Same treatment as the intro: generated desk photo (empty chair, a
single closed box where the stamp used to be, one dark pigeonhole
slot) converted PNG -> WebP, 1.7MB -> 45KB. Used for both win and
loss endings, since the image itself is mood-neutral rather than
victory- or failure-specific — the audit-stamp overlay (TILLSVIDARE
in green, OMPLACERAD/AVFÖRD in red) still carries the actual outcome.
.end-card switched from an opaque panel to a translucent one with a
backdrop blur so the photo is actually visible around and through the
card instead of fully hidden behind it — same fix .seal already
needed on the intro screen.
Verified by injecting all three real end states (clean win,
composure-driven loss, suspicion-maxed loss) and screenshotting each.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
A generated desk/lamp/stamp photo (converted PNG -> WebP, 1.7MB ->
65KB, negligible quality loss at the size it's actually displayed)
now sits behind the intro screen, with the existing red "R" seal
stamped on top as an overlay — the seal already existed as a plain
CSS circle, just needed a photo worth stamping over. Gave it a subtle
dark backdrop + slightly stronger glow so it stays legible against
the busier background.
Raw source PNG gitignored — only the optimized derivative that
actually ships belongs in the repo.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Letters l01-l20 only ever hit the generic default consequence lines
(engine.ts's DEFAULT_WRONG_CONSEQUENCES / a generic correct-route
line) — l21-l30 already had the good stuff. Gave all 20 their own
correctConsequence and wrongConsequences, matching the dry,
institutional dread already established, tied to each letter's own
specific details (the cardigan, the wrong key, the room removed from
the blueprint, Avdelning Noll's negative floors, the future self
warning about 16:42). Bumped a few penalty overrides (l04, l06, l08,
l09, l13, l15, l18) where the wrong choice is narratively worse than
the default 1/1 cost, same pattern already used on l22/l26.
Also split the single win/loss ending into four tiers based on final
suspicion: a clean TILLSVIDARE vs. a "TILLSVIDARE, VILLKORLIGT" win,
and an OMPLACERAD (composure-driven) vs. AVFÖRD (suspicion-maxed)
loss — same stamp-and-personnel-file frame, different outcome text,
so a second playthrough has something new to see even on the same
ending type.
Verified: tsc clean, 8/8 vitest (added a data-integrity check that
every letter has a correctConsequence, plus a test locking in l04's
new penalty), a real browser playthrough of l01's new consequence
text, and all four ending variants rendered by injecting finished
game states directly rather than scripting a fragile 30-letter
keyboard sequence.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>