                        |
| Capital Raid          | Sci-Fi   | 5v5     | Dedicated 60 Hz  | Frigate teams in arena                |

Twitch PvP (Urban Deathmatch, Ship Duel) uses the 8-frame rollback prediction
model (arch§"Rollback-Emulated Prediction (Spaceship PvP)"): each client
predicts 8 frames assuming no new remote input, rolls back and re-simulates from
the last confirmed frame on mismatch, and snaps visuals for one frame while
leaving cosmetic particles and audio un-replayed. Objective-and-position PvP
(Heist vs. Heist, Posse War, Showdown, Capital Raid) is
dedicated-server-authoritative with a 200 ms lag-compensation window for hit
validation; Capital Raid ticks at 60 Hz, the others at 30 Hz.

Match lifecycle. `Lobby` (ready-check) → `Loading` (map + plugin stream) →
`Warmup` (60 s, no scoring) → `Live` → `Scoreboard` (15 s) → `PostMatch` (replay
auto-saved to Replay Theater). Mid-match disconnect triggers a 90 s reconnect
window during which a bot fills the seat; a player who fails to reconnect takes
a leaver penalty (matchmaking cooldown, ranked-points forfeit). Each mode
declares a win condition: Deathmatch and Showdown are score-to-cap or
time-limit; Heist vs. Heist is first crew to extract the target; Posse War is
round-based best-of; Capital Raid is enemy-Frigate destruction or objective
control. Quitting before `Live` carries no penalty.

Per-cell PvP rules. Urban Deathmatch keeps the cell's gun + melee + parkour
sandbox; Frontier Showdown enables lasso and horse-chase but disables Dead-Eye
in ranked to keep skill expression on raw aim; Ship Duel and Capital Raid run
full Newtonian flight with reaction-mass economy. Cross-play opt-out is honored
per features§"Crossplay & Cross-Progression" — Ship Duel and Capital Raid
default console players into a console-only pool to neutralize the K&M aim
advantage.

### Horde Defense Per Cell

A wave-based survival mode (`V5Mode_HordeDefense_PerCell`), 1-4 players, with
cell-flavored enemies and a shared structure: 20 waves grouped into 4 acts of 5,
a mini-boss closing each act and a cell-boss closing wave 20. Between acts a
60-second prep phase opens a vendor (spend in-run currency on ammo, gear,
fortifications, revives). Each wave escalates enemy count and HP; the run ends
on a full-squad wipe or a wave-20 clear. A clear writes a score (waves survived
× kill-streak multiplier × civilian-rescue bonus) to the per-cell Horde
leaderboard.

- **Urban Horde** — gang waves with escalating SWAT support; civilians spawn in
  the arena and rescuing them before a wave ends grants a score bonus.
- **Period Horde** — period mob waves; period police arrive as a scripted
  reinforcement at act boundaries.
- **Frontier Horde** — bandit, hostile-NPC, and predatory-animal waves; animal
  waves break formation discipline and flank.
- **Hunter Horde** — monster waves drawn from the bestiary (specter, drowner,
  necrophage); the wave-20 boss is a category-boss monster requiring oil prep.
- **Sci-Fi Horde** — boarding-marine waves through airlocks on a ship interior;
  hull-breach events vent a room to zero-G mid-wave.

Difficulty scales to live player count and re-tunes at the next wave boundary on
join/leave. Downed players are revivable for 20 s; a purchased revive token
auto-resurrects on wipe once per run.

### Training, Trials, and Tutorials

The onboarding and skill-practice surface, one set per cell.

- **Training range** — a no-fail sandbox with per-cell drills: Urban
  gun-handling and parkour course; Period interrogation-tell recognition
  gallery; Frontier Dead-Eye paint drill and horse-gait course; Hunter
  sign-casting and oil-prep range; Sci-Fi Newtonian flight box and PDC-tracking
  trainer. Drills surface a live metric (accuracy, time, hits) and have no
  leaderboard.
- **Tutorial campaign** — a ~30-minute first-time-player walkthrough per cell,
  authored as a Linear Cinematic mission, that teaches the cell's core verbs
  diegetically. Tutorials are skippable after first completion and re-playable
  from the cell-select shell. A new player entering a cell with no tutorial
  history is prompted once.
- **Trials** — scored skill challenges with global and friends leaderboards:
  Dead-Eye trick-shot, Witcher boss-fight time-trial, Ship-PDC defense trial,
  heist no-alarm time-trial, interrogation Brilliant-streak. Each trial has a
  fixed seed so leaderboard runs are comparable; the top run is downloadable as
  a ghost/replay. Trial completion grants Bureau XP and cosmetic medals (bronze
  / silver / gold thresholds).
- **Hunter Run Modifiers Year-1** — the roguelike Hunter Run ships 20
  run-modifiers, including alchemy-limited and sign-disabled variants, plus a
  per-run leaderboard in `year1_hunter_run_modifiers_manifest.json`.

### Replay Theater, Spectator, and Coach Mode

Replay capture, live spectating, and coaching for all PvP and competitive modes.

Features:

- **Replay Theater** — every PvP match and every Trial run is captured as a
  `V5_Heist_PlanRecord`-style input-stream replay (full input + initial RNG
  seed; arch§"Combat Authority & Determinism"), retained 90 days locally and
  uploadable to the replays service for sharing. The viewer supports timeline
  scrub, 0.1×-4× speed, free-camera and per-player follow-camera, a swap between
  any participant's view, and a deduction/event marker rail. Replays are
  re-simulated from inputs, not video, so they survive a patch only within the
  same binary version; a version banner warns on mismatch.
- **Spectator** — a live spectator slot (`V5Mode_Spectator`) with up to 8
  watchers per match, a 15-second broadcast delay to deny ghosting,
  picture-in-picture per player, and a director-cam that auto-cuts to the
  highest-action camera.
- **Coach Mode** — a coach joins a team's spectator channel with a team-private
  voice channel and a tactical overlay (ping, draw); the coach cannot affect the
  match. One coach per team; the coach slot does not count against the spectator
  cap.

### Per-Cell Signature Modes

Each cell ships one signature mode — the curated showcase loop a reviewer or new
player runs to feel the cell's identity in a single sitting. The signature mode
is the fixed centerpiece of that cell's feel test (features§"Cell Feel Tests").

| Cell           | Signature Mode                      |
| -------------- | ----------------------------------- |
| Urban Crime    | Heist Planner → Execution           |
| Period Drama   | MotionScan Interrogation            |
| Frontier       | Dead Eye + Cinematic Encounter      |
| Monster Hunter | Witcher Sense + Bestiary → Contract |
| Sci-Fi         | Flip-and-Burn + Dialogue Wheel      |

Each signature mode is reachable as a standalone ~20-30 minute experience from
the cell-select shell with a pre-built profile, independent of campaign
progress, so the showcase is always playable. The signature mode is the slice
shipped to press in pre-launch demo builds.

### Per-Character Side Stories

Optional narrative content attached to named cast outside the critical path.
Each playable protagonist owns 3-6 side stories (~1-3 hours each); each
companion owns 1 dedicated companion mission (~2-3 hours each). Across the 11
protagonists and 92 companions that is roughly 45-65 protagonist side stories
plus 92 companion missions.

Side stories unlock on a critical-path beat (a chapter or act boundary) and on a
relationship/honor threshold where the character is relationship-tracked; they
surface as map markers or hub-dialogue prompts and never expire. Completing a
side story grants Bureau XP, a character-specific cosmetic or gear reward, and
in most cases a small permanent modifier (a companion's loyalty status, a
protagonist's reputation shift). Companion loyalty missions specifically gate
the end-game survival branch in the Sci-Fi cell (features§"Squad of Companions +
Loyalty Missions") and unlock the companion's romance arc where one exists. Side
stories are tracked in the codex and contribute to campaign completion
percentage.

### Split-Screen and Local Multiplayer

Couch and LAN co-op for the modes that support a bounded local roster. Local
players share one console/PC; each gets an independent viewport and HUD.

- **Urban Heist** — 2-player split-screen co-op of the heist campaign, roles
  split between the two players.
- **Frontier Posse** — 2-player split-screen of posse freeroam and posse
  missions.
- **Sci-Fi Crew** — 2-player split-screen crewing a Frigate; the two players
  occupy any 2 of the 5 stations, AI fills the rest.
- **Cross-cell hot-seat** — pass-the-controller Mind Palace sessions, where each
  player works the deduction graph on their turn; the touch-friendly Mind Palace
  UI also supports a shared-screen iPad session.
- **Arcade cabinet co-op** — a location-based four-panel `V5ArcadeCabinet` SKU
  runs Spec Ops Co-op, Horde Defense, Fleet Co-op, Hunter Card Game, and
  Training Range through local service shims, LAN discovery, attract mode, and
  an `ArcadePanel` Enhanced Input preset.

Split-screen renders at a reduced per-viewport budget — dynamic resolution and a
lower crowd-density cap (arch§"Performance Budgets") keep two viewports inside
the platform frame budget; it is unavailable on Switch 2 handheld mode and on
iPad. Online and local players can mix: a split-screen pair can join an online
co-op lobby as two distinct participants.

## Content & Creator Tools

Launch content inventory and the authoring suite that lets players extend every
cell.

### Roster & Content Inventory

Launch content (per-cell, totalled):

| Cell           | Protags               | Companions | Major NPCs | Mission Rows                                                                               | Areas                   | Endings            |
| -------------- | --------------------- | ---------- | ---------- | ------------------------------------------------------------------------------------------ | ----------------------- | ------------------ |
| Urban Crime    | 4 (3 GTA + 1 SD)      | 22         | 220        | 210 (Heist City 32 main + 90 side; SD 32 main + 18 cop case + 12 triad favor + 26 ambient) | 16 districts            | 3+3                |
| Period Drama   | 4 (3 Mafia + 1 Noire) | 18         | 180        | 103 (Made Man 78 + Vice Squad 25 cases)                                                    | 1 city × 3 eras         | 8                  |
| Frontier       | 1                     | 22         | 280        | 60 + 320 random encounters                                                                 | 5 biomes                | 4                  |
| Monster Hunter | 1                     | 16         | 240        | 130 (70 quests + 60 monster contracts)                                                     | 4 regions               | 5                  |
| Sci-Fi         | 1 (squad) + crew      | 14         | 260        | 102 (78 squad + 24 hard-vacuum)                                                            | 32 systems / 120 bodies | 9                  |
| Cross-Cell     | n/a                   | n/a        | n/a        | Mind Palace arc (~10 h) + 18 spec-ops co-op                                                | n/a                     | branching epilogue |

Total: 11 protagonists, 92 companions, 1180 major NPCs, 623 authored mission
rows (605 per-cell + 18 cross-cell spec-ops) plus 320 random encounters and the
Mind Palace arc.

Of the named cast, **28 are principals** — the 11 playable protagonists plus the
17 most story-central companions (those who anchor a critical-path arc and
receive full cinematic-grade facial capture). Principals get
individually-scanned bespoke MetaHuman builds; the remaining 75 named companions
and the 1180 major NPCs use per-character composed MetaHuman pieces. See
`V5_ARCHITECTURE.md` arch§"Animation Pipeline" for the bind detail.

