Amara · open progress
What's done, and what isn't
This is the studio's real project graph: every deliverable on the way to Amara's vertical slice, grouped by the agent lane that owns it. Nothing is hidden or rounded up. A deliverable counts as done only when its bar is met, and for anything you can feel in-game, only when the founder has played it and said yes.
169 of 273 deliverables done · graph updated 26 Oct 2026, 13:25
169 Done34 In progress6 Waiting on the founder14 Ready to start38 Waiting on earlier work1 Every milestone11 Parked for later
M0Safe and unblocked27 / 32
M1The fun core46 / 62
M2The whole loop, rough72 / 93
M3The look locked15 / 27
M4Art and light9 / 54
M5Ship the slice0 / 5
Producer
14 of 24 done- DonePillars, loops and the G1 story coreM0
- DoneSlice Card: what an investor playsM0
- DoneThe project graph, its rules and the phone pageM0
- DoneRyan glances at the graph page; the hub starts the lane chatsM0
- DoneRyan sitting 1: three slice questionsM0
- DoneFire and fog off the playtest gateM0
- DoneRisk list + game-at-a-glance front pageM0
- DoneStudio infrastructure: how production, reviews, debugging and reports to Ryan are set up (plan; Ryan picks A/B/C)M0
- DoneAmara Studio: the front door shows everything onceM0
- DoneAmara Studio: your answers live in StudioM0
- DonePre-production plan, area 1 of 7: ground and grass (Ryan 10/25 21:00): grass path, project virtual textures, flower fieldsM0
- DonePre-production plan, area 2 of 7: the workflow (direction to done): area OK covers its milestones; one chat per job; hub archives after wrap-upM0
- DoneRunbook for Ryan's first full runM2
- DoneRyan OKs the code clean-up (deletes; Git keeps every file)M2
- Waiting on the founderPlanned test window for the i7-14700KF retune (AGENTS order 4): shader-compile time + desktop feel at 14 workers, compile time + peak RAM at 8 actions, the audio fix's costM0
- Waiting on the founderPre-production plan, area 3: sky, fog, exposure and the look-dev map (Sky 3's bid b20261025-211149-look-2ba3 is already approved and runs as approved)M0
- Ready to startAmara Studio: DailiesM0
- Ready to startAmara Studio: chat roles and rules cleanupM0
- Waiting on earlier workFirst full slice run, rough: Ryan plays it packagedM2
- Waiting on earlier workMeasure the production rate onceM3
- Waiting on earlier workRyan plays Tregan's hall and says it's right (MAP_MAKING step H)M4
- Waiting on earlier workPolish pass on the whole sliceM5
- Waiting on earlier workSlice shipped: 3 clean packaged runs, Ryan says yesM5
- Waiting on earlier workPitch kit: deck, 60-90 s trailer, screenshotsM5
Build, tech & pipeline
35 of 48 done- DonePhase-0 safety net: local Git + LFS, a local backup remote, nightly backupM0
- DoneFrame budget written (ms line items)M0
- DoneFirst packaged (cooked) build of the current gameM0
- DoneRyan OKs moving today's 2 stale lock files aside and restarting cook1M0
- DoneStale-lock rule: the heavy queue clears a dead job's lock by itselfM0
- DoneAsset naming + a scale check on importM0
- DoneCode review: what the 74k C++ + 57k script lines are and what can goM0
- DoneTour and queue tool fixes: stale tour log, -Keep self-reservationM0
- DoneClean HUD for captures and the slice: debug lines offM0
- DoneAmara Studio: the job queue survives restartsM0
- DoneAmara Studio: ProblemsM0
- DoneBUG: audio cutting out while Ryan playsM1
- DoneBUG: Tregan's voice lines barely audibleM1
- DoneHeavy queue classes: a CPU-light lane beside Unreal, a hold limit for chains, starvation agingM1
- DoneReview M5: twelve docs still say 'no chat can author Niagara'; correct them to the 10/9 MCP route (one effects chat)M1
- Donefx_chat backup gap: Amara-Gamex_chat is git-ignored and outside the nightly backup; cover itM1
- DoneFrame budget measured on the cooked buildM2
- DoneFixed camera path + measurement script for the cooked buildM2
- DoneRyan's launch for a packaged build (-Exe) with the full warm-upM2
