Posted November 07, 2025 by CausticWarden
VERSION 0.1.7-ALPHA
====================
SAVE SYSTEM REFACTOR
====================
Changed save file format to store only item IDs instead of full item objects.
BEFORE:
equipment: {
weapon: { id: 'bronze_sword', name: 'Bronze Sword', description: '...', ... }
}
AFTER:
equipment: {
weapon: 'bronze_sword'
}
Benefits:
- Reduced save file size by ~80%
- Eliminated stale data (item descriptions/prices always reflect current version)
- Items are reconstructed from ITEMS catalog on load
- Full backward compatibility with old save format
Technical Details:
- Modified Player.serialize() to extract IDs from equipment and inventory
- Modified Player.deserialize() to handle both old (object) and new (ID) formats
- Rehydration logic uses ITEMS catalog to reconstruct full item objects with methods
BUG FIXES
=========
Fixed save menu back button navigation
- Back button from save slot selection now returns to prep chamber
- Previously incorrectly returned to main menu
VERSION 0.1.6-ALPHA
====================
GAMEPLAY BALANCE
================
Implemented uncapped stat upgrades as gold sink
- Removed UPGRADE_CAP_STAT and UPGRADE_CAP_MAX_HP limits
- Prices escalate exponentially (2.5× per purchase)
- UI shows purchase count: "+1 STR (+3)" instead of "3 left"
- At purchase 20: costs exceed 500,000 gold
- At purchase 30: costs exceed 40 million gold
Benefits:
- Late-game gold has meaning (previously became worthless)
- Enables infinite progression for dedicated players
- Exponential costs prevent early-game abuse