- SaveManager: 10-slot localStorage bank (put/get/clear/list/export), corrupt-bank recovery, failed-write surfacing, bulk JSON export
- SaveData: captureState / prepareLoad / consumeRestore / resetRunState — seed + player state round-trip through a shared registry
- MenuSubBar: fold-up drawer off the deck's MENU button (Save Game / Load Game / Return to Main Menu) with animated open/close
- SavePanel: 10-slot pop-up in save or load mode; overwrite + load confirm dialogs; "download all" bulk export; toast feedback
- ConfirmOverlay: split-open confirm dialog for destructive actions
- SlotCard, Toast: per-slot cards and inline feedback strips
- MenuScene: Load Game button (grayed while bank is empty) opens the same panel in load mode
- GameScene: menu sub-bar + save panel wired into deck action, ESC handling, input blocking while modal, applyRestore on scene boot
- Tether HUD moved from above the MENU button to upper-right corner, stacking downward
- MenuButton: disabled (grayed) state and screenFixed option for scrolling-camera UI
- New SFX assets (ui-click, ui-hover) + updated existing FX; gasgiant planet image
- Dev tooling: cdp-firefox.mjs, wdshot.mjs (headless Firefox via geckodriver), saves-ui-test.html/.mjs (integration driver), saves.test.mjs (Node unit tests), system-hud test updates
- New `js/utils/Decode.js` with a pure `ScrambleDecode` class plus
`DECODE_CHARS`, `DECODE_DURATION`, and a per-line `decodeDur()` helper,
so one effect serves both scenes.
- MenuScene now delegates its seed scramble to the shared utility instead
of inlining the reveal math and alphabet.
- GameScene's system dossier types itself in on arrival: each line starts
empty and decodes left-to-right, staggered top-to-bottom, with the
timeline anchored on the first update frame; state self-clears once all
lines settle so `update()` pays nothing afterward.
- Add Node dev tests for the shared effect contract (`dev/decode.test.mjs`)
and for the real GameScene dossier decode against actual galaxy/report
data with a stubbed scene (`dev/system-hud.test.mjs`).
- Document both new test commands in the README and update the planets
PSD asset.
- Main menu Galaxy Seed panel: displayed, editable, rerollable; the menu
previews what the seed builds (galaxy name, scale, archetypes) before
committing. Same seed always generates the same galaxy.
- js/galaxy/Galaxy.js: seeded roster of 40k systems (disk + core + spiral
arms, type weights, radial bands) with spatial hash for neighbor queries;
contents generated lazily on arrival — identical to eager generateAll()
because each system draws from Rng.derive(seed, 'system', id).
- js/galaxy/SystemGenerator.js + data/systems.json: six themed archetypes
whose attributes (star classes, planet count spread, class weights,
moons, belts, habitability, hazard) steer content generation.
- data/galaxy.json layout/distribution knobs, incl. distribution.rules[]
hook for future proximity/clustering rules; data/naming.json name pools.
- GameScene: current system name/identity HUD (lazy content generation
on arrival); dev boot without a menu falls back to a dev galaxy.
- dev/galaxy.test.mjs: determinism, distribution, bands, lazy==eager,
neighbor brute-force checks (40k roster in ~70ms).
- Docs: world model, determinism rules, roadmap update.
- Boot the game from a static server with no build step (Phaser 4 vendored in lib/)
- Main menu (New Game button) and GameScene where clicking makes the ship fly there
- All tunables live in data/*.json (game/menu/ship), loaded via manifest + Config singleton
- Ship behavior driven by arcade physics (thrust, drag, maxSpeed, arrival) with a Node test harness (dev/ship-behavior.test.mjs) and a dev smoke page that boots straight into GameScene
- Project conventions documented in docs/PROJECT_NOTES.md; README rewritten to describe layout, run instructions, and dev tools