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fix: use server-computed endsAt for exploration timer to prevent clock drift
Exploration timers were showing more time than the area's stated duration
when the server clock was ahead of the client clock. The timer now uses
the server-provided endsAt timestamp directly instead of deriving startedAt
from it, making countdowns immune to client/server clock skew. Old saves
without endsAt fall back to the previous startedAt-based calculation.

Closes #53
2026-03-18 16:46:49 -07:00
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Description
An Idle RPG in the browser
Readme 4.8 MiB
v0.5.0 Latest
2026-04-06 20:19:56 -07:00
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TypeScript 95.2%
CSS 4.3%
JavaScript 0.4%