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Forge log

The forge never sleeps.

Every strike. Every spark. Every shipped change.

v0.11.0 — A world, not a dashboard

Highlights

  • Marketing site rebuilt around the daylight Variant A square — landing, pricing, blog, changelog, and about now all share one mood
  • Onboarding flow walks new players from registration through class pick to the first quest at the tavern
  • Arena boss fight is properly wired to focus sessions — XP, gold, loot, and quest progress fire on win
  • Live City lights up the square — hourly torches, candles, fountain bobs, weather, and a clock that runs one minute slow on purpose
  • Five class paths shipped in their final shape — Scholar, Artisan, Operator, Strategist, Monk — each with its own walking sprite and signature mantra

All changes

  • New Variant A daylight marketing site — new landing, /pricing, /about, /blog, /changelog all on one mood
  • New Three founding blog posts at /blog — “We built a Pomodoro as a boss fight”, “The Codex of Methods, plainly”, “Why walking, not dashboards”
  • New <MarketingTopBar> + <MarketingFooter> components, mobile-first 375px to desktop 1280px
  • New Static voice-gate test guards every public copy string against costume archaisms and DnD-parody
  • New Onboarding flow — /auth/register → class pick → first quest at the Tavern board
  • New Arena boss fight wired to focusSession — XP / gold / loot / quest progress all fire on win
  • New Live City phase 1 + 2 — torches, candles, fountains, smoke, forge furnace; CSS-driven, reduced-motion gated
  • New Live City phase 3 — NPC bobs, head-turns, and greet-on-approach across the seven districts
  • New <RoomScene>, <PropHotspot>, <NPC>, <DistrictAudio>, <Torch> shared component family for every interior
  • New Per-district ambient audio bed via Howler — tavern crackle, forge hammer, square wind, scriptorium hush
  • New Focus completion fanfare — level-up sprite, haptic pulse, and a compact reward celebration after the bell
  • New Walking-map collision contract on every interior — bounds + axis-separated blockers
  • New <Minimap> with click-to-teleport, lit-district pulse, and hero-position dot
  • New Codex of Methods at /academy — ten tomes (Eisenhower, GTD, Pomodoro, Deep Work, Timeboxing, Parkinson, 2-Minute, Ultradian, Flow, ADHD biohacks)
  • New Clocktower technique presets — Micro-Sprint, Pomodoro, Deep Work, Flowtime, 52-17 Ultradian, Marathon
  • New Daily quest reset at 04:00 local with streak insurance grace
  • Fix Auth flow stays untouched — marketing pages no longer leak protected redirects
  • Fix WCAG AA contrast pass — every text pair ≥ 4.5:1 against the surfaces it lands on
  • Fix square_bg_v5 set as the canonical visual reference; older exterior BGs retired from new code paths
  • Tome docs/NARRATIVE.md — full voice bible, NPC roster, codex tone, class flavor, failure narrative
  • Tome docs/MARKETING_VISUALS.md — three-act marketing narrative, per-section visual spec, prompt registry
  • Speed Marketing pages prerender — pricing, about, blog index, all three founding posts, changelog

v0.10.0 — The Night Shift

Highlights

  • PWA scaffolding for future offline-capable experience (opt-in, off by default in alpha)
  • Focus analytics — heatmaps, hourly distribution, streak tracking, personal records
  • Daily quote rotation tailored to focus + medieval voice

All changes

  • New Analytics dashboard at /analytics with heatmap + hour-of-day breakdown
  • New Daily focus quote on dashboard — rotates by day-of-year for consistency
  • New PWA scaffolding via @vite-pwa/sveltekit (off by default via PUBLIC_ENABLE_PWA flag)
  • Speed Sentry + PostHog CSP rules conditional on DSN/key presence
  • Fix Session timer reactivity — $derived.by for computed values

v0.9.0 — Early Access Launch

Highlights

  • Boss fight focus sessions with combo system — chain victories for multipliers
  • 40+ items across 3 legendary regions: Verdant Grove, Crystal Caves, Deep Dungeon
  • Eisenhower Matrix quest board for urgent vs. important task prioritization
  • Guild system with co-op focus rooms and shared progression

