1) Double invoice: the "Buy Selected Package" button carries BOTH id=buy-credits-btn AND
class=mode-option, so a click fired the generic .mode-option handler (no data attrs -> defaulted
to single_game -> a spurious 1-credit invoice) AND its own buy-credits handler (the real pack).
Guard the generic handler to ignore #buy-credits-btn and intentless clicks.
2) Smirk one-click payment never opened: /api/auth/smirk/status 403d, leaving _isLinked=false so
onPaymentCreated skipped the Smirk path. The BOLA-hardened query matched socket_id AND anon_token,
but socket_id is VOLATILE (changes every refresh) so it returned 0 rows after a reload. Match on
the anon_token alone — the actual ownership secret — same protection, no refresh fragility.
Commit to the render kit as THE single-player renderer (legacy = hard fallback only). Fixes
the two things that broke it:
- CAMERA: each renderer now exposes focusPoint (the player's pixel pos); the SP bridge mounts
a self-sizing 16:10 viewport host and CSS-transforms the canvas to centre the player at a
readable zoom (wheel to zoom). Renderer-agnostic (tiled/iso/3d). No more whole-level-in-a-corner.
- MONSTER: the tiled renderer drew a hardcoded red dot; now it draws the Goblin character sprite
(char-goblin, the same path the tavern draws characters), red orb only as last-resort fallback.
Re-enabled: _drawGameScreen prefers RK.SPGame; spRenderPicker ENABLED. Suite 62/435 green.
NEXT (still owed): make the splash + both waiting animations render through the kit too, so
they use the chosen pack/mode instead of the ROT text screens.
The render-kit SP dungeon shipped without a player-centered camera or entity sprites,
so it drew the whole level tiny in a corner with a red-dot monster. Disable it and fall
back to the proven legacy renderer (original tiles, real monster, centered view) until
the kit has a camera + sprites. RK.SPGame/spRenderPicker kept but dormant (one flag to
re-enable). Splash legend: draw every icon (incl. the player) as a uniform grid tile —
no avatar overlay — so the four rows align AND the player shows the original hero tile.
The migration that makes the pack ladder pay off IN the dungeon, not just the tavern.
The SP game now draws via RK (Tiled/ASCII/Iso/3D + unlocked packs) instead of the
legacy ROT display.
- Adapter: sceneFromGameState now consumes the CLIENT state shape (sparse {y:{x:v}}
tile maps, not just server arrays) via maxDims(). Verified + unit-tested.
- Bug fix: RK.sceneFromGameState was never actually exposed (only RK.scene.*), so
matchClient + tavern spectator were silently no-op-ing. Aliased onto RK.
- Bridge (spGameRenderer.js, RK.SPGame): mounts an RK renderer in a dedicated host
inside #game-display, toggles the legacy ROT canvases, zoom-enabled. Game._draw
GameScreen prefers it and FALLS BACK to RenderEngine on any failure, so the live
game can never blank. ROT still draws the splash/win/lose text screens.
- Picker (spRenderPicker.js): homepage mode + pack selector, gated by entitlements
(free = Tiled/Original + ASCII; ladder unlocks Iso/3D/packs), rebuilds on identity.
- index.html loads the render-kit renderers + the bridge/picker.
Bundled with the catalog ladder (migration 028): free Original bare pack, ladder
1/5/10/20/40/50. Deploying makes the free tavern bare (by design) AND the dungeon
render-kit-ed. v1 renders the whole explored level + zoom (player-centered camera is
the next polish). Suite 62/435 green; adapter smoke-verified.
The single-game option now reads 'Single game · 1 credit' and notes it counts toward cosmetic unlocks (matching the backend: a direct entry advances total_credits_purchased). Fixes the direct payout copy to only show multipliers when payouts are actually enabled (was defaulting on).
Reframe the two 'Direct Payment / Credits Mode' cards as one 'Credits' model — 1 credit = 1 run, bought singly at base price or in discounted bundles. Adds the drop-in-timing note (jump in now or next block; block timing is memoryless so the expected wait is the same). Reward line is now config-driven: shows crypto multipliers only when payouts are actually enabled, otherwise the Hall-of-Champions framing — fixes the help advertising 2x/3x payouts on a PAYOUTS_ENABLED=false (prestige) deployment. Header renamed to 'Credits & Entry'.
