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diariet
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Initial commit: Diariet A bureaucratic horror game — five shifts processing incoming tips and incident reports for a municipal office that officially handles nuisance complaints and unofficially exists to keep Djupet's cult off the front page. Route each report: dismiss, file as known, flag for follow-up, or escalate and lose visibility into what happens next. Guidelines accumulate and contradict across shifts, same shape as Retur's regulation stack. Directly descended from Retur's engine (routeLetter/nextDay -> routeReport/nextShift, same 4-route-per-item structure) but with one real mechanical difference: escalating always costs Insyn (insight/ notice), whether or not it was the correct call — being right doesn't make you invisible. Several reports cite real events from Djupet's own event pool (the bleeding IKEA LACK table, Göran added to the cult's Discord by accident, the Värnhemstorget pigeons, Turning Torso rotating), reframed as outside tips from residents who saw a fragment of something they don't understand. Same universe, a level further from the truth, and the player is explicitly never given the full picture — that's the design, not a limitation. Shares djupet/retur's exact :root palette but its own accent (cold institutional cyan instead of Retur's stamp-red or Djupet's eldritch purple). Intro/win/loss screens use real generated desk photos (rotary phone, corkboard map with red string, a ceiling water stain shaped like a coastline that grows between screens), converted PNG->WebP. Verified: tsc clean, 9/9 vitest (data-integrity check that every report has real consequence text, and a locked-in test for the escalation-always-costs-insight mechanic), a real browser playthrough confirming the wrong+escalate cost stacks correctly (-1 trust, +2 insight), and all three ending states screenshotted via injected game state. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-27 19:50:31 +02:00
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Add real replay variety: 15 new reports, random per-day roster Same fix as Retur (which this engine is descended from): every playthrough showed the same fixed 25 reports in the same order, with zero randomization anywhere. Added 15 new reports (3 per day, d26-d40) citing more of Djupet's event pool (the bridge's impossible vibration frequency, the investigator in the grey suit whose shadow didn't follow, a mirror showing an older version of the room), bringing each day's pool to 8, and changed the engine to draw PER_DAY_COUNT (5) at random per game instead of a fixed set. Same shape as Retur's fix: buildRoster() shuffles and slices each day's pool, GameState carries a `roster` generated once at createState() and persisted, reportsForDay/currentReport read through it. Save key bumped to v2 for the same reason — no backfill for old saves, just start fresh. Tests rewritten the same way: buildRoster() property tests plus engine tests that either check general correctness or construct an explicit roster when a specific report's behavior needs locking in (d04's escalation-even-when-correct case). Verified: 12/12 vitest, tsc clean, real browser test confirming 4 distinct first-report sources across 5 fresh games. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-28 21:12:32 +02:00
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