- DoneClean-up 1: in-tree backups, one-shot pokes, retired QA scripts, old versionsM2
- DoneUntrack 2.2 GB of binaries and runtime state (files stay on disk)M2
- DoneFence the kept diagnostics out of Shipping (CombatGym, BodyDiag, AmaraShot, HudCheck, MouseRawCheck, Everly checks)M2
- DoneMove the retired smoke, systems and E2E suites out of the build (to labs/old_tests/)M2
- DoneInventory every runner that launches Unreal or reads the lock (paper half of the runner lib)M2
- DoneDelete the 86 never-called methods and park the wind subsystemM2
- DoneBuilt-but-unhooked features: each owner decides wire or dropM2
- DoneCheck the 86 never-called methods one by one (paper half of the dead-methods cut)M2
- DoneMove research protos out of the tool tree into labs/M2
- DoneBUG: the packaged game crashes at shutdown when audio is onM2
- DoneSave format carries a version numberM2
- DoneChapter menu code + a shipping config without debug textM2
- DoneUnreal's own MCP server: lab bake-off vs our scripts, then Ryan's switch callM2
- DoneOne effects chat wired straight to Unreal's MCP (Niagara)M2
- DoneRender path written down, with costsM3
- DonePoly Haven pipeline + a trial set of skies and mine materials in the editorM3
- In progressOne runner library + one Unreal launcher for every scriptM2
- In progressDLSS / DLAA beside TSR on Ryan's 4080 (bid 1)M3
- Waiting on the founderHDR display output for Ryan's OLED, a pause-menu switch with SDR fallbackM3
- Ready to startAmara Studio: checks before pictures reach youM0
- Ready to startMCP safety fixes H1-H4 + M1 (Fable review): crash dead-man's switch, quit only our own editor pid, per-session job files, -Owns enforced in one rpc() gate + post-session auditM1
- Ready to startGates must block and be fresh: a rebuild stops on any gate FAIL; no fresh result counts as FAIL; grip pass/fail bars in NavGate; the scale check refuses >3x (and covers the polyhaven/fab/character importers); sort the protrusion baseline (314 hits / 69 places)M1
- Ready to startMix gate: dialogue above music and effects in a fight, or the cook failsM2
- Ready to startMCP toolset census: one tested example + a one-paragraph card per unassessed toolset (Logs, DataTable, CurveTable, Blueprint, Material, SkeletalMesh, AgentSkill, ConfigSettings); yes/no on PCG, AnimationAssistant, StateTree, Control RigM2
- Waiting on earlier workPark the procedural dungeon in its own Development-only moduleM2
- Waiting on earlier workGraphics quality presets (Low/Medium/High/Epic), auto-picked on first launchM4
- Waiting on earlier workInvestor chapter menu, shipping build without debug textM5
- Every milestonePackage again at every milestoneM5
- Parked for laterHiggsfield 3-day trial: prove it beats our free tools (start+end-frame video, image-to-3D prop into a lab, rig test) or cancelM2
Combat & enemies
40 of 72 done- DoneControls plan approvedM0
- DoneBUG: mouse sensitivity and raw mouse inputM1
- DoneField of view set by design for each moment, never a player settingM1
- DoneBUG: elite and armour bars never draw (Glor's and Breg's named bars)M1
- Done3Cs locked: movement, camera and controls numbers, plus the tunnel cameraM1
- DoneRyan plays: no camera complaint in the StopeM1
- DoneDodge window as a pause-menu settingM1
- DoneAxe grip right (Ryan's 10/6 note 1)M1
- DoneEnemy brain 1: the scoreboard (behaviour meters + 3 bots)M1
- DoneEnemy brain 2: crowd roles (B30: attacker, encirclers, onlookers)M1
- DoneCrowd roles code (B30) written and compiled; bars measured laterM1
- DoneEnemy brain 4: perception and memoryM1
- DonePerception memory code written and compiled; bars measured laterM1
- DoneOne-page spec for all 10 enemy types, in build orderM1
- DoneRyan picks the 4 new enemy conceptsM1
- DoneFree animation test: one axe combo without a paid pack + the weak-spot reportM1
- DoneFree attack-clip sources found and licence-checkedM1
- DoneRyan OKs two free animation sources (download, sign-in)M1
- DoneSlice encounters drafted on paper (from the specs)M1
