# JustDig! changelog

## 2026-10-13: trailer and cast roster on the GameLab page

- **A two-minute trailer** on the GameLab page, with English captions for the narration. All of it is real play from a full ten-wave run on seed 29, played by the pump bot and framed with scripted camera moves. Narration, music and trailer effects were made with ElevenLabs; the game's own sounds are laid in on the frames where they happened.
- **Who lives down there:** cartoon cards for the Digger, Nib, Puffin and Mottle that play the real sprite strips at four times size, with a button for each move, plus the Rock, the Gem and the four outfits.
- **Three caves:** a card for each of the Garden Crumbs, the Soda Caves and the Mooncake Depths, with the painted backdrop, the dirt, what to listen for and who lives there.

## 2026-10-11: sound design and a start-up loader

- **A real sound kit.** 41 effects and 3 cave beds replace the single-oscillator bleeps: dig crunches pitched per biome, soft tunnel footsteps, a rubber-snap hose, balloon puffs that climb in pitch, a squeak on the second puff, pops, squishes for rock kills, chiming gem chains, a pan-bonk hurt, trombone game over and short stings for wave clears and new bests.
- **Every critter warning has a sound.** Nib chatters before biting, Puffin draws a rising breath then blasts, Mottle grinds before it crosses and bursts out of the dirt, loose rocks grind before they drop.
- **Mixing.** Separate effect, interface, sting and ambience buses into a gentle limiter; big moments duck the ambience; per-cue cooldowns, voice limits and priority stealing keep busy waves clean; sounds pan with the critter's column and never repeat the same variant twice running.
- **Cave ambience.** Dripping soil for the Garden Crumbs, fizz for the Soda Caves and a warm drone with cave air for the Mooncake Depths, crossfading between waves, a little louder when the board is busy. The old tonal bed stays underneath on the music switch.
- All samples are trimmed, level-matched MP3s converted from the WAV library (about 1.3 MB total). Any sound that fails to load falls back to its old synth tone.
- **Start-up loader.** A dirt strip digs itself as files arrive, with file and byte counts. Files load four at a time with retries for server hiccups (like 502s over Tailscale), and the loader names any file that fails. A content-hash build id versions every module, image, JSON file and sound, and Reset app cache forces fresh copies.
- "New best!" and the new-record sting now compare against your record from the start of the run. Before this, autosaves during the run had already raised the record, so the message could never show.

## 2026-10-11: polish pass and GameLab entry

- The title screen shows the digger again, now as a small animated idle loop instead of a hidden image.
- A wave banner ("Wave 02 · Garden Crumbs") pops over the board when a new wave starts, and another when a rescue tunnel opens. Before this, phones never saw those messages because the tip line only shows on desktop.
- Game over says "New best!" when the run beats your record for that pace.
- The score panel gets a soft dark backing in landscape and on desktop so it stays readable over the busy cave paintings.
- Short landscape phones get tighter dialog cards, so the quick guide's Skip button is no longer cut off.
- The desktop title menu lays its buttons out in an even two-column grid.
- The quick guide's first step now matches the movement rules: each step finishes before you turn.
- Long presses no longer select text, open the context menu, show the iOS callout or flash a tap highlight anywhere in the game. Buttons skip the double-tap zoom delay. Settings fields stay usable.
- Reduced effects also stills the title animation and the wave banner.
- Removed an unused, out-of-date outfit list from `src/game/config.js`. The live list is in `src/game/save.js`.
- Added a page description for search and link previews.

## 2026-10-11: v1, first playable build

- An original underground arcade game: dig your own tunnels, pump critters until they pop, drop rocks on the rest.
- Three critters with telegraphed attacks: Nib's bite, Puffin's breath lane and Mottle's dig-through crossing.
- Three biomes, six tunnel layouts, seeded runs with "Retry same seed", a pressure cap with warned spawns and a rescue tunnel if a round stalls.
- Standard and Relaxed paces with separate records, three color outfits to unlock, left-handed controls, reduced effects and separate sound, music and atmosphere switches.
- Portrait, landscape and desktop layouts with an on-screen D-pad and Pump button, keyboard support and pause on rotation.
- Autosave to localStorage, procedural Web Audio, Three.js r185 sprite rendering.
- Character labs for the digger, Nib, Puffin and Mottle, plus art, encounter and pump-bot QA harnesses.