### Creator Suite

V5 ships with a creator suite spanning all five cells. Every tool is built on
the UE Editor with custom Slate panels (arch§"Creator Suite Architecture"),
provides live in-editor preview, and emits a typed USTRUCT data file the runtime
loads — creators author data, not code, so no recompile is required and the
output is safe to share. Each tool runs the same asset-linter the shipping
content passes, blocking publish on referential errors (a mission referencing a
missing NPC, a contract referencing an unauthored monster).

| Tool                     | Use                                                                |
| ------------------------ | ------------------------------------------------------------------ |
| Mission Editor           | Author missions in any cell                                        |
| Heist Author             | Author multi-protagonist heists                                    |
| Case Author              | Author Vice-Squad-style detective cases                            |
| Contract Author          | Author monster-hunter contracts                                    |
| Ship Loadout Author      | Author ship configurations                                         |
| Bestiary Author          | Add new monsters with stat blocks                                  |
| Cinematic Director       | Director-mode video-authoring tool with timeline, cuts, and export |
| Cross-Cell Replay Editor | Splice replay clips from any cell into one merged export           |
| Workshop Publisher       | Upload, version, moderate, rate                                    |

Tool detail. The Mission Editor exposes one template per mission architecture
(features§"Mission Architectures") and validates the shape's objective grammar.
The Heist Author layers a heist-specific Slate UI on the Mission Editor for
crew-role, vehicle, weapon, and route-waypoint authoring plus the 4×-rehearsal
preview. The Case Author places clues, marks 1-2 false clues, and builds the
interrogation tell-tree against the MotionScan tell library. The Contract Author
pairs a monster picked from the Bestiary with a site, fee, and bestiary hint.
The Ship Loadout Author configures Hard Vacuum ship slots (PDC, railgun,
torpedo, armor regions, reactor). The Bestiary Author writes a stat block plus
weak-vs-oil/sign/bomb data, a behavior tree, and Niagara FX. The Cinematic
Director Mode is a director-mode video-authoring tool with timeline tracks,
cuts, a cut inspector, Replay Theater import, Sequencer round-trip, and Movie
Render Queue export presets declared in `cinematic-director-mode-manifest.json`.
It exports read-only to gameplay so a cinematic cannot mutate game state. The
Cross-Cell Replay Editor lets players splice clips from any cell into a single
merged export through a clip browser, cell filters, a splice timeline, replay
hash verification, privacy-scrubbed metadata, and export presets declared in
`fullvision_cross_cell_replay_editor_manifest.json`. The Workshop Publisher
handles upload, semantic versioning, moderation submission, and rating.

### Workshop & Mods

A built-in workshop (`V5Mode_Editor_Workshop`, backed by the `workshop` service)
for distributing creator-suite output across all 9 platforms.

Features:

- **Discovery** — browse by tag, cell, content type, rating, recency, and
  subscriber count; in-game and companion-app browsers share the same catalog.
- **Publishing lifecycle** — a submission moves `Draft` → `Submitted` →
  `InModeration` → `Published` (or `Rejected` with reason). Updates publish as
  semantic versions; the author can deprecate but not silently delete a version
  others have pinned.
- **Subscription** — subscribers auto-update to the latest version by default or
  pin a specific version; a pinned version that fails the current binary's
  linter is flagged in the player's subscription list rather than crashing the
  session.
- **Moderation** — a three-layer pipeline: an ML pre-screen on upload (flags
  likely IP-infringing assets, slurs, NSFW), community report queues, and paid
  human moderators with a DSA-compliant appeal path. Copyright-safe rules forbid
  uploading source-franchise assets or trademarked names; the linter rejects
  asset hashes on a known-infringing list.
- **Featured slots** — a curator team selects featured workshops weekly per
  cell; featured items surface on the creator hub and in the loading-screen
  rotation.
- **Community Heist Hub** — the Workshop surfaces a curator-approved **Player
  Created** category for Heist Author uploads, including the Year-1 top-50
  community heists.
- **Main-menu showcase** — the Workshop service feeds a curated-showcase
  carousel in the main menu plus a community-spotlight per month for opted-in,
  trust-and-safety-approved creators.
- **Vehicle-blueprint share** — Year-1 Vehicle Customization Tier 2 lets players
  publish data-only vehicle blueprints assembled from Tier 2 paint, wheels,
  suspension, engine, decals, and license-plate choices through
  `/v5/workshop/vehicle-blueprints/share`.
- **Paid-mod marketplace** — the [P3] Full-Vision Stretch paid-mod marketplace
  (post-Year-1; phased per `V5_TODOS.md` §138, the phase source of truth) lists
  six data-only paid mod packs across every V5 browsing cell, grants purchase
  entitlements through `/v5/workshop/marketplace/purchase`, and enforces a 70
  percent creator revenue share with KYC, tax interview, refund-window, payout,
  and reserve gates in `year1_modder_marketplace_manifest.json` (historical
  filename retained).
- **Ratings & creator standing** — five-star ratings plus a per-creator standing
  score; repeated rejections or upheld reports lower standing and throttle
  publish rate.

Workshop content is sandboxed: it is data-only, cannot ship executable code, and
is disabled in ranked PvP and on cert-restricted online surfaces. Mods are
opt-in per save slot and never affect another player's session unless explicitly
co-op-shared by the host.

### Custom Tournaments and Match History

Player-run tournament tooling for the PvP modes, plus the match-history backbone
that feeds profile cards and esports surfaces.

Features:

- **Bracket builder** — single-elimination, double-elimination, or round-robin
  brackets sized 4-64 teams; the organizer sets mode, region, map rotation,
  best-of length, and check-in window. Brackets advance automatically as match
  results report from the game server; no-show teams forfeit after the check-in
  timer.
- **Roles** — organizer, admin, caster, and competitor; admins can re-seed or
  re-score a disputed match within a dispute window.
- **Profile cards** — per-player aggregate stats (per-mode win rate, K/D, rank,
  signature loadout), earned badges, current ranked tier, and the last several
  matches; cards are viewable in-game and on the public profile.
- **Match history** — the last 1000 matches per player, 90-day retention, each
  entry linking to its Replay Theater record where one exists. History is
  read-only and exposed through the public API for community stats sites.

Tournament results post to a public tournament ledger; cosmetic tournament
rewards (banners, titles) are grantable by verified organizers.

## Online Services & Multiplayer Infrastructure

The shared online backbone — services, connection models, moderation,
anti-cheat, crossplay, esports, and ranked seasons.

### Online Services

The shared online backbone covers all five cells. Each row is a microservice
under `apps/v5/` (arch§"Online Services Backend") — TypeScript/NestJS,
per-service Docker image, multi-region Kubernetes, database-per-service.

| Service         | Used For                                         |
| --------------- | ------------------------------------------------ |
| Login           | Single sign-on; per-platform account linking     |
| Friends         | Friends list; cross-platform                     |
| Parties         | Group up across cells                            |
| Matchmaking     | Cell-specific MM (urban heist, sci-fi PvP, etc.) |
| Leaderboards    | Per-cell, per-mode                               |
| Replays         | Upload, download, share                          |
| Voice           | In-game voice chat                               |
| Telemetry       | Event ingestion                                  |
| Anti-Cheat      | EAC + custom signals                             |
| Crash Reporting | Per-platform crash ingestion                     |

Behavior. Login issues a JWT from a single account ID with per-platform linked
credentials and silent refresh. Matchmaking is per-cell and per-mode, balancing
on skill rating, region, and ping; it widens the rating band over queue time and
caps ping-tolerant matches at 80 ms (the simulated ceiling validated at launch,
arch§"Launch Readiness"). Leaderboards run an anti-cheat pass before a score
posts, rejecting physically-impossible runs. Voice routes positional in-game
chat plus party and team channels; it honors per-platform parental and mute
settings.

**Cross-Cell Online Persistent World** — `V5OnlineServices` owns the cross-cell
shared online world in `fullvision_cross_cell_persistent_world_manifest.json`,
using Bureau HQ as multiplayer hub for 64-player dedicated-server presence,
cross-cell loadout meetups, live-event settlement boards, and one shared
progression layer. The hub writes account-scoped profile, cosmetics, Bureau XP,
Mind Palace, codex, and live-event settlement domains while blocking per-cell
campaign branch writes.

Degradation. Online services are non-blocking for single-player: a service
outage drops the player to offline-deterministic campaign play with local saves
that reconcile on reconnect (features§"V5 Product Promise"). If matchmaking is
unavailable the affected mode shows a clear retry state, never a hang; if
telemetry ingestion is down events buffer client-side (max 500 events / 2 KB per
batch) and flush on recovery. Server providers span all three first-party relays
(PSN, XBL, Steam Datagram Relay) plus AWS GameLift for cross-platform sessions,
so one provider's outage degrades a platform's matchmaking but not the whole
service.

### Network Quality, LAN, and Server Browser

Players choose a connection model per session, and the game reports live network
quality so a player can act before a session degrades.

- **Dedicated server** — default for PvP and high-density open-world MP (Urban
  Freeroam, Frontier Posse, Capital Raid); authoritative, lowest cheat surface.
- **Listen server** — acceptable for bounded-roster co-op missions; one player
  hosts, with sub-2-second host migration on host drop.
- **LAN** — offline-capable session discovery for couch, arcade-stand, and
  LAN-party play; no online services dependency beyond initial entitlement
  check.
- **Server browser** — player-hosted private rooms, filterable by mode, cell,
  region, ping, password, and mod set.

Network quality. The HUD shows a connection indicator (latency, jitter, packet
loss) and a quality grade; sustained packet loss above 5% surfaces a warning,
and the netcode is validated to remain playable at 5% and degrade gracefully at
20% loss (arch§"Observability, Evaluation, Release Gates"). Twitch PvP absorbs
loss through the 8-frame rollback window; open-world MP absorbs it through
lag-compensated hit validation. A player whose connection fails the minimum bar
at matchmaking is routed to bots or warned before queueing into ranked.

### Cross-Platform Social, Reporting, and Bans

Cross-platform social and the moderation surfaces that protect online play.

- **Social** — a cross-platform friend graph and party system; friends, invites,
  ready-checks, and recent-players carry across all 9 platforms on one account
  ID.
- **Reporting** — an in-client report flow with category (cheating, harassment,
  offensive content, griefing) that automatically attaches recent match
  telemetry and, for PvP, a short replay clip as evidence, so moderation reviews
  context rather than a bare accusation.
- **Ban tiers** — escalating enforcement: mute → chat-restrict → temp-ban →
  perma-ban; voice/text and matchmaking penalties are tracked separately so a
  chat offense need not remove a player from all online play.
- **Appeals** — submitted through the companion app with a 7-day SLA; an upheld
  appeal restores standing and any forfeited ranked points.
- **Compliance** — EU reporting and moderation follow the DSA; under-13 accounts
  follow the COPPA path with restricted social surfaces (features§"Privacy
  Compliance").