- DoneBUG: Tregan fell through the map mid-fightM1
- DonePre-play gate: a bot boss fight before every Ryan playM1
- DoneTregan's seated start and get-up (the boss's state, not the mesh)M1
- DoneTregan's music v5.1 in: the cue table and importM1
- DoneWhy the Brute dies in 4.5 s to a masher (diagnosis on paper)M1
- DoneCombat sounds shortlisted with a small classifier model (no imports yet)M1
- DoneLight vs heavy: physics-timed swings and their risk/reward (lights fast and safe, heavies slow, hard and open; enemies punish light spam)M1
- DoneM1
Story spoiler: tap to reveal
Tregan's fight as Ryan designed it: the guard-duel intro, a veteran with a demon aura, then full demon at ~60% - DoneDodge roll classes (light / medium / heavy), medium default (Ryan's live ask, hub 02:32)M1
- DonePer-action axe grip: the hands sit right on the haft in idle, run, each light, each heavy, block and roll (Ryan's live ask, hub 02:37)M1
- DoneParry: broken or unreadable (0 parries in Ryan's whole test; he's a high-skill player). Find out which, fix it, make its window and its tell readableM1
- DoneSidestep 'way too slow': make it quicker than a roll (short, snappy, small i-frame or none, quick recovery)M1
- DoneMedium roll is right; polish: a bit faster, and the tail feels stuck (when you can act out of the roll)M1
- DoneREGRESSION (high): Tregan's finisher chain no longer triggers: stagger -> E -> jaw uppercut -> mid-air ankle grab -> slamM1
- DoneAsh's idle and run axe carry vs Kratos, side by side at game distance (reference only)M1
- DoneOne NearestWalkableOnThisFloor nav helper for every enemy and AshM2
- DoneEnemies leash to their own room: running past a run-through room really skips its fightM2
- DoneResearch: how action games handle big enemies, stagger, stun-locks and jugglesM4
- DoneRyan picks which lever makes the Brute last (balance is his)M4
- DoneWarden one-pager: moves, phases, arena, lore roleM4
- DoneRyan picks who the Warden isM4
- In progressAxe haft seated inside Ash's fist (the Grok grip target)M1
- In progressRage fills (Ryan 10/8 05:49): landed hits, damage taken, parries; GYM RAGE fill timesM1
- In progressFree performed animation trial: Paragon Sevarog (Tregan) and Terra (Ash's axe and shield) from Fab, retargeted with UE 5.8's IK Retargeter, side by side with today'sM1
- In progressMotion-matched locomotion on Ash (GASP)M2
- In progressEnemy brain 3: living enemies before the fight (B28)M4
- In progressDestructible arena cover: every wooden or pillar-like thing in an arena breaks (pillars, timber walls, crates, carts)M4
- Ready to startOne weapon-grip system for every character (Guard sword ~ini 806, Tregan hammer ~966, the Grunt blade), plus an audit of ini overrides that silently undo values (the Torch_ShowMesh/shield case)M2
- Waiting on earlier workEnemy 1: Grunt group funM1
- Waiting on earlier workEnemy 2: Guard pair fun (Glor and Breg)M1
- Waiting on earlier workGATE: the core enemies are funM1
- Waiting on earlier workTregan's fight fun (with Glor and Breg), music v5.1 inM1
- Waiting on earlier workAsh's Break Strike finisher animated for real: the uppercut, the mid-air ankle grab, the slam (mocap or an animator)M1
- Waiting on earlier workSlice encounters planned on the route (1-3 types per fight)M2
- Waiting on earlier workEnemy 3: Brute funM4
- Waiting on earlier workEnemy 4: Lurker funM4
- Waiting on earlier workEnemy 5: Caster funM4
- Waiting on earlier workEnemy 6: Skitter swarm funM4
- Waiting on earlier workEnemy 7 (new): the Caller (support / priority target)M4
- Waiting on earlier workEnemy 8 (new): the Spearman (reach, line fighter)M4
- Waiting on earlier workEnemy 9 (new): the Burster (swells and bursts)M4
- Waiting on earlier workEnemy 10 (new): the Ankle-grab (a hand from the floor roots Ash's foot)M4
- Waiting on earlier workThe Warden fight funM4
- Waiting on earlier workEncounters tuned in play on the grey-box routeM4
- Waiting on earlier workCombat sound set and the combat mixM4
