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.
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
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
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
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
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
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
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
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
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
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