### Anti-Cheat

`Easy Anti-Cheat` plus a custom server-side signal layer and an ML classifier
(arch§"Anti-Cheat").

Features:

- **EAC** — kernel-level signed driver on Windows; userland EAC on macOS, Linux,
  and consoles.
- **Server-side signals** — aim-plausibility (impossible-angle detection),
  aimbot pattern detection (sub-tick aim snap), wall-hack detection via
  line-of-sight history mismatch, speed-hack detection via position-delta
  against max speed, and auto-fire pattern detection. Signals run server-side so
  a tampered client cannot suppress them.
- **ML classifier** (`V5_AntiCheat_ML`) — runs on the telemetry stream, flags
  candidate cheaters by behavioral signature, and routes flags to human review
  rather than auto-banning.
- **Three-strike flow** — 1st flag: 24-hour shadow-mute (matched only with other
  flagged players); 2nd flag: 7-day MP ban; 3rd flag: 30-day MP ban plus manual
  review for permaban.
- **Appeals** — via the companion app, 7-day SLA.

Anti-cheat governs online and ranked play only; offline single-player is
unaffected. Leaderboard and tournament submissions are re-validated against the
same signal layer before they post.

### Crossplay & Cross-Progression

All 9 platforms crossplay on launch (PC, console, and the cloud-streaming
variant).

Features:

- **Single account** — one account ID with per-platform linked credentials;
  profile, cosmetics, Bureau XP, codex, and Mind Palace state follow the account
  across every platform (arch§"Cross-Play & Cross-Progression").
- **Per-cell crossplay opt-out** — Sci-Fi spaceship PvP (Ship Duel, Capital
  Raid) defaults console players into a console-only pool because the K&M aim
  and APM advantage is decisive in twitch flight combat; a player may opt back
  into the full cross-platform pool. Open-world and co-op modes crossplay
  without restriction.
- **Save portability** — saves cloud-sync via platform cloud-save APIs; the
  companion app reads Mind Palace state and cosmetics for cross-device viewing
  and can queue append-only Mind Palace clue drafts and annotations through the
  Year-1 companion editor without directly mutating a local campaign save.
- **Progression integrity** — cross-progression carries account-level meta only;
  per-cell campaign branch state stays in the cell save, so importing a profile
  onto a new platform never desyncs an in-progress campaign.

### Esports & Tournament Surfaces

Three PvP modes ship with esports tooling, ranked by competitive priority:

- **Sci-Fi Capital Raid (5v5)** — primary esports mode; 60 Hz dedicated servers,
  the highest skill ceiling, the focus of the pro circuit.
- **Urban Heist vs. Heist (4v4)** — secondary; objective-extraction format.
- **Frontier Posse War (4v4)** — tertiary; round-based elimination format.

Tools:

- **Broadcast camera** — a director-cam with manual and auto-cut modes,
  picture-in-picture per player, and replay-burst (instant slow-motion replay of
  the last kill or objective without leaving the live feed).
- **Scoreboard overlay** — a broadcast-grade overlay with team scores, economy,
  objective timers, and player loadouts, themeable per tournament.
- **Multi-cam recording** — every participant's view plus the director feed
  recorded simultaneously for post-production.
- **Spectator portal** — the web tournament viewer (features§"Product Surfaces")
  with picture-in-picture per camera and a 15-second observer delay to deny
  ghosting.
- **Pro circuit scaffolding** — bracket and standings tooling for an official
  3-seasons-per-year circuit, integrated with the custom-tournament bracket
  builder and the public tournament ledger.

Esports matches run a competitive-integrity ruleset: a fixed map/mode rotation,
disabled workshop content, the per-cell ranked balance pass (Dead-Eye disabled
in Frontier ranked), and the anti-cheat signal layer at full strength. Broadcast
and observer slots do not count against player slots.

### Ranked Season Architecture

The competitive ladder for the PvP cells (Urban PvP, Frontier PvP, Sci-Fi PvP),
aligned to the 90-day live-service season (features§"Live Service & DLC").

Features:

- **Tiers** — 7 ranks (Iron → Bronze → Silver → Gold → Platinum → Diamond →
  Mythic), each rank below Mythic split into divisions; Mythic is a single
  pinnacle band ordered by a top-500 leaderboard.
- **Placement** — 5-10 placement matches at season start seed the player near
  their prior season's rank (adjusted by an MMR floor) rather than from Iron, so
  veterans are not forced through a full re-climb.
- **Progression** — a win-grants / loss-removes ranked-points model; a hidden
  MMR drives matchmaking while the visible rank gives a stable identity. A
  promotion at a rank boundary; demotion protection holds a player at 0 points
  for one loss before dropping a division.
- **Leaderboard** — a top-500 per cell, updated live, exposed through the public
  API.
- **Season rewards** — peak-rank-gated cosmetics: animated borders, weapon and
  ship skins, and a season badge stamped with the achieved tier; rewards are
  permanent and non-tradeable.
- **Decay** — Mythic-tier players decay ranked points on inactivity (no ranked
  match in a rolling window) to keep the leaderboard reflecting current form;
  ranks below Mythic do not decay.
- **Leaver enforcement** — abandoning a ranked match forfeits the match's points
  and applies a matchmaking cooldown that escalates with repeat offenses
  (features§"PvP Modes").

Ranked play requires anti-cheat active, honors per-cell crossplay opt-out, and
is disabled for accounts under temp-ban.

## Live Service & Community

Post-launch operations — seasonal content, battle passes, creator programs,
community surfaces, and behind-the-scenes content.

### Live Service & DLC

V5 ships live-service from day one (`apps/v5/live-service-calendar`), with
content delivered out-of-band of binary updates wherever possible.

Features:

