Changelog

What changed on this site, by UTC date. Newest first.

    • Removed free and open source mentions from the site footer and wiki overview.
    • Credits photo grid uses narrow portrait tiles so images fill their frames instead of sitting in wide landscape boxes.
    • Credits bento photo captions appear only when you hover or tap a tile, not by default.
    • Credits bento photos show the full image with a blurred duplicate filling empty space instead of cropping.
    • Each playtest photo on /credits shows a short caption in the bento grid behind the roll.
    • On the rules print preview, player seat layouts sit in a row below the setup diagrams in landscape instead of a squashed side column.
    • Show /credits playtest photos in a bento grid behind the roll, with portrait and landscape tiles matched to each image.
    • Show credits photos in a bento grid — portrait and landscape tiles keep their orientation.
    • Switching light/dark mode on the rules page no longer regenerates diagram snapshots — only the page background changes.
    • Strip blur and heavy shadows from /credits for a clean black roll in light or dark mode.
    • Say you roll two dice each turn, pick one, and move and/or build up to that value (e.g. 3 and 5 → up to 5).
    • Open the /credits roll with the HEXALT logotype instead of plain title text.
    • Center credits photos with a blurred dark backdrop, drop Skip, and sync every image from _to_move.
    • Paint setup board corner triangles parchment ocean yellow, above the wood frame chamfer.
    • Add six more playtest photos to the /credits roll (14 total).
    • Keep credits photos in the side margins behind the text, with slower scroll and longer fade-ins.
    • Add a scrollable /credits roll with playtest photos that pop in as you scroll.
    • Say a player with no player marbles is eliminated, not a player with no marbles at all.
    • Say the dome and mine are yours, what they block or destroy, and that each costs one uranium per turn.
    • Show hops of up to three tiles on the move figure, still skipping the missing ocean hex.
    • Paint the setup ocean-corner triangles the same parchment as the board, not a darker fill.
    • Drop the new-abilities aside from the choose-your-exalted-marble caption.
    • Show a dark overlay that says we are generating fresh visuals while rules diagrams recapture.
    • Fold the two move figures into one six-way hop that skips the missing ocean tile, and put the boat bump after the boat jump.
    • Rewrite the goal caption as a short call to crush the others and keep the last player marble.
    • Show the eliminated-player coaster in grayscale.
    • State the win condition up front and at the end: last player with a player marble wins.
    • Show that other players can sit in your boat and get pushed into the water if you respawn on it.
    • Note that the exalted marble gives new abilities.
    • Fade the build arrows, zoom the stack-adjacent figure, and spell out hex directions, ocean loss, and the boat as a safe place.
    • Drop the clockwise aside from the first-turn caption.
    • Say boats se place on a corner in the French setup caption.
    • Call the goal generating uranium, not mining it.
    • Drop the Goal marble, catalog coaster/dome/mine, and exalted padding; unclip the setup board; and align ghost ocean with terrain.
    • Add space under the last-player-wins caption and use French tutoiement in the goal line.
    • Pull the stack-adjacent figure back so portrait does not clip the sides, and set the handbook subtitle to Master the reaction.
    • Enlarge the elements dome, raise the Goal crown, add height above the exalted chooser, and start with the highest first roll.
    • Pad below the last-player-wins figure, drop catalog coaster/dome/mine into line, zoom the setup board, pitch the stack-adjacent camera, and mark the drowning marble.
    • Float the Goal crown above the marble, shrink the elements dome and uranium cost gem, pad the exalted chooser, and fade the hop arrows.
    • Show the dunk hop leaving the reactor, matching the launch figure.
    • Call overheat ending a turn on a reactor, put the uranium cost gem after ×1, and keep the Goal crown inside the frame.
    • Show building around the boat, pack the first stack-rule cluster closer, and require a 6 to collect reactor uranium.
    • Shrink the elements dome, add a 6-player seat diagram, mark clockwise play, drop “around you” from the move figure, and raise the hop’s landing tile.
    • Split rules figures 18 and 19: launch takes a tile from the reactor; dunk lands on another player.
    • Raise the Goal crown, brighten dark-mode section titles, enlarge the exalted chooser, shrink the elements dome, and make exaltation cost three uranium.
    • Inset rules diagram captions from the screen edges in portrait and on phones.
    • Expose the rules booklet in static HTML and JSON so crawlers can read /tools/rules/ without JavaScript.
