# Versions & updates

> Average updates per day and week, version history, when the wiki was last updated, and a live check against tibo.dog.

Source page: https://tibodog-wiki.vercel.app/versions · Wiki updated 5 Nov 2026, 21:46 UTC · Game version 75 (`main-CSuyb4iv.js`, data synced 5 Nov 2026, 21:45 UTC)

## Update frequency

**18.8 updates/day** · **131.3 updates/week** · **1 update every 1 h 17 min**

Based on 75 builds tracked over 4 UTC calendar days (2 Nov 2026–5 Nov 2026). Weekly rate is an estimate.

## Current version

|  |  |
|---|---|
| Wiki last updated | **5 Nov 2026, 21:46 UTC** (when the version you are reading was deployed) |
| Game version documented | **75** of 75 seen |
| Game commit | `9115769325d1` |
| Game files | `main-CSuyb4iv.js`, `boot-CPW8VVmR.js`, `sim-BkfBhQfw.js` |
| Game data synced to the wiki | 5 Nov 2026, 21:45 UTC |
| Builds waiting for review | None |

## Is the wiki behind the game?

Press **Check for updates** in the wiki navigation (open **Menu** on narrow screens). It asks [/api/live-build](/api/live-build) to load https://tibo.dog/ right now and compare the build it serves with the one this wiki documents. The answer says either that the wiki matches the live game, or that tibo.dog has shipped a build the wiki has not caught up with yet.

Detected builds are compared with the documented build, reviewed, and reflected in the pages before deployment. Detection alone does not mean the wiki has been updated.

## How versions are numbered

tibo.dog has no visible version number. The wiki identifies each build by the file name of its entry script (`main-….js`) and the short commit id in the game code, and numbers builds 1, 2, 3… in the order it first saw them. Times are in UTC; with JavaScript on, the navigation shows relative times, and hovering a time shows its exact value in your time zone.

- **First seen**: the day the wiki first found the build on tibo.dog.
- **Wiki updated**: when the wiki was deployed with that build's data. A dash means the build was folded into a later update without a deploy of its own, or predates exact deploy records.

## Version history

Newest first.