- **Season cadence** — 4 seasons per year, 90 days each; a season opens with a
  themed event and closes with a wrap-up event.
- **Per-season theme** — each season carries a per-cell theme that drops new
  mission packs, contracts, cosmetics, and weapons; the theme also drives the
  ranked-season reward set.
- **DLC expansion cadence** — 2 paid expansions per year, ~10 hours of content
  each, rotating across cells (e.g., a new period chapter, a new Witcher's Path
  expansion); expansions are cell-specific GameFeatures plugins, DLC-gated so a
  player who does not own the expansion is unaffected.
- **Cold Cases Year-1** — the Detective Cold Cases plugin ships 20 weekly Mind
  Palace packs through the live-service calendar, with 480 minutes of additional
  authored VO across the 12 voiced launch SKUs.
- **Frontier Bounty Year-1** — the Outlaw Trail plugin ships 30 named bounties,
  legendary-hunt trail mechanics, and 8 legendary trapper outfits as the
  Frontier cell's first expansion reward tier.
- **Frontier Naturalist Year-1** — the Outlaw Trail plugin ships 30 new wildlife
  species, 12 new trapper outfits, and naturalist progression that catalogs
  wildlife in the journal through `year1_frontier_naturalist_manifest.json`.
- **Polynesian Frontier Full-Vision** — the Outlaw Trail plugin authors a
  15-hour Pacific-Islander frontier sub-cell with five Pacific islands, eight
  voyage routes, six companion arcs, and consultation-gated mission metadata in
  `fullvision_polynesian_frontier_manifest.json`.
- **Pirate Frontier Full-Vision** — the Outlaw Trail plugin authors a
  Caribbean-pirate (1720s) sub-cell with a 16-hour campaign, five Caribbean
  ports, seven sea lanes, six crew leads, ten ship upgrades, and naval boarding
  mission metadata in `fullvision_pirate_frontier_manifest.json`.
- **Egyptian Detective Full-Vision** — the Vice Squad plugin authors a 1920s
  Egyptology-equivalent detective sub-cell within the Period cell with 14
  provenance cases, five Egypt districts, twelve artifacts, seven suspects,
  period evidence retrieval, and Mind Palace tomb reconstructions in
  `fullvision_egyptian_detective_manifest.json`.
- **Brave New World Steampunk Detective Full-Vision** —
  `V5Mode_Steampunk_Detective` and `V5SteampunkDetective` author a new entire
  Steampunk Detective cell with an 18-hour campaign, six brass-and-fog
  districts, twelve clockwork gadgets, nine suspects, Bureau HQ portal routing,
  a pressure-aware detective HUD, and Mind Palace evidence reconstruction in
  `fullvision_steampunk_detective_cell_manifest.json`.
- **Cyberpunk 2087 Full-Vision** — the Heist City plugin authors an
  2087-equivalent cyberpunk sub-cell inside the Urban cell with an 18-hour
  future-city campaign, six vertical districts, seven fixers, twelve cyberware
  items, and network-breach mission metadata in
  `fullvision_cyberpunk_2087_manifest.json`.
- **Cosmic Horror Hunter Full-Vision** — the Witchers Path plugin authors a
  cosmic-horror-equivalent monster-hunter sub-cell with a 15-hour hunt campaign,
  five cursed regions, ten Witcher Sense investigation sites, twelve eldritch
  monsters, eight contained relics, dread-pressure gates, and ritual-seal hunt
  metadata in `fullvision_cosmic_horror_hunter_manifest.json`.
- **Hunter VR Full-Cell** — the Witchers Path plugin authors a VR-native
  full-cell mode for the Hunter cell with all 130 Witcher's Path missions,
  PSVR2/Quest 3/PCVR headset targets, four comfort profiles, fourteen
  motion-controller bindings, five sign-casting gestures, and flat-save parity
  in `fullvision_hunter_vr_full_cell_manifest.json`.
- **Cinematic Director Mode** — the Cinematics module authors a director-mode
  video-authoring tool with timeline tracks, cuts, cut-inspector validation,
  Replay Theater import, Sequencer round-trip, and Movie Render Queue export
  presets in `cinematic-director-mode-manifest.json`.
- **Cross-Cell Replay Editor** — the Replay Theater plugin and Cinematics module
  author a replay-editor that lets players splice clips from any cell into a
  single merged export, preserving source replay hashes, timeline JSON, and
  privacy-scrubbed metadata in
  `fullvision_cross_cell_replay_editor_manifest.json`.
- **Sci-Fi AI-Persona Companion** — the Galactic Squad plugin ships an
  AI-persona companion that learns player choices for Kade Roe, scoped to the
  sci-fi cell only, with local-profile memory and no cross-cell training in
  `fullvision_scifi_ai_persona_companion_manifest.json`.
- **Real-Time Translation Voice Chat** — the Localization module ships real-time
  voice-chat translation across launch languages with 240 ordered language-pair
  routes, opt-in speaker/listener privacy gates, no raw-audio retention, and
  text-only language caption fallback in
  `fullvision_realtime_voice_chat_translation_manifest.json`.
- **Hunter Trial Year-1** — the Witchers Path plugin ships 4 ritual missions, a
  new witcher school cell variant, and 15 new monsters as the Hunter cell's
  mutation-trial expansion tier.
- **Witcher School Trials Year-1** — the Witchers Path plugin ships 4 trial
  monsters at challenge tier and 4 mutation-equivalent power unlocks in
  `year1_hunter_school_trials_manifest.json`.
- **Hunter Run Modifiers Year-1** — the Roguelike Hunter Run plugin ships 20
  run-modifiers and a per-run leaderboard using modifier-normalized score
  submissions through the shared leaderboards contract in
  `year1_hunter_run_modifiers_manifest.json`.
- **Sci-Fi Pirate Coast Year-1** — the Galactic Squad plugin ships 12 missions
  in the Nereid Reach system, a new companion arc, and a privateer corvette
  variant as the Sci-Fi cell's first post-campaign expansion route.
- **Sci-Fi New Galaxy Sector Year-1** — the Galactic Squad plugin ships the
  Helio Verge sector with 6 new systems, 15 new bodies, and 1 new faction, the
  Helio Forge Compact, in `year1_scifi_new_galaxy_sector_manifest.json`.
- **Sci-Fi Long Tomorrow Full-Vision** — the Galactic Squad plugin ships the
  Long Tomorrow sector with 4 new systems, 20 new bodies, a Maia Shoal Star Map
  anchor, six FTL routes, DLC gating, and scan-overlay release gates in
  `fullvision_scifi_long_tomorrow_sector_manifest.json`.
- **Hard Vacuum Capital Cruiser Year-1** — the Sci-Fi Hard Vacuum plugin ships 1
  new capital-class ship, 6 Capital Raid PvP maps, and 5v5 ranked Capital Raid
  with Sci-Fi matchmaking and leaderboard score submissions through the shared
  online-services contracts.
- **Esports Pro Circuit Season 2 Year-1** — the Spectator Broadcast plugin and
  `V5SciFiPvP` ship the official Season 2 Capital Raid pro-circuit surface: a
  30-slot double-elimination bracket for 16 seeded teams, eight esports-only
  Capital Raid maps, clean anti-cheat/leaver gates, and public web bracket/map
  visibility through `year1_esports_pro_circuit_season2_manifest.json`.
- **Pro Stadium Tour Esports Full-Vision** — the Spectator Broadcast plugin
  ships a real-stadium tour for pro-circuit broadcasts with six physical stadium
  stops, a venue-license calendar, ticketing geofences, accessibility gates,
  15-second observer delay, SRT/NDI/HLS/DASH broadcast routes, and public
  esports/spectator visibility through
  `fullvision_pro_stadium_tour_manifest.json` and
  `/v5/live-service-calendar/pro-stadium-tour`.
- **Cross-Cell Co-op Stretch Year-1** — the Spec Ops Co-op plugin ships 12
  cross-cell co-op missions through
  `year1_cross_cell_coop_stretch_manifest.json`, including "Detective in the
  Hunter Cell" style guest-cell scenarios, Bureau Tier 5 gates, 1-4P drop-in/out
  support, and shared cross-cell loadout validation.
- **Urban Speedrun League Year-1** — the Urban Online plugin ships 60 timed
  urban-driving routes, leaderboards backed by the shared online-services score
  contract, and 8 cosmetic event vehicles locked to base handling performance.
- **Urban New District Year-1** — the Heist City plugin ships South Bay as a 15
  km2 addition with 12 new side missions in district, World Partition map
  metadata, and a DLC-gated content contract in
  `year1_urban_new_district_manifest.json`.
- **Heist Author Top 50 Year-1** — the Workshop plugin ships a Community Heist
  Hub with top-50 community heists curated from Heist Author uploads and a
  dedicated Player Created content category.
- **Workshop Curated Showcase Year-1** — the Workshop plugin ships a
  curated-showcase carousel in the main menu, six curator-approved Workshop
  slides, and a community-spotlight per month through the Workshop service
  contract in `year1_workshop_curated_showcase_manifest.json`.
- **Workshop Moderator Tools Year-1** — the Workshop plugin ships a
  community-moderator dashboard, ML-powered content pre-screen, moderation queue
  KPIs, and Workshop moderation endpoints in
  `year1_workshop_moderator_tools_manifest.json`.
- **Live-Service Calendar Year-1** — the live-service calendar ships four
  authored 90-day seasonal-theme rotations plus Bureau Founding Day, Shelter
  Signal charity, and Platform Circuit console tie-in events through
  `year-1-live-service-calendar.json` and `/v5/live-service-calendar/year1`.
- **Persistent Online World Events Year-1** — the live-service calendar ships a
  settlement-backed live-event subsystem plus 12 authored world-event scripts,
  starting with Gang War Week, through `year-1-persistent-world-events.json` and
  `/v5/live-service-calendar/world-events/year1`.
- **Live-Service Year-3 Pipeline** — the live-service calendar plans 4 new
  sub-cells, 8 cross-cell co-op missions, and 1 new console SKU through
  `V5/live-service/year-3-live-service-pipeline.json` and
  `/v5/live-service-calendar/year3-pipeline`. The plan locks Tokyo Shadow Grid,
  Venice Mask Files, Andean Silver Line, and Northern Fen Coven as chunked
  DLC-gated sub-cells, schedules 240 minutes of 1-4P cross-cell co-op, and
  tracks the `V5Switch2Year3` native console SKU with reduced-install memory
  budgets and no platform-exclusive gameplay.
- **Cross-Cell Online Persistent World** — `V5OnlineServices` ships the
  cross-cell shared online world through
  `fullvision_cross_cell_persistent_world_manifest.json`, using Bureau HQ as
  multiplayer hub with six shared zones, 64-player dedicated-server sessions,
  `/v5/parties/cross-cell-world/session`, and one shared progression layer
  across profile, cosmetics, Bureau XP, Mind Palace, codex, and live-event
  settlement state.
- **Faction Reputation Decay Year-1** — the `faction-rep` service ships a weekly
  inactivity decay job, neutral-tier protection, ledger/rival-lock
  reconciliation, and five per-cell restoration mission arcs through
  `year-1-faction-reputation-decay.json`, `/v5/faction-rep/decay/year1`, and
  `/v5/faction-rep/restoration-arcs/year1`.
- **AI-Generated Highlight Reel Year-1** — the `replays` service ships optional
  AI commentator TTS, replay-ranked top-10 highlight reels, and per-match AI
  recaps through `year-1-ai-highlight-reel.json`,
  `/v5/replays/commentary/tts/year1`, `/v5/replays/highlights/year1/top10`, and
  `/v5/replays/recap/year1`.
- **New Game+ Year-1** — `V5Persistence` ships a tier-20 NG+ plan across all
  five launch cells through `year1_new_game_plus_manifest.json`, with two
  NG+-specific story branches and three difficulty modifiers per cell.
- **Save Slot Archaeology Year-1** — `V5Persistence` imports supported v1/v2
  `FV5SaveDocument` JSON into an NG+ target slot through
  `year1_save_slot_archaeology_manifest.json`, then evaluates ten imported
  ending-state signals into NG+-only scenario flags.
- **Vehicle Customization Tier 2 Year-1** — `V5Vehicles` ships 200 Tier 2
  customization parts for modern and period body-shop domains in
  `year1_vehicle_customization_tier2_manifest.json`, and the Workshop service
  exposes vehicle-blueprint share at `/v5/workshop/vehicle-blueprints/share`.
- **Photo Mode Tier 2 Year-1** — `V5Mode_PhotoMode` adds 15s MP4 with audio
  export and a photo-mode shooting-locations editor through
  `year1_photo_mode_tier2_manifest.json`.
- **Companion-App Mind Palace Editor Year-1** — iOS, Android, and web companion
  surfaces add `add-clue` and `annotate-clue` drafts for the Mind Palace graph
  through `year1_mind_palace_editor_manifest.json` and
  `/v5/companion-app-bridge/mindpalace/edit`.
- **Companion-App AR Mode Full-Vision** — iOS, Android, and web companion
  surfaces add a point phone at TV pairing mode through
  `fullvision_companion_ar_mode_manifest.json` and
  `/v5/companion-app-bridge/ar/session`; the phone renders a read-only Mind
  Palace overlay with evidence nodes, deduction threads, and privacy scrim while
  blocking raw camera upload.
- **Real-World Crime-Scene Integration Full-Vision** — iOS, Android, and web
  companion surfaces add foreground geofenced investigation check-ins through
  `fullvision_real_world_crime_scene_manifest.json` and
  `/v5/companion-app-bridge/real-world/events/trigger`; the bridge accepts only
  privacy-preserving location-only triggers with HMAC geofence tokens, no raw
  coordinate upload, no address history, no continuous GPS, and venue safety
  blocks for private residences, active crime scenes, emergency sites, and
  restricted sites.
- **VTuber Companion Stream Mode Full-Vision** — iOS, Android, and web companion
  surfaces add a streamer overlay mode through
  `fullvision_vtuber_companion_stream_mode_manifest.json` and
  `/v5/companion-app-bridge/vtuber/overlay/session`; the bridge starts a local
  browser-source overlay for OBS-style streamers, drives spoiler-safe avatar
  states, enforces no stream key storage, blocks raw voice upload, player PII,
  and chat message storage, and exposes moderation controls for chat safety,
  mature gates, streamer blocklists, and panic hide overlay.
- **Mind Palace Daily Year-1** — the Detective Mind Palace plugin ships 365
  daily Mind Palace puzzles, UTC daily rotation, and daily leaderboard rankings
  through the shared online-services score contract.
- **Mind Palace Crossover Pack Year-1** — the Detective Mind Palace plugin ships
  The Black Archive as a 6-hour cross-cell mystery arc with 12 new cross-era
  deductions and Bureau Tier 5 gating in
  `year1_mind_palace_crossover_pack_manifest.json`.
- **Posse War Tournament Year-1** — the Frontier Online plugin ships a 4v4
  ranked-tournament season, 4 tournament-only maps, a Frontier matchmaking
  tournament queue, and ranked leaderboard score submissions through the shared
  online-services contracts.
- **Made Man Chapter 4 Year-1** — the Period Made Man plugin ships 22
  1980s-equivalent missions, a 1980s period-authenticity bundle for vehicles,
  fashion, and radio, plus 8 new companions.
- **Period Documentary Year-1** — the Period Made Man plugin ships a
  behind-the-scenes documentary cinematic and in-game documentary viewer with
  chapter/still navigation, captions, and commentary through
  `year1_period_documentary_manifest.json`.
- **Vice Squad Cold Case Year-1** — the Period Vice Squad plugin ships 8
  unsolved 1947 cold cases with period-correct evidence retrieval through the
  case archive, coroner, switchboard, newspaper morgue, property, dispatch,
  citation, and scene-revisit channels.
- **Hot-fix pipeline** — balance values, UI strings, and live-service data ship
  as CDN-served data files with no binary patch; a hot-fix is fetched at session
  start and applied without a client update.
- **Content delivery** — new modes and missions ship as GameFeatures plugins,
  enabled per build target without rebuilding the shipping executable; large
  drops use chunked partial-download installs (arch§"Build, Cook, Patch").
- **Balance ledger** — every balance change publishes to the public audit log
  (features§"Balance Operations") so the community can trace what changed and
  when.

