Build log
Every change worth writing down. Mostly things that were wrong, and how they were found.
-
Bottom Time
Renamed. The previous title shared its premise and its exact words with a 2025 feature film about a diver running out of oxygen — findable, confusable, and not worth arguing about later. -
Bottom Time
Reshaped the opening. The first crate arrives sooner and the air warning states itself in words. -
Rickety Park
Progressive disclosure pass. The incident log stays hidden until the first incident, so its arrival is information rather than furniture. An empty panel is worse than no panel. -
Rickety Park
The bottom bar docked properly instead of floating 118px up and forming a third band of interface across the park. -
Bottom Time
Fixed a fifty-second hole in the middle of a dive that seventeen green test suites had never noticed, because all of them asserted how a dive ended and none asserted what happened during it. -
Rickety Park
Responsive layout. The previous build had no media queries at all — every position in the interface was a fixed desktop coordinate. -
Represent
Added the sprint race system, and a deep pass in Hoops that changes what defenders have to cover. -
Represent
Rebuilt the navigation arrow. The old maths pointed you correctly at one target and walked you steadily away from seven others — a bug you can only find by following it and noticing you're getting farther away. -
Six at the Gate
Sound, synthesised rather than sampled — oscillators and a single noise buffer, so it adds no weight to the file and nothing to download. -
Elderheart
Rewrote the opening. The Begin Adventure button was sitting below the fold on a phone and starting out disabled — measured at 1406px down a page with a 915px viewport. New players were landing on a screen with nothing to press. The empty save picker is gone too: a file dialog with no files in it isn't a choice, it's a wall. -
Six at the Gate
Staggered the warband's durability across the roster. Six identical bodies engage together, take identical damage and die together — at one value nobody died all run, and a little lower the entire warband vanished inside four seconds. There is no number between those two outcomes, so the fix was to stop making them identical. -
Represent
Fixed an opening screen that reported itself as loaded while still showing its own loading text. Every assertion passed; the screen was frozen. -
Elderheart
Capped the power spread across the gear ladder. A fully mythic party was running away with fights against anything the early zones could field, which made the early zones pointless and the late ones trivial. -
Six at the Gate
The focus ring now draws over everything. It was logically correct and completely invisible: at this camera angle the body it marks stands on top of it. A marker that exists to prevent confusion, causing exactly the confusion it existed to prevent. -
Elderheart
Moved saves onto their own storage keys. Worth writing down: renaming a storage key silently deletes every existing player's save, so the old keys are still read and migrated rather than dropped. -
Overreach
Rival climbers and a rolling pool of the fallen, so a tower fills up with actual previous attempts rather than decoration. -
Overreach
Loot and four gear slots. The whole spread from nothing to fully equipped is capped deliberately — a browser game gets first-time players forever, and nobody's first climb should be decided by someone else's two hundred hours. -
Overreach
The beacon. The game had a climb before this; it didn't have a decision.
Why this is public
Most of these entries are mistakes. A control that existed but sat below the fold, a marker that was logically correct and completely invisible, a fifty-second hole in the middle of a dive that seventeen passing test suites never noticed.
They're here because a list of features tells you nothing about whether a thing is maintained, and a list of corrections tells you quite a lot.