| Version | First seen | Wiki updated | Game commit | Entry file | Changes |
|---|---|---|---|---|---|
| **75** (current) | 2026-11-05 | 5 Nov 2026, 21:45 UTC | `9115769325d1` | `main-CSuyb4iv.js` | Big numbers fit better in stats and boss bars. Spud Forges glow like boss chests and explain their price once above the cards. Map-tip flicks dash again, Flashing effects off hides poteto's foil, and failed downloads no longer skip the intro. [Review evidence](#evidence-75) |
| 74 | 2026-11-05 | 5 Nov 2026, 18:36 UTC | `bed34081bf44` | `main-C8BTYl7G.js` | All 13 regular bosses now have distinct Nightmare ground attacks, including a heart, checkerboard, spiral and wheel. Charges and summons can still accompany them; other difficulties keep their ordinary attacks. [Review evidence](#evidence-74) |
| 73 | 2026-11-05 | 5 Nov 2026, 17:15 UTC | `f116c8959b33` | `main-BOuPM9t4.js` | Past 20:00, Standard runs cycle through Hunt, Burrow, Court and Shell, each with new foes, terrain and a boss. Crossroads let you sacrifice a weapon, transmute it or wager on a tougher next phase for more gold. [Review evidence](#evidence-73) |
| 72 | 2026-11-05 | 5 Nov 2026, 16:32 UTC | `8d2c79af2ce2` | `main-DqZq-boy.js` | Tibo's hit circle has a thicker bright green ring with dark edges and distinct colors in color-blind modes. Collision size and gameplay are unchanged. [Review evidence](#evidence-72) |
| 71 | 2026-11-05 | 5 Nov 2026, 16:01 UTC | `a3e3bc189272` | `main-C6X8CY_D.js` | No gameplay changes; a rebuild of the same game. [Review evidence](#evidence-71) |
| 70 | 2026-11-05 | 5 Nov 2026, 14:42 UTC | `2fd0e4e84dc6` | `main-DTWWHM5A.js` | No gameplay changes; a rebuild of the same game. [Review evidence](#evidence-70) |
| 69 | 2026-11-05 | 5 Nov 2026, 14:28 UTC | `51e658f8c5d4` | `main-CagF4tvJ.js` | Dash recharge now has a 0.75-second floor; normal Butter Socks timings are unchanged. The existing Deep Freezer journal note moves under 222ec08, without another gameplay change. [Review evidence](#evidence-69) |
| 68 | 2026-11-05 | 5 Nov 2026, 14:13 UTC | `9b1ac829d567` | `main-CvDFhAkW.js` | No gameplay changes; a rebuild of the same game. [Review evidence](#evidence-68) |
| 67 | 2026-11-05 | 5 Nov 2026, 14:07 UTC | `b9ffe4e9879f` | `main-BdNZWxS6.js` | Damage numbers linger for 1 second, or 1.25 seconds for crits, with eased rise, pop and fade. Their sizing and display priorities change; damage and balance are unchanged. [Review evidence](#evidence-67) |
| 66 | 2026-11-05 | 5 Nov 2026, 13:16 UTC | `222ec08610a5` | `main-Cu23YXOu.js` | Deep Freezer fires ice cubes that briefly freeze Tibo; dashing breaks the ice, and frozen Tibo takes 25% less damage. Battery saver On now works before its controller finishes loading. [Review evidence](#evidence-66) |
| 65 | 2026-11-05 | 5 Nov 2026, 11:20 UTC | `8928d1221fd1` | `main-CsVeYSDu.js` | Controls hints, boss bars and event banners move into the run module. No gameplay, balance, art, translated-name or journal-note changes found. [Review evidence](#evidence-65) |
| 64 | 2026-11-05 | 5 Nov 2026, 10:58 UTC | `ec7aa1130bf5` | `main-D48kP0ty.js` | Hard and Nightmare allow bigger crowds (650 and 800). Pest XP drops grow from 25:00 (×1.4, then ×2 at 30:00). Boss ground warnings draw on top; busy fights show fewer death puffs. [Review evidence](#evidence-64) |
| 63 | 2026-11-05 | 5 Nov 2026, 10:28 UTC | `aaf6769fd6b8` | `main-Dzy5S9za.js` | No gameplay changes; a rebuild of the same game. [Review evidence](#evidence-63) |
| 62 | 2026-11-05 | 5 Nov 2026, 10:18 UTC | `4c740f0a11e0` | `main-BvLmNcA6.js` | No gameplay changes; a rebuild of the same game. [Review evidence](#evidence-62) |
| 61 | 2026-11-05 | 5 Nov 2026, 09:59 UTC | `b8df3e937a61` | `main-CKdQfNMW.js` | Colorado Queen fires two aimed eggs that split into five larvae after 1.35 s instead of three two-shot bursts. [Review evidence](#evidence-61) |
| 60 | 2026-11-05 | 5 Nov 2026, 09:51 UTC | `ba13d8633832` | `main-4ZrEZvZi.js` | No gameplay changes; a rebuild of the same game. [Review evidence](#evidence-60) |
| 59 | 2026-11-05 | 5 Nov 2026, 09:24 UTC | `6b5361905159` | `main-T8icT-Fc.js` | No gameplay changes; the What's new panel moves the Forges and Spittlebugs notes to November 4. [Review evidence](#evidence-59) |
| 58 | 2026-11-05 | 5 Nov 2026, 09:10 UTC | `032e863f21ae` | `main-CbYGageq.js` | No gameplay changes; a rebuild of the same game. [Review evidence](#evidence-58) |
| 57 | 2026-11-05 | 5 Nov 2026, 09:01 UTC | `4e4968175c9c` | `main-BJ6c9aJj.js` | No gameplay changes; a rebuild of the same game. [Review evidence](#evidence-57) |
| 56 | 2026-11-05 | 5 Nov 2026, 08:24 UTC | `6cea42475953` | `main-zwanCk1h.js` | No gameplay changes; the What's new panel regroups the Battery saver and background-update notes. [Review evidence](#evidence-56) |
| 55 | 2026-11-05 | 5 Nov 2026, 08:08 UTC | `79169e1437a3` | `main-Dlc1jU0Y.js` | No gameplay changes; a rebuild of the same game. [Review evidence](#evidence-55) |
| 54 | 2026-11-05 | 5 Nov 2026, 07:11 UTC | `2ed5c5ff9da6` | `main-BfCL_JAW.js` | The What's new panel merges neighbouring groups with the same date. No gameplay changes. [Review evidence](#evidence-54) |
| 53 | 2026-11-05 | 5 Nov 2026, 06:44 UTC | `0281e616bdaf` | `main-DiDNiwIs.js` | Internal reorganisation of run effects and projectile drawing. No gameplay changes. [Review evidence](#evidence-53) |
| 52 | 2026-11-05 | 5 Nov 2026, 06:07 UTC | `fa2a07f153e7` | `main-2oO1xVlb.js` | No gameplay changes; a rebuild of the same game. [Review evidence](#evidence-52) |
| 51 | 2026-11-05 | 5 Nov 2026, 05:38 UTC | `c0d363d8d5d5` | `main-CQJpUX6A.js` | No gameplay changes; a rebuild of the same game. [Review evidence](#evidence-51) |
| 50 | 2026-11-05 | 5 Nov 2026, 05:11 UTC | `dceeb966e583` | `main-BDWzvIXC.js` | No gameplay changes; a rebuild of the same game. [Review evidence](#evidence-50) |
| 49 | 2026-11-05 | 5 Nov 2026, 04:39 UTC | `fa645173f6f6` | `main-Cw6snbEQ.js` | No gameplay changes; a rebuild of the same game. [Review evidence](#evidence-49) |
