# Worlds Last Parade Store Release Notes

## Listing

- Title: Worlds Last Parade
- Subtitle: A touch-first 3D collection and growth arcade game.
- Category: Games
- Audience: iPhone and iPad players who like tactile collection, route planning, and compact arcade stages.

## Short Description

Roll through a miniature world at the edge of collapse, collect objects from tiny fragments to towers, grow larger, and rescue each district before the sky rift opens.

## Feature Copy

- Touch-first 3D controls tuned for iPhone and iPad Safari.
- First-run tutorial, optional tutorial replay, persistent stage unlocks, and onboarding for `NEXT` growth hints.
- Five routes including the first tutorial and four main districts, with rising targets, faster rift pressure, Parade Fever combo chains, boost, per-stage best scores, and persistent C/B/A/S medals.
- Optional Rift Seals reward riskier routes with mass, FEVER pressure relief, time recovery, and stronger rank scoring.
- Lower-HUD `NEXT` absorb hint that shows the next growth tier during play.
- Compact landscape HUD keeps the `NEXT` growth hint visible on short iPhone viewports.
- Locked-object feedback when the player touches something too large, using a short coach cue, haptic pulse, and spark so growth rules stay readable.
- Short landscape overlays keep menu, retry, next-stage, and tutorial routes reachable with touch-scrollable panels on compact iPhone screens.
- Stage-select progress summary that shows rescued districts, saved ranks, best Rift Seal recovery, and the next replay goal.
- Detailed clear/fail result screens with rescue percent, remaining time, max combo, missing-amount guidance, and next-rank coaching.
- Result breakdowns include collected Rift Seals so replay goals are clearer than raw score alone.
- Dedicated finale clear state after the Starward Spire route, with replay, tutorial, and menu paths.
- Generated atmospheric art, procedural toy-city props, animated 3D sky rift, dynamic lighting, haptics where supported, and PWA icons.
- Procedural ambient sound and responsive collection, FEVER, clear, and fail cues after user-initiated audio unlock.
- Adaptive render quality with a saver profile that lowers pixel ratio and trims expensive shadows, particles, comet trail, satellites, and sky-rift nodes for older iPhone and iPad Safari sessions.
- Persistent player settings for volume, touch sensitivity, render quality, haptics, and low-stimulation motion.
- In-game two-step progress reset for clearing saved stages and QA-only evidence while preserving comfort settings.
- Offline-ready static build after the first online load.
- Install manifest includes iPhone/iPad screenshot candidates, fullscreen display fallback, social share-card metadata, locale, and share-image alt text.
- Installed PWA shortcuts include direct Play and Tutorial entry points.
- Store-shot capture URLs and candidate screenshots prepared for release listing drafts.
- Moonlit Market now has a dedicated iPhone store screenshot candidate to show route planning between combo play and the finale.
- Device QA launcher prepared at `/endofworld/device-qa.html` for final iPhone/iPad Safari release checks.
- Device QA URL Pack prepared for copying or sharing the exact current-origin Game, Device QA, Fresh QA, Tutorial, Motion, Perf, and App Review links during real-device handoff with `Share URLs`.
- Device QA LAN Origin override prepared for generating iPhone/iPad-ready URL packs from a desktop-local browser tab, including `origin`/`lan` query support.
- Device QA Final Pass Runbook prepared for copying or sharing the exact real-device sequence from tutorial and comfort checks through Gate Card and Final Gate Validator with `Share Runbook`.
- Moonlit Market route adds a warmer lantern-and-stall district between Garden combo play and the Spire finale.
- Device QA checklist prepared for tracking iPhone audio/touch/GPU, iPad layout/run, PWA/offline, and store asset release gates.
- Device QA checklist includes a Comfort/A11y gate for reduced motion, readable text, large touch targets, safe-area visibility, and horizontal-overflow review.
- Menu/result overlays expose dialog semantics and primary-action focus management for keyboard and screen-reader review.
- Device QA snapshot prepared for recording viewport, DPR, WebGL renderer, PWA, storage, Service Worker, and required-cache hit evidence during real-device release checks.
- Device QA audio/haptics probe prepared for recording tap-triggered AudioContext unlock and optional vibration support during real-device release checks.
- Device QA touch probe prepared for recording pointer/touch event counts, drag distance, and input event intervals during real-device release checks.
- Device QA cache probe prepared for confirming the active Service Worker and required offline asset cache directly on-device.
- Device QA release evidence panel prepared for copying or sharing one submission-ready memo with checklist status, snapshot, cache probe, current QA URLs, and the latest saved game QA/performance report with `Share Evidence`.
- Device QA store assets probe prepared for confirming manifest screenshots and store image dimensions directly on iPhone/iPad Safari.
- Device QA Gate Card prepared for copying a short per-device pass summary with viewport, touch, WebGL, cache, store assets, lifecycle, checklist, and performance lines.
- Device QA handoff prepared with `Share URLs`, `Share Runbook`, `Share Evidence`, `Share Card`, `Paste iPhone`, `Paste iPad`, and `Share Verdict` actions for moving real-device evidence between iPhone, iPad, and the final validator.
- Device QA Gate Card self-diagnosis prepared with `gateStatus`, `gateIssues`, and `gateNext` so missing device snapshot evidence, release evidence, and the next fix action are visible before final validation.
- Device QA Final Gate Validator prepared for checking pasted iPhone/iPad Gate Cards, including matching device class, viewport, touch profile, WebGL, standalone, audio unlock, confirmation beep, touch-probe pass, cache, store assets, lifecycle, settled 10-second-plus performance evidence, and Gate Card self-diagnosis lines before release commit and push.
- Performance QA route prepared for collecting average FPS, minimum FPS, max frame time, slow-frame, and jank-frame evidence directly on iPhone/iPad Safari.
- Startup recovery is prepared for rare WebGL creation failures, with reload and launcher routes instead of a blank canvas.
- Device QA finale route prepared for checking the all-clear overlay without manually finishing the final stage each pass.
- Player-facing Privacy, Support, and Credits pages are available from the menu overlay and cached for offline review.
- Support URL content is prepared at `/endofworld/support.html`, with troubleshooting steps, two-step progress reset notes, local data deletion notes, Device QA report guidance, and review notes.
- App Review packet prepared at `/endofworld/APP_REVIEW.md`, with reviewer route, feature scope, content safety notes, optional audio/haptics caveats, and the final real-device gate.

## Privacy Summary

No personal data collection, no analytics, no ads, no account login, and no device sensors beyond normal touch input. Saved progress, settings, and QA-only evidence stay in browser local storage.

## Age Rating Notes

Worlds Last Parade is designed as family-friendly arcade play. The abstract end-of-world premise is presented as toy-city rescue and collection; there is no realistic violence, blood, weapons, scary imagery, gambling, user-generated content, social chat, external posting, purchases, ads, or data collection.

## Release Gate

Codex validation covers desktop, iPhone-size, and iPad-size browser viewports. Final release still requires a real iPhone Safari pass and a real iPad Safari pass for matching device-class, viewport, touch, WebGL, audio unlock, GPU stability, and Device QA Gate Card evidence.
