Changelog

Release notes

Current build is v0.10.0. Pre-1.0 minors track plan phases. Entries marked reconstructed were written from the living plan and git history — those versions were not bumped live at ship time.

  1. v0.10.0 · current
  2. v0.9.0
  3. v0.8.0
  4. v0.7.0
  5. v0.6.0
  6. v0.5.0
  7. v0.4.0
  8. v0.3.0
  9. v0.2.0
  10. v0.1.0
  1. v0.10.0Current

    Save / load + undo

    Phase 10: autosave locally, resume from the title screen, and undo the last action mid-run.

    • Autosave after each successful action; cleared on win/lose or new game
    • Title LOG Resume with save summary, New game, and Clear save
    • VIEW bezel Undo for in-session step-back
    • Power off returns to title without wiping the save
  2. v0.9.0

    Interactive combat — skill games

    Phase 9: fights use short skill games on the shared screen instead of tabletop dice UX, with a classic dice toggle for fidelity playtests.

    • Pulse (Listen), Shadow (Sneak), Clash (melee), Sight (shoot/throw), Flinch (Attack Back)
    • Engine adapters (`COMBAT_SKILL_*`) keep rules authoritative
    • One-survivor-acts combat flow + Skill ↔ Dice dock toggle
    • Boss/specials in skill mode: stun collapse, waves, stalker lockout, tighter difficulty
    • Rules drawer and coach tips updated for skill combat
    • Intro reel slide arrows; CRT rain/thunder stop once a run begins
    • /releases page with version history linked from version chips
  3. v0.8.0

    Tutorial + rules

    Phase 8: teach-as-you-go lessons and always-available rules without a separate campaign engine.

    • `/tutorial` — eight-beat lesson reel then start a full game
    • Rules drawer keyed to current phase (Days, Combat, SEARCH, Boss, …)
    • One-shot coach tips remembered in localStorage
    • Entry points from intro, LOG, and VIEW book icon
  4. v0.7.0Reconstructed

    Play UI — shared table

    Phase 7: wire React to the engine on a visual shared table — board-first grit, not an admin form. (Version recorded after ship.)

    • Intro gate, level select, party setup, Dual TV deck chrome
    • Board map, survivor boards, day strip, CRT weather + audio unlock
    • Travel, camp, explore, prep (trade / craft / reload / heal)
    • Chapter + Listen / Sneak / combat rounds; SEARCH and location clear
    • Boss start, win/lose outcome, special ability pick
  5. v0.6.0Reconstructed

    Content photo fidelity

    Phase 6: Standard Edition cards and board pieces locked from physical photos; `/inventory` verifies coverage.

    • Survivors, routes, locations, chapters, boss tokens
    • Weapons, items, crafted, stash, QZ, camp, clear, abilities
    • Content catalog + inventory browser for fidelity checks
  6. v0.5.0Reconstructed

    Endgame, flaws, abilities

    Phase 5: engine support for boss climax, flaw cubes, and special abilities.

    • Boss fight flow and endgame outcomes
    • Flaw tracking and special ability choice
    • Coverage tests for late-game branches
  7. v0.4.0Reconstructed

    Combat engine

    Phase 4: Listen → Sneak → rounds with chapter dice, Attack Back, withdraw/bypass.

    • Combat state machine and resolve paths
    • Melee / shoot / throw / reload
    • Combat specials scaffolding
  8. v0.3.0Reconstructed

    Day loop (non-combat)

    Phase 3: travel, actions, SEARCH, and end of day in pure TypeScript.

    • Travel and location state
    • Camp / explore / rest action phase
    • SEARCH verbs and calendar / outbreak pressure
  9. v0.2.0Reconstructed

    Quarantine Zone prelude

    Phase 2: QZ card flow before the main map day loop.

    • Reveal / resolve QZ sides
    • Exit placement and leave into the day loop
    • Engine tests for prelude branches
  10. v0.1.0

    Scaffold + domain foundation

    Phase 0–1: private Next.js PoC shell, quality tooling, and the engine domain model / setup.

    • App Router project, private-ready home, Jest / ESLint / Husky
    • Game state types, `createGame` / `applyAction`
    • Setup: survivors, weapons, board locations