| 48 | 2026-11-05 | 5 Nov 2026, 04:13 UTC | `c38cf2dd8183` | `main-Dx8UWA13.js` | Limit-broken weapon and passive levels show a cyan star and break count. No gameplay changes. [Review evidence](#evidence-48) |
| 47 | 2026-11-05 | 5 Nov 2026, 03:41 UTC | `5977c789d6ef` | `main-CIL4Vmce.js` | The map tips setting now follows changes made in another tab. No gameplay changes. [Review evidence](#evidence-47) |
| 46 | 2026-11-05 | 5 Nov 2026, 03:16 UTC | `48673cda006b` | `main-SQtK5eh9.js` | The title screen tries tighter layouts so the Reset button has more room on small screens. No gameplay changes. [Review evidence](#evidence-46) |
| 45 | 2026-11-05 | 5 Nov 2026, 02:44 UTC | `b6c852b1f94d` | `main-BRJMoZXM.js` | Spittlebugs fire two pairs of orbiting froth bubbles instead of three single shots; each bubble still deals 4 base damage. Orbits spin fastest and widest on Nightmare. [Review evidence](#evidence-45) |
| 44 | 2026-11-05 | 5 Nov 2026, 02:11 UTC | `71b0c5ec9007` | `main-C2skBLTa.js` | Adds Battery saver in Graphics settings (Off by default; On targets 30 frames per second, Auto reacts to load or low battery). Gameplay is unchanged. [Review evidence](#evidence-44) |
| 43 | 2026-11-05 | 5 Nov 2026, 01:03 UTC | `febe941eab27` | `main-DG5OYSdZ.js` | Bosses beaten from 20:00 raise a Spud Forge selling limit breaks from 2,500 gold. Late-game scaling uses five-minute phases; scores use version 3; music reacts to encounters. [Review evidence](#evidence-43) |
| 42 | 2026-11-05 | 5 Nov 2026, 00:12 UTC | `df20ba3d1e6a` | `main-BnCKpQy_.js` | The game checks for updates every 3 minutes during play too and downloads them in the background; music can fade in after an update. No gameplay changes. [Review evidence](#evidence-42) |
| 41 | 2026-11-04 | 4 Nov 2026, 23:58 UTC | `6f02b53732ba` | `main-B2gf34bA.js` | No gameplay changes; boss data moves within the game's code and the encyclopedia builds its boss shelf from it. [Review evidence](#evidence-41) |
| 40 | 2026-11-04 | 4 Nov 2026, 23:38 UTC | `82ac0d1ef331` | `main-DDlDqxns.js` | HUD icons appear before expansion icons finish loading; the Settings scroll arrow shows only while there is more below. No gameplay changes. [Review evidence](#evidence-40) |
| 39 | 2026-11-04 | 4 Nov 2026, 22:40 UTC | `ff7cc24aab87` | `main-KjXYgz9O.js` | Ketchup Kraken fires one five-blob fan instead of two nine-shot fans; the blobs slow down and become damaging puddles, larger on higher difficulties. [Review evidence](#evidence-39) |
| 38 | 2026-11-04 | 4 Nov 2026, 22:25 UTC | `e811cc2753f4` | `main-Bl5PB0rL.js` | Adds Andrew, a visitor once per run between 18:00 and 22:00. Standing in his shrinking gold ring for 20 s gives 15% faster weapon timers (×1.61 with Frenzy Fryer). [Review evidence](#evidence-38) |
| 37 | 2026-11-04 | 4 Nov 2026, 21:54 UTC | `fb8cda84116e` | `main-DsSI3jqO.js` | Adds nine base weapons, each with an evolution (93 weapons total): Gem Sling, Hot Streak, Locked Gatling, Mash Snowball, Seed Potato, Spud Fence, Tailgate Fries, Tater Twirl, Tot Stampede. [Review evidence](#evidence-37) |
| 36 | 2026-11-04 | 4 Nov 2026, 20:14 UTC | `febd658c2026` | `main-TMN_4q2c.js` | No gameplay changes; a rebuild of the same game. [Review evidence](#evidence-36) |
| 35 | 2026-11-04 | — | `4925ce4fcf1f` | `main-CR4fqbK8.js` | Tibo's hitbox circle shows by default (size unchanged). The 2D renderer is removed. With analytics on, top-scoring runs are sent for a replay check. New mine warning rings. [Review evidence](#evidence-35) |
| 34 | 2026-11-04 | 4 Nov 2026, 17:23 UTC | `d28115289cab` | `main-SzYkMvQy.js` | Link and Zelda & Link show stored fluff as orbiting tufts; Zelda's marks gain moons and clocks; Frenzy Fryer gets a new gold ring. No gameplay changes. [Review evidence](#evidence-34) |
| 33 | 2026-11-04 | 4 Nov 2026, 16:59 UTC | `40139b5e40f0` | `main-D4sszisV.js` | Charging pests kick up dust; Wandering Eyes and All-Seeing Spud shots get new animations. No gameplay changes. [Review evidence](#evidence-33) |
| 32 | 2026-11-04 | 4 Nov 2026, 16:34 UTC | `72c678cc4d11` | `main-C5UiHqkX.js` | Elite pests break apart in new death animations. Fryer King and Late Blight puddles bubble; Root Tunnel gets an animated exit hole. No gameplay changes. [Review evidence](#evidence-32) |
| 31 | 2026-11-04 | 4 Nov 2026, 15:53 UTC | `f65418f606ed` | `main-B_23C7XX.js` | Better graphics recovery: interrupted downloads pause and retry, and a failed 3D scene retries on Low. Chest evolution halos become gold rings. No gameplay changes. [Review evidence](#evidence-31) |
| 30 | 2026-11-04 | 4 Nov 2026, 15:14 UTC | `d9e21c9b046e` | `main-Brx0rwGi.js` | Railgun beams get new pixel art with a travelling pulse; scorch marks glow slightly brighter. No gameplay changes. [Review evidence](#evidence-30) |
| 29 | 2026-11-04 | 4 Nov 2026, 14:40 UTC | `68b1393536fb` | `main-CImxOYfs.js` | Item bags and healing snacks get new sprites, glow, idle animations and pickup bursts. No gameplay changes. [Review evidence](#evidence-29) |
| 28 | 2026-11-04 | 4 Nov 2026, 14:23 UTC | `02bba0b02237` | `main-B7eUC3kA.js` | Dog abilities get new ground marks, sparkles and dust; herd gusts glow brighter. No gameplay changes. [Review evidence](#evidence-28) |
| 27 | 2026-11-04 | 4 Nov 2026, 14:03 UTC | `445c88197b4e` | `main-DAJLNucG.js` | At most 2 shooting pests before 3:00 and 4 before 6:00. Great Wireworm fires one five-shot fan. Moldy Shrine gold grows faster over time. Unusable Spud Whetstones vanish. [Review evidence](#evidence-27) |
| 26 | 2026-11-04 | 4 Nov 2026, 09:41 UTC | `177e57972d9a` | `main-BwySlPcw.js` | HUD layout measures sliding banners at their resting positions. No gameplay changes. [Review evidence](#evidence-26) |
| 25 | 2026-11-04 | 4 Nov 2026, 09:22 UTC | `18beea6da6e6` | `main-DGHE4WZt.js` | New game versions can load automatically on the Reset screen or between runs, keeping your difficulty. Boss death blasts get new sprites. No gameplay changes. [Review evidence](#evidence-25) |
| 24 | 2026-11-04 | 4 Nov 2026, 08:38 UTC | `0e25ad680874` | `main-_GgnqVWu.js` | No gameplay changes; the in-game changelog regroups seven older notes under release ec984b0. [Review evidence](#evidence-24) |