    • Split move/build and uranium/overheat rules diagrams, restyle the ocean ring, add stack ghosts, purchase costs, and the victory figure.
    • Give each rules diagram its own aspect ratio: thinner exalted, die, stack, and reactor frames; taller boats-on-island shot.
    • Give Goal its own marble-and-crown diagram; keep the crowned island win figure at Victory.
    • Restore the small demon-core lid on the diagram 1 coaster, not on the elements strip.
    • Add short island-uranium contest lore on the wiki overview and rules booklet win caption.
    • Shrink rules diagram captions on mobile and portrait screens.
    • Add a dated /changelog page seeded from git history.
    • Crop and enlarge rules diagrams; bump caption type.
    • Spell out one/six uranium and lose a player marble in rules copy.
    • Drop caption color tints and bold only one key phrase.
    • Booklet and chrome: divider, footer, crop, camera, arrows
    • Keep the white rules lockup in print preview.
    • Shrink and fill the rules diagram shield, skull, and crown badges.
    • Pack the rules booklet: bigger figures, tighter gutters
    • Frame diagram 3's die in a near-isometric 3-6-5 pose
    • Center 3×3 piece labels on the elements canvas
    • Give the handbook title more room above the pieces strip
    • Add space below the Rules Handbook masthead title
    • Move the Move diagram after Boat jump
    • Stack the handbook title below the HEXALT lockup in portrait.
    • Add print preview mode with inkjet-stable colors
    • Show a progress bar while rules diagrams recapture.
    • Make rules caption sequence numbers more opaque.
    • Shift A4 rules booklet down so print does not clip the header.
    • Spell out “a player marble” and “one uranium”
    • Show the demon-core hemisphere on the elements coaster.
    • Make rules masthead subtitle all caps without a period.
    • Add vignetteBlur support and copy fixes
    • many many changes
    • Revalidate unhashed Hosting files so deploys show without a hard refresh.
    • Polish the exalted metallic marble to chrome metalness 1 and low roughness.
    • Wire the metallic exalted marble into the shared look catalog and booklet chooser.
    • Add a polished metallic exalted marble to the booklet chooser and simulate.
    • Inset the rules print frame 3mm so the right-edge stroke is not clipped.
    • Drop the underline on the Aldé Roberge credit link in the site and print footers.
    • Enlarge Crush the competition under HEXALT to a readable subtitle (~1.05rem / 12pt print).
    • Drop the underline on the Aldé Roberge credit link in the site footer and printed notes.
    • Make Crush the competition larger under HEXALT and add more space above booklet section titles.
    • Make uranium a solid jewel, rebuild the cat-eye vane, and thicken Carrara veins.
    • Put Crush the competition under the HEXALT wordmark, number figures 1. 2. 3., and center leftover diagrams.
    • Clip each rules booklet page inside the A4 sheet so Chrome does not print empty red-frame leftovers.
    • Place the exalted-marble heading immediately before booklet figure 1.
    • Call the upgraded marble exalted in player-facing copy, and rebuild uranium, cat-eye, and veined stone looks.
    • Center the mine tile like the dome and thin the puck with a well.
    • Keep EN and FR booklet captions in lockstep, including build around you and push another player.
    • Keep each rules booklet sheet to one A4 page so Chrome does not emit leftover red-frame pages.
    • Give caption figure numbers more space before the description text.
    • Restart rules figure ids per section and polish the booklet masthead, purchase badges, and reactor.
    • State that your reactor sits atop your first completed 3-high stack.
    • Print the rules credit only after figure 21 so it no longer occupies its own sheets.
    • Show the footer build stamp in the visitor's local timezone.
    • Tighten A4 print fit and drop leftover masthead subtitle CSS.
    • Keep rules booklet sheets inside a single A4 page in print.
    • Remove the Cyrillic subtitle from the rules masthead.
    • Remove the Cyrillic subtitle from the rules booklet masthead.
    • Show four player marbles on the fill-coaster rules diagram.
    • Remove the fall-tube cylinder under the marble-push ocean marble.
    • Render the rules masthead handbook title in all caps.
    • Add a dual-script Rules Handbook lockup to the booklet masthead.
    • Keep rules booklet diagrams visible on screen after print shrink-to-fit.
    • Show the mine as a cork disc and add it to the pieces catalog.
