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.
On phones the primary buttons now read START / WATCH / SHOP (short labels via
spans toggled by media query) with tighter padding so they fit a single row.
The on-screen D-pad is smaller (44px) and more transparent so it covers less
of the chat/game underneath.
The layout was already partly responsive (max-width:100vw, min(480px,90vw)
modals, canvas max-width:100%, and the renderer centres a fixed viewport on the
player) but had no viewport meta, so none of it engaged on phones.
- Add the viewport (+charset) meta — unlocks the existing responsive rules.
- Mobile media query (<=820px): stack the 3-column grid into one column
(header/status/game/chat/input/footer), shrink fonts, and cap the fixed-width
play/history/leaderboard modals to 94vw so they fit instead of overflowing.
- On-screen D-pad + swipe-to-move (new touchControls.js), both emitting the
same player_move {direction} event the keyboard uses — no game-logic change.
Shown on small screens or any touch device (body.touch).
- Remove the leftover "GAME AREA" debug overlay.
- 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.
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.
The anonymous session token is a bearer credential that was sent in the
Socket.IO handshake query string, where it leaks into proxy/access/referer
logs and is easily observed. Anyone holding it becomes that user (credits,
payout address, pending payments).
- Client now sends the token in the handshake `auth` payload instead of the
query string. Server reads `auth` first and falls back to the query string
for backward compatibility during rollout.
- The token is rotated on every successful resume, so a leaked/observed
token is invalidated the next time the legitimate owner reconnects. The
client already persists the token returned in `session_resumed`.
Adds a security test asserting resume returns a new token and the old token
no longer resumes. Full suite: 12 suites / 116 tests.
Payout retry system:
- Add migration 007 with retry_count, last_error, last_retry_at columns
- Payouts now retry up to PAYOUT_MAX_RETRIES times before permanent failure
- Each failure logs the attempt number and error message
- Console shows ⚠️ for retryable failures, 💀 for permanent failures
- Added SQL examples in .env.example for querying/resetting failed payouts
HOSTED_BY feature:
- Add HOSTED_BY and HOSTED_BY_NAME env vars
- /api/game-modes endpoint returns hostedBy info
- Footer displays 'Hosted by: <link>' when configured
Also improved .env.example:
- Better documentation for credit packages with reasonable defaults
- Clearer explanation of retry behavior