All changes

  • New Boss battle combo system: stack consecutive hits for damage multipliers (2x → 3x → 5x)
  • New 3 character classes: Warrior (strength), Mage (intellect), Rogue (agility) with unique abilities
  • New 40 collectible items: swords, staves, armor, and legendary artifacts with WoW-style lore
  • New Three world regions: Verdant Grove (starter), Crystal Caves (mid), Deep Dungeon (endgame)
  • New Eisenhower Matrix quest board: organize quests by urgency and importance
  • New Daily, Weekly, and Epic quest system with progressive rewards
  • New Crafting forge: combine materials to upgrade equipment and create legendary gear
  • New Guild creation and management: invite friends, earn guild XP, unlock guild bonuses
  • New Co-op focus rooms: simultaneous focus sessions with guild members for accountability
  • New 29 achievements across 4 categories: Focus, Combat, Exploration, and Collection
  • New Focus analytics dashboard: heatmaps, peak hours, weekly trends, personal records
  • New PWA scaffolding: opt-in service worker for future home-screen install + offline support (off by default during alpha)
  • New Seasonal events framework: limited-time raids, special bosses, exclusive loot
  • Tome Comprehensive bestiary with 14 unique bosses and encounter mechanics
  • Tome Dark, immersive ambient soundscape for deep work sessions
  • Speed Optimized bundle size for PWA installations

v0.8.0 — Beta Release

Highlights

  • Skill tree progression system unlocks powerful focus abilities
  • Leaderboard tracks top performers across your network
  • Ambient music with multiple soundscapes for different focus modes

All changes

  • New Skill tree: 20 unlockable abilities across 3 talent paths (Offense, Defense, Support)
  • New Global leaderboard: see where you rank, follow friends, compete weekly
  • New Music player: 8 ambient soundscapes (forest, rain, library, city, cave, space, ocean, fire)
  • New Keyboard shortcuts: press ? to open help overlay with all controls
  • New SLA timer mode: set hard deadline, get urgency notifications as time runs out
  • New Focus analytics: weekly summary email with insights and achievements
  • New Customizable focus presets: quick-save your ideal session configurations
  • New Session notes: add context to sessions for better analytics review
  • Fix Audio context auto-resume for better browser compatibility
  • Fix Mobile layout improvements for focus timer display
  • Speed Lazy-load music assets for faster page load

v0.7.0 — Alpha Foundations

Highlights

  • Core Pomodoro timer with character-driven boss encounters
  • Full character creation: choose class, customize appearance, start your adventure
  • Quest CRUD and streak tracking for consistent daily engagement

All changes

  • New Configurable Pomodoro timer: 25m (default), 15m, 50m, or custom duration
  • New Boss battle system: random encounter during each focus session with basic combat
  • New Character creation flow: select class (Warrior/Mage/Rogue), customize name and appearance
  • New XP and leveling system: earn XP from completed sessions, level up, gain stat points
  • New Quest CRUD: create, read, update, delete personal quests
  • New PocketBase authentication: email/password signup and login
  • New Streak tracking: visual streak counter, streak milestones, streak-breaking notifications
  • New Loot drop mechanics: random item rewards after boss battles, basic item rarity system
  • New Gold economy: earn gold from sessions, spend on basic shop items
  • New Equipment system: 4 inventory slots (weapon, armor, accessory, special)
  • New World map: 3 regions unlocked progressively as you level
  • New Basic analytics: session count, total focus hours, daily breakdown
  • Tome 24 initial items: weapons, armor, and cosmetics with lore descriptions
  • Tome 6 starter bosses with unique names and taunt lines

The hammer remembers. Same time tomorrow.