Scope cut: drive-only MVP (remove racing + economy)
CI / quality (push) Successful in 1m1s

Per user direction, the MVP is now simply driving cars on the expressway.
- Removed RaceManager and Economy modules entirely
- Slimmed Remotes to DataUpdated / SpawnCar / EquipCar
- ProfileTemplate now just remembers the last driven car (v2)
- Cars: dropped price/rep/upgrade fields; kept identity + driving stats
- CarManager: stat-based tuning only; RX-7 allowlist via GameConfig.canDrive
- DataManager: assign default car on join; downgrade RX-7 if de-allowlisted
- Client: replaced garage/economy UI with a simple car picker + respawn
- Docs: GDD/ROADMAP/README rewritten for drive-only; added docs/MESH_SWAP.md
- Gates: stylua clean, selene 0/0, rojo builds
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# Game Design Document — Fast & Furious: Tokyo Expressway (MVP)
## Vision
A progression-fantasy street racer. You start in a humble-but-iconic 1993 Mazda
RX-7 and claw your way up to hypercars on a neon-drenched Tokyo expressway at night.
Easy to pick up, satisfying to grind, fair to spend on.
A neon Tokyo expressway you can cruise at night in cool cars — starting with a
real 1993 Mazda RX-7. The long-term dream is a full street-racing simulator, but
the **MVP is deliberately tiny: just drive.**
## The one-sentence pitch
"Start in the RX-7, own the expressway."
## MVP scope (what's built) — JUST DRIVING
- Spawn on a neon Tokyo expressway at night.
- Drive a car around the highway (built on Roblox's reliable VehicleSeat).
- Switch between cars via a simple "CARS" picker.
- Respawn your car if you flip or fall off.
- The **RX-7 is demo-locked** to the owner + son (Roblox UserId allowlist,
enforced server-side). Everyone else drives the public cars.
- Your last car is remembered between sessions (ProfileStore).
## Core loop (the addictive 60 seconds)
1. **Spawn** on the expressway in your equipped car.
2. **Race** the time-trial down the highway to the finish line.
3. **Earn** cash + reputation for finishing.
4. **Spend** in the Garage: upgrade your current car or buy the next tier.
5. A faster car / better tune makes the next race feel better → back to step 1.
That's it. No racing, no money, no rep, no upgrades, no daily rewards. The point
of the MVP is to get the car feeling good on the road and be testable fast.
Daily rewards + rising rep gates give a reason to come back tomorrow.
## Why this cut
Driving feel is the hardest, most important part of a car game. Everything else
(racing, economy, progression) is worthless if the car isn't fun to drive. So the
MVP nails driving first; the rest is layered on later once it feels right.
## Pillars
- **Progression fantasy** — junker → hypercar, always a visible next goal.
- **Nighttime Tokyo vibe** — neon, speed, style.
- **Fair monetization** — spending accelerates the grind, never buys wins.
- **Server-authoritative** — no exploiting money or unlocking cars.
## Pillars (for the eventual full game)
- Progression fantasy — junker → hypercar (LATER).
- Nighttime Tokyo vibe — neon, speed, style (NOW: the map).
- Fair monetization (LATER).
- Server-authoritative — no exploiting (NOW: allowlist + anti-cheat foundations).
## MVP feature set (what's built)
- 5-tier car catalogue; **RX-7 is the free starter** (Tier 2).
- Drivable cars via VehicleSeat (proven, swap-in real mesh later).
- Procedural expressway map with kill-walls (can't leave the road).
- Garage + Dealership UI: view / buy / equip / upgrade.
- Upgrade system: Engine / Tires / Nitro, cost-scaled with diminishing returns.
- Solo time-trial race with server-validated payouts.
- Reputation gates on higher-tier cars.
- Daily login reward.
- Robust saving via ProfileStore (session-locked, reconciling).
- Basic movement anti-cheat.
## Deferred (see ROADMAP)
Racing, checkpoints, money/economy, reputation, upgrades, customization, daily
rewards, traffic AI, leaderboards, monetization, crews/PvP, full city map.
## Deliberately deferred (see ROADMAP)
Traffic AI, head-to-head/drag racing, car customization cosmetics, crews/PvP,
full city map, mobile-tuned optimization pass, monetization products.
## Economy first-pass numbers (tune freely in `GameConfig`)
- Start: $1,500, 0 rep, own the RX-7.
- Race finish: +$650 (base+win) and +15 rep.
- Daily: +$300, +10 rep.
- Upgrades: base $500, ×1.6 per level, cap level 5 per part.
- Car tiers: Junk $800 → S15 $12k (50 rep) → R34 $45k (180 rep) → Hyper $250k (600 rep).
## Win condition / retention
No hard "end" — the chase up the tiers plus daily rewards and (future) leaderboards
supply the long tail. First-session goal: earn enough to feel one upgrade land
inside the first 10 minutes.
## Cars in the picker
RX-7 (restricted), City Runabout (public default), Silvia S15, Skyline GT-R R34,
and a stylized hypercar. Stats (Speed/Accel/Handling, 0-100) only affect driving
feel — there are no prices or unlocks in the MVP.