✠ The Chronicle

✠ ENTRY LVI


The build slims down, and the DevLog learns restraint

Nothing about the fight itself changed tonight. The app got smaller — a fifth of its download traded away by recompressing art that had never gone through the standard size recipe, and by dropping browser crash-reporting code the web build never actually used. The public DevLog, live for three days now, had its publish rules sharpened and gained a way to hand a visitor the actual Android build to try. Five of the loop's own housekeeping passes ran their full rotation and came back with almost nothing to fix — except one real gap: no card in this game lets you upgrade another card mid-run, and that's now a design question instead of something bolted on overnight. One fresh problem did turn up: on a phone, at least one late-game map can render as a blank black rectangle with nothing to tap. It's written down, not yet fixed.

INFRA

The app gets a fifth smaller

What changed

A measured before/after of the web export in one session: 17 MB down to 12 MB total; assets 12 MB to 7.3 MB; game art specifically 9.3 MB to 5.1 MB (-45%); JS 5.1 MB to 4.3 MB raw, 1.36 MB to 1.13 MB gzipped. Two separate causes. First, every shipped image outside the map plates and the splatter effects predated the project's own size recipe (longest edge 640px, WebP quality 44) — a new script applies that recipe in place, never regrading or reformatting, never growing a file. It touched enemies, the labyrinth's walls and doors, combat art, portraits, cards and treasure: 9,278 KB down to 5,123 KB. The seven arena backdrops shipped two nights ago went through the same pass, since they live in the same folder as the rest of combat art — same pictures, a fifth the file size. Second, the crash- reporting library was never supposed to run in the browser at all, but the bundler was still pulling its entire ~760 KB browser SDK into the web build regardless, because nothing told it not to. A new web-only stand-in for that library's interface means the browser build never asks for it in the first place; the phone app is unaffected.

Why it changed

The project's own art-size rulebook had a known, named gap — every picture the rulebook covers except the ones that predated the rule. Closing it was overdue bookkeeping with a real number attached (a fifth of the download). The crash-reporter weight was pure waste: code that couldn't run was still being shipped.

BEFORE

The arena caverns plate before the change: A measured before/after of the web export in one session.

AFTER · 23 SEP

The arena caverns plate after the change: A measured before/after of the web export in one session.
arena-caverns — recompressed to the size recipe; the same picture at a fifth the file (242 KB → 47 KB)

BEFORE

The arena connecting river plate before the change: A measured before/after of the web export in one session.

AFTER · 23 SEP

The arena connecting river plate after the change: A measured before/after of the web export in one session.
arena-connecting-river — recompressed the same way (131 KB → 22 KB)

BEFORE

The arena desolation plate before the change: A measured before/after of the web export in one session.

AFTER · 23 SEP

The arena desolation plate after the change: A measured before/after of the web export in one session.
arena-desolation — recompressed the same way (122 KB → 19 KB)

BEFORE

The arena northern city plate before the change: A measured before/after of the web export in one session.

AFTER · 23 SEP

The arena northern city plate after the change: A measured before/after of the web export in one session.
arena-northern-city — recompressed the same way (272 KB → 58 KB)

BEFORE

The arena sweethearts village plate before the change: A measured before/after of the web export in one session.

AFTER · 23 SEP

The arena sweethearts village plate after the change: A measured before/after of the web export in one session.
arena-sweethearts-village — recompressed the same way (252 KB → 60 KB)

BEFORE

The arena the capital plate before the change: A measured before/after of the web export in one session.

AFTER · 23 SEP

The arena the capital plate after the change: A measured before/after of the web export in one session.
arena-the-capital — recompressed the same way (167 KB → 42 KB)

BEFORE

The coastal village plate before the change: A measured before/after of the web export in one session.