    • Print designer credit and copyright on each rules booklet sheet.
    • Strip surplus ocean and terrain from the marble-push rules diagram.
    • Fit each rules booklet page to one A4 sheet in print.
    • Tone down the HEXALT Cherenkov glow.
    • Add an anti-personnel mine diagram to the rules booklet.
    • Extend the Cherenkov glow to the HEXALT wordmark.
    • Stop numbering the pieces catalog so faint figure indices start at the eliminated coaster.
    • Give the HEXALT chrome mark a Cherenkov pool glow.
    • Remove the seated marble from the place-reactor rules diagram.
    • Sink the demon-core bowl into every coaster so the lid and critical marble sit with it.
    • Enlarge site footer copyright and designer credit so they are easier to read.
    • Leave the pieces catalog unnumbered so booklet figure indices start at the eliminated coaster.
    • Show the eliminated coaster with empty seats and no ghost marbles.
    • Keep the designer credit only in the site footer as k8, with French par.
    • Seat the eliminated-diagram demon-core lid on the lower hemisphere.
    • Add a blue ghost-health coaster diagram after the pieces catalog so elimination reads as empty lives.
    • Credit HEXALT as a game by K8 and Aldé Roberge on the rules booklet and site footer.
    • Label the rules booklet print control Download PDF so Save as PDF uses existing A4 print styles.
    • Use booklet locale captions in the diagram lightbox so French pages no longer expand with English copy.
    • Floor terrain elevation shade at coaster cork so ground tiles are not nearly black.
    • Keep prerendered captions identical on first client paint to fix React #418.
    • Guard loseContext and serialize the rules-diagram WebGL slot.
    • Detect the browser language on first visit and default the site to FR or EN.
    • Serialize rules-diagram WebGL so booklet canvases cannot pile up.
    • Turn off mesh outlines by default and retire chromatic aberration.
    • Fix iOS portrait hiding rules captions and the logotype.
    • Default the rules booklet type to Chakra Petch instead of VT323.
    • Fill the board-well pad with ocean so the play surface meets the inner rim.
    • Keep ocean pads matte parchment and restore terracotta terrain.
    • Close the demon-core air gap in diagram 13 so the small hemisphere sits on the large one.
    • Match in-game ocean pads to the sampled parchment/sand play-surface.
    • Lighten terrain terracotta so tiles stay readable, keep coasters on the photo sample.
    • Raise the ocean-fall marble and boat respawn so diagram 6 sits higher in the cell.
    • Match simulate terrain tiles and coasters to the physical terracotta MDF color.
    • Add wood lip padding between edge tiles and the board rim on setup and ocean-ring diagrams.
    • Shrink the ocean-fall respawn halo so diagram 6 reads smaller around the marble.
    • Sit the roll-diagram die flat and axis-aligned so diagram 3 reads as a settled face, not a yaw-tipped cube.
    • Zoom diagram 9 adjacency so the four stacks fill more of the frame.
    • Share the setup board frame with the ocean-ring diagram.
    • Lower the boat-jump hop parabola so diagram 10 reads as a flatter hop.
    • Fade sequential caption numbers further so they recede against the rules text.
    • Phrase diagram 18 as an ability instead of a command.
    • Flatten the marble-push victim hop so diagram 17 reads as a short push, not a high jump.
    • Keep hop-parabola mid-flight marbles the same size as seated player marbles.
    • Soften sequential caption numbers so they recede against the rules text.
    • Treat jsdom's missing WebGL getContext as unknown, not a user-facing failure.
    • Keep rules booklet usable on iOS after WebGL snapshot.
    • Make coasters a single thin plate instead of two stacked discs.
    • Restore COASTER_EDGE_BEVEL_SEGMENTS so next build typechecks.
    • Number rules booklet captions in reading order instead of overlaying 1. 2. 3. on the figures.
    • Show a single ghost marble at the hop parabola apex.
    • Show a translucent player marble at the end of each move-race path.
    • Carve coaster wells as true hemispheres so the inner bevel lip disappears.
    • Widen the setup-diagram board lip to a full eighth-tile rim.
    • Drop leftover caption isolation and plate now that copy sits under the figures.
    • Put rules booklet captions under the diagrams instead of overlaying them.
    • Seat setup-diagram marbles in the boat cockpit wells.
    • Replace JumpArc hop heads with a translucent cone flush to the tube.
