# Final product-layer red team

## Problems identified

- The app risked becoming a static facilitator for a deck rather than the living product.
- Returning players needed a reason to come back beyond solving another isolated case.
- The case art and action-card art were being blurred together, even though they serve different jobs.
- Multiplayer needed to be explicitly open-table co-op.
- Blocked hands needed a way to create agency without guaranteeing the right suit.
- Locked cases needed to feel like an accumulating story, not just an archive.

## Final product decisions

- The app is the evolving world: profiles, Afterlight, Clinic, weekly events, locked cases, stories.
- The deck is the tactile intervention interface.
- Case art remains projection-friendly and identity-soft.
- Card art remains diverse, clear and action-focused.
- Clinic growth creates sideways shifts rather than raw power upgrades.
- Weekly events are global and handled through `data/config.json`.
- The public pledge is included, but final legal wording should be chosen before sales.

## What was implemented

- Clinic tab.
- Room loadout selection.
- Staff assignment selection.
- Afterlight points on completed runs.
- Staff attraction from play patterns.
- Room unlocking from Afterlight / runs.
- Weekly world event support.
- Pledge copy.
- Updated support/rules text.
- Admin prompt for weekly event generation.
- Docs for operating rhythm and product logic.

## Still deliberately not implemented

- Purchases/payment.
- Real charity payment reporting.
- Account authentication beyond recovery codes.
- Automatic Sunday scheduling.
- Manufacturing-final card art.

These should come after real deployment testing.