| 23 | 2026-11-04 | 4 Nov 2026, 08:11 UTC | `62522d20f8b5` | `main-BbIPq8Ys.js` | Sprite rendering is reworked and bright ground effects are slightly darker. No gameplay changes. [Review evidence](#evidence-23) |
| 22 | 2026-11-04 | 4 Nov 2026, 07:50 UTC | `8a4b97fc9bb1` | `main-B-KVLwMS.js` | Tibo's hit circle for enemy shots grows from radius 2.5 to 4 and moves 2.72 units down towards his feet. New effects for Hot Potato, chain arcs and revives. [Review evidence](#evidence-22) |
| 21 | 2026-11-04 | 4 Nov 2026, 07:37 UTC | `ec984b05bbe9` | `main-D6JcjxH0.js` | Sir Strawman's sickles slow and return; his Nightmare fan launches at 130 (was 120) without curving in. More crisp pixel-art effects; poteto and Alex cutscenes play on slow connections. [Review evidence](#evidence-21) |
| 20 | 2026-11-04 | 4 Nov 2026, 03:55 UTC | `7055bef761f1` | `main-C31KwVnF.js` | Japanese text uses Japanese fonts installed on the device and sits centred on buttons. Tilt-shift keeps faint details sharp. No gameplay changes. [Review evidence](#evidence-20) |
| 19 | 2026-11-04 | 4 Nov 2026, 02:46 UTC | `670a29991282` | `main-Ba2DSNUp.js` | Tater Slots wins add bonus gold: three of a kind adds four spin prices, a pair half a spin price. New weapon and item effects. Shared-run pages hide scores for some capped runs. [Review evidence](#evidence-19) |
| 18 | 2026-11-04 | 4 Nov 2026, 02:29 UTC | `3e78ec02db0a` | `main-Dw_aebkv.js` | Nightmare adds larger ground attacks for the Masher, Late Blight and the Fryer King. Outside Story, loot without a choice shows as icon notices while play continues. [Review evidence](#evidence-18) |
| 17 | 2026-11-03 | 3 Nov 2026, 23:29 UTC | `c7a474f9ab96` | `main-C-BKh7XA.js` | Outside Story, revives give 4 s of invulnerability (was 2), push enemies harder, freeze pests for 5 s, slow bosses and clear nearby shots. Ice Imp's Nightmare fan speeds up from 85 to 130. [Review evidence](#evidence-17) |
| 16 | 2026-11-03 | 3 Nov 2026, 21:53 UTC | `76dd9d6b9d3d` | `main-h7eBU7cE.js` | Curses bring extra bosses half as often (×0.25, was ×0.5): the first needs four curses. Nightmare hides enemy shot-path markers. Peel Forest has fewer props (12 per chunk, was 20). [Review evidence](#evidence-16) |
| 15 | 2026-11-03 | 3 Nov 2026, 20:20 UTC | `24a9122f0f4d` | `main-OiDXGRXk.js` | Nightmare: late damage ramp starts at 5:00 (was 15:00), 20% fewer snacks, new boss bullet patterns. Vampire Tot heals 0.05 HP per kill (was 0.15). Adds an Update game button. [Review evidence](#evidence-15) |
| 14 | 2026-11-03 | 3 Nov 2026, 17:29 UTC | `10e6e7589a11` | `main-DolwWK1a.js` | Outside Story, a revive plays the knock-down scene, then Tibo gets up with 50% HP and 2 s of invulnerability. Screen clears take 5% from bosses (was 25%). [Review evidence](#evidence-14) |
| 13 | 2026-11-03 | — | `e568b1012609` | `main-YH-6cU2J.js` | Hard and Nightmare get much easier: Hard nearly matches Normal and Nightmare is far gentler; both lag enemy tiers 2 minutes. Dogs are Legendary 1/3 of the time (was 1/6). P pauses. [Review evidence](#evidence-13) |
| 12 | 2026-11-03 | — | `1901d1f1021e` | `main-CRG7Ndrb.js` | No gameplay changes found (analytics only). The in-game journal lists ring, hazard, pest-spawn, Frying Pan/Cast Iron and steam-art notes under this build. [Review evidence](#evidence-12) |
| 11 | 2026-11-03 | — | `8fa93e6d85e6` | `main-usFqtSYB.js` | Balance pass: many base weapons and evolutions hit harder, Butter Streak cooldown 3.5 → 2.5 s, proc items roughly doubled, Boom Spud 8% → 12%, Spud Freezer freezes every enemy for 7.5 s. [Review evidence](#evidence-11) |
| 10 | 2026-11-03 | — | `ef553af3c33e` | `main-nM99N6qX.js` | No gameplay changes found; adds a server clock check. The in-game journal lists the Normal and touch-dash changes under this build, but the wiki first saw them in builds 8 and 7. [Review evidence](#evidence-10) |
| 9 | 2026-11-03 | 3 Nov 2026, 00:30 UTC | `a511ea70ce57` | `main-BeLo0XA2.js` | No gameplay changes; a rebuild of the same game. [Review evidence](#evidence-9) |
| 8 | 2026-11-03 | — | `d3d9b50b50d1` | `main-CSzwFuB5.js` | Normal gets easier: pests ×0.7, pest HP ×0.65, enemy damage ×0.55, boss and elite HP ×0.65, Tibo max HP ×1.5, XP ×1.3 and 1 extra revive. POI charge sounds can overlap. [Review evidence](#evidence-8) |
| 7 | 2026-11-02 | — | `93305328e91a` | `main-DAjbSyXX.js` | Touch dash flicks need a 30 px stroke within 120 ms, moving 400 px/s on release or 900 px/s while held (was 22 px within 260 ms). Game data and difficulty are unchanged. [Review evidence](#evidence-7) |
| 6 | 2026-11-02 | 2 Nov 2026, 23:02 UTC | `7924b2fb8101` | `main-BnqQtoRt.js` | The intro cutscene is no longer prepared when it will be skipped (a ?difficulty= link or skip-intro start), so loading is shorter. [Review evidence](#evidence-6) |
| 5 | 2026-11-02 | 2 Nov 2026, 23:00 UTC | `5cf50114d795` | `main-fqSfLoGZ.js` | Content, English text, game logic, difficulty table and icons are identical. The only change: while the screen is fully dark during story mode's knock-down sequence, the on-screen banners are hidden. |
| 4 | 2026-11-02 | 2 Nov 2026, 21:47 UTC | `9564ddd5533c` | `main-Ch-KgvWc.js` | Links like tibo.dog/?difficulty=hard start a run on that level. Auto quality can step back up. Weapons get element-coloured hit sparks. Analytics waits up to 20 s for your region. [Review evidence](#evidence-4) |
| 3 | 2026-11-02 | 2 Nov 2026, 18:55 UTC | `6dcf252e92c4` | `main-CJ9piIja.js` | Undoes the previous build's drop relocation and point-of-interest spacing. Spud Freezer says how many bosses it slowed; shared runs show difficulty; Stand Mixer gets a whirlpool look. [Review evidence](#evidence-3) |
| 2 | 2026-11-02 | — | `1b186194bfdd` | `main-CuMpfPPt.js` | A drop that would land on an unused point of interest is moved off it, staying on screen if it fell on screen. Everything else is unchanged. [Review evidence](#evidence-2) |
| 1 | 2026-11-02 | — | — | `main-D3tdcOXz.js` | First build researched for this wiki (the research notes on the [Mechanics reference](/mechanics-reference) quote this build). |