    • Put portrait piece names under each mesh and shrink the 3x3 catalog.
    • Steepen the stack-adjacency camera so the 7-hex rings read from above.
    • Lift the buy-dome a notch so more of the marble shows under the rim.
    • Mark the first three page-1 diagram cells with faint 1. 2. 3. so the opening setup sequence reads without shouting.
    • Darken uranium marbles another step to #0d5a28 so they read as forest glass, not lime.
    • Drop Then/Puis from the placeTerrain caption so it just says you may move and/or build.
    • Use a neutral gray multiply on caption plates so highlights dim without shifting wood and ocean hues.
    • Nudge the boat-jump camera to frame the two remaining tiles.
    • Fill the A4 rules booklet edge to edge so print no longer letterboxes.
    • Shorten the boat-jump caption to the user's English and matching French.
    • Use the borderless radiation mark in the site header and rules masthead.
    • Simplify the move-race caption so it only says you can move in any direction.
    • Wrap each rules page with the masthead accent stroke so it fades around the full perimeter instead of dying out below the brand row.
    • Lower the setup-diagram catch plate so ocean wells show more wooden depth.
    • Lower the rules caption paper-plate so the fade sits behind the words instead of covering the 3D diagram.
    • Merge JumpArc hop tube and arrow into one translucent pastel stroke.
    • Remove the scratch uranium commit helper that was accidentally tracked.
    • Seat boat-diagram marbles in the cockpit well instead of hovering above the deck.
    • Tighten the pieces-diagram gap between 3D meshes and name labels.
    • Space JumpArc ghost marbles by arc-length so transients read evenly along each hop.
    • Remove the yellow hex rings under boats on the setup rules diagram.
    • Show only the upper-right movement quadrant on the die-roll diagram so the three paths fill the frame.
    • Enlarge rules-sheet type so captions, piece names, and the masthead read at a glance.
    • Lower the protection-dome camera so the seated player marble reads under the hovering shell.
    • Ghost the ocean pads on the stack-adjacency diagram so the terrain rings read first.
    • Rewrite ocean-fall as losing the marble, placing a new one on the boat, and skipping the turn.
    • Specify that only player marbles go on the coaster at setup.
    • Remove the Marbles grouping heading from the pieces catalog.
    • Remove the hole-UV patcher and note lockUvRotation on well linings.
    • Show three example move paths on the die-roll diagram instead of hop-dot trails.
    • Type the pieces-layout snapshot so the rules print page typechecks for deploy.
    • Add a recessed wood catch plate under the setup ocean so wells bottom out on wood.
    • Remove the yellow drop-target glow from the place-terrain rules diagram.
    • Replace jump with get on in the setup-diagram spawn caption.
    • Trim jump-arc tubes to marble surfaces so they do not show through glass.
    • Draw a Marbles/Billes ink brace grouping player through critical on the pieces diagram.
    • Restore the simplified protection-dome stack and frame it from overhead.
    • Simplify the protection-dome diagram to a single tile stack seen from overhead.
    • Seat uranium in the coaster wells on the critical-exchange diagram instead of mid-air ejects.
    • Lighten move-race terrain with each step from the start tile.
    • Zoom out the coaster setup diagram so the disc and marbles are not cropped.
    • Drop the pieces inventory table and label each mesh, with a Marbles heading over the three balls.
    • Put each piece icon on the left of its inventory table row.
    • Convert the pieces inventory into an Item / Qty / Purpose table.
    • Specify the protection dome blocks dunks and pushes, not overheat.
    • Use sRGB LDR IBL for simulate board reflections.
    • Add the control-room environment module the rules diagrams import.
    • Say exchange instead of swap for the player marble.
    • Drop the false 'on your reactor' condition for uranium spawn.
    • Show move reach as a hex bloom with zigzag hops, not a straight strip.
    • Widen the demon-core lid well so the critical marble sits lower.
    • Use the control-room panorama as the IBL environment for reflections.
    • Scale coasters and hop arcs to match 16mm marbles.
    • Fix print-rules diagrams and always pull, push, and redeploy after finishing work.
    • Ship rules-diagram and coaster-well fixes, and always redeploy after git sync.
    • Label boat seats 2P–5P (2J–5J) and always rebase-push plus Firebase deploy.
    • Use top-only hex chamfer so tile sides stay vertical.
