Commit Graph

16 Commits

Author SHA1 Message Date
Fredrik Johansson
aeedf0abb5 Add offline progress, tab haunting, character gallery, more flavor
Real depth additions, not a reskin of another idle game:

- applyOfflineProgress: the cult continues while the tab is closed or
  backgrounded (rAF throttles hard when hidden, so real time drifts
  well past simulated time). Approximates tick()'s per-second rates
  over the elapsed window, capped at 24h, with a narrative "while you
  were away" log line scaled to how long that was. Can end the game
  in a win or loss if the numbers would have gotten there. Re-checked
  on every tab-visibility return too, not just page load.
- Tab-title haunting: document.title cycles short eerie lines
  ("Han väntar…", "Havet kallar…") while the tab is hidden, restores
  on return.
- New late-game upgrade "Viskningen leder er" — once bought, the cult
  visits map locations on its own occasionally without a click. A
  small loss-of-agency horror beat, not just a QoL toggle.
- Log's newest line now types itself out, with characters
  occasionally swapped for occult symbols (☿☠ψ) at a rate scaled to
  current dread. Older lines stay static and legible — this never
  applies retroactively.
- New "Sällskapet" character gallery: cards for every named recurring
  character, locked to a silhouette + "???" until you've actually met
  them (checked against usedEventIds). Portraits are optional — missing
  art falls back to an initial-letter placeholder, so this works
  incrementally as art gets added. First five real portraits included.
- Real bug fix: several Kaos events referenced characters (Göran,
  Bengt-Åke, the Sydsvenskan journalist) as if already introduced,
  but had no ordering dependency on the Standard event that actually
  introduces them — so a fresh cultist could show up in the log
  already "familiar" before you'd ever met them. Gated with
  requires.completedEventId.
- More flavor text throughout: two new variants per location visit,
  6 new Standard events, 4 new Kaos events.

Evaluated three other ideas from the same source and declined them:
a generic milestone-triggered log (Djupet's log already reacts to
real state, not arbitrary point totals), an investigator combat
minigame (hemlighet draining to zero already does this job, and
tower-defense clicking would fight the game's actual tone), and a
node-sequencing ritual minigame (real scope for a twitch mechanic
that doesn't match the rest of the game's pacing).

Verified: 15/15 tests passing, clean typecheck and production build,
and a real headless-browser pass — offline catch-up after a
simulated 5-hour gap, tab-title cycling and restore, and the
character gallery rendering real portraits alongside locked cards.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-01 20:53:26 +02:00
Fredrik Johansson
bde809e862 Extend the endgame, add more content, make kaos events recur
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Balance: an optimal-play simulation showed the game finishing in
under 3 minutes, mostly because torso_beacon + grand_ritual_prep
alone pushed ritualRate to 2.5 — enough to clear the last 50 ritual
points in 20 seconds. Softened those boosts (0.5→0.15, 2→0.35),
raised deepen_ritual's cost curve so it's a real endgame sink instead
of a one-off top-up, and added two new late-game upgrades (sunken
choir, nine filled chairs) between grand_ritual_prep and the win.
Re-simulated: a greedy optimal-play bot now takes ~5 minutes instead
of ~3 and surfaces ~40 distinct events instead of ~30 out of a much
larger pool — real (non-bot) play should run considerably longer.

Content: added 8 new high-dread late-game standard events (gated up
to minDread 400, since nothing previously escalated past 75) and 7
new kaos events, plus one more choice event.

Kaos events no longer get marked as permanently used — they're
chaos-relief flavor, not narrative progression, and a ~24-entry pool
(now 30) was depleting for good over a long game. Standard/chain
events remain single-use.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-13 19:29:04 +02:00
Fredrik Johansson
323a61997f Lighten win/loss overlay scrim to match the intro screen's touch
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The overlay's radial gradient was much darker/broader than the intro
scrim, crushing the win/loss artwork (the inverted Torso, the ritual
circle) that the intro screen showed off fine. Dropped the opacity
stops so the same restrained look applies everywhere.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-13 16:54:03 +02:00
Fredrik Johansson
b7c052a11f Fix silently-dropped log entries past the 40-line cap, add pause, clarify locations panel
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- The log view only re-rendered when state.log.length changed, but the
  log is capped at 40 entries — so once a run had logged 40+ things
  (easy in a normal session), every entry after that point, including
  choice-event outcomes, upgrade purchases, and location visits,
  stopped appearing even though the underlying state updated. Fixed
  by tracking a monotonic logSeq counter that increments on every
  push regardless of the cap, and rendering off that instead of
  array length. Consolidated the repeated unshift+cap logic into one
  pushLog() helper so future call sites can't reintroduce the bug.
- Added a pause button (and "PAUSAD" indicator) that freezes the tick
  loop without touching game state, so a hectic run can be paused to
  think without it counting as a save-scummy state mutation. Manual
  actions (buying upgrades, visiting locations) still work while
  paused, since that's usually the point of pausing.
- The "Aktiva områden" sidebar only ever listed the 3 story-gated
  core areas, while the map has 7 clickable locations — making it
  look like 4 of the map pins didn't really exist. Split the panel
  into "Ritualens kärnplatser" (the 3 gated ones, unlock status shown
  as before) and "Övriga platser" (the 4 always-open flavor
  locations), so the sidebar and map agree.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-13 16:49:37 +02:00
Fredrik Johansson
efc19bac1d Bump version to 0.4.0, update changelog, fix Swedish typos
Covers the choice events, NPC chains, location text variety, ambient
visual reactivity, intro screen, win/loss art, and the abandon option
added across the last few changes. Also fixes a handful of spelling
and word-choice mistakes found in a sweep of the event text
("blinkmat"→"blinkat", a "summera"/summon false-friend, a stray
English "return" in "Returndatumet", and one word that didn't fit).

