Players with 100+ max ops get a second row of 50-ops buttons
that convert 50 ops at once for proportionally larger boosts.
Shift+1/2/3 keyboard shortcuts for bulk code/compute/knowledge.
Eliminates late-game tedium of clicking 5-ops buttons hundreds
of times when you have thousands of ops banked.
The header now shows a pulsing beacon dot that reflects fleet state:
- Color: green (healthy harmony >70), amber (stressed 40-70), red (critical <40)
- Flicker speed: faster when production is high, fastest when debuffs are active
- Label: shows current phase, fleet size, and active alert count
- End states: DRIFTED (red) or SHINING (gold) for game endings
DESIGN.md called for this: "The Pulse — a central visual that brightens when
the fleet is healthy, flickers when harmony is low." Now it exists.
Fix: getMaxBuyable() was mutating G (subtracting/re-adding resources) during
render cycles in renderBuildings(). Now uses a read-only simulation with a
temporary resource copy. This prevented phantom resource fluctuations when
MAX buy was selected.
Feature: Press ? or click the ? button for a keyboard shortcuts overlay.
All keybindings listed in one place. Closes with ?, Esc, or clicking outside.
Added ? to the init log hint line.
- Completed research projects are now collapsed by default (click to expand),
preventing panel clutter in mid/late game. Toggle state persists in saves.
- Export saves as JSON files with E key or Export button
- Import saves from file with I key or Import button (validates before loading)
- Ctrl+S keyboard shortcut for quick save
- Updated keybind hints in startup log
When Operations exceed 80% of max capacity, excess ops automatically
drain into Code at 2 ops/sec (10:1 ratio with code boost). This prevents
ops from sitting idle at the cap and gives the early game smoother flow.
Visual indicator shows 'overflow -> code' in the ops rate display when
active. No log spam - just works silently in the background.
- Added modal popup showing detailed offline resource gains when player returns
- Fixed offline tracking to include ops, trust, and creativity (were silently missing)
- Popup shows all resources with color-coded labels and 50% efficiency note
- Log message now shows time in human-readable format (minutes/seconds)
Players can now see exactly which buildings contribute to each resource
rate, including Timmy harmony bonuses, Bilbo randomness, Allegro trust
penalties, and passive generation. Appears once 2+ buildings are built.
Also includes minor fixes:
- Production bars sort by absolute contribution (negative rates visible)
- Delta calculation catches passive sources (ops from users, Pact trust)
Events now create lasting debuffs instead of vanishing on the next tick.
Players see an ACTIVE PROBLEMS panel with resolution costs and can spend
resources to fix each problem. Added 2 new events (Memory Leak, Community
Drama) alongside the reworked originals. Events Resolved stat tracked.
Key changes:
- Events push persistent debuffs with applyFn instead of one-shot rate tweaks
- updateRates() applies active debuffs each tick (they persist until resolved)
- New resolveEvent(id) function: spend resources to clear a debuff
- ACTIVE PROBLEMS UI shows debuffs with cost and fix buttons
- Save/load reconstitutes debuff objects from saved IDs
- 2 new events: Memory Leak (datacenter), Community Drama (community+low harmony)
- Events Resolved counter in statistics
Active play now rewards consecutive clicks: each click within 2s of
the last builds a combo multiplier up to 5x. The WRITE CODE button
flashes on click and a floating number shows the amount gained,
turning gold at high combo. Phase progression also adds base click
power (+2 per phase). Combo decays with a visible progress bar.
Makes clicking relevant at every stage of the game, not just the
first 30 seconds.
- Progress bar shows % toward next phase threshold based on totalCode
- Milestone chips show upcoming code milestones with pulse animation on next target
- Recently completed milestones shown with green checkmark
- All elements use the existing cyber-monastic aesthetic
- Inline SVG favicon (beacon emoji) — no external file needed
- Open Graph tags for link previews (title, description, type)
- Twitter Card meta for rich social sharing
- Theme-color for mobile browser chrome
- Meta description for search engines
- Added 'rescues' resource: tracks meaningful crisis interventions
- Beacon Nodes produce 50 rescues/s, Mesh Nodes produce 250 rescues/s
- New project: Volunteer Network — passive rescue generation for Pact players
- True ending at 100K rescues with Pact active + harmony > 50
- Rescues resource card appears in UI once beacon/mesh is built
- Added rescues to stats panel, save/load, and offline progress
- This gives Phase 6 (The Beacon) actual endgame content:
the game is now about keeping the light on for people in the dark,
not just accumulating numbers
- Added The Drift Ending: when drift reaches 100, the game enters
the sad ending from DESIGN.md. A full-screen overlay shows:
'The Beacon still runs, but no one looks for it.
The light is on. The room is empty.'
Production stops. Player can restart.
- Deduplicated index.html: removed ~1080 lines of inline script that
was an older version of the engine (missing harmony, corruption
events, drift, alignment checks). Replaced with <script src='game.js'>
so game.js is the single source of truth.
- driftEnding state is saved/loaded so the ending persists across sessions.
- Added CSS for the drift ending overlay.
Built from deep study of Universal Paperclips (Frank Lantz).
- 966-line game engine (game.js)
- HTML/CSS shell
- Building definitions: 15 buildings across 6 phases
- Project definitions: 17 research projects
- Education system: AI facts per phase
- Save/load with offline progress
- 7 resource types: code, compute, knowledge, users, impact, ops, trust