## Review evidence

The full notes the wiki's reviewers wrote while comparing each build with the one before it: what was compared, what was measured and what could not be checked.

<details class="raw" id="evidence-75"><summary>Version 75: review evidence</summary>

Compared 292 old and 293 new reachable files with original indexes/assets; all 291 old and 292 new asset hashes match detector archive manifests. Reviewed role-paired identifier-normalized diffs for all JS, CSS, journal and translated dictionaries; PRNG moves unchanged to intro-sim, lazy endgame definitions/combat/area rules and all icons remain unchanged. Font replacements retain Hausa hook-letter coverage. Presentation changes include forge aura/callout, shared forge explanation, compact-number module, overflow-aware stats, scaled damage-share sums, foil setting and map-tip field press with a >6px movement threshold. The frame loop now schedules its next animation frame in finally, allowing intro loading to recover after errors. Original formatter probes at ten boundaries/magnitudes confirm 8432 boss HP 8.43K→8.4K while totals remain 8.43K; 999500 rounds to 1M and Number.MAX_VALUE remains 180dn. Original damage-share functions on 1e308/5e307/7e307 change from all zero after sum overflow to 45.45%/22.73%/31.82%. Five-minute no-grant/no-warp/no-god seed wiki Standard/Normal runs, with original optional combat/area rules installed, match completely: 1322 kills, level13, HP150, gold106.12. Live Chromium expanded every journal date: all 180 ordered date/code/kind/text records match extraction (18/28/41/47/46). Eight notes are added; four prior notes move into dated codes without changed text, not new gameplay. Each of 26 translated journals adds eight entries; each translated UI adds eight and removes the replaced forge prompt, without revising retained entries. Limits: source-reviewed input/loading/foil/forge presentation was not exhaustively exercised through naturally reached browser encounters; formatter/formula probes are not physical-device or long-run performance evidence. Unavailable older historical assets were not reverified.

</details>

<details class="raw" id="evidence-74"><summary>Version 74: review evidence</summary>

Compared 291 old and 292 new reachable files using each build's own index and assets; all 290 old and 291 new assets match detector archive SHA-256 manifests. Reviewed sim, boot, area rules/collision module, scene warning/scar rendering and journal changes in context, with role-paired identifier-normalized diffs for the remaining modules. Duplicate mounts pair by behavior/imports with zero logic hunks; boss-entrance residual is destructuring renaming, and analytics/death/main residuals are build IDs. All 26 translated journals add xx0Q0X. Original endgame definitions/rules, names, CSS and sprite images remain unchanged. Original-game seed wiki Standard probes isolate all 13 bosses at x43/y-29 for five seconds on both old/new Normal and Nightmare (god HP, forced boss HP/timer, other pests removed, bullet patterns suppressed; no warp/grants). Normal zones match completely. Nightmare gains ten layouts, retains the prior three and keeps charge/summon behavior; measured counts, geometry, delays and damage shares agree with source. Another 106 original collision checks cover inside/outside box edges/corners, arcs, stars, heart and all checker cells. The no-area-rules control reproduces the compulsory Nightmare exception; play.mjs now installs original optional combat and area rules, with a fixture regression. Five-minute no-grant/no-warp/no-god Normal runs match: 1322 kills, level13, HP150, gold106.12; Nightmare changes from 467 kills/116.34 HP to 530/102.12. Normal no-rules control also matches. Live Chromium/SwiftShader expanded every journal day: all 172 ordered date/code/kind/text/art records match extraction (10/28/41/47/46). Only the new Nightmare note is added; publication grouping stays separate from its earlier added timestamp. Updated all 13 boss layout descriptions and modes, with current citations. Limits: forced encounters and geometric probes are not naturally earned routes, exhaustive attack testing or physical-device performance; eight endgame boss definitions/forms gain no new layouts, and unavailable older historical originals were not reverified.