- Waiting on earlier workLATER: Foot plant and lean layer (procedural, on top of our clips for Ash and the enemies)M4
- Parked for laterCombat feel in the arena: hit-stop, shake, rumble, buffer, cancels, one hit cueM1
- Parked for laterM1
Story spoiler: tap to reveal
Ash's base kit feels good, no demon form (Ryan's yes): grip, carry, parry, block, sidestep, roll, swings - Parked for laterAsh's own attack clips (about 7), so he no longer swings like the enemiesM4
- Parked for laterLATER: Ash throws his axeM4
- Parked for laterM4
Story spoiler: tap to reveal
LATER: teleport to the thrown axe (maybe a demon ability unlocked later) - Parked for laterLATER: a close-range slam attackM4
- Parked for laterThe ground reacts to feet: dust, spray, scuffs, prints, the scrape and soft-ground dents when Ash plants, pivots and slidesM4
Levels & grey-box
27 of 35 done- DoneThe Spiral Stope built (dressed kit, 1.3x Old Mine)M0
- DoneStope rock mesh renamed off the map's nameM0
- DoneMetrics v2: the blockout standardM1
- DoneSlice route plan drafted on paperM1
- DoneThrone placed in Tregan's hall with a clear, open path in frontM1
- DoneBUG: raised strips across Tregan's hall (the floor generator's door rule)M1
- DoneRyan picks where Ash first meets the parryM1
- DoneRoute layout fixes scripted (guard post A, guildhall G1, cave-in closures), not runM2
- DoneRoute gates: Ryan's real paths as a walk list + the step rule in the handbookM2
- DoneSlice route one-page plan (the level purpose)M2
- DoneDungeon 1 second attempt: layout options, Ryan picks oneM2
- DoneTregan's hall room card (MAP_MAKING step A: purpose, metrics, gameplay needs)M2
- DoneTregan's hall blocked out to its room card (MAP_MAKING step D)M2
- DoneDungeon 1 as the Stepped Workings: the master plan and the chain block-out (inclines, tunnels, the window sightline)M2
- DoneThe bunk galleries room card (MAP_MAKING step A)M2
- DoneThe bunk galleries blocked out to its room card (MAP_MAKING step D)M2
- DoneThe quench canal room card (MAP_MAKING step A)M2
- DoneThe quench canal blocked out to its room card (MAP_MAKING step D)M2
- DoneThe guildhall room card (MAP_MAKING step A)M2
- DoneThe guildhall blocked out to its room card (MAP_MAKING step D)M2
- DoneThe great forge room card (MAP_MAKING step A)M2
- DoneThe great forge blocked out to its room card (MAP_MAKING step D)M2
- DoneThe guard post room card (MAP_MAKING step A)M2
- DoneThe guard post blocked out to its room card (MAP_MAKING step D)M2
- DoneDraft encounters placed in D1_Stepped (spawns + a trigger box covering each fight room), Tregan's hall firstM2
- DoneWet stone at the quench canal's edge and the seep (Poly Haven wet stone)M3
- DoneOff-path rooms closed by a story-true cave-in, or held at the slice barM4
- In progressThin dressing ignores the Camera channelM1
- In progressOne shared placement library for editor PythonM2
- In progressRoute grey-box played: Ryan plays the golden pathM2
- In progressMAP_MAKING step E for D1_Stepped: a same-spot side-by-side + difference list against Ryan's Grok picks, before more art work; tell Ryan plainly which picks are built and which aren'tM2
- In progressWarden arena past Tregan's gate (plan + grey-box)M4
- In progressD1 flush rock: every rock surface on the road meets the next with no visible gap; real rock door jambs (bid b20261019-144429-levels-caf3)M4
- Waiting on the founderZero lips: every doorway and sliver (Ryan's 10/6 note 2)M1
- Ready to startGATE: every route room's concept picked (the Stepped Workings)M2
Look & lighting
23 of 49 done- DoneFog A/B test: r.Lumen.TranslucencyVolume.Enable 0M0
- DoneBUG: Tregan's 16 recorded voice lines imported and wired (B22)M1
- DoneA real throne mesh for Tregan (one asset, our own build)M1
- DoneThe axe 'looks like a toy': real forged metal head (hammer-marked steel, a honed edge, wear) and a leather-wrapped haft; look owns it, coordinating sockets with combatM1
- DoneM_LookDecal ray-tracing shader fixed (fails in the cook)M2
