Red pulse: _fxOnPlayerMoved fired a full-screen red FX.flash whenever a monster was within 3
tiles (throttled 550ms) — the monster usually IS within 3 tiles, so it pulsed on nearly every
step. Removed it; the monster is already on-screen, so proximity needs no flash. FX.flash is now
reserved for genuine one-shots (win/lose).
Descend feedback: taking the stairs only logged a tiny chat line. Add showEventBanner() — a big
centered pop-in/hold/fade banner over the game view (pointer-events:none, auto-removed) fired on
descend ("LEVEL n / N") and treasure ("TREASURE SECURED"), with a soft one-shot colored flash.
Chat lines kept as the log trail.
The consolidated entry modal Free Play + Next block path emitted a bare join_queue with no free
intent, so handleGameQueue ran full payment eligibility and (on a mixed paid+free instance) fired
show_payment_options — the old "Choose How to Play" modal appeared on top of an already-queued free
game. Thread the free flag end-to-end, mirroring auto_start{free}: join_queue{free} -> handleJoinQueue
-> handleGameQueue (skips _checkPaymentEligibility when free+freePlayEnabled, tags the queued entry
free) -> queueManager.addPlayer stores free -> startGamesForWaiting/startGameImmediately pass
{ forceFree } into processGameStart, so the block-landing start takes no credit/payment and lands on
the Pleb board. Ranked queued path (plain join_queue) unchanged. Suite 62/435 green.
The "Free game — dropping in…" (begin) and "Starting game…" (onGameStart) console lines were
permanent log entries, so a running game sat next to text reading as if it were perpetually
starting. Tag both as transient: entry-progress is removed when onGameStart fires (kept during
the real block-wait for the queued variant); the game-start "Starting game…" line is removed once
Game.startGame succeeds. The server status_update "Game started! Escape before the next block!"
remains the standing confirmation.
- Modal: "Safe — full block window" overstated it (blocks arrive randomly, Poisson). Now
"Start fresh · blocks land at random" / "Jump in · race the time left".
- Camera: was snapping to the player every frame (jerky on canvas resize / level teleport).
Now glides (lerp 0.3) and only snaps on a big jump; snap-centers on new-game start.
Replaces the timing-only modal (which then triggered the server payment/options modal) with
a single dialog: a timing toggle (Next block / Right now) + stakes cards (Free / Ranked +
Buy credits). Each card emits the FINAL intent so the server never re-prompts:
- Free -> auto_start {free:true} / join_queue (free:true skips the options modal)
- Ranked + credits -> auto_start / join_queue (uses a credit)
- Ranked no-credits / Buy -> PaymentUI.show() (the real payment, not a redundant choose)
Nothing starts until a card is clicked, so the game never renders behind the modal.
- FOG: sceneFromGameState only emits exit/entrance/treasure/items once their cell is EXPLORED,
and the monster only while IN VIEW — no more exit stairs leaking through the fog.
- DESCEND FEEDBACK: reaching a non-final exit descends (multi-level) and used to silently dump the
player at a new entrance (read as a bug). Server now sends depth/maxDepth on game_event; the
client shows "Stairs down! Level N of M — keep going". Also lowered level counts (WOW 4->2,
BTC 8->3, XMR 2->1) — clearing 4-8 levels in one block was unwinnable; kept modest until proper
multi-level calibration + UX.
- CAMERA: the host filled the very-tall #game-display so centering put the player low; it's now a
bounded viewport (min(100%,78vh)) centered in #game-display, so the player stays on-screen-centered.
Suite 62/435 green.
Previously the timing-choice modal (Start Now / Wait for Next Block) only appeared for
paid-credits players; free players got a silent immediate drop-in. Now it shows whenever
the game would start instantly:
- Server getGameModeInfo exposes freePlayEnabled (was server-only) so the client knows
free play is available even on a paid instance.
- Client (inputHandler) gates the modal on free-play-available OR paid-credits-with-credits;
the modal is purely a TIMING pick (auto_start vs join_queue) — payment method is unchanged.