</details>

<details class="raw" id="evidence-73"><summary>Version 73: review evidence</summary>

Compared 275 old and 291 new reachable files using each build's own mirror; all 274 old and 290 new assets match archive SHA-256 manifests. Four family flags turn on; original lazy registration/loader installs 27 enemies, 8 boss definitions/forms and 4 biomes, bringing totals to 69/21/16. Updated dump/play tools to invoke that loader and icon extraction to read phase sheets, with regressions. Source review covers registry refresh callbacks, world/maze hooks, family spawning/protection, Crossroads, HUD/loading, new sheets and Titan blast rendering; both duplicate mount roles pair by exports and have zero logic hunks. All 26 language modules add 33 UI entries, 59 content entries and one journal entry each, with no prior entries removed or changed. Original-game seed wiki Standard/Normal forced probes with RUN_EXTRAS.rules cover 22 phase/time boundaries, 8-second family runs and old/Story controls: phases at 20/25/30/35 minutes, family bosses at 24/29/34/39, repeat at 40. Hunt combat waits to 21:00 unless Harvester is gone after one second. Existing overtime bosses/elites/events continue alongside family bosses. Crossroads Game.choose probes verify permanent slot sealing/+0.15 might, level-6 Peeler transmuting to level-4 Tater Mines, and next-phase wager HP1.3/damage1.2/gold2. Original old/new scaling at eleven times is identical, including the existing five-minute curve; corrected stale growth descriptions without calling that curve new. Five-minute no-grant/no-warp runs match completely: 1322 kills, level13, HP150, gold106.12. Live Chromium expanded all dates and matched 171 ordered date/code/kind/text/art/icon records (9/28/41/47/46); only endgame-phases is new, with publication grouping kept separate from its added timestamp. New /endgame guide and entity pages distinguish catalog placeholders from encounter HP. Limits: forced probes are not naturally earned long-run routes, exhaustive attack tests or physical-device performance; nine sprite aliases/forms retain fallback icons; unavailable older historical assets were not reverified.

</details>

<details class="raw" id="evidence-72"><summary>Version 72: review evidence</summary>

Compared all 275 reachable files in each own mirror, including the complete original C6X mirror recovered from build71-delivered-evidence.tar.gz (274 assets verified against its archive SHA-256 manifest). Only scene, the journal panel and 26 translated journal modules have content changes; each translation adds only OGy3kO. Original old/new renderer probes cover 64 combinations of all four color settings, 319/320/321/1280 CSS-pixel widths and DPR 1/2, plus 192 hidden/attract/game-over controls. Stroke widths change from 2/4 to 3/7 CSS pixels, or 1.5/3.5 to 2/5 at shorter-side widths up to 320; the dark stroke becomes opaque. Mode colors are #23f000, #ee5566, #11aa88 and #ff22ff. Interpolated centre, collision radius and visibility gates are unchanged. Registry, sim logic, config, names and icon pixels match. Four five-minute seed wiki Standard/Normal runs with each build's own RUN_EXTRAS rules and no-rules controls match completely: 1322 kills, level 13, HP 150, 38 dashes; no give/warp/god. Live Chromium journal expands every date and matches all 170 ordered date/code/kind/text/art/icon records (8/28/41/47/46); only the new hit-circle note is added, with prior grouping/history preserved. Updated Settings prose and current citations. Renderer probes capture original draw inputs, not physical-device visibility or performance; unavailable older historical originals were not reverified.

</details>

<details class="raw" id="evidence-71"><summary>Version 71: review evidence</summary>

Whole-build comparison (tools/same-build.mjs): all 275 files reachable from each build's own index.html match main-DTWWHM5A.js after mapping file hashes and the build's own commit id; zero changed or unmatched files. Both complete original mirrors contain 274 assets verified against detector archive SHA-256 manifests. Registry, configuration, English text, translated names, journal grouping and icon pixels are unchanged. Live Chromium What's new check expanded every date and matched all 169 ordered date/code/kind/text/art/icon records against extraction (7/28/41/47/46). Only the current version code changes to a3e3bc1. Current citations and chunk references refreshed. No gameplay probe was needed for an identical rebuild; unavailable original historical assets were not reverified.

</details>

<details class="raw" id="evidence-70"><summary>Version 70: review evidence</summary>

Whole-build comparison (tools/same-build.mjs): all 275 files reachable from each build's own index.html match main-CagF4tvJ.js after mapping file hashes and the build's own commit id; zero changed or unmatched files. Registry, configuration, English text, translated names, journal grouping and icon pixels are unchanged. Live Chromium What's new check expanded every date and matched all 169 ordered date/code/kind/text records against extraction (7/28/41/47/46). Only the current version code changes to 2fd0e4e. Current citations and chunk references refreshed. No gameplay probe was needed for an identical rebuild; unavailable original historical assets were not reverified.