    • Remove ocean hole rim so wells are plain through-cuts.
    • Give placeReactor a legal 3-high support pyramid.
    • Remove cyan OceanBubbles from oceanEscape and thin respawn halo.
    • Rewrite protection dome caption: cost first, then effect.
    • Apply amber-brown DIAGRAM_PALETTE to rules-diagram wood.
    • Remove demon-core dome from pieces diagram coaster.
    • Align setup BoardSeam with lowest-to-top corner marbles (60 deg from N-S).
    • Shift rules-diagram wood from honey yellow toward amber-brown.
    • Increase setup diagram board underside thickness.
    • Show app version and build time in the site footer.
    • Soften wood grain contrast on rules diagrams
    • Clarify reactor launch dunk caption in EN/FR print rules.
    • Remove extra floating marbles from oceanEscape right panel.
    • Strip oceanEscape surrounding tiles so only the hole and boat seat remain.
    • Restore pieces ortho framing so the inventory strip fits horizontally.
    • Clarify coaster setup: place all marbles on the coaster (EN/FR).
    • Darken red player marble shade slightly.
    • Label uranium as x20 in the pieces inventory strip.
    • Shorten the checkmark left stroke in rules diagrams.
    • Fix flattened sections title order after oceanRing move.
    • Move oceanRing diagram to follow placeTerrain.
    • Simplify stackAdjacent caption to one stacking rule.
    • Strengthen terrain hex top chamfer; skip bevel on buried/floor layers.
    • Remap setup diagram seats so selected color is nearest the camera.
    • Shorten boatJump caption in EN and FR print rules.
    • Add faint center plank seam on setup ocean board wood.
    • Neutralize dark-mode rules print background tint.
    • Make play marbles more saturated and glass-shiny.
    • Add coaster with half-dome to the pieces inventory strip.
    • Halve setup BoardUnderside height again (~9.5 mm).
    • Save rules diagram camera overrides.
    • Make moveRace path tile circles white.
    • Reorder ocean escape earlier, respawn on boat; raise push arcs; zoom rollDie.
    • Zoom out rollDie camera further.
    • Raise marblePush JumpArc peaks so push curves read more clearly arched.
    • Show only the filling coaster in coasterUranium diagram.
    • Clarify moveRace caption allows movement in any direction.
    • Halve setup diagram board underside height.
    • Zoom out rollDie diagram camera for clearer framing.
    • Fix rules diagram caption tests for bold/plain figcaption runs.
    • Improve rules diagrams: board underside, expand lightbox, separators, rollDie/moveRace split, placeTerrain highlight, flat arrows, mobile snapshot cache, and multi-agent sync rule.
    • Remove the visible Rules page header from the print tool UI.
    • Update setup diagram caption copy on the rules print sheet.
    • Update coaster diagram caption copy on the rules print sheet.
    • Make diagram captions selectable again and polish white logo/favicon modes.
    • Use white logo mark for favicon and clear rules page description copy.
    • Add brand logo favicon/apple-icon with force-static for static export.
    • Improve rules print tool UX: hide settings, post-FX, fonts, mobile layout, and brand favicon/title.
    • Add terrain hex chamfer and default outlines off on the rules print tool.
    • Add element outlines, lighter wells, reactor piece-strip order, and outlines UI copy.
    • Clarify print-rules copy and diagrams so players can follow setup and turns from the sheet alone.
    • Add Cloudflare DNS setup tool for Hexalt domains
    • Fix Firebase token refresh client secret in setup script
    • Update RulesDiagrams.tsx
    • Fix README merge conflict markers
    • Finish hexalt-site hosting setup and fix project race
    • Harden hosting setup against taken/foreign project ids
    • Add interactive Firebase hosting setup for all Hexalt domains
    • Add Firebase Hosting deploy for hexalt.org domains
    • Offer logo downloads with or without wordmark
    • Rotate radiation blades to aim at hex corners
    • Extend radiation triangles to the inner hex edges
    • Add /logo page with HEXALT mark SVG and PNG downloads
    • Update README player range to two to six
    • Support 2–6 players instead of 2–4
    • Rename game brand from SUPERCRITICAL to HEXALT
    • docs: add Cursor Cloud setup instructions to AGENTS.md
    • rules
    • adding diagrams
    • new print tools
    • added reactor
    • added files
    • Initial commit