New store icons from bauhaus-echo/assets/store/app_icon_512.png and
suchoice/assets/icon_1024.png, both resampled to 512 and both square and fully
opaque. Bauhaus drops 320KB -> 72KB, Suchoice 259KB -> 142KB.
The corner artifact had a measurable cause. Five icons bake their own rounded
corners as transparency (suchoice 20.5%, smirk-wallet 20.1%, vegan-iq 19.3%,
mushroom-capital 17.0%, such-moon-launch 15.2% of their width); the rest are
square. CSS then rounded them again, at a radius that differed per page:
21.4% on /apps at 56px, 25% at 64px, and 20% at 80px.
20% is BELOW suchoice's 20.5% baked corner, so on /products/suchoice the CSS
clip fell inside the transparent corner and a wedge of card background showed
through at each corner. That is the "different coloured stuff next to the
rounded corners": not a rendering bug, an arithmetic one.
Every square app icon now uses one percentage radius, rounded-[22%]. It is
above every baked radius in the set, so no transparent corner can ever be
exposed, and being a percentage it stays identical at 56, 64 and 80px instead
of drifting with the pixel size. The two new icons are square, so they cannot
produce the artifact at any radius.
The non-square occupy-wallets banner keeps a fixed radius: a percentage on a
non-square box goes elliptical.
The linter had two faults stacked on top of each other.
First, the global `ajv: ^8.17.1` override starved @eslint/eslintrc, which
needs ajv 6 and passes it `missingRefs`; ajv 8 rejects that option, so ESLint
died before loading a single rule. Scoped overrides give eslint and
@eslint/eslintrc ajv 6.12.6 and leave the audit override in place everywhere
else.
Second, underneath that, `extends: ["@repo/config/eslint-preset.js"]` could
never resolve: ESLint's shareable-config naming convention rewrites it to
`@repo/eslint-config-config/...`. require.resolve hands ESLint a real path.
With the linter running it reported 35 react/no-unescaped-entities errors
across 7 files. Those are escaped rather than silenced, using ESLint's own
coordinates so only flagged text nodes were touched. Lint now exits 0. Two
@next/next/no-img-element warnings remain on the splash logos, which are
deliberate: theme-paired and fetchPriority="high".
Em dashes are also gone from the six blog posts and the README (105
occurrences), same rules as the site copy: colons for definition labels,
commas for appositives, semicolons for independent clauses.
The hero h1 is now "Precision Engineering for Everyone". The concrete offer
moves into the supporting line, which keeps the search terms the h1 gives up
and no longer restates the splash's opening sentence.
The title's gradient drifts instead of sweeping: a 300% ramp over 18s with
symmetric easing, so there is no hard turnaround at either end of the travel.
Em dashes are gone from every tsx/ts file (87 lines, 104 occurrences), per
AGENTS.md rule 9. Label lists and titles take a colon; appositives take
commas; independent clauses take a semicolon or a period. A few sentences
were restructured where no single mark read well.
Metadata keeps "Crypto" deliberately: it is a real service line and a real
search term, and it is no longer in the visible headline.
- Voice unified on the title-tag register: the homepage h1 now says what we
sell (Custom E-commerce, Apps & Crypto Tools); 'Precision engineering for
everyone' is demoted to the supporting line. The structured-data and
manifest descriptions now match the OG description instead of carrying
their own registers.
- The off-palette cyan/blue gradients are gone: .hero-title and the new
.brand-gradient-text use the four-colour system (light palette on light,
dark palette on dark, per the pack). Splash cover text, services and
portfolio headings, the hero aura, and button shadows all follow.
- The splash now dismisses once 40% scrolled past instead of requiring the
whole screen to leave the viewport (it was already once-per-session and
reduced-motion-skipping).
- Portfolio: heading 'Portfolio', subtitle 'Products & projects', meta title
to match; grid grows to three columns on xl in a max-w-6xl container.
- anim3_matrix slimmed: single-layer glow, unfiltered crackle and orbs, and
the border cycles stroke colour instead of animating filter:hue-rotate --
the filter animation forced a full filter re-render per frame and pegged a
core on the page hosting it.
All branding and animation assets now come from packs/such-software/pack.json
(such-graphics feat/brand-full-blast) instead of hand-maintained files:
- anim1_pulse / anim3_matrix / anim_type_v4 (both themes): regenerated with
the corrected U bowl, measured pulse timing (the hand-authored node delays
ran ~17% fast), and CSS animation with real prefers-reduced-motion support.
