- Splash legend (screenManager.js): every row now uses a uniform 2-cell icon slot at
a shared left edge and a single fixed text column, so the four icons + descriptions
line up regardless of glyph width (was: per-row span math + leading-space hacks →
ragged columns, player sprite offset).
- Character creator was already on the homepage but read like an admin control: the
button showed the DEFAULT character label "Operator". Renamed the default to
"Adventurer" (charCustomize.js), switched the icon 🧍→🎭, and gave it a clear
"Create / customize your character" tooltip so it announces itself.
The fair, on-theme edge lever for slow chains (from the calibration work): a run
now descends `maxDepth` levels instead of one map, so cumulative run length makes
the block-timer bite WITHOUT a giant single dungeon or a cheating-fast monster.
Engine (game.js):
- depth/maxDepth; _generateLevel(depth) builds each level (fresh dungeon + monster
+ FOV), _descend() steps down. Reaching a non-final exit descends (event
"descend", stays active); only the final exit escapes (event "escaped").
- Treasure lives only in the vault (final level) — intermediate levels race to the
stairs. Single-level (maxDepth=1) is byte-identical to before.
- Provably fair per level: levelSeed(masterSeed, depth) (provablyFair.js) — level 1
= master seed, deeper levels salted; the whole descent regenerates from the one
committed seed. Verified: game levels == regenerateFromSeed(levelSeed(seed,d)).
Pacing (difficultyConfig.js): NETWORK_TUNING now sets LEVELS ∝ block time (GRIN 1,
XMR 2, LTC 2, WOW 4, BTC 8) — replacing the size-scale hack; size + monster stay at
the fair preset. DUNGEON_LEVELS operator override; NETWORK_TUNING_DISABLED → 1 level.
Wiring: socketHandlers afterPlayerMove gets a "descend" branch (no game-over, no
monster move on arrival). Client gameState.js clears the accumulated map/explored/
visible tiles on a depth change so the old level does not ghost through the new one.
Sim: explorer bot resets fog-of-war on descent so multi-level sims stay honest
(full re-calibration of the level counts is the pending follow-up).
Tests: multiLevel_ultra (descent, vault-only treasure, per-level provably-fair,
single-level default, DUNGEON_LEVELS) + networkTuning rewritten for the levels model.
Suite 61 suites / 432 green; end-to-end 4-level WOW run descends 3x then escapes.
The client trusted the server to pre-escape chat content and rendered
user-supplied fields via .html()/innerHTML — one server regression away from
stored XSS, and the admin panel injected user-controlled payout addresses
into its authenticated DOM.
- Add a single shared escapeHtml helper (escapes all five HTML-significant
chars including both quotes); leaderboard now delegates to it.
- Escape chat username + message in onChatBroadcast/onChatHistory.
- Escape user-controlled fields in the admin panel (payout address, socket
id, player name, status) and make its local escapeHtml quote-safe so values
in title="..." can't break out.
- Add CSP plus X-Content-Type-Options, X-Frame-Options and Referrer-Policy
headers via middleware. connect-src 'self' keeps Socket.IO working;
removing 'unsafe-inline' (nonces) is tracked as a later cleanup.
Full suite: 13 suites / 119 tests.