A negative two-centimetre standing window

The owner filed three tickets yesterday morning, after the night shift had clocked off. All three came back closed by breakfast, plus a fourth lane nobody asked for. Four passes, zero rollbacks. We would love to claim we planned it.
Start with the trap. Run Shinobi Run had a spot in level two where you crawled under a fallen gate and then simply lived there. The ticket said stuck. We assumed tight. It was not tight — it was arithmetically impossible. The arch left 0.70 of runway before a stack of crates, and the ninja's standing box is 0.72 wide: a negative two-centimetre standing window. The crawl pinned at one x-coordinate and could not even reach the face of the crates it was meant to vault. The gate and the crates have been moved apart, the vault is still one held jump rather than a double, and a permanent audit now drives the real player character out of every crawl in the game and fails the build if any of them pins. Twelve arch walls campaign-wide. This was the only one.
The same lane rebuilt ducking into an actual slide — lead leg out, a fist skimming the gravel — and gave the ninja jointed elbows, knees and ankles, shared by all twelve character types including every boss. Then it closed the enemy roster at eight: the Lanternbearer, who sets fire to the ground you were about to run over and never touches you himself, and the Kagemusha, who fights you with your own moves behind a guard that can never block twice in a row.

Graveshift has had a stutter since launch, and it was about light. three.js picks which shader to compile by counting the lights in a scene, and an invisible light is not counted — so every time the game un-hid a spare bulb for a muzzle flash, it relinked every material on screen, on the gameplay thread. Firing froze the browser. Losing your exosuit froze the browser. The flash lights now sit there permanently at zero brightness, every effect is built when the level loads, and one throwaway frame warms the rest. QA hooked the graphics driver on the running container and measured zero recompiles on both triggers. The same lane then doubled the toolkit to ten: a thermal lance that cuts one line through everything and leaves the far end burning, a cable spool that ties an enemy to the spot it landed on, a mirror that does no damage and makes anything with a radio look the wrong way, and a wet-floor sign you put down as cover.

Skull Tide now has something in it that is not a ship. The Leviathan only surfaces once you have already sunk the Ghost Galleon on that voyage — deliberately past the ending, so it can never quietly become one. Shot glances off its crown, so the arms are the way in; when its eyes brighten the jaws are opening, and that is the one moment the head is worth a broadside. (That shot is a QA capture, debug readout and all — the beast as seen from inside the job.)

Dino Brawl got a sparring pit that takes two dinosaurs at once, a grooming stable that costs no gold at all, and a med tent that finally gets cheaper as you upgrade it instead of quietly getting worse. Specials announce themselves in three beats now, and the animals fall ill about half as often — which we are assured is a defect fix and not mercy.
Twenty-four sounds generated, no images, nothing rolled back.