Redesign/chalkboard refresh - #2
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Copyright/corporate - Footer on all 13 pages now reads "© 2026 Anywhere Connection Corporation" - Terms names the operating entity in §1 and as the acting party in the sections where it matters (data collection, IP licence, refunds and their discretion, security, termination, liability, governing law) Design system - Border language now carries meaning: solid hairline = shipped, dashed = not built yet (locked / coming soon), accent = current. Previously every element had the same 2px dash, so nothing had hierarchy. - Type reduced from 5 faces to 3 with defined roles: Caveat for display, Special Elite (already imported, never used) for typewritten metadata, Cabin for body and controls - Stylesheet rewritten as one system instead of an override layer; the old file had a "polish layer" appended and a second .topbar .inner block overriding the first - Dropped the emoji-as-icon set, the tilt-everything treatment and the drifting particle effect (which only ran on two pages) Navigation - New js/nav.js replaces social-nav.js: icon tabs with a sliding chalk marker, dropdown panels, consolidated account menu, mobile drawer with inline accordions - Header markup is identical across pages so active state can't drift Play page - Launch panel rebuilt: copy and CTA on one side, the actual board bled to the card edge on the other, replacing a single oversized button centred in an empty card Fixes found along the way - Chat was blank for guests: the sign-in gate is injected after app.js has swept for .reveal elements, so it stayed at opacity 0 (pre-existing) - Account menu showed "Sign in" and "Sign out" at once; display:flex on menu items beat the hidden attribute - Empty required fields flagged red on load; :invalid -> :user-invalid - .text-center rule was missing, so centred headings sat left - Footer floated mid-page on short pages; body is now a sticky-footer column - Nav marker never positioned when the page loaded in a background tab (requestAnimationFrame doesn't fire there) Copy rewritten around specifics already in the patch notes (2d6 annexations, brush capped at 13, 1936/1945/1991 starts, 30-player servers). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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The mobile experience had two things that gave it away as an afterthought, plus a handful of smaller ones. The gameplay carousel was the worst of it. On a 375px screen the stage was 289x162 inside two layers of padding, its only controls were hidden behind :hover so a touch device never saw them at all, and the thumbnail strip scrolled 700px in a 289px window with no snapping and a scrollbar stub that looked like a rendering fault. It now bleeds to the card edge at 4:3, keeps its arrows on screen at 44px, carries a slide counter, snaps its thumbnails and scrolls the active one into view, and takes a swipe. Autoplay stops for good once you've driven it yourself, and pauses when the reel is off screen. The nav was worse than it looked. The mobile rule that flattens dropdowns into accordions wasn't scoped to the drawer, so it also caught the account menu over in .topbar-right and turned it into a static block — opening it inflated the header to 300px tall and shoved the page down. That menu is a real dropdown again. The drawer itself now dims and locks the page behind it, marks the current page with the same accent rule the rest of the site uses, is capped to the space actually below the bar rather than a flat 78vh, and slides rather than concertinaing its rows open. The hamburger went from 38x34 to 44x44, and the coin chip — a zero balance for a store that hasn't opened — gives up its spot below 560px, which buys back enough room for the wordmark. Smaller ones: every auto-fit grid wrapped its track minimum in min(_, 100%), because a bare minmax(300px, 1fr) refuses to go under 300px and pushed the About and Play cards 28px off a 320px screen; inputs go to 16px on touch so iOS stops zooming the page on focus; :hover effects hand over to :active, which releases with your finger instead of latching; settings rows stack so their labels aren't fighting a 150px select for a 100px column. Verified against HEAD by fingerprinting geometry and computed styles for every element on all 13 pages at 1440px and 1024px: identical, bar the notation change in minmax() on three zero-size hidden containers.
updates.json carried five fabricated releases (v0.1–v0.5) with invented changelogs, dates and bug fixes — including a "test/testing" stub at the top. It now holds a single honest pre-alpha entry describing what actually exists: browser-based, guest play, chat and avatars in, store not open. The same claims were hardcoded on the home page, so removing them from the CMS alone would have left the front page advertising a v0.4 Map Pack that no longer existed anywhere. The "Latest patch" strip now reads content/updates.json at runtime — the same file Decap writes — so an admin publishing a note updates both places instead of only one. The markup keeps the current newest entry inline, so the strip is right before the fetch resolves and if it fails. Also dropped the remaining citations of a version plan that isn't real: "What changed in v0.4" on the home hero, "Pre-alpha build 0.4" on Play, "v0.5" on the avatar coming-soon tile, "More arriving with v0.6" in Settings, and "most of v0.4 came from there" on Updates itself. Adds ADMIN-CMS.md: how to get invited, sign in at /admin/, write and publish a patch note. Flags one unverified risk — the Identity widget calls /.netlify/identity on the current origin, which does not exist on the Vercel domain, so login may need an explicit APIUrl.
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