- clean marks, lockups (clean_*_w_text), favicons (svg + 192px png), and the
OG banner: regenerated; the OG card is the pack's 1200x630 projection.
- splash-such: rebuilt from the pack -- the old one carried the divergent U,
an off-palette cyan frame, and the pre-correction radius. Now theme-aware:
two inlined data URIs (hero-splash shows the light palette on light, the
dark palette on dark) since the pack's dark hues are tuned for near-black.
- new assets available: games_pulse (the launch arch with the rocket, wired
into /apps), morph, ambient_{atom,mesh,leaf}, favicon_dots, favicon_live,
icon-192/512 + maskable-512 (wired into manifest.json), /favicon.ico.
- animation embeds switched <img> -> <object>: Chrome freezes CSS animations
inside SVG-as-img (the old files animated because they were SMIL); an
object hosts a real SVG document where CSS animation and the
reduced-motion query both work. Verified live in Chrome.
The policy described leaderboards and cloud save as the only things that leave
the device, and stated outright: "This data is not transmitted to our servers
unless you use the leaderboard or cloud save features." That is not true.
- Gameplay telemetry POSTs to api.such.software on every platform, automatically
rather than opt-in, tagged with the anonymous device ID, display name and
platform. It carries level starts and completions with times and stars, how a
run ended (cause, hazard, speed, fuel, progress through the level), rewarded-ad
and share actions, purchase attempts, and error messages. None of it was
disclosed.
- Google Firebase (Analytics and Crashlytics) ships in the mobile builds and
receives the same device ID as a user property alongside app version, device
model, OS version and language. It was not mentioned anywhere, including in the
third-party recipients table.
- Cloud save uploads automatically on every save, not only on an explicit action,
and its payload now also carries store purchase receipts (the ledger that stops
a purchase being credited twice).
- The page claimed Google AdSense serves ads on the web build. It does not:
web/custom_shell.html records that the AdSense placeholders were removed and
web monetization is handled in-game. Removed the claim and the AdSense row from
the recipients table.
Left as-is: the statement that iOS serves non-personalized ads and does not
access the IDFA. No code path presents the ATT prompt, so the identifier stays
zeroed and that claim holds.
The product page claimed "Free on iOS, Android, web, desktop" in its meta
description, OpenGraph description, and SoftwareApplication JSON-LD, and backed
that with operatingSystem "Android, iOS, Web, Windows, macOS, Linux" alongside
price "0".
Desktop is not free. The Windows/macOS/Linux builds are itch.io downloads behind
a $1.99 minimum purchase; only iOS, Android, and the embedded browser build are
free. Declaring price 0 across an OS list that includes the paid desktop targets
misstates the offer to search engines, which consume the JSON-LD for rich results.
Scope the free-offer structured data to the platforms that are actually free. The
visible Cross-Platform card still lists all six targets, which is accurate: those
builds do exist, they are simply not all free.
The site said Bloomword was "playable free in the browser at bloomword.earth"
in four places. It is not: bloomword.earth is the marketing and transparency
site, and iOS and Android are the only platforms you can play on.
This is the full-surface release standard's web-app gate -- marketing copy
flips from "learn more" to "play" only after play.<domain> passes a parity
proof against the mobile core loop -- and that surface does not exist yet
(play.bloomword.earth does not resolve). Every claim becomes "learn more at
bloomword.earth" with iOS/Android named as the only playable platforms, per
the standing item in the Bloomword roadmap.
The VideoGame structured data already declared gamePlatform [iOS, Android]
and needed no change; the footer link carries no play claim and is untouched.
Not built or typechecked: this workstation has no node. The changes are
string literals inside existing quoted copy, with one JSX text edit that
keeps its {" "} separator and closes the sentence after the anchor.
Swaps /images/products/bloomword.svg for bloomword.png across the apps
index, the products index, the Bloomword product page, the bento grid,
and both services.ts proof lists (games + education), so the icon
matches what actually ships on the App Store and Play listings.
The SVG is now unreferenced; leaving it in place for now.
The policy was stale (March) and materially inaccurate: it claimed data never
leaves the device and there are no leaderboards (false — device_id + display_name
sync to the backend), described AdMob ads + a Remove Ads purchase (the app shows
no ads as of v1.4), and omitted Firebase Analytics/Crashlytics/Messaging. Rewrite
to reflect actual data practices. Needs deploy for the in-app link to be accurate.
