Without this, the client would auto-save stale state (runestones: 0)
after a first-kill bounty, causing the server's validateAndSanitize to
overwrite the correctly-persisted DB value back to zero.
- New GET /about API endpoint caches Gitea releases for 5 minutes
- AboutPanel displays client version (via Vite define), API version, collapsible changelog, and How to Play guide
- GiteaRelease and AboutResponse types added to shared package
Replaces the flat RESOURCE_CAP on gold and essence with a per-save
maximum derived from the player's actual income rate. The server now
computes max legitimate earnings using the previous (DB-trusted) state's
adventurers, upgrades, prestige multipliers, and equipment, then applies
a 2x buffer to cover mid-session purchases. Quest rewards are only
credited when the quest was active with an expired timer in the previous
state (using authoritative game data to prevent reward/duration
tampering). Boss rewards are included as a race-condition safety buffer
for simultaneous boss-write and save requests. Runestones are capped at
the previous value since they are only granted server-side via prestige.
Three PST-midnight-resetting challenges generated deterministically per
day from click, boss, quest, and prestige types. Progress tracked
server-side for bosses and prestige, client-side for clicks and quests.
Crystal rewards awarded on completion and preserved through prestige resets.
- Expand content to 18 zones, 72 bosses, 95 quests, 32 adventurer tiers
- Add prestige shop with 24 runestone upgrades across 5 categories
- Add PrestigeUpgrade type, data files, API routes, and frontend panel
- Fix offline earnings to include equipment and runestone multipliers
- Add offline essence calculation alongside offline gold
- Update OfflineModal to display both gold and essence earned
- Add IDEAS.md for tracking planned features
Skip auto-save when isSyncingRef is true and reset the auto-save timer
at the start of forceSync to prevent concurrent saves from sharing the
same HMAC signature and causing alternating save failures.
Add syncError state to GameContext. forceSync now catches errors
and displays them in the ResourceBar for 5 seconds, replacing the
cloud save timestamp with '❌ Save failed'. Signature mismatches
are also cleared from localStorage so the next save can proceed.
Auto-save silently self-heals bad signatures without surfacing an error.
Option A — state validation on every save:
- Cap all resources to RESOURCE_CAP (server enforces, not just client)
- Block boss status rollback (defeated can't become non-defeated)
- Block quest status rollback (completed can't become non-completed)
- Block achievement rollback (unlockedAt can't be cleared or future-dated)
- Block prestige count rollback (count can only go up)
Option D — HMAC signed save chain:
- Server signs the saved state with ANTI_CHEAT_SECRET (env var)
- Signature returned from both /game/load and /game/save
- Client stores signature in localStorage, sends it with every save
- Server verifies signature matches the previous DB state before accepting
- Gracefully degrades: if secret unset or first save, checks are skipped
Both options combine: a valid signature doesn't bypass A-validation;
A-validation runs regardless and silently corrects tampered fields.
- Add user-configurable number format (suffix/scientific/engineering)
- Suffix: K/M/B/T through Dc (1e33), then letter-based a/b/c... indefinitely
- Scientific: 1.23e15 style via toExponential
- Engineering: exponent always a multiple of 3 (1.23E15)
- Stored in ProfileSettings, fetched from profile API on load
- Picker UI in EditProfileModal with live examples
- Cap all resource accumulation at 1e300 (RESOURCE_CAP constant)
- Per-resource FULL badge with tooltip in ResourceBar
- Amber notice strip when any resource is at cap
- handleClick also respects the cap
- Make EditProfileModal scrollable with viewport margin
- Flex column layout with sticky header, scrollable form body
- Bio textarea preserved as resizable with min-height
- Fix ReferenceError: formatNumber not defined in BossPanel/AchievementPanel
- Pass formatNumber as prop to BossCard and AchievementCard
- Pass formatNumber as parameter to conditionDescription
Shows a relative time label (e.g. "☁️ 2m ago") in the resource bar
seeded from the server on load and updated after every auto-save or
manual save. A 💾 button lets players trigger an immediate cloud save
outside the 30-second auto-save cycle, with a ⏳ spinner and disabled
state while the request is in-flight.
