- SystemReport now returns a tight {title, subtitle, faction, population, status} shape instead of per-settlement/gate line lists; the HUD shows only the name, "<Type> system · star <class>", and "Faction: Neutral · Pop ~X" (or "Unclaimed").
- Drop the settlements/gates/summary/seed lines from the GameScene HUD render and update the decode/collapse docs to the new two-line layout.
- Fix planet kindLabel lookup to key on rec.class instead of rec.name so the comms/surface panels don't repeat the proper name.
- Update asteroid, galaxy, and system-hud tests plus PROJECT_NOTES to match the compact report shape.
- Shrink the roster from 200 to 60 systems and drop spiral arms / core bulge for a uniform-in-area sparse disk (data/galaxy.json)
- Turn the jump network into a pure spanning tree (shortcuts off): exactly one route between any two systems, barren systems become single-gate dead-end leaves
- Remove the rendered Star entity; non-home system centers are now empty space with the star kept only as invisible dossier flavor
- Gate anchors restricted to planets (stations no longer anchor) and every non-barren system guaranteed ≥1 planet so a buildable world always exists
- Give barren dead ends 1–2 asteroid clusters drifting inside their gate's level-1 tether as the stop's only payload
- Bump save format to 2 and reject legacy format-1 saves with a clear toast message
- Update tests, docs, and README to reflect the maze layout, leaf dead ends, empty centers, and new barren cluster rules
- Galaxy shrunk to 200 systems (data/galaxy.json) — always fully known,
generation ~15 ms; roster/content two-level design unchanged.
- Object composition replaces planetCount (data/systems.json → objectCount):
10% barren (jump-gate-only), else 2/3/4/5 objects (planets + free-space
stations) at 15/30/30/15. One unified roll (rollSystemComposition) shared
by the content generator and the frame pass.
- Barren systems: no planets, no stations, no asteroid clusters; their
single gate sits on the star→destination ray at barrenDistance (8192 px).
Strong connectivity keeps them reachable.
- Jump gates are DORMANT by default: every gate record carries
active:false, the entity renders dim with a still field. Activation is
the seam for the tether mechanic (an activated gate anchors a level-1
tether). data/gates.json gains barrenDistance.
- Frame diversity (js/galaxy/PlanetFrames.js): one galaxy-wide pass spreads
(class, frame) across the galaxy — fixed spatial order, least-used face
among already-assigned nearest stars, seeded tie-breaks. Stamps
planet.frame + content.homeFrame, read by GameScene.
- Tests: dev/frames.test.mjs added; jumps/galaxy/discovery/jumpgate/asteroids
suites updated to the new rules (composition buckets, barren gates,
active flags, frame determinism/spread, 5-object max, index clamps).
- Docs (README, PROJECT_NOTES) and stale 40k references updated.
- Planet count is now a single global rule (20% barren, else 2–4 planets)
instead of per-type spreads; the starting system always holds a gas giant
plus a rocky world beside the home world.
- Every planet hosts one settlement by class (habitable rocky → colony, other
rocky/ice/lava → mining station, gas → cloud base); free-space stations and
beacons still roll per archetype with the core→rim gradient.
- Old probabilistic planet-settlement path kept behind allPlanetsSettled flag.
- Layout max drops to 6 objects (4 planets + 2 stations); the 11-object
two-orbit case remains as a defensive fallback.
- Update tests, docs, and add rocky-land video asset.
- Change radiusGrowth from 1.25 to 2.0 so level N doubles the previous
level (L2 = 10240, L3 = 20480, L4 = 40960 px)
- Update all data descriptions, docs, and test defaults to match
- Add refreshHudTetherLevel() in SurfaceScene so the HUD line re-decodes
when a tether build completes while on-surface
- Rename rocky-planet-02 asset (typo fix), add 03-a/03-b variants,
point rocky frames at indices 6–8 in planets.json
- Add dev/tether-flow harness to exercise the full L2 build flow end-to-end
- Replace the old per-rock placement retry loop with a deterministic pairwise relaxation pass (relaxRockGaps) that enforces a gapFactor x (r1+r2) separation between every pair, so rocks keep a subtle visible gap instead of interpenetrating
- Add cluster.gapFactor (default 1.12) and asteroids.compassColor (#c8d2e0) config keys, with updated comments in data/asteroids.json and SystemGenerator.js
- Tint the DiscoveryCompass arrow per target: bake the arrow texture white and tint it to the target's color (worlds keep theme neon cyan, clusters use their light gray)
- Extend dev/asteroids.test.mjs to assert every rock pair respects the gapFactor separation
- Generate 4–8 rock groups per system with seeded placement, spacing, and slow tumble/drift motion driven by data/asteroids.json
- Add AsteroidCluster entity (Phaser container) with halo, dust motes, per-rock spins, and ship keep-out collision reusing Planet.resolve
- Integrate clusters into GameScene: load spritesheet, constrain ship post-physics, include in click-to-fly/autopilot/discovery/compass
- Synthesise unique cluster names via NameGenerator.asteroid (syllables + field suffix)
- Add dev test suite and ?seed= param for deterministic galaxy generation