Hero: 'Four things, done well' -> 'What we build' (add pb-3 so the gradient-clip descenders
aren't cropped), and drop 'PhD-led radiation-science education' from the subtitle for
'education from radiation science to word games' (education now spans well past nuclear:
ZDD, Numchangers, Bloomword, Vegan IQ).
Middle: the near-empty 'Partnership-first' and 'Recent work' section-container cards (a
heading + one line inside p-20 padding) read sparse. Partnership-first is now a dense 3-step
row (Scope / Build / Run it together); Recent work drops its empty header box for a compact
heading above the Occupy Wallets card.
Bloomword is out on iOS + Android: added it to /apps (featured first) with store links,
put StoreButtons on /products/bloomword, and flipped all 'coming/launching' copy to 'free
on iOS and Android' (product page, products index, services games blurb, FAQ).
Education pillar: added Zero-Day Defender (cybersecurity edutainment, Coming soon) and
cross-listed Bloomword + Vegan IQ from Games & Apps — they're genuinely both a game we ship
and a game that teaches. Broadened the pillar lead + card to frame the edutainment shelf
(science, math, vocabulary, nutrition, cyber-safety) alongside the PhD radiation-science work.
Home: the big empty 'Selected Works' section-container card is gone in favour of a compact
centered heading, pulling the bento up ~300px so the work leads directly under the hero.
Hero juice (all LCP-safe + motion-safe): the H1 gets an animated gradient sheen (only the
gradient POSITION animates, so the largest paint is never delayed; verified opacity stays 1),
a soft breathing cyan aura sits behind it (aria-hidden), and the CTAs get a cyan glow + hover
lift.
Services: each pillar page (and the hub) now generates its own OG social card via the shared
gameOgImage helper with a 'Services' badge and the pillar accent, so sharing a pillar shows
a distinct card instead of the generic banner. Verified: distinct per-slug image URLs, valid
1200x630 PNGs.
Sitemap: bump lastModified 2026-06-01 -> 2026-07-12 (we've meaningfully changed the site).
/services becomes a hub (hero, four linked pillar cards, philosophy, recent work, FAQ,
CTA) and each pillar gets its own statically-generated page at /services/[pillar]
(commerce/games/crypto/education) with distinct SEO title+description+canonical, its own
H1, the products behind it, a pillar-scoped FAQ + FAQ JSON-LD, breadcrumb JSON-LD, and
'the other pillars' cross-links. dynamicParams=false so unknown slugs are a static 404.
The pillar/proof/FAQ data + colour maps move to lib/services.ts (single source of truth),
ProofCard/PillarCards/ServicesCta/EducationCredentials to components/services, so the hub,
subpages, home 'What We Do' preview, and sitemap can't drift. Home preview cards now link
to their pillar; sitemap gains the four subpage URLs. All pillar copy kept verbatim.
Verified: 4 subpages prebuilt, distinct titles/canonicals, right products per page,
click-through nav, education credentials block, bad slug -> 404.
The page after the splash was two screens of text before the first image. Selected
Works (the bento, with the live barns vignette) now leads and the services copy
supports it below, wrapped in the same scroll-reveal.
Splash: the first wheel tick, 24px touch drag, or scroll key now plays the SAME
water-ripple enter as a tap (scrolling past used to hard-cut after a full screen).
Listeners are passive, the entering guard dedupes, reduced-motion still gets the
instant dismiss.
Pre-warm: on requestIdleCallback (post-LCP, invisible to Lighthouse) a 1px element
paints through the splash-water filter so the graph compiles before first use (the
first-tap stutter), and the logo layer gets will-change ahead of the zoom.
Verified with Playwright against the production build: wheel/key/touch all enter,
session flag set, bento renders above What We Do.
At rest the card chrome (opaque bg, 64px frost, border, shadow) is now nearly
invisible so tiles read as just the title + the 3D render/image floating on the
page (especially clean on mobile, where every tile is 'at rest'). The glass
lights up + the colour tint paints on hover / focus / tap. Title and image keep
their visibility.
Services page was a long undifferentiated scroll of six ad-hoc sections.
Reframe it as four clear pillars, each led by an intro and backed by the
real products behind it:
- Commerce & web: Webshops, custom builds, Grin BTCPay plugin, Evaluetron
- Games & apps: Suchoice, Vegan IQ, Bloomword, Bauhaus Echo, Such Moon Launch
- Crypto & payments: consulting, Smirk Wallet, Hash Bags, Evaluetron
- Education & science: Barns & Neutrons, nuclear training, Numchangers, creds
Add a pillar jump-nav so the page reads as four areas, and a ProofCard that
links shipped products to their detail pages (image tile) and shows
pre-release ones as informational tiles with a status pill.