Play area: add a 6px right gutter on .container (border-box) so the outward yellow focus outline isn't clipped by overflow:hidden at the viewport edge — the inset-outline attempt got clipped in Chromium. Revert to an outward outline (ui.js).
Smirk: on the NIP-98 path, only fall back to the legacy connect() when the wallet genuinely lacks signNostrEvent — a LOCKED or user-cancelled signNostrEvent now surfaces instead of triggering a second unlock prompt. (The unlock-popup-on-locked behavior itself is a wallet-build capability, added to smirk-monorepo 2026-07-09; builds before that throw LOCKED and get the friendly retry hint.)
Tavern: revert the per-cell 'varied floor/wall' tiles to coherent single tiles — mixing wood/stone/plank per cell read as visual noise (assetPacks.js).
Play area: draw the keyboard-focus outline inset (outline-offset -2px) so the yellow border shows on the right edge, which the container's overflow:hidden was clipping (ui.js).
Smirk: a locked wallet now shows a friendly 'unlock in the extension, then Retry' hint instead of a red error, and the LOCKED error code is preserved through connect()/signMessage(). Current Smirk builds auto-open the unlock popup on connect(); older builds throw LOCKED, which the Retry button re-invokes (smirkAuth.js).
Four pre-launch additions to make the game feel alive and shareable:
- Live win feed: server broadcasts 'win_feed' on every escape; client shows a
transient toast ('X escaped with the bag') so the room feels active.
- Public stats: GET /api/stats (10s-cached) returns games + escapes in the last
24h and total paid out; a status-area strip polls it for social proof.
- Share-a-win: game-over screen gets 'Share to X' + 'Copy link' buttons pointing
at the /verify page, which now renders OpenGraph/Twitter-card meta (brand OG
image per instance) so shared links unfurl with a preview.
- Land-on-action: a dismissible 'N games live now — watch' CTA appears on connect
when games are in progress, opening the existing spectator panel. Non-intrusive:
hidden while playing/spectating and never hijacks the canvas.
- Currency display is now network-aware: XMR on a test network shows sXMR
(stagenet) / tXMR (testnet) so it's clear the coins aren't mainnet; mainnet
XMR shows XMR, Wownero stays WOW. A fork running mainnet automatically shows
XMR. cryptoType (used for decimals/QR asset) is unchanged.
- Product name (Monerogue/Wownerogue) is derived from the currency and no
longer hardcoded: the chat "Connected to <name> server" message, payment
descriptions, and the verify page title all follow it.
- Smirk is forced off on any test network (stagenet/testnet) regardless of
SMIRK_ENABLED, since Smirk only works on mainnet — so forks don't have to
remember the env flag.
New shared helpers (gameNameFor, currencyLabelFor, isTestNetworkFor); exposed
via game_mode_info (currencyLabel, gameName). Full suite: 22 suites / 159 tests.
- Footer title and favicon now track the currency: "Monero Roguelike" + the
Monero logo favicon on the XMR instance, "Wownero Roguelike" + the existing
favicon on WOW (driven by UI.updateGameTitle).
- "Choose How to Play" modal: a header explains that paying (credits/entry)
puts high scores in the Hall of Champions while free play uses the Pleb
leaderboard, and each option now says which board it feeds — on both the
no-payout (mainnet) and payout (stagenet) variants.
- Leaderboard panel: two boards via tabs — 🏅 Hall of Champions (paid) and
🪙 Pleb (free) — default Champions; passes board= to /api/leaderboard and
retitles per board.
- PaymentUI: the Free button now shows whenever free play is offered (instance
free-only OR free-as-a-choice via freePlayEnabled), labelled "Play Free / no
payout / Pleb leaderboard" on paid instances, and emits the play_free event
(records game_mode=FREE). Replaces an emit of the dead 'enter_game' event.
- Server game_mode_info payload now includes freePlayEnabled so the client can
show the choice.
Full suite: 22 suites / 158 tests.
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.