# Licenses

## Project-authored material

All game code, procedural meshes, materials, UI, documentation, and evidence
created in the v2 working tree are original project work unless listed below.

## Godot Engine

- Version: `4.7.1.stable.official.a13da4feb`
- License: MIT, retained at `licenses/Godot-MIT.txt`
- Copyright notices: Godot Engine contributors; Juan Linietsky and Ariel
  Manzur, as reproduced in the retained license.
- Use: executable runtime and export templates for Windows x64 and macOS
  Universal.

## GUT — Godot Unit Test

- Upstream: <https://github.com/bitwes/Gut>
- Commit: `aeb5d4f3f7f0a6c9b5e178876d6c99b791fda605`
- Runtime-reported version: `9.7.1`
- License: MIT, retained at `addons/gut/LICENSE.md`
- Bundled test-runner fonts retain their upstream license files inside
  `addons/gut/`.
- Use: developer-only unit testing; not player-facing game art.

## GodotSteam GDExtension — Community Edition

- Upstream: <https://codeberg.org/godotsteam/godotsteam>
- Version: `4.20.1`, confirmed both by the bundled release readme and the
  executed runtime API.
- License: MIT, retained verbatim at `addons/godotsteam/license.md`.
- Use: Steamworks initialization, App 480 lobby/invite lifecycle,
  `SteamMultiplayerPeer` relay transport, and Steam Voice.
- Bundled target binaries: macOS Universal and Windows x64 only, matching this
  project's two export targets. Android, Linux, and 32-bit Windows binaries
  from the upstream release archive are intentionally not shipped.
- Valve's Steamworks redistributable libraries are present only beside the
  corresponding GodotSteam target binary. The real Steam App ID remains an
  owner-supplied release configuration value.

## Assets

No external game art, audio, models, textures, or generated-image assets are
present at Gate 0.

## Gate 5 project-authored audio

Twenty-nine mono PCM16 WAVs under `assets/audio/` are deterministic original
project synthesis created by `tools/generate_gate5_audio.py`. The generator
uses only Python standard-library oscillators, seeded noise, envelopes, and
filters; it downloads or samples nothing and uses no generative model.
`assets/audio/audio_manifest.json` records the source path, family, duration,
sample count, peak, RMS, and DC offset of every shipped file. Families cover
municipal ambience and pressure, menu/recap motifs, gate/outcome stingers,
creature and lead cues, action confirmations, three footstep materials,
landings, and body/metal/masonry impact tiers.

The synthesized speech in `docs/evidence/audio/gate5_mix/` remains
development-only evidence inherited from the Gate 3 voice test. It is not a
shipped performance and is excluded from the import/export graph by
`docs/.gdignore`.

## Gate 1 development-only market references

Thirty official Steam store screenshots and fetched store/review snapshots are
retained under `docs/research/` solely as internal design evidence. Their exact
source URLs and fetch date are recorded in
`docs/research/raw/steam/manifest.json`. They are not project-authored, are not
licensed as shipping game assets, and are excluded from Godot's import/export
graph by `docs/.gdignore`. They will not appear in the executable, store
capsules, screenshots, trailer, or other distributed product material.

No generated-image asset has been approved or used in LEASH REACTION.

## Gate 6 store composition

Every capsule, library asset, icon, and trailer frame under
`steam_submission/` is composed by repository tooling from current
project-authored in-engine captures plus Barlow Condensed Bold. No external
illustration, stock image, concept art, pre-rendered scene, or generative model
is used. The unedited store screenshots are current 1920×1080 playable
captures. Their source filenames and hashes are recorded in the release media
manifest.

## Gate 3 project-authored model kit

The creature, handler, handler ragdoll parts, three building families, two tree
families, destination gate, snack cart, hydrant, balloon sign, crate, barrier,
and lead handle under `assets/models/` are original project-authored geometry.
Their editable source of truth is
`tools/blender/generate_gate3_art.py`; the generated Blender library is
`tools/blender/gate3_art_library.blend`. No external mesh, texture, image, or
generated-image material was used.

## Player-facing fonts

Both font families are distributed under the SIL Open Font License 1.1. The
unmodified upstream license texts are retained in `licenses/fonts/`.

- **Barlow Condensed Bold** — copyright holders named in
  `licenses/fonts/BarlowCondensed-OFL.txt`; source:
  <https://github.com/google/fonts/tree/main/ofl/barlowcondensed>; use: compact
  objective, state, title, and world display labels.
- **Atkinson Hyperlegible Regular/Bold** — copyright holders named in
  `licenses/fonts/AtkinsonHyperlegible-OFL.txt`; source:
  <https://github.com/google/fonts/tree/main/ofl/atkinsonhyperlegible>; use:
  settings, explanatory UI, names, and accessibility-first body copy.

Fetched 2026-07-28 as unmodified TTF binaries from the Google Fonts repository.

## Development-only synthesized voice evidence

`docs/evidence/audio/gate3_voice/gate3_voice_source.wav` was synthesized
locally by the macOS `say` command with the system Samantha voice, then
converted to 16 kHz mono PCM16 by ffmpeg. It and the three engine-mixed
listener WAVs are verification artifacts only, excluded from Godot import and
release exports by `docs/.gdignore`. They are not a shipped performance,
generated-image asset, or third-party downloaded sound.