- Modal cost text reflects free play.
Both waiting animations are untouched: they render on the ROT display via WaitingScreenAnimator
using the base GameTiles, independent of the render-kit packs (which are disabled for SP anyway),
so they work regardless of visualization style. Suite 62/435 green.
Previously always called getNostrPublicKey() then signNostrEvent() = two approvals every login. Now signNostrEvent() runs first; only if the wallet reports the origin lacks the Nostr scope (NOT_AUTHORIZED, thrown without a popup) do we call getNostrPublicKey() to grant it and retry. First-time still does the one-time scope grant; returning users get a single approval. (The double PASSWORD is the wallet's autoLockMinutes=0 default and is user-configurable, not dapp-controllable.)
The Smirk dapp API requires the origin to hold the Nostr scope before signNostrEvent(); without it the wallet throws 'Origin lacks the Nostr scope — call getNostrPublicKey() first'. getNostrPublicKey() establishes that grant (prompts once), so call it first in the NIP-98 path.
Only an explicit user-cancel skips the fallback now — a LOCKED signNostrEvent again tries connect(), which opens the unlock popup on capable builds. My earlier refinement had removed this path.
A Smirk wallet that already owns another account no longer fails with 'already linked to another account'. Ownership is cryptographically proven, so it's a login: the server re-points that account to the current socket and returns its session token; the client persists it and reloads to re-establish as that account. Fixes a returning user being unable to sign in from a fresh browser session.
NOTE: touches the identity/session path — verify live (sign in with a wallet already linked to another account -> lands on that account with its address/credits).
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).
Adds schnorr (BIP-340) NIP-98 verification (kind 27235) as the preferred Smirk login, with the legacy Ed25519 wallet-message path kept as a feature-detected fallback for wallets without signNostrEvent. New src/utils/nip98.js verifies securely: rebuilds a clean event, independently recomputes getEventHash and compares to event.id (defeats nostr-tools' verify-memo footgun), then schnorr-verifies; enforces kind, created_at freshness, and exactly-one u/method/challenge tags bound to the server nonce.
auth.js: /verify branches on body.event (NIP-98) vs {publicKey,signature,challenge} (legacy). Challenge consume is now atomic single-use (UPDATE ... WHERE used=FALSE AND expires_at>NOW() RETURNING) before verification. Removed the deprecated SHA256(challenge) pre-hash fallback (past its removal date). /status is now session-gated (X-Session-Token vs users.anon_token; 401/403 on mismatch) — closes the unauthenticated per-socketId disclosure. Client smirkAuth.js: feature-detects signNostrEvent, signs the NIP-98 event, falls back to legacy; checkStatus() now sends the session token.
Adds nostr-tools ^2.23.9 (works under CJS in prod; test loader falls back to its self-contained bundle under Jest). New adversarial suite test/smirkNip98_ultra.test.js (13 tests: tamper/expiry/wrong-tag/bad-sig/memo-bypass/replay). Suite 47/330 green.
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.
- Remove the duplicate _gameMode declaration in the client SocketHandlers
object literal — it was declared twice, so the later `null` silently
shadowed the earlier `'free'`. Now declared once with the effective value.
- Remove the dead SocketHandlers._appendMessage calls in smirkAuth.js; that
method never existed, so the guard always fell through to the working
.text() append. Keep the safe append.
- Gate broadcastManager's high-volume per-event logs (user count, chat message
incl. message/socketId PII, game update, game start) behind debug mode;
previously they logged on every event regardless of NODE_ENV.
Full suite: 21 suites / 155 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.
- Fix game start failure in direct payment mode when payment confirms
before mempool detection (add player to queue if not already there)
- Fix debug logging in production: correct indentation in debugRegisteredUsers,
swap console_logging config (false in prod, true in debug)
- Add close button to QR code container
- Auto-hide QR on payment detected, confirmed, and game start