Also refresh the theming-morph reel with the seamless-loop build (crossfades
the last shop back to shop #1 instead of hard-cutting at the <video loop>).
The five demo storefronts were re-themed to look like different companies
(distinct hero styles, card styles, density, grid, and homepage composition),
so re-snap the hero cards and regenerate the theming-morph reel from the
fresh shots.
Add a "Every surface, not just the homepage" gallery: six live surfaces
across different shops (yoga + coaching booking calendars, an editorial
product page, a dense catalog grid, a crypto product, a themed cart) so the
page shows platform depth the homepage crops hide.
Call out booking/scheduling explicitly: a new "Booking & Scheduling" feature
card, a booking FAQ (feeds FAQ JSON-LD), and a booking-calendar line in the
surfaces lead.
Demo images downsized to lean 1280w JPGs (png -> jpg).
The 'render once, serve cheap pixels' showcase, live. A 7s reel of the same
platform themed as five real demo brands (artisan -> merch -> crypto -> yoga
-> coaching), inside a decorative browser frame, at the top of the webshops
page.
- ShowcaseVideo: poster-first, preload='none' (no download until played),
plays only while in the viewport (IntersectionObserver), pauses offscreen,
and prefers-reduced-motion -> poster only (video never loads). muted +
playsInline for mobile autoplay-on-view.
- BrowserFrame: static decorative chrome so the reel reads as a real shop.
- 16:9 assets ~330-355KB (webm/mp4) + 50KB poster, all within the motion budget.
- Remove the "not controlled modeling for hire" framing from the homepage
services preview + both services-page occurrences (FAQ answer + education
section).
- Wrap the services FAQ in a section-container so it stops breaking out of the
section rhythm; constrain answer width to max-w-3xl.
- Point "Request a Consultation" at /contact (the contact-form shortcut page)
instead of the fragile /#contact cross-page hash.
- /products/webshops: lead with per-tenant theming; add the real platform
features (Printful POD, non-custodial crypto to own wallet, Stripe Connect
with item-margin-only fee framing, SIWE/wallet login, Telegram + email
notifications, automated tax); fix the incorrect "Vercel/Railway" hosting
line to fully-managed self-hosting; remove PayPal/Coinbase (not live).
- Live Demos gallery (new component) with real screenshots of the 5 themed
demo storefronts.
- Add three projects to the portfolio: Bloomword (now live, bloomword.earth),
Meatspace (in dev, meatspace.place), Mushroom Capital (coming soon,
mushroom.capital) with an icon, a detail page (VideoGame + FAQ JSON-LD),
and a sitemap entry each.
- Copy: avoid em dashes (colon/semicolon/comma) across the products area.
Verified: tsc clean, next build green (50/50 static pages).
Server-rendered /products/such-moon-launch/leaderboard backed by the public
scores API. Level tabs (1-12), Fastest / Most Moonrocks boards, Endless Mode
wave board, responsive table with graceful empty/error states. Linked from
the product page. Ships with the 1.1 release.
The marketing ToS predates the multi-tenant Medusa platform launch
and didn't mention it. Visitors arriving at /terms after viewing a
client storefront have no way to find the legal relationship clearly
spelled out.
- Section 2 (Description of Services): add the platform + custom dev /
consulting line items so the list reflects what we actually do today
- New Section 6 (Multi-Tenant Commerce Platform): states clearly that
Such Software is NOT the merchant of record for purchases made on
Merchant Client storefronts, that each Merchant Client has their
own signed Platform Services Agreement, that card payments route
through Stripe Connect with the Merchant Client holding their own
Stripe account, and that crypto payments are non-custodial (we
never take possession of customer funds). Directs customers with
purchase questions to contact the Merchant Client directly.
- Renumbered sections 7-12 (now 8-13). Last-updated date bumped to
2026-06-08.
Verified consistent with the operator-side documentation in the
medusa-multi-tenant-platform repo: doc/legal_model.md, doc/architecture.md
"Liability Model" section, and doc/tenant_guide.md "Refunds &
Chargebacks" section all match this language.
- Monitor terminal: ~4 blinks, type 'such', backspace, ~4 blinks, fade.
- Rewrite the blog post so it tells the accurate story end to end (not an update):
the LCP breakdown showed render delay with TTFB 0 and a free main thread, so it
was neither the network nor JavaScript. It was render-blocking CSS, fixed by
inlining the stylesheet. Server components / dropping framer are kept as honest
supporting steps, not the gate. Swap the architecture figure for a CSS
critical-path figure; mobile now a steady 100.