</details>

<details class="raw" id="evidence-69"><summary>Version 69: review evidence</summary>

Compared all 275 reachable files in each own mirror against main-CvDFhAkW.js. Only sim, boot, main and the journal panel differ: sim adds dash.minCooldownSec=0.75 and clamps the rounded recharge ticks to that minimum; boot/main change only their own commit and sim IDs; the journal regroups the existing Deep Freezer note. Original sim boundary probes (seed wiki, Standard/Normal and Story/Normal, no give/warp/god; forced final dash multiplier) at 1/0.7/0.4/0.16/0.15/0.14/0 yield old 300/210/120/48/45/42/1 ticks and new 300/210/120/48/45/45/45 ticks, both assigned and observed recharge. Multipliers below 0.4 are synthetic, not naturally attainable through the normal 60% stat cap. Granting Butter Socks levels 0 through 5 through the real choice API gives matching 300/282/264/246/228/210 ticks and 0/1/1/2/2/3 extra charges in both builds. Same-input five-minute Standard/Normal seed wiki runs match completely, with each build's own RUN_EXTRAS rules installed and with no-rules controls: 1322 kills, level 13, HP 150, 38 dashes; no give/warp/god. Live Chromium journal check expanded every date: all 169 ordered date/code/kind/text records and kind icons match extraction (7/28/41/47/46). Deep Freezer's note moves to November 5 code 222ec08 and loses its added timestamp; damage numbers remain the sole current note. No note text or historical gameplay attribution is rewritten. All other assets, art, names and translated journal modules are unchanged. Current citations refreshed; unavailable historical original/D3 assets were not reverified.

</details>

<details class="raw" id="evidence-68"><summary>Version 68: review evidence</summary>

All 275 files reachable from each own index match main-BdNZWxS6.js after exact dependency/hash and own-build-ID mapping: no residual executable, config, balance, art, names or journal changes. Own original index/assets captured while live. Same-input five-minute Standard/Normal seed wiki runs with each build's own RUN_EXTRAS rules match completely: 1322 kills, level 13, HP 150 and four weapon damage sources; no give/warp/god. Live browser check expanded all five days: all 169 ordered date/code/kind/text records and icons match extraction (7/28/41/47/46). Only the current label changes to 9b1ac82; damage-number presentation remains attributed to build 67. Current citations refreshed and original review/measurement history preserved. Browser uses Chromium SwiftShader, not a physical-device performance test; unavailable historical original/D3 sources were not reverified.

</details>

<details class="raw" id="evidence-67"><summary>Version 67: review evidence</summary>

Compared all 274 assets reachable from each own index, including 210 JavaScript modules, 15 CSS files and 12 PNGs. Exact dependency/build-ID mapping leaves only boot's new damage-number config, the scene renderer, the new journal note and its 26 translations; binding-aware AST checks find no producer identity mismatches. Retained AST residuals are reviewed in source context, not claimed as exact equivalence. Original old/new renderer probes confirm 0.75-second visible-age windows become 1 second for hits and 1.25 for crits, quadratic fade-out, eased rise and sideways lean, sine pop and reduced-motion controls. Base font changes from 6.25% capped at 30 CSS pixels to 4% without that cap, minimum 10; capacity grows 96 to 128, while viewport budget remains 5 to 12 with pressure reduction. Legacy rendering gains amount/crit priority, with stable ties and expired-entry controls checked. Merging 30 and 70 still totals 100. Core sim, own atlas tables/PNGs, content locales and names are unchanged. Same-input five-minute Standard/Normal seed wiki runs with each build's own RUN_EXTRAS rules match completely: 1322 kills, level 13, HP 150 and four weapon damage sources; no give/warp/god. All 169 ordered live journal records and kind icons match extraction (7/28/41/47/46); only the lingering-number note is added, and earlier introduction/publication history is preserved. Live journal checked with Chromium SwiftShader after default WebGL2 was unavailable. Forced renderer probes do not measure physical-device frame rate, battery or temperature; unavailable historical original/D3 sources were not reverified.

</details>

<details class="raw" id="evidence-66"><summary>Version 66: review evidence</summary>

Compared all 218 JavaScript modules and four PNGs using each build's own mapped dependencies, retaining AST residuals for manual review rather than claiming exact equivalence. Simulation adds player freeze counters, capped stacking, thaw/dash immunity and post-armor damage reduction; original old/new hit, movement and thaw probes confirm 16/16/16/16 versus 16/12/12/12 damage, 18/36/54/54 freeze ticks, 54-tick thaw/dash immunity and dodge, invulnerability, full/partial guard and terrain controls. Original controllers confirm immediate Battery saver On before lazy loading, menu/intro-zero load suppression, shared pacing across loading and unchanged loaded On/Off/Auto cadence. Pace moves from battery-saver into boot; residual producer mismatches from positional AST alignment are reviewed against those original controllers, and added ice constants explain the scene binding shift. New cube bullet drawing, freeze pose/block/cracks/shatter and tint are source-reviewed, not physical-device gameplay evidence. Own atlas crops and animation metadata match for all 2051 existing animations; only four fx-ice-block animations are added. Fifteen CSS files match; all 27 content locales change only the Freezer description and translated journals add only its note. Five-minute seed wiki Standard/Normal runs with each build's own installed RUN_EXTRAS rules match at 1322 kills, level 13 and HP 150, without give/warp/god. All 168 ordered live journal records and icon kinds match extraction (6/28/41/47/46); Queen and four crowd/XP notes are publication regrouping, not newly introduced mechanics. HUD bounds now ignores off-hud elements; no actual consumer behavior is inferred from the exported marker alone. Current citations repaired against own sources; historical measurements and unavailable-original-source limits retained. Forced probes do not measure natural encounter frequency, battery use or temperature.