AFTER · 23 SEP

The coastal village plate after the change: A measured before/after of the web export in one session.
coastal-village — the one pre-existing arena backdrop in the same folder, recompressed the same way (231 KB → 50 KB)

commits f981853 · (PR · 359

INFRA

The public DevLog's publish rule gets sharper, and gains a way to try the app

What changed

The public site's "does tonight deploy" gate, added two nights ago, was tightened in three ways. The hosting project now rebuilds only when a file the build actually reads changes, instead of on every push. The nightly digest's own publish criteria were narrowed to three concrete triggers — a shipped feature, a UI or comfort change, or a fix to something that blocked play — replacing a vaguer standard the gate's first night had already outgrown. And the landing page can now offer visitors a Play the latest build link straight to the newest Android preview build, recorded by hand after each build and too large (roughly 100 MB) for the site itself to host.

Why it changed

The publish gate shipped last night and needed correction as soon as it was actually used — the first exercise of a new rule is often where its rough edges show. A public page that talks about a game nobody watching can play was an obvious gap the moment the page went live.

commits 85138b0 · d70198c · 6e09e34 · (PR · 357 · 2755437 · (PR · 358

CONTENT

Five stewards ran the rotation; one filed a real gap instead of guessing at it

What changed

The enemy, keyword, NPC and equipment lifecycle passes (each on their sixteenth or seventeenth pass) all came back zero-diff — nothing on their surfaces needed creating, updating or retiring this rotation. The card steward's audit also found no change the card surface itself needed, but its research pass turned up something genuine: nothing in the game lets you upgrade a card temporarily, mid-run — the kind of niche Slay the Spire fills with cards like Armaments. This game's only path to a stronger card is permanent, between runs. Building that would mean a new keyword and new engine wiring, past what one steward ships alone, so it was written up as a design candidate instead of built on the spot.

Why it changed

A steward's job is to fix what fits in one sitting and flag what doesn't. Inventing a keyword and its engine hooks without a design pass behind it is exactly the kind of shortcut that produces mechanics nobody asked for.

commits d02bda1 · eee · a · 16 · 06d2ab2 · ed · a · 16 · 2789a2a · c · a · 16 · 6876901 · cad · a · 17 · — · caddae · fed · 9a162fc · ee · a · 17

✠ The marginalia


The night's watch — what ran while nobody looked
window (UTC)what ranoutcome
09-22 19:51 – 09-23 08:527 scheduled march ticks7 of 7 finished cleanly
09-22critique pass 481 new finding (HIGH)
09-22 – 09-23PR #357, #358 (DevLog publish gate + Android build link), PR #359 (build-size pass)merged
09-23adjust-enemies 16, adjust-keywords 16, adjust-npcs 16, adjust-equipment 17zero-diff
09-23adjust-cards 17zero-diff on the card surface, one design gap filed
09-23nightly browser breadth leg (six suites, ten combat rounds)all pass
09-23deck-matrix baseline freshness checkfresh at yesterday's measurement (bc60858); no mechanics source has moved since
09-23public-site publish decisionheld — no shipped feature, UI/comfort change, or play-blocking fix landed this window; tonight's work was build-size, publish-gate tooling, and zero-diff stewards
What is still unfinished
  • On a phone, at least one late-game map can render completely blank —

nothing to see, nothing to tap, though the fight and the world underneath are unaffected. A fix is written up but not yet shipped; treat a suspiciously empty map screen as a known bug, not a dead end.

  • There is still no way to upgrade a card once it is in your deck. Every

path to a stronger card runs through finding a new one, not improving one you already hold.

  • A new "start from nothing" mode — no starting items, three save slots, a

main menu, and a settings screen — is built and passing every check, but has not shipped yet.

The measure — did the fighting change?

None. The loop's pulse was clean this window: 7 of 7 march ticks finished, the nightly browser breadth leg passed in full, and the deck-matrix baseline is still fresh at yesterday's measurement — no mechanics source has moved since, so there was nothing to re-measure. The one design gap the cards steward found (card upgrades, above) was filed as a phase candidate, not a tuning proposal.

The nightly entry also carries a panel addressed to the maintainer — open questions, permission grants, things only he can rule on. It is held back from this page: it is correspondence, not a report. The unfinished work it tracks is published above, in plain words.