- Remove framer-motion from the two components that pulled it into the homepage's
initial bundle: HeroSplash (click-to-enter wash -> CSS keyframe; reduced-motion
check moved into the handler) and ScrollReveal (whileInView -> IntersectionObserver
+ CSS transition). framer now only lives in the lazy nebula chunk, which never loads
during the splash. First Load JS on / : 174 kB -> 138 kB.
- Monitor terminal: blink ~7 times before typing 'such' (so it's catchable even when
the splash is skipped on refresh), then type/hold/backspace/blink/fade as before.
Desktop behavior unchanged; both converted components still respect reduced-motion.
- Streamers were rendering and hitting the monitor but invisible on phones:
preserveAspectRatio=none squishes the stroke horizontally on a narrow viewport,
so 0.12 went sub-pixel. Fatten 2.5x on mobile so they actually show.
- Terminal cursor now types 'such', backspaces, blinks ~6 times, then fades out
completely instead of blinking forever (it was distracting).
- Replace the centered dash with a tiny CSS terminal in the screen: types 'such'
once, backspaces, then the caret blinks on the left (steps() width typewriter).
- Impact pulse is snappier and brighter (0.9s ping, scale 1.14, bright cyan glow)
so streamer hits actually read; the screen color shifts with it.
- Pointer parallax dialed down to a subtle 6px with a gentler spring, fixing the
desktop 'shift up-left after load' (it was easing toward the cursor on first move).
- Revert the mobile streamer thinning/density cut from the prior commit: it made
them too sparse to see. Mobile now gets the full set at full weight, like desktop.
- Mobile jump fix: compute the monitor anchor from the title's document-absolute top
(scroll-independent) and only recompute on a real width change, so the address-bar
resize that fires mid-scroll no longer snaps it. Mobile parallax now lifts the field
up and away (faster than scroll) instead of drifting down over the text.
- Pointer parallax (desktop only): the field nudges toward the cursor, spring-damped
so it can never move abruptly. No mousemove on touch, so no mobile cost.
- Live monitor: a CSS blinking terminal cursor inside the screen (opacity only =
compositor); it shifts color on each streamer hit, reinforcing the impact pulse.
- Lighter mobile field: streamer density 8->5 and lines ~15% thinner on phones.
Desktop motion unchanged. (CSS/SMIL streamer rewrite deferred to its own commit.)
A phone has no left gutter like desktop, and the nebula was position:fixed, so
scrolling slid the text up into the pinned monitor (overlap + jumps). Keep the
monitor to the left of the title and keep the parallax, but on mobile the field
glides up and out with the hero (slower-than-scroll lag for depth) and fades as it
leaves, so it never crosses the content below. Only the monitor/streamer layer
fades; the base gradient stays. Extra top room (pt-44) keeps it clear of the header
at rest. Desktop unchanged.
Dials: yRangeMobile (parallax), heroOpacity range (fade), pt-44 (top room).
- New post 'My Animated Splash Was Tanking Our Mobile PageSpeed Score' (draft:false):
the LCP investigation, the data-URI diagnostic, and the real fix (shrink the
use-client boundary / server-render the static parts). Two SVG diagrams.
- Such Moon Launch now live on iOS: App Store link wired on the apps and product
pages.
The data-URI logo still had LCP ~5s with zero network request, proving the
bottleneck is render delay (JS), not the image. So:
- page.tsx is now a Server Component. The hero, tagline, buttons, ServicesPreview,
PortfolioGrid, and FounderSignature render as static server HTML (they had no
client features, so they now hydrate to nothing).
- Splash state machine + header/nav/background gating + nebula position + scroll
restoration moved into a small client island (home-shell.tsx) that takes the
static content as children. Nebula reads the title via getElementById.
- Dedupe @types/react to 19 across the workspace (pnpm override) so the
server->client children boundary type-checks.
- The high-priority <link rel=preload as=image> stole bandwidth from render-
blocking CSS on 4G, pushing FCP 1.1s -> 2.2s and the score 82 -> 70. Removed.
- TBT is ~30ms (not main-thread bound), so the FCP->LCP gap was the logo's
network fetch. Inline the mark as a data URI: zero request, paints with FCP.
LCP should drop toward FCP and stop swinging run-to-run.
- Splash is now a one-time intro per session: once entered (scroll or click) a
refresh skips it, so you can't scroll back up into it mid-page.