- Remove prestigeRequirement from all original zone bosses (Shattered Ruins through Astral Void) — prestige gates now only apply to new endgame zones (Celestial Reaches onward)
- Show zone unlock hint on locked quests when the quest's zone is still locked, so players know what to do
- Switch quest reward numbers to use formatNumber instead of toLocaleString, fixing raw integer display for endgame values
- Add 6 new zones (Celestial Reaches through Eternal Throne) with sequential unlock chain
- Add 30 new bosses (5 per zone) scaling to 3e24 HP for true endgame challenge
- Add 36 new quests (6 per zone) with timers up to 96h for long-term progression
- Add 6 new adventurer tiers (seraph_knight through eternal_champion) requiring prestige 6-25
- Add ~36 new equipment pieces with boss drops and purchasable essence/crystal sinks
- Add new upgrades including endgame click/global multipliers and adventurer-specific unlocks
- Add 17 new achievements covering clicks (100K/1M), gold (quadrillion/quintillion), bosses (20/30/60), quests (30/50/72), adventurers (50K), prestige (5/10/25), and equipment (25/40)
- Extend formatNumber to support Q/Qt/S/Sp suffixes for numbers up to 1e24
Zones now unlock in strict linear order. Each zone requires both the
final boss AND the final quest of the previous zone to be completed:
Verdant Vale → Shattered Ruins (forest_giant + ancient_ruins)
Shattered Ruins → Frozen Peaks (elder_dragon + dragon_lair)
Frozen Peaks → Shadow Marshes (void_titan + storm_citadel)
Shadow Marshes → Volcanic Depths (mud_kraken + plague_ruins)
Volcanic Depths → Astral Void (phoenix_lord + the_forge)
- Zone type gains `unlockQuestId` field alongside `unlockBossId`
- boss.ts checks both conditions before unlocking zone on boss defeat
- tick.ts checks both conditions and unlocks zones + first boss on
quest completion if the boss condition is already met
- GameContext optimistic update also respects dual-condition logic
- BossPanel zone-gate hints now show both "⚔️ Defeat: X & 📜 Complete: Y"
- game.ts backfill syncs unlockQuestId and re-verifies zone status
using both conditions, reverting incorrectly-unlocked saves
All locked items now show players exactly what they need to do next:
- Adventurers: "📜 Complete: [Quest Name]"
- Upgrades: "⚔️ Defeat: [Boss]" or "📜 Complete: [Quest]"
- Equipment (boss drops): "⚔️ Drop: [Boss Name]" instead of generic label
- Bosses: "⚔️ Defeat: [Previous Boss] first" or zone gate boss
- Quests: "📜 Complete: [Prerequisite Quest]"
Also wires adventurer unlocks through quests (militia through dragon_rider
had no unlock path), retroactively applies rewards on existing saves,
syncs boss reward arrays from defaults on load, and removes invalid
rune_stone reference from Forest Giant.
- 6 zones (up from 3): Shadow Marshes, Volcanic Depths, Astral Void
- 18 bosses (up from 4): 3 per zone with zone-based sequential unlock
- 24 quests (up from 9): 3-4 per zone, reorganised by zone
- 15 adventurer tiers (up from 10): Shadow Assassin through Divine Champion
- 28 equipment pieces (up from 12): boss drops + purchasable with essence/crystals
- 24 upgrades (up from 13): crystal-cost upgrades + new adventurer upgrades
- 22 achievements (up from 14): new milestones for bosses, quests, gold, armies
- Purchasable equipment system: buy items directly with essence or crystals
- Crystal-cost upgrades: spend crystals on global and click power boosts
- Zone-based boss progression: defeating a zone's last boss unlocks the next zone
Exposes four new stats on public profiles (bosses defeated, quests
completed, adventurers recruited, achievements unlocked) with
corresponding visibility toggles. The edit modal now auto-populates
the character name, bio, and settings from the server on open.
- Equipment system: 12 items across weapon/armour/trinket slots with
common/rare/epic/legendary rarities; starter commons auto-equipped,
higher tiers drop from boss victories
- Achievement system: 15 milestones with typed conditions; checked
each tick and crystal rewards applied automatically
- Achievement toast: slide-in notification, auto-dismisses after 4s
- Floating click text: +X gold floats on each manual click
- Expanded quests (9 total) and upgrades (12 total)
- Upgrade panel now shows locked upgrades so players can see their
progression path
- formatNumber utility (K/M/B/T) used consistently across all panels
- Backfill logic for existing saves to add new content gracefully
- types package now emits .d.ts declarations
Sets up the full monorepo with pnpm workspaces. Includes shared types
package, Hono API with Discord OAuth/JWT auth, Prisma v6 + MongoDB
Atlas, and React + Vite frontend with game loop, five tabs, and
Discord-linked save/load.