Intro and win/loss screens now use a constrained gradient scrim
around the text instead of a flat overlay covering the whole image,
so the artwork stays visible instead of being crushed to black.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-13 13:21:23 +02:00
Fredrik Johansson
4d47409e03 Add intro screen, win/loss art, and a way to abandon the ritual
- Adds a full-screen intro/title screen (new 'intro' game phase) with
  a moody Malmö/Turning Torso background and a "Börja ritualen"
  button; the game no longer starts ticking until the player begins.
- Win and loss overlays now show matching generated artwork behind
  the existing text, instead of a flat scrim.
- New "Avbryt" header button lets the player abandon a run mid-game
  (with a confirm prompt) via a new 'abandoned' phase, reusing the
  existing overlay/restart flow.
- Source images converted from PNG (~2.1MB each) to WebP (~120KB
  each) and placed under public/img/ so Vite serves them as-is.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-13 09:54:46 +02:00
Fredrik Johansson
6ed9d2dac3 Add ambient visual reactivity and location visit variety
- #app's filter (hue-rotate/saturate) now tracks dread continuously,
  and a fixed vignette bleeds red as hemlighet drops below 40 — no
  new assets, just CSS driven by existing state.
- A kaos log entry now triggers a brief screen-glitch shake.
- Location visits pick from 3 flavor-text variants per site instead
  of a single fixed line, so repeat visits don't repeat verbatim.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-13 00:01:51 +02:00
Fredrik Johansson
80fdebf102 Add flag-gated NPC event chains for Broder Lindqvist and Syster Hassan
Events can now depend on a previously-set flag and a completed event
id, letting a choice made early in the game (e.g. whether Lindqvist's
whisper was heeded) shape which follow-up events surface later. Adds
two 3-step chains as a first example of persistent NPC arcs.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-12 23:53:43 +02:00
Fredrik Johansson
b9561b05a5 Add choice-based events with a resolution modal
Standard/kaos events can now present 2 options instead of a fixed
effect, pausing new event triggers until the player answers. Adds
4 choice events as a first batch; resources keep accruing while a
choice is pending.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-12 23:17:48 +02:00
Fredrik Johansson
0efbe9d55b Add Inflytande resource, expand events, and balance the endgame
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Adds an influence currency that scales with follower count and a new
"exert influence" action to trade it for secrecy, uncaps recruiting
with scaling cost, adds a late-game Andakt sink, and makes hemlighet
drain scale with dread/ritual progress so the endgame carries real
risk. Includes a Vitest suite that simulates play to check balance,
which caught the influence-accrual rate being too slow to be useful
early game.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-08 17:28:32 +02:00
Fredrik Johansson
482fef15ac Fix z-index: help modal and overlay above Leaflet (z-index 1001/1000)
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Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-07-07 23:36:37 +02:00
Fredrik Johansson
5fcb339408 Add help modal, changelog, map visits, Dockerfile, CI
- Help modal (? button or keyboard shortcut): how-to-play in Swedish,
  flavor text, full changelog sourced from src/data/version.ts
- src/data/version.ts: versioned changelog entries, in-universe Malmö voice
- Map zone clicks: each location on the Leaflet map is now clickable.
  Unlocked cult areas give resources + log entries. Locked locations show
  lore hints. 30s cooldown per location so it's a decision, not a spam button.
- Dockerfile + nginx.conf + docker-compose.yml (port 5684)
- Gitea CI workflow (identical to 2048 — derives image from repo path, needs
  TKNTKN secret, pushes :latest and :sha tags)
- README.md with mechanics summary and docker instructions

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-07-07 23:31:37 +02:00
Fredrik Johansson
f5776f269b Add lore depth, fix recruit click bug, add localStorage save
- 20+ new events drawing from Anders Fager, Kult, and Call of Cthulhu:
  ICA cashiers who never blink, SJ trains stopping in non-existent tunnels,
  Kult lictors as city officials, death servants finishing lectures, Deep Ones,
  investigators dreaming about us, stars being right over Lund Observatory
- Rewrite upgrade descriptions to match the register: mundane detail,
  matter-of-fact horror, no melodrama
- Add a new mid-game upgrade (Paktens Förnyelse) to smooth the progression
- Fix recruit button: was destroying DOM every 30fps tick, killing mousedown→click
  events; now only rebuilds when availability/affordability actually changes
- Fix double andakt deduction in recruit effect
- Fix map growing over log (proper flex constraints)
- Add localStorage save/load with versioned key (SAVE_VERSION bump invalidates
  old saves); autosaves every 10s and on upgrade purchase, clears on restart

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-07-07 23:25:44 +02:00
Fredrik Johansson
d091e7382a Fix recruit: always available, scaling cost; log newest-first at top
recruit_neighbor was gated behind !first_meeting so it vanished after
the first upgrade. Now a single repeatable recruit with scaling cost.
Log scrolls to top on new entries so most recent is always visible.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-07-07 23:13:54 +02:00
Fredrik Johansson
2c135d57f2 Increase contrast across the board — text, dims, accents, borders
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-07-07 23:11:11 +02:00
Fredrik Johansson
68a378bdd4 Initial commit — Djupet
Idle cult management game set in Malmö, Sweden. Manage Troende,
Andakt, Dread, Hemlighet and Kaos while completing the Grand Ritual
before investigators shut you down. Lovecraftian flavour, Henderson-
tier chaos events, OSM/Leaflet map with dread spread markers across
Rosengård, Värnhemstorget, Turning Torso and Øresundsbron.

Vanilla TypeScript + Vite, no framework.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-07-07 23:06:00 +02:00