- DoneRemove the unused procedural-floor auto-lighting kit (AmaraLook), after one fenced playM2
- DoneTregan's hall concept art: several Grok takes, Ryan picksM2
- DoneThe bunk galleries concept art: several Grok takes, Ryan picks (MAP_MAKING B-C)M2
- DoneThe quench canal concept art: several Grok takes, Ryan picks (MAP_MAKING B-C)M2
- DoneThe guildhall concept art: several Grok takes, Ryan picks (MAP_MAKING B-C)M2
- DoneThe great forge concept art: several Grok takes, Ryan picks (MAP_MAKING B-C)M2
- DoneThe guard post concept art: several Grok takes, Ryan picks (MAP_MAKING B-C)M2
- DoneGrounded-stylized written into ART_DIRECTIONM3
- DoneConcept-art gap list: each route room in-game vs its picked Grok frame (note 3)M3
- DoneTarget-room brief: which route room, its Grok frame, refs and gap listM3
- DoneEverly look sheet: grounded-stylized for the town (kit A, palette, golden hour)M3
- DoneRyan picks the light when Ash returns to empty EverlyM3
- DoneArt-bible page: what made the target room workM3
- DoneLocal exposure for the SDR path (a bright fire keeps its colour in a dark room)M3
- DoneGrade looks on HDR numbers: canal and look shots also saved as EXRM3
- DoneEnvironmental storytelling: the world checklist (Ryan 10/19 21:10, Noodle's Halo videos)M3
- DoneMusic clock fix: no silent gaps after hitches (Quartz + one MetaSound per cue)M4
- DoneReal-time sun moving across Everly's sky (time of day flows)M4
- In progressM1
Story spoiler: tap to reveal
Tregan's demon look in the fight: heat rings, glowing cracks from 75%, the snap's cracks racing, the phase-2 aura (to Ryan's snap-card pick) - In progressAsh's hand torch flame: no smear on turns, trails when running (Ryan 05:59)M1
- In progressThe seal-wave actor in code (from SEAL_PLAN), before the town existsM2
- In progressWarden arena concept art: 3+ Grok variations, Ryan picksM2
- In progressMetaHuman Ash head-to-head: two real Ashes (A lean veteran, B heavier soldier) vs today's bodyM3
- In progressAsh redesign as a real man (Grok, from our own v3 in-engine turnaround, one-handed axe held right); Ryan picks one numbered takeM3
- In progressFire library: one sim + flipbook per fire setupM4
- In progressTregan's hall art and light to the pick (MAP_MAKING step F-G)M4
- In progressThe bunk galleries art and light to the pick (MAP_MAKING F-G)M4
- In progressThe quench canal art and light to the pick (MAP_MAKING F-G)M4
- In progressThe guildhall art and light to the pick (MAP_MAKING F-G)M4
- In progressThe great forge art and light to the pick (MAP_MAKING F-G)M4
- In progressThe guard post art and light to the pick (MAP_MAKING F-G)M4
- In progressPhoto-real trees for Everly (Otto's oak + every placeable and town tree: meshes and materials)M4
- In progressReal cave sound in the mine: each room's echo from a real recorded impulse response, the fires' crackle driven by the flame's heatM4
- Waiting on the founderThe lift shaft art and light to the target-room bar (slice part 3: the descent, the oath on the stone)M4
- Ready to startTregan's phase-2 form: a second body for the full transformation (to Ryan's round-3 concept pick)M3
- Ready to startRoom-wide fog in Tregan's hallM4
- Waiting on earlier workOne target room approved as 'the look' (Tregan's hall, the first room through MAP_MAKING)M3
- Waiting on earlier workWarden arena lit to the pick: the watch fire moved from the lift shaft + the crack's cold glowM3
- Waiting on earlier workCharacters to the approved look (Ash, shipped enemies, Amara, villagers)M4
- Waiting on earlier workArt pass on the slice routeM4
- Waiting on earlier workWire the air system: fog wakes in the mine, drafts and flame lean in EverlyM4
- Waiting on earlier workLighting + FX pass on the routeM4
- Parked for laterLook renders: Ash, one enemy, one villager at 2-3 levels of stylizationM3
- Parked for laterFluidNinja LIVE-2 vs the baked campfire: a side-by-side in a scratch copyM3
Everly
30 of 45 done- DoneEverly ground: Landscape or mesh (written down)M2