Live-service content is held to the same no-stub quality bar as launch content;
a "coming soon" placeholder is never shown in shipped UI.

### Battle Pass, Weekly Contracts, and Faction Reputation

The recurring engagement layer that runs across each 90-day season.

- **Battle pass** — one pass per cell per season, 100 tiers across the 90 days,
  with a free track and a paid premium track. Tiers advance on a battle-pass XP
  currency earned from missions, contracts, and PvP; the free track grants
  functional and cosmetic rewards at a slower cadence, the premium track adds
  exclusive cosmetics. Tier pacing targets completion at a moderate ~6-8
  hours/week of play; a tier-skip purchase exists but does not gate any
  gameplay-affecting reward behind money. Unclaimed rewards are claimable until
  season end; the pass never expires mid-reward.
- **Weekly contracts** — 7 contracts per week, cycling Mondays (UTC), drawn
  per-cell from a contract pool with a difficulty spread; contracts grant
  battle-pass XP and currency. Unfinished contracts expire at cycle rollover; a
  player who misses a week loses that week's contracts but not pass progress.
- **Faction reputation** — per-cell faction-rep ladders persisted by the
  `faction-rep` service (Sci-Fi's three primary factions plus secondary; analogs
  in other cells). Rep rises and falls with mission and contract choices; rep
  tiers unlock faction tech, mission lines, station/territory access, and
  cosmetics, and high rep with one faction can lock high rep with a rival
  (features§"Faction Politics").
- **Faction Reputation Decay Year-1** — after 14 inactive days, trusted through
  paragon reputation tiers decay on a weekly job without ever dropping below
  neutral. Every decay run reconciles the balance ledger and rival locks, then
  offers a cell-specific three-mission restoration arc; the five arcs restore up
  to 450 reputation each and cannot be bypassed with paid shortcuts.

### Twitch Drops, Creator Partnership, and Community Tools

The streaming and creator-ecosystem surface.

- **Twitch Drops** — watch-time-gated cosmetic drops tied to campaign moments
  and esports broadcasts; drops link to the V5 account and grant in-game
  cosmetics on next login. Drop campaigns are scheduled through the live-service
  calendar.
- **Creator partnership** — a tier for high-engagement streamers and video
  creators granting early build access under embargo, custom referral codes, a
  creator cosmetic set, and a private support channel; entry is reviewed against
  engagement and conduct criteria, and the tier is revocable on conduct
  violations.
- **Community tools** — chat moderation for streamed sessions (mute, chat
  filter, report) plus the Streamer Mode privacy surface (next section);
  creators can grant viewer-vote outcomes only through sanctioned,
  non-gameplay-affecting hooks.

### Streamer and Speedrun Modes

Two opt-in modes for broadcasters and competitive runners.

- **Streamer mode** — hides personally-identifying and stream-sniping-sensitive
  UI: real gamertags of other players are replaced with neutral handles, party
  invite codes and the in-game phone's social feed are masked, and licensed
  audio is muted on the broadcast mix where rights require (an alternate
  cleared-for-broadcast music bed substitutes). Toggleable mid-session.
- **Speedrun mode** — a precise on-screen timer (millisecond resolution) with
  configurable segment splits, a real-time/in-game-time toggle, automatic
  start/stop on run-defining triggers, and a per-segment best/comparison
  display. Runs export a split file compatible with common speedrun timers.
  Speedrun mode disables adaptive difficulty (features§"AI Director & Adaptive
  Difficulty") so runs are deterministic and comparable, and a run is
  invalidated if workshop content or non-default difficulty modifiers are
  active.

Coach mode is covered under features§"Replay Theater, Spectator, and Coach
Mode".

### Live Service Calendar

The scheduled-event surface, published by `apps/v5/live-service-calendar` and
fetched by the in-game and companion-app calendar UIs.

- **Per-cell seasonal themes** — each 90-day season has a per-cell theme (urban
  summer-beach, period winter-noir, frontier high-summer, hunter dark-autumn,
  sci-fi solar-storm) that re-skins ambient world dressing, lighting, and the
  cosmetic drop set.
- **Anniversary event** — an annual in-fiction "Bureau founding day" event with
  commemorative cosmetics and a limited mission.
- **Charity event** — an annual event selling an in-game charity cosmetic with
  proceeds donated; the charity and proceeds figure are published.
- **Console tie-ins** — platform-specific seasonal hooks (PS5 trophy clusters,
  Xbox achievement tiers, a Switch 2 collectible-figure-equivalent).
- **Calendar behavior** — events have a start/end window and a state (`Upcoming`
  / `Live` / `Ended`); the UI shows a countdown, and an event that fails to
  start (service issue) shows a clear retry/notice state rather than a silent
  gap. Time-limited rewards earned during an event are kept permanently once
  granted.
- **Live-Service Calendar Year-1** — the Year-1 feed authors four 90-day
  rotations (Fracture Signals, Neon Harvest, Long Night Protocol, Founders
  Return), plus Bureau Founding Day, Shelter Signal charity, and Platform
  Circuit console tie-in events. Console tie-ins never gate gameplay,
  progression, stats, missions, or leaderboard access.
- **Persistent Online World Events Year-1** — the Year-1 world-events feed
  publishes 12 one-week scripts across Urban, Period, Frontier, Hunter, and
  Sci-Fi. The live-event subsystem opens each calendar window, records objective
  and faction telemetry, persists settled world-state mutations for 30 days, and
  ships no exclusive gameplay rewards. Gang War Week is the first authored event
  and drives Urban turf-pressure settlement through the same feed.
- **Cold Cases Year-1 rotation** — the `cold-cases` feed publishes 20 weekly
  Mind Palace packs, each with six evidence nodes, four deduction pairs, and 24
  minutes of VO, for 480 minutes total across the expansion.
- **Mind Palace Daily rotation** — `V5Mode_Detective_MindPalace` publishes one
  UTC-scoped daily puzzle for every day of the Year-1 rotation, each with a
  clean-run daily leaderboard and archived ranking history.
- **Mind Palace Crossover Pack Year-1** — `V5Mode_Detective_MindPalace`
  publishes the Black Archive as a 6-hour cross-cell mystery arc with 12 new
  cross-era deductions behind the Tier 5 cross-era Bureau gate.

The calendar drives season start/end, contract rotation, drop campaigns, and
balance-update windows so all live-service timing is single-sourced.

### Community Features

Curated and player-spotlight surfaces operated by the community team.

- **Player of the Week** — a community-team-curated spotlight of a player or
  creator, surfaced in-game and on the marketing site.
- **Posse Showcase** — featured player-made content (custom vehicles, ships,
  posses, crews) with a submission queue and curation.
- **Gallery** — curated photo-mode submissions (features§"Photo Mode"); creators
  can opt their shots into the gallery, and curation filters for quality and
  content rules.
- **Hall of Fame** — cumulative recognition for top-rated Mind Palace solves and
  top-rated workshop contributions (features§"Customer Support and Community
  Ambassadors").
- **Newsletter** — a monthly studio newsletter covering patch notes, roadmap
  movement, and community highlights.

All spotlight surfaces require player opt-in for personal content and preserve
synthetic-content indicators where AI-assisted content is featured.

### Brand Partnerships and Celebrity Guests

Limited real-world tie-ins, constrained to preserve V5's original-fiction
posture and gated by the IP-clearance manifest.

- **Celebrity-guest cameos** — 2 celebrity-guest cameo recordings (one period
  cell, one sci-fi cell), each cast as an in-fiction character, not as
  themselves; contracts are gated by NIL (name/image/likeness) clearance, and no
  real-person likeness ships without explicit clearance (features§"Production:
  Studio Ops, Mocap, VO, and Composer").
- **In-fiction venue tie-in** — 1 urban-cell venue tie-in where licensed
  real-world music is cleared per §82; if clearance lapses, the venue ships with
  original-IP music and the tie-in is dropped rather than shipping uncleared
  content.

Tie-ins never gate gameplay or progression and never introduce a trademarked
name into a competitive surface. The IP-clearance manifest gates any pre-launch
marketing beat that would risk an implied affiliation with a source franchise.

### AI Commentary and Highlight Reels

AI-assisted spectator and post-match content for the PvP cells.

- **AI commentator** — a text-to-speech play-by-play layer for live spectator
  and broadcast, narrating kills, objectives, and economy swings; it is an
  optional audio track that a human caster or the player can disable.
- **Highlight reel** — an AI-curated top-10-plays reel auto-generated from a
  match's replay, scored on kill multiplicity, objective impact, and clutch
  context; the reel is exportable as a video clip.
- **Per-match analysis** — an AI-summarized recap (key turning points,
  per-player stat lines) attached to the match-history entry.

All AI-generated commentary and recaps carry a synthetic-content indicator, and
the underlying replay remains available so a viewer can verify the summary
against the source.

- **AI-Generated Highlight Reel Year-1** — the Year-1 implementation lives in
  `V5/live-service/year-1-ai-highlight-reel.json` and the `replays` service. It
  exposes an optional Coqui TTS commentator track, a top-10 reel ranked by kill
  multiplicity, objective impact, clutch context, and teamplay chains, plus a
  match-history recap with turning points and per-player stat lines.
- The Year-1 endpoints never affect progression, keep human caster override and
  player disable controls, and require synthetic-content indicators plus source
  replay verification on every generated audio track, clip, and recap.

### Director Commentary and Bonus Content

Behind-the-scenes content shipped alongside the campaigns.

- **Director commentary** — an optional commentary track for each cell's
  campaign, toggleable during play, in which the development team annotates
  design intent over scripted moments; commentary nodes are placed at specific
  beats and do not interrupt gameplay.
- **Period Documentary Year-1** — a 42-minute behind-the-scenes documentary
  cinematic for the Period cell, with an in-game documentary viewer for chapter
  select, still-gallery browsing, captions, and director-commentary toggles; the
  content contract is declared in `year1_period_documentary_manifest.json`.
- **Origin Comics** — a pre-launch 6-issue digital comic series per cell,
  expanding the Cross-Continuum Bureau backstory; readable in the companion app
  and on the marketing site.
- **Cinematography library** — 100+ in-game camera presets exported as USD for
  Sequencer, usable in the Cinematic Author and Photo Mode so creators can match
  the shipping cinematic look.

Bonus content is included with the base game, carries no gameplay effect, and is
localized to the launch text languages.

## Platform, Performance & Tech

Platform reach, performance budgets, patching, adaptive difficulty, engineering
polish, peripherals, and persistent-world simulation.

