Until now only the editor toolbar could pause a running game. A pause menu inside the game had no way to stop the world while its own graph kept running, and there was no slow motion. - Five new nodes: Pause game, Resume game, Is game paused, Set time scale and Time scale. Pause and resume take effect on the next frame. - A game pause stops world time, physics, animations, particles and shader time. Only behaviors with the new "Run while paused" switch keep running. - Set time scale 0 freezes the world but graphs keep running, as agreed in the issue. - Play and Stop reset the time scale to 1, Load scene keeps it. The pause belongs to the scene, so Load scene and Restart unpause. - The toolbar pause stays separate and also freezes the menu. When the game pauses itself the status line reads "The game paused itself". - While paused, collision events are not reported, sounds keep playing, and the editor run ignores both nodes with a log line. Findings: - The first status line was longer than any before and got cut with an ellipsis. It is shorter now. - The e2e harness did not know the key "p". It does now. Tests: - ./check.sh: 133 files, 1968 tests, exit 0 (before 132 / 1952) - npm run build: exit 0 - GM_STEPS=18 fresh: ALL PASSED, 33 checks (before 26) - 16 new unit tests: 8 catalog cases, game-pause.test.ts, editor run - 7 new e2e checks in block 18i, driven by real keys in the game - Six counter-checks all bite: behavior filter, collision lock, world time, editor run, clock reset and the game clock in the browser - Check total 1217 in README is computed (1210 + 7), CI measures it Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>