- DoneEverly kit A downloaded and cataloguedM2
- DoneEverly's purpose on one page (beats, people, buildings for the slice)M2
- DoneEverly layout plan (one page)M2
- DoneEverly grey-box Ryan walksM2
- DoneRebuild code: open an orb in the dungeon, the glove, the trip home keeps peopleM2
- DoneThe return stone keeps what the story gave you (Tregan's key); no softlockM2
- DoneRyan confirms: the return stone keeps story itemsM2
- DoneTownsfolk plan on paper: routines, Amara's greeting, clips neededM2
- DoneBuild mode for the slice on paper: how the player places Otto's homeM2
- DoneBuild mode code for the rebuild beat (from BUILDMODE_PLAN), testable before the grey-boxM2
- DoneRyan picks Otto's first words when he steps out of the gloveM2
- DoneThe seal beat on paper: shot list, order, sound, build method, fallbackM2
- DoneEverly grey-box build script from layout B (written, not run)M2
- DoneRyan picks Amara's first words to AshM2
- DoneEverly concept art: 8 shots x 4 Grok variations (layout B; golden hour + night), Ryan picksM2
- DoneBUG: the kit's modular door leaves render as a thin dark plank with loose bitsM2
- DoneWorld builder plan (overhead camera, ghost, Otto's set, hint, holes, build order)M2
- DoneEverlyRebuild map: empty town with Otto's foundation hole carvedM2
- DoneOverhead world-builder view: pan/zoom/turn, ghost on mouse + stick, place the forge, ease in/outM2
- DoneGhost on uneven ground with its foundation; slope refusal; snaps into the hole; lands flushM2
- DoneOtto's set: fence x3, lamp post, oak, quench trough from the glove; move pieces; set-complete momentM2
- DoneThe full town: the 4 named homes playable, homes 5-12 grey-boxed, the dev labelsM2
- DoneOrbs in the mine hold Otto's set: 3 orbs (Otto, his forge, his yard) opened with the glove, the pieces carried and savedM2
- DoneThe builder's controls: a parts menu (any part you own), the hotbar, R pick-up, G move, Ctrl+Z undo, 45 / 5 deg turnsM2
- DoneGravel road on the gate lane up to the headframe (Poly Haven rocky trail)M3
- DoneEverly's real terrain: hills, river and road valleys, waste-rock tips, forest, far fells (the town's ground unchanged)M3
- DoneThe mine head for real: Ash steps out of the cage under a timber headframe, winding house and ore shed builtM3
- DoneThe first view of home: brief, 3 judge photos and plan on one card (pipeline v0.1 Gate 1)M4
- DoneThe first view of home: blockout same-spot frames S1-S3 at 2560x1440 (pipeline v0.1 P4)M4
- In progressEverly's vanishing moment: new concept iterations built from Ryan's 6 picked shots (not top-down)M2
- In progressStill water: AEverlyWaterSurface pools + falls; the quench canal's three stepped pools live (MI_Water_MineSilt); the builder's Water tab nextM2
- In progressEverly's sky: day to night without looking fakeM3
- In progressEverly's places tell who lived and worked there: forge yard, mine yard, roads and ford, the land past the old ring (bid b20261019-211138-everly-33c9)M3
- In progressEverly's trees sway in the wind like real ones (bid b20261019-144958-everly-037b)M4
- Waiting on the founderThe trip home: mine to Everly with the found pieces, Otto's set placed, the set-complete moment and his hintM2
- Ready to startAmara and the villagers living in townM4
- Ready to startSpoken lines as a signature look: words in a real, lit 3D cloud (photoreal)M4
- Ready to startThe first view of home: Grok paintovers of our 3 same-spot frames, 3 takes per spot (pipeline v0.1 P5, Gate 2)M4
- Waiting on earlier workThe rebuild beat: Otto's orb opens, his home goes back, he returnsM2
- Waiting on earlier workSave, quit and Continue restore the rebuildM2
- Waiting on earlier workThe seal beat: the living town goes emptyM4
- Waiting on earlier workEverly art pass (village kit + our own builds)M4
- Waiting on earlier workEverly light, wind and soundM4
- Parked for laterSet complete -> Otto's next talk gives the hint; wish row in the builder; 100% when metM2