- Preload the splash logo <img> (the mobile LCP element) at high priority.
- Draft blog post on keeping an animated hero without tanking Core Web Vitals
(draft: true, for review).
- Logo is a plain <img fetchPriority=high> in a plain div (no framer-motion,
no drop-shadow filter) so it is a clean, statically-painted LCP candidate.
Water filter + a CSS zoom apply only on enter.
- Tracer target nudged to computerX/Y +1.5 (between the low-right +2.5 and the
high-left +0.5).
- Drop the two animated glow rings: stroke-dashoffset is non-composited, so
they repainted every frame next to the logo and prevented Lighthouse from
settling on an LCP (mobile NO_LCP). The static box + pulsing glow remain.
- Splash now cross-fades into the content: on enter it becomes a fixed overlay
and fades opacity to 0 over the revealed page, instead of a hard cut.
- Nebula tracer target moved up-and-left (computerX-1, computerY-1.5) so the
streamers converge on the monitor screen, not below-right of it.
- Removed the now-unused splash-* keyframes.
- The splash's always-on animations (logo float/breath, the two traveling
glow rings) move from framer-motion (JS rAF every frame on the main thread)
to CSS keyframes (browser/compositor). framer now only drives the one-shot
click-to-enter water exit.
- Nebula: density 8 -> 4 and dropped the scroll parallax (the Forced-reflow
source); reduced-motion still gets the static background.
- Shorter, non-truncating <title>/OG titles for products, apps, wownerogue,
smirk, neroswap, suchoice, barns-and-neutrons, webshops.
- TODO.md removed from the repo and gitignored (internal working notes).
Reduced-motion users now land straight on the main hero (desktop and mobile);
the splash is no longer shown to them, not just de-animated. Set before paint
via useIsoLayoutEffect so it never flashes.
- /contact redirects straight to the home contact form; product CTAs that
pointed at the broken /about#contact now use /contact.
- Bento: custom e-commerce (Occupy Wallets) top-left, Smirk Wallet top-right,
Wownerogue + Neroswap in the middle row; 'art brand' -> 'artist'.
- Splash: full-viewport animated SUCH logo cover with four corner nav
buttons; reveals the site once "entered" (scroll-through or Explore) and
does not resurrect on scroll-up. Original hero restored beneath it
(title-anchored monitor pulse + Cherenkov-blue background).
- Logo: traveling Cherenkov glow ring + gentle letter breath (SVG/Framer,
reduced-motion safe); beveled glass corner buttons.
- Services: new "Nuclear & Radiation Modeling" section + "Consulting"
umbrella (payments, crypto, nuclear), MCNP Google Scholar link, and a
not-a-licensed-PE clarification.
- About/founder bio: LLNL credibility + accessibility, art101.io link.
- Products: add Barns & Neutrons, Alpha Doc, Decay Theory (detail pages,
OG cards, SVG icons); client-side sortable grid with coming-soon at the
bottom. New Neroswap + Custom Websites icons (de-duplicated).
- SEO: game pages added to sitemap.
- Copy: dial back em-dashes to colons/commas/parens on home + services.
- Add FAQPage structured data + visible FAQ sections to Wownerogue, Webshops,
Neroswap, and Services (covers high-intent 'provably fair', 'no-KYC', and
'revenue share' style queries; visible Q&A matches the schema).
- Generate branded 1200x630 OG cards per product and wire them into each
product page's openGraph + twitter (summary_large_image), replacing the
square app icons that previously got cropped in social previews.
- Sitemap: stop stamping every static page with new Date() on each build; use
a single content-update date so freshness signals are not diluted.
- Rewrite title tags + meta descriptions site-wide to front-load search intent
(home, products index, services, apps, support, about, blog, and every product
page); keep brand suffix, fix overlong/truncated descriptions, use colons not
em dashes. Home keeps the visible 'Precision Engineering' hero; only the <title>
changed. De-jargon Webshops away from leading with 'headless'.
- Add reusable JSON-LD helper (JsonLd + breadcrumb/softwareApp/article builders).
WebSite schema site-wide; BreadcrumbList on all product + blog pages;
SoftwareApplication on the apps/games; BlogPosting on posts.
- Cross-link the Monero/Wownero cluster (Neroswap, Smirk, Wownerogue, Such Moon
Launch) and link products to services.
- Data fixes: Vegan IQ corrected to 1,000+ questions with Daily Challenge and
Weekly Quiz (page + index); generalize Support page off a single game.