### Display Tech, Performance, and Cert

Per-platform frame-rate and resolution targets (Hard Vacuum carries the heaviest
load due to dynamic gravity + crew sim). The engineering frame-time budgets that
back these targets are in `V5_ARCHITECTURE.md` arch§"Performance Budgets":

| Platform           | Frame                 | Resolution                   | Notes                       |
| ------------------ | --------------------- | ---------------------------- | --------------------------- |
| PS5                | 30 quality / 60 perf  | 4K (DLSS-like)               | Full Lumen + Nanite         |
| PS5 Pro            | 60 quality / 120 perf | 4K native                    | Full Lumen + Nanite         |
| Xbox Series X      | 30 quality / 60 perf  | 4K                           | Full Lumen + Nanite         |
| Xbox Series S      | 30 quality / 60 perf  | 1440p                        | Reduced Lumen quality       |
| Switch 2           | 30 quality / 60 perf  | 1080p docked / 720p handheld | Reduced Lumen, SDF GI       |
| Windows            | Variable              | 4K                           | Tuning per hardware tier    |
| macOS              | 60 (M3+)              | 1440p                        | MetalFX upscaling           |
| Linux (Steam Deck) | 30                    | 720p                         | Reduced Lumen               |
| Arcade cabinet     | 60                    | 4K                           | `V5ArcadeCabinet` kiosk SKU |
| iPad Pro M3+       | 60                    | 1600p                        | Touch-only Mind Palace mode |

### Asset Budget & Streaming

Per-cell asset budgets (uncompressed authoring footprint; the shipped install is
substantially smaller after Oodle compression and platform texture formats):

| Cell           | Geometry | Textures (4K) | Audio (uncompressed) |
| -------------- | -------- | ------------- | -------------------- |
| Urban Crime    | 240 GB   | 1.6 TB        | 38 GB                |
| Period Drama   | 180 GB   | 1.2 TB        | 28 GB                |
| Frontier       | 220 GB   | 1.4 TB        | 32 GB                |
| Monster Hunter | 200 GB   | 1.4 TB        | 30 GB                |
| Sci-Fi         | 280 GB   | 1.8 TB        | 42 GB                |
| Shared         | 80 GB    | 0.8 TB        | 18 GB                |

Streaming. All open-world cells use World Partition with 256 m × 256 m cells and
4 HLOD levels (HLOD3 a silhouette at 2 km); streaming sources are the player,
companions, and active mission markers, and the critical 3×3 cell area is
pre-warmed at mission start (arch§"Open-World Streaming (World Partition +
Crowd)"). PCG augments streamed cells with ambient props deterministically from
the world seed. Per-cell content roots are independent, so a reduced-SKU build
(e.g., a Switch 2 SKU omitting a cell) ships without that cell's asset budget.

Partial install. Cells download as separate chunks; a player can install and
play one cell while others download, and an offline player must pre-download the
cells they intend to play. The cloud-streaming variant streams assets on demand
and has no local install requirement. Each cell declares a minimum-playable
chunk so the first mission is reachable before the full cell finishes
downloading.

### Patch, Hotfix, Quick-Resume, and Crash Recovery

The update and recovery surface, mirroring V4's build pipeline (arch§"Build,
Cook, Patch").

- **Patch policy** — a day-one patch ships as a single binary update; ongoing
  patches use chunked UnrealPak iterative delivery so a player downloads only
  changed chunks, sized per cell for partial-download installs.
- **Hot-fix** — balance values, UI strings, and live-service data ship as
  CDN-served data files fetched at session start with no binary patch, so the
  team can correct balance between binary releases.
- **Quick-Resume** — on Xbox Series X|S the title supports mid-mission
  suspend/resume across the platform's multi-game quick-resume; on resume the
  game validates session and online state and reconciles if a hot-fix landed
  while suspended.
- **Crash recovery** — an auto-save snapshot is written every 90 s on
  critical-path missions; on a crash or hard power-loss the next launch offers
  the snapshot. Saves are triple-redundant (current, previous, fallback) and a
  corrupt save falls back to the previous generation with a user notice
  (arch§"Save Corruption Recovery"). Mind Palace state is included in the
  snapshot so a deduction graph survives a crash.
- **DRM** — no third-party DRM; anti-piracy relies on signed-execution checks
  only (no Denuvo-equivalent, per §1.2 ADR 0006).

### AI Director & Adaptive Difficulty

A per-cell AI Director that adjusts encounter pressure to keep each cell inside
its intended difficulty band, reading a rolling performance signal (deaths,
damage taken, objective time, accuracy) rather than a single moment.

Features:

- **Urban** — pursuit intensity scales to driving skill: a player who shakes
  pursuit cleanly sees faster roadblocks and earlier helo support; a struggling
  player sees gaps to break line-of-sight.
- **Period** — investigation clue density and prompt strength adjust to
  investigation pace; a player missing clues gets stronger proximity cues, a
  fast solver gets fewer.
- **Frontier** — the random-encounter mix shifts with honor band and combat
  skill (features§"Cinematic Random Encounters").
- **Hunter** — monster aggression and opening frequency scale to the player's
  gear tier and bestiary completion so an under-prepared hunter is pressured but
  not overwhelmed.
- **Sci-Fi** — enemy-fleet composition and torpedo-salvo size scale to squad
  power and ship upgrades.

The Director adjusts within bounds set by the player's chosen per-cell
difficulty (Easy / Normal / Hard / Brutal); it never crosses a difficulty
boundary and never alters narrative or loot outcomes. It is disabled in ranked
PvP, in Trials, and in Speedrun mode so those surfaces stay deterministic, and a
player may turn adaptive difficulty off entirely in settings.

### Engineering Polish

Launch-quality runtime hygiene that keeps frame pacing smooth on first play.

- **PSO pre-cache** — pipeline state objects are gathered and pre-compiled on
  first launch (and after a driver/binary change) to eliminate first-encounter
  shader-compilation hitches.
- **Shader pre-warm** — remaining shaders pre-warm during loading screens rather
  than mid-gameplay.
- **Asset pre-load** — the next mission's critical assets pre-load during the
  preceding cinematic or transition so a mission start does not stall on disk.

These measures back the crash-free-session and frame-budget release gates
(arch§"Observability, Evaluation, Release Gates"); a build that hitches outside
budget on the Gauntlet run fails the gate.

### VR and AR Support

Targeted VR/AR support at launch, scoped to where each headset's strengths fit a
cell rather than a full-game VR port.

- **PSVR2** — a sit-in-cockpit VR mode for Hard Vacuum: the player flies a ship
  from a stereoscopic cockpit with HOTAS or motion controllers, full Newtonian
  flight and gravity transitions intact; the seated frame keeps motion-sickness
  risk low.
- **Quest 3** — a VR spectator mode for replays and live matches, presenting the
  picture-in-picture spectator feed on a virtual theater screen.
- **Vision Pro** — a volumetric Mind Palace viewer: the deduction graph renders
  as a room-scale 3D memory room the player inspects by gaze and gesture
  (arch§"Mind Palace UI"); it reads cloud-synced Mind Palace state and supports
  examining nodes but defers accusations to the full game.
- **Hunter VR Full-Cell** — a VR-native full-cell mode for the Hunter cell that
  maps all Witcher's Path campaign missions, monster contracts, Witcher Sense,
  sign-casting gestures, alchemy quickslots, mounted travel, and contract-board
  interactions to PSVR2, Quest 3, and PCVR in
  `fullvision_hunter_vr_full_cell_manifest.json`.

VR/AR surfaces honor the photosensitivity and camera-shake accessibility
settings and are not required for any progression.

### Hardware Peripherals

Peripheral support beyond the standard controller and keyboard/mouse.

- **HOTAS** — full Hands-On-Throttle-and-Stick support in Hard Vacuum (Windows
  and macOS), mapping throttle to main-engine burn and stick to RCS attitude.
- **Racing wheel** — full force-feedback support in urban-cell driving and
  frontier stagecoach driving, with pedal and shifter mapping.
- **Adaptive controller** — full PS5 Access Controller and Xbox Adaptive
  Controller support, paired with the one-handed control schemes
  (features§"Accessibility").
- **Trackball** — supported as a pointing device with dedicated aim-assist
  tuning.
- **Arcade cabinet** — the `V5ArcadeCabinet` build target packages a four-player
  local co-op cabinet with `ArcadePanel` controls, 4K60 output, offline boot,
  LAN discovery, protected operator diagnostics, and no coin-op economy.
- **DualSense haptics** — weapon-specific adaptive-trigger resistance and haptic
  feedback, horse-trot haptics, and a gravity-zone-transition rumble cue;
  haptics are intensity-adjustable and can be disabled.

Every peripheral routes through Enhanced Input and is fully remappable per
control context; a peripheral disconnect mid-session pauses single-player and
holds the online session through the standard controller-loss path.

### Store Features and Region-Aware Pricing

The commerce surface across the platform storefronts.

- **Storefronts** — per-platform listings on Steam, the Microsoft Store, the
  Epic Games Store, PSN, Xbox Live, the Switch 2 eShop, and the App Store; each
  carries the base game, editions, expansions, season passes, and cosmetic
  bundles.
- **Region-aware pricing** — prices are set per region against a
  purchasing-power-parity table rather than a flat currency conversion.
- **Editions** — a standard edition plus a deluxe edition (cosmetic content,
  early expansion access); no edition gates a campaign, cell, or progression
  path.
- **Monetization posture** — paid content is the base game, expansions, the
  premium battle-pass track, and cosmetics; cosmetics and the tier-skip never
  confer a gameplay advantage (features§"Battle Pass, Weekly Contracts, and
  Faction Reputation"). Real-money purchases are subject to the spending caps in
  the parental-controls surface.
- **Entitlements** — purchases resolve through the platform entitlement system
  and unlock cross-platform on the linked account.

### Account Vault and Replay Archive

Per-account cloud storage for the artifacts a player generates.

- **Cloud vault** — replays, photo-mode shots, custom loadouts, and profile data
  stored per account and synced across platforms.
- **Replay archive** — match replays retained on a 90-day rolling window by
  default, with an opt-in lifetime-keeper flag that marks selected replays for
  permanent retention (replays are input-stream records per features§"Replay
  Theater, Spectator, and Coach Mode", so storage cost is small).
- **Save-slot archaeology** — a player can re-import an older save slot into a
  New Game+ run, carrying forward eligible account-level meta; cell campaign
  branch state is re-derived from the imported cell save so an imported run
  starts coherent.
- **New Game+ Year-1** — the tier-20 unlock uses a five-cell plan that carries
  Bureau XP, cosmetics, photo-mode unlocks, codex, Workshop entitlements, and
  Mind Palace archives while reseeding campaign state with NG+-specific story
  branches and difficulty modifiers.
- **Save Slot Archaeology Year-1** — old save JSON is migrated through
  `UV5_SaveGame::ImportFromJsonString`, then `UV5_Persist_SaveSlotArchaeology`
  reads prior ending flags like `ending.urban.low-collateral` and persists
  matching NG+ scenario flags on the new target save.

Vault contents are covered by the DSAR data-portability export
(features§"Privacy Compliance") and respect per-region data residency.

### Companion App, API, Wiki, and Roadmap

The off-platform surfaces around the game.

- **Companion app** — iOS, Android, and Web; surfaces the Mind Palace deduction
  graph (cross-device synced via `mindpalace-cloud-sync`), contract and case
  briefings, replays, the balance ledger, news, and the season calendar. _Status
  (2026-06-12): this bullet describes the target vision, not current state —
  `V5/companion/` holds design-token mockups only (one static `.swift` file and
  one static `.kt` file with no Xcode project, `Package.swift`, `build.gradle`,
  or `AndroidManifest.xml`); no buildable iOS or Android app exists, and the web
  companion in `apps/v5/web` is a static Next.js content surface rendering
  fixtures rather than account-linked state (see
  `V5/docs/audit/v5-verification-2026-05-31.md` §7 and `V5_TODOS.md` §78)._ The
  Year-1 Companion-App Mind Palace Editor adds `add-clue` and `annotate-clue`
  draft workflows; drafts are offline-queueable, guardian-blocked for restricted
  accounts, and reconciled through the graph-diff service rather than direct
  save mutation. The Full-Vision Companion-App AR Mode lets a paired phone point
  phone at TV and see a read-only Mind Palace overlay through
  `/v5/companion-app-bridge/ar/session`, with four-corner calibration and no raw
  camera upload. The appeals flow for bans and anti-cheat flags is filed through
  the companion app. The Full-Vision Real-World Crime-Scene Integration adds
  foreground geofenced check-ins through
  `/v5/companion-app-bridge/real-world/events/trigger`; only location-only HMAC
  geofence tokens are uploaded, raw coordinates and address history are blocked,
  and unsafe venues are filtered before any fictional scene unlocks. The
  Full-Vision VTuber Companion Stream Mode starts local browser-source streamer
  overlays through `/v5/companion-app-bridge/vtuber/overlay/session`; avatar
  states are spoiler-safe, chat events are opt-in, and the service enforces no
  stream key storage, no raw voice upload, no player PII, and no chat message
  history.
- **Public API** — read-only stats endpoints (match history, replay download
  links, balance ledger, season calendar) requiring OAuth; rate-limited and
  documented for community stats sites.
- **Wiki** — an official wiki with per-cell rules, per-character dossiers, the
  monster bestiary, and recipes; community-edited under curation, with
  studio-authored stub pages seeded at launch so no topic is empty.
- **Roadmap** — a public roadmap showing delivered, in-flight, and planned items
  per cell; updated each season and cross-linked from the marketing site.

### Persistent World Economy

A background simulation that keeps each open-world cell's economy and world
state evolving between play sessions rather than static.

- **Urban** — an in-fiction stock market whose prices drift with in-world events
  and player actions, district-level crime rates that shift with player and
  ambient activity, and gang territory control that changes as missions resolve.
- **Frontier** — a bounty office whose posted bounties refresh on a schedule and
  scale to the player's accumulated bounty, train and stagecoach schedules that
  run on the world clock, and weather-driven cattle-drive and resource events.
- **Hunter** — monster respawn timers on a 4-in-game-day cadence, a contract
  supply that the board posts every 36 in-game hours, and alchemy-ingredient
  availability tied to biome respawn schedules (features§"Monster-Contract
  Boards", features§"Alchemy: Potions, Oils, Bombs, Decoctions").
- **Sci-Fi** — faction-reputation drift, commodity market prices that move with
  supply events, and mining yields that deplete and recover per body.

Economy state is part of the cell save and is deterministic given the world
seed, so it survives offline play and reconciles cleanly on reconnect; it is
simulated coarsely while a cell is inactive and resolved to full detail on
return. The economy is read by the AI Director and by encounter eligibility so a
depleted or thriving world feeds back into what the player encounters.

## Compliance, Accessibility & Production

Player-protection tooling, accessibility, localization, telemetry, privacy
compliance, production scope, and launch gates.

### Parental Controls, Age Gating, and Time-Played

Compliance-grade parental tooling, configured by a guardian account and enforced
client- and service-side so a tampered client cannot bypass a control.

- **Time-played caps** — per-day and per-week play limits; the game shows a
  warning as a cap approaches and a clear notice at the cap, then ends the
  session gracefully (saves first). Caps reset on the guardian's configured
  schedule.
- **Spending caps** — per-month real-money spend limits enforced at the
  storefront entitlement layer; a purchase that would exceed the cap is blocked
  with an explanatory message rather than a silent failure.
- **Content gating** — cell-by-cell and content-category gating: a guardian can
  hide a cell's adult content (e.g., Made Man's mature material) or restrict
  online social surfaces for an under-age account; gated content is removed from
  menus, not merely hidden behind a warning.
- **Age gating** — an age check at signup routes under-13 accounts to the COPPA
  path (features§"Privacy Compliance") with restricted social and
  data-collection surfaces; region rating variants further constrain content
  (see features§"Localization, Voice-Over, and Region Rating Variants").
- **Reporting** — the guardian account can review aggregate play time and
  spending; controls follow the strictest of the platform-level and in-game
  settings.

### Accessibility

V5 ships AAA accessibility on launch (§72). All settings are previewable in the
accessibility menu, persist per account, and — for gameplay settings stored
per-cell — survive a cell switch (arch§"Accessibility"). An accessibility audit
pass is a release gate.

- **Subtitles** — per-speaker color coding, font size, font weight, character
  border, and background opacity; on by default. A separate caption track
  renders non-dialogue audio.
- **Color-blind modes** — protan, deutan, tritan, and monochrome palettes;
  gameplay color cues (clue-trail colors in sense modes, faction colors, threat
  markers) are re-mapped, not just the UI.
- **High-contrast UI mode** — a high-contrast UI palette plus a high-contrast
  Mind Palace visualization that distinguishes evidence orbs and deduction
  threads by shape and contrast rather than color alone.
- **Audio cues** — `V5_Accessibility_AudioCue` routes combat events (incoming
  fire direction, hit confirmation, low-health) to distinct spatial audio
  markers for hearing-impaired players; cue set is customizable.
- **Difficulty per-cell** — Easy / Normal / Hard / Brutal stored independently
  per cell, so a player can run an easy Sci-Fi flight model and a hard Hunter
  combat model in the same profile.
- **Aim-assist** — adaptive aim-assist with per-axis sensitivity, per-cell
  tuning, and a target-acquisition priority pyramid (enemy > breakable >
  civilian); driving aim-assist with stickiness and target acquisition is a
  separate toggle.
- **Camera-shake reduction** — a global 0-100% slider with sensible per-cell
  defaults.
- **Photosensitivity mode** — clamps flash count to a safe maximum per 5 s,
  removes strobe, and dims screen-burst overlays (muzzle flares, explosions,
  sign FX); applies across VR/AR surfaces.
- **Text-to-speech for menus** — Coqui-TTS-based menu narration, lazy-loaded per
  language.
- **Speech-to-text for voice chat** — Whisper-based opt-in transcription of
  party and team voice; the player controls whether their own speech is
  transcribed and whether they see others' transcripts.
- **Real-time voice-chat translation** — opt-in party and team voice translation
  across launch languages. V5 builds a 16-language route matrix using Whisper
  STT, `V5RealtimeMT`, and Coqui TTS for voiced targets; text-only targets use
  translated caption fallback.
- **Input remapping & one-handed schemes** — full per-context input remapping
  via Enhanced Input, plus preset one-handed schemes for the PS5 Access
  Controller and Xbox Adaptive Controller.

Accessibility settings never gate content or progression, and per-feature audits
plus user-tester sessions back the launch accessibility QA pass.

### Localization, Voice-Over, and Region Rating Variants

Launch language packs: 16 (12 voiced + 4 text-only). Of the 12 voiced packs, 4
get full principal-grade lipsync (en-US, fr, de, es-LATAM) and 8 get
lipsync-light (en-UK, es-ES, it, pt-br, ja, ko, zh-Hans, zh-Hant); the 4
text-only packs (ru, ar, pl, tr) ship full subtitles and UI translation. All 16
packs cover every UI string, subtitle, caption, codex entry, and the
period-radio captions. Localization runs through the UE Localization Dashboard
as per-language packs, and a per-language localization-QA pass (proofread plus
lipsync check where voiced) is a release gate.

Real-time voice-chat translation runs across launch languages through
`UV5_Localization_VoiceChatTranslation`: 240 ordered language-pair routes,
speaker/listener opt-in, no raw-audio retention, no voice-chat model training,
synthetic voice indicators, and caption fallback for ru, ar, pl, and tr. The
release-gate manifest is
`fullvision_realtime_voice_chat_translation_manifest.json`.

| Language              | Text | Voice     |
| --------------------- | ---- | --------- |
| English (US)          | Y    | Y         |
| English (UK)          | Y    | Y         |
| French                | Y    | Y         |
| German                | Y    | Y         |
| Spanish (LATAM)       | Y    | Y         |
| Spanish (ES)          | Y    | Y         |
| Italian               | Y    | Y         |
| Brazilian Portuguese  | Y    | Y         |
| Japanese              | Y    | Y         |
| Korean                | Y    | Y         |
| Chinese (Simplified)  | Y    | Y         |
| Chinese (Traditional) | Y    | Y         |
| Russian               | Y    | text only |
| Arabic                | Y    | text only |
| Polish                | Y    | text only |
| Turkish               | Y    | text only |

Region rating variants. V5 submits a content variant per board and ships the
variant matching the player's store region; the rating-board mapping lives in
`V5/legal/rating-boards.json`.

- **US** — ESRB M (an AO-rated cut of specific Hard Vacuum cinematics is
  withheld from the shipping build).
- **EU** — PEGI 18.
- **UK** — BBFC 18.
- **DE** — USK 18 with cuts to extreme gore.
- **JP** — CERO Z.
- **CN** — NTAB-localized build with faction-name swaps and content edits; data
  residency in-region (features§"Privacy Compliance").
- **AU** — ACB R18+.
- **KR** — GRAC rating.

A platform-specific cert-ban list (`V5/legal/platform-cert-bans.json`) gates
content that a given platform's certification forbids; a compliance review
(legal, privacy, ratings) is a launch gate.

### Telemetry, Analytics, and Balance

Anonymized, consent-gated event ingestion that feeds balance and live-service
decisions (arch§"Telemetry & Analytics").

Features:

- **Event schema** — events are validated against TypeBox/JSON-Schema at the
  client edge before send; an invalid event is dropped, not ingested. Critical
  events include session start/end, mission start/complete/fail, combat
  kill/death/damage, Mind-Palace deduction/accusation/outcome, dialogue
  paragon/renegade choices, vehicle and ship events, alchemy/sign use, and
  workshop publish/subscribe.
- **Batching** — events batch at the client (max 2 KB / 5 s / 500 events per
  batch) and flush to the `telemetry` service; a batch that fails to send is
  retained and retried so an offline session's telemetry is not lost.
- **Anonymization** — each event carries an opaque per-account ID and region
  only; no PII is collected without consent.
- **Consent** — per-region opt-in/opt-out exposed in in-game settings; opting
  out stops collection rather than anonymizing after the fact. A DSAR
  data-portability export is available through the companion app.
- **Consumption** — telemetry lands in ClickHouse with per-cell Grafana
  dashboards; the balance team reads it, and every balance change it motivates
  posts to the public balance ledger.

### Privacy Compliance

Privacy-by-design compliance shipping day one (arch§"Security, Privacy,
Compliance").

- **GDPR** — DSAR data-portability and erasure flows filed through the companion
  app with a 30-day SLA; the export covers profile, saves metadata, vault
  contents, and telemetry.
- **CCPA** — a do-not-sell flag honored at the account level.
- **DSA** — DSA-compliant content-moderation and reporting for EU players,
  including the workshop and social-report appeal paths.
- **COPPA** — an age gate at signup routes under-13 accounts to a restricted
  path with curtailed data collection and social surfaces (features§"Parental
  Controls, Age Gating, and Time-Played").
- **Data residency** — per-region data residency: EU player data is stored in EU
  regions, CN player data in CN; the multi-region service deployment routes
  storage accordingly.
- **Transport & at-rest** — all client-server traffic is TLS 1.3; saves are
  encrypted with a per-account key derived from the platform auth token.

### Production: Studio Ops, Mocap, VO, and Composer

The production capacity behind V5's content (arch§"Audio Pipeline",
arch§"MotionScan Interrogation Architecture").

- **Mocap** — 4 body-mocap stages (LA, London, Vancouver, Tokyo) feeding
  motion-matching pose databases and AnimBP capture.
- **Face capture** — a 12-camera MetaHuman face stage at the LA studio drives
  the MotionScan-equivalent interrogation rig; each principal actor runs a
  16-hour FACS calibration session, and capture takes export as `.usd`
  blendshape stacks at 60 fps. The 28 principals get bespoke
  individually-scanned MetaHuman builds; remaining named cast and major NPCs use
  composed MetaHuman pieces.
- **VO** — recorded in-house at LA, London, and Tokyo studios plus 4 outsourced
  country-specific studios; 12 SKUs voiced (4 full principal-grade lipsync —
  en-US, fr, de, es-LATAM; 8 lipsync-light — en-UK, es-ES, it, pt-br, ja, ko,
  zh-Hans, zh-Hant), 4 SKUs text-only (ru, ar, pl, tr). The Sci-Fi player
  character is fully voiced for both genders across every dialogue branch
  (~38000 lines per gender).
- **Composer** — 3 composers, one per cell-cluster (urban/period; frontier/
  hunter; sci-fi), each delivering original score; frontier alone takes ~90
  minutes of period-authentic score per composer slot.
- **Clearance** — NIL clearance gates any real-person likeness; the IP-clearance
  manifest gates trademarked names, locations, and licensed music.

### Loading, Splash, Tips, and Notifications

The boot, transition, and notification surfaces.

- **Splash** — a boot sequence showing the build version, the studio logo, and
  IP-cleared third-party technology logos; skippable after first boot.
- **Loading screens** — cell-flavored art with rotating gameplay tips drawn from
  a per-cell tip pool; tips are localized and avoid spoilers for unreached
  content. Where streaming hides load time the loading screen still surfaces a
  progress indicator so a long install-chunk pull never looks like a hang.
- **What's New** — a "What's New" banner on the first launch after an update,
  summarizing patch and live-service changes; dismissible.
- **Notifications** — in-game toasts for friend activity, contract rotation,
  party invites, and live-service events, plus companion-app push notifications;
  notification categories are individually mutable, and toasts honor the
  Streamer Mode privacy mask.

### Customer Support and Community Ambassadors

The player-support and community-stewardship surface.

- **Customer support** — 24/7 support with a tier-1 live-chat front line and a
  tier-2 ticket queue for escalations (account, billing, technical, moderation
  appeals); ban and anti-cheat appeals route here from the companion app with a
  7-day SLA.
- **Community ambassadors** — a volunteer program of moderators and curators who
  staff community report queues, curate featured workshop and gallery content,
  and seed help-channel answers; ambassadors operate under a conduct agreement
  and are not paid staff.
- **Hall of Fame** — cumulative recognition for the top-rated Mind Palace solves
  and top-rated workshop contributions, surfaced in-game and on the marketing
  site.

### Balance Operations

The public-transparency layer over competitive and economy balance, fed by
telemetry and published through the `balance-ledger` service.

- **Public weapon tier list** — a maintained PvP weapon tier list reflecting
  current balance.
- **Faction matchup chart** — a Sci-Fi Capital Raid faction matchup chart for
  the esports community.
- **Per-weapon damage tables** — public per-weapon damage, range, and recoil
  tables so the community can verify balance against the shipping numbers.
- **Balance ledger** — every balance change (weapon stats, monster-contract
  economy, Dead-Eye reload curves, dialogue-wheel outcome weights, faction-rep
  gates) posts to a public audit log with the change, the rationale, and the
  effective date; hot-fixes that adjust balance appear here before or with the
  data push.

Balance changes ship out-of-band as data hot-fixes (features§"Patch, Hotfix,
Quick-Resume, and Crash Recovery") so a correction does not wait on a binary
release.

### Character and Account Progression

V5 progression runs on two tracks — per-character within a cell, and per-account
across cells.

- **Per-character progression** — within a cell a character earns XP and spends
  it on cell-specific skill trees (Sci-Fi's 105-node Combat/Biotic/Tech trees,
  Hunter's 25-node sign trees, Dead-Eye tiers, melee and parkour unlocks) and
  acquires gear; progression is stored in that cell's save.
- **Per-account progression — Bureau XP** — the Cross-Continuum Bureau XP ledger
  accumulates across all five cells (weighted per significant action;
  high-magnitude moral-compass play earns faster) and advances a Bureau tier.
  Tiers unlock cross-cell rewards: Tier 1 photo mode in every cell, Tier 5 Mind
  Palace cross-era pairs, Tier 10 full companion-app sync, Tier 20 New Game+,
  Tier 30 cosmetic Bureau gear in every cell (arch§"Cross-Cell Persistence &
  Bureau XP"). Bureau XP is stored per account in `Profile_<accountId>.json` and
  follows cross-progression.
- **Shared online hub progression** — the Cross-Cell Online Persistent World
  keeps Bureau HQ as multiplayer hub on the same account progression layer:
  profile, cosmetics, Bureau XP, Mind Palace, codex, and live-event settlements
  are shared, while per-cell campaign branch state remains isolated.
- **Codex** — a per-cell encyclopedia (monsters, vehicles, factions, lore,
  characters) that auto-fills as the player encounters content; codex completion
  contributes to campaign completion percentage.

### Map Lore, Signature Maps, and Weather

Per-cell world structure and the dynamic weather and time-of-day layer.

Signature maps and lore:

- **Urban** — 16 districts, each with a distinct flavor (skid-row, downtown,
  beachside, suburb) driving its music, traffic mix, and ambient-encounter
  eligibility; ~140 km² Heist City plus the ~22 km² Street Triad world.
- **Period** — one authored 1947 city seen across three eras (1930s/47/68) via
  the V5PeriodAuth era-bundle swap; Made Man and Vice Squad share the geometry.
- **Frontier** — 5 biomes (high plains, redwoods, swamp/bayou, snow-line
  mountains, desert mesas), each with biome-specific wildlife and encounter
  pools.
- **Sci-Fi** — 32 authored systems with ~120 explorable bodies; per-system
  planetary detail (mineral hotspots, anomalies) is PCG-generated.
- **Hunter** — 4 regions (coastal duchy, northern wildlands, eastern marsh,
  southern plateau), each with a region-flavored monster set.

Day/night and weather:

- **Day cycle** — a 48-minute in-game day drives NPC schedules, lighting, and
  shop hours; period schedules follow era-correct work rhythms (arch§"NPC
  Schedule Architecture").
- **Weather states** — dry, light rain, heavy rain, snow, fog, and dust storm,
  with cell-appropriate variants (frontier dust storms, hunter blood-rain,
  sci-fi solar-flare). Weather is a World Partition data-layer variant.
- **Gameplay effect** — weather affects visibility, traction, NPC behavior
  (crowds thin in heavy rain), and sense-mode clue legibility; it is not purely
  cosmetic.

### Rivals, Relationship Matrix, and Timeline

The relationship and continuity scaffolding that ties V5's cast together.

- **Rivals** — each protagonist carries a list of 4-8 named rivals, each with an
  authored per-protagonist motivation; a rival recurs across that protagonist's
  arc and a rival arc resolves at a campaign beat. Rivals are tracked in the
  codex.
- **Relationship matrix** — a companion-to-companion slider matrix per cell; the
  matrix shifts on loyalty-conflict scenes and player choices, and drives
  companion banter, loyalty-conflict triggers, and end-game outcomes
  (features§"Squad of Companions + Loyalty Missions"). The frontier camp roster
  and the period family matrices use the same mechanism.
- **Cross-cell timeline** — an in-game timeline (and companion-app view) showing
  how each cell's narrative connects across eras through the Cross-Continuum
  Bureau, populated as the player makes cross-era Mind Palace deductions; it is
  the player-facing map of "The Vanishing Continuum" through-line.

### Launch Readiness

V5 launch readiness gates — every gate below must pass on the same green build
before public launch (§90 holds the full list). A failed gate blocks launch; a
gate failing for a single cell blocks that cell, not necessarily the whole
title, except where the gate is title-wide.

- **Content completeness** — all 5 cells ship complete with no "coming soon"
  panel, no skeleton mode, and no half-built era; all advertised modes ship
  complete; the single-player offline path is validated for every cell.
- **Localization** — all 16 launch language packs locked (12 voiced + 4
  text-only) and each passing its per-language localization-QA pass.
- **Platform cert** — all 9 platforms pass first-party certification, including
  the platform-specific cert-ban content checks.
- **Compliance** — GDPR DSAR/erasure, COPPA under-13, CCPA do-not-sell, and DSA
  moderation flows all tested; the legal/privacy/ratings compliance review
  signed off.
- **Quality gates** — every cell's feel-test suite passes on a green nightly
  Gauntlet build; the adversarial stub-scan returns zero hits; crash-free
  session rate exceeds 99.5% on the PS5 regression cohort; the per-platform
  memory budget holds on a 10-hour Gauntlet run; netcode passes packet-loss
  tolerance at 5% and 20%; the accessibility audit passes.
- **Online** — multiplayer matchmaking validated on every supported region at a
  simulated ping up to 80 ms.
- **Cross-cell arc** — the cross-cell Mind Palace deduction graph validated
  end-to-end with the cross-era main arc playable to all endings.
- **Live-service** — a 30-day day-of-launch live-service event scheduled and the
  public balance ledger live.

### V5 Exit Criteria

V5 is product-complete when every condition below holds simultaneously on a
single shippable build:

- Every § in `V5_TODOS.md` is checked, verified one task at a time against the
  actual source.
- The adversarial stub-scan returns zero actionable hits across all V5 modules.
- The nightly Gauntlet automation run is green for 7 consecutive days.
- All 9 platforms pass first-party cert.
- All 16 language packs pass localization QA.
- The cross-cell Mind Palace deduction graph is validated end-to-end with the
  cross-era main arc playable to all endings.

Exit criteria are the standing bar for "done"; launch readiness is the
point-in-time gate for "ready to ship to the public". A build may meet exit
criteria before every launch-readiness operational item (event scheduling,
marketing) is complete, but it may not launch before both are satisfied.