</details>

<details class="raw" id="evidence-65"><summary>Version 65: review evidence</summary>

Reviewed all 210 JavaScript modules with exact mapped dependencies, retaining failures and binding-aware AST residuals. Twenty-three declarations and ControlsHint/eventBanner/addUp move from boot into HUD_PARTS in sim; their bindings resolve to the same producers. Boss HUD state/rendering now receives views, fill scales and HP formatting; original old/new probes agree on grouped HP/counts, overflow, death holds, replacement, empty pools, banner text and gold aggregation. Boot mounts the hint once both sources and sim parts arrive and fits it immediately; optional parts guard pre-sim notifications. Four consumers gain a sim import for moved helpers; executable bodies and used producer identities match, and the added sim HUD object has no eager DOM construction. Registry, difficulty and core simulation are unchanged; five-minute seed wiki Standard/Normal runs with each original controller rule set match at 1322 kills, level 13, HP 150 and four weapon damage sources (no give/warp/god). Own indexes/warm lists map exactly, 15 CSS files and four PNGs match, own atlas tables and 223 RGBA icon crops match; all 27 locale names match. All 167 ordered live journal records, date/code groups and kind icons match (33/41/47/46), with only the current code changing. Current quotes are repaired against matching sources, including the Spud Freezer banner moved from boot to sim. Isolated HUD probes use view targets, not device/FPS evidence; original historical/D3 evidence and missing-source limits are preserved.

</details>

<details class="raw" id="evidence-64"><summary>Version 64: review evidence</summary>

Hard and Nightmare ordinary spawn limits rise to 650 and 800, with a ceiling floor ramp from 16:00 to 17:00; hard caps are 700 and 850. Standard pest XP drops gain the HP phase step from 25:00 (×1.4, then ×2 at 30:00), without within-phase growth. Boss ground warnings render above other floor effects; busy fights suppress small death puffs and merge/reposition damage numbers. Shared-run score checks accept peak crowds through 850. Reviewed all 210 JS modules, own indexes/warm lists, 15 CSS, own atlases/PNGs/crops and all 27 locales; four new journal notes match all 167 ordered live records. Original old/new spawn, death, renderer and score-boundary probes confirm these changes. Same-input original-rule five-minute Standard/Normal smoke matches: 1322 kills, level 13, HP 150 and damage from four weapons. Forced late probes are not natural-play or physical-device performance evidence; historical limits preserved.

</details>

<details class="raw" id="evidence-63"><summary>Version 63: review evidence</summary>

Complete exact mapped-dependency comparison of all 210 JavaScript modules, including duplicate roles, workers, worklets and all 27 locales, found only dependency/build-ID renames. Own index and warm list map exactly; all 15 CSS files, own atlas tables/PNGs and 223 icon RGBA crops are unchanged. No gameplay/data/name/journal changes since build 62; all 163 ordered live journal records and kind icons match. Same-input five-minute wiki Standard/Normal smoke with original run-extras rules matches build 62: 1322 kills, level 13, HP 150 and damage from four weapons. The Queen eggs remain a build-61 change; historical evidence and limits preserved.

</details>

<details class="raw" id="evidence-62"><summary>Version 62: review evidence</summary>

Complete exact mapped-dependency comparison of all 210 JavaScript modules (including duplicate roles, workers, worklets and all 27 locales) found only dependency/build-ID renames. Own index and warm list map exactly; all 15 CSS files, atlas tables/PNGs and 223 icon crops are unchanged. No gameplay/data/name/journal changes since build 61; all 163 ordered live journal records and kind icons match. Same-input five-minute wiki Standard/Normal smoke with original run-extras rules matches build 61: 1322 kills, level 13, HP 150 and damage from four weapons. The Colorado Queen eggs remain a build-61 change; historical evidence and limits preserved.

</details>

<details class="raw" id="evidence-61"><summary>Version 61: review evidence</summary>

The Colorado Queen now fires two aimed eggs instead of three two-shot bursts. Eggs stop and split into five larva bullets after 1.35 s (speed 55, or 70 on Nightmare; 60% damage), only while their original owner is alive and visible. New egg/larva art and one official journal note, translated in all 26 other languages. Reviewed all 210 JS roles, own index/warm list/15 CSS/atlases/223 icon crops and exact dependency identities; isolated actual-code old/new Normal/Nightmare measurements and owner/timing/pool controls confirm the changed attack. Same-input five-minute Standard/Normal smoke remains 1322 kills, level 13, HP 150 with damage from four weapons; this does not imply the new attack is unchanged. Prior numerical history and archival source limits preserved.

</details>

<details class="raw" id="evidence-60"><summary>Version 60: review evidence</summary>

Source-only refresh after build 59: all 210 JavaScript modules across 204 roles match exactly after mapped dependency and own-build commit substitutions, including duplicate mounts, choices, workers/worklets, wrappers and all 27 locales. No added or removed roles or residual executable changes; each build's own index and warm-list dependencies also match. All 15 referenced CSS files, four own atlas PNGs/tables, 223 wiki icon crops, balance data and translated names are unchanged. The complete live journal matches all 162 ordered date/code/kind/text records and icon kinds (28/41/47/46); still 63 dated codes and no current-version notes. No additions, omissions, revisions, metadata, ordering or regrouping changes. Same-input five-minute Standard/Normal runs (seed wiki, no give/warp/god) match: level 13, 1,322 kills, 150 HP; Fry Sentry 6,387.99 damage, Hash Brown Shield 1,072.59, Spud Cannon 2,573.88 and Fry Lance 602.48. Current citations refreshed; earlier reports, numeric history and the D3 snapshot preserved. No changed mechanic branch or newly settled coverage question; unavailable historical sources were not reverified.

</details>

<details class="raw" id="evidence-59"><summary>Version 59: review evidence</summary>

The official journal moves the existing Forges note to November 4 under c38cf2d, followed by Spittlebugs under b6c852b; these codes cross-reference already reviewed builds 48 and 45, not new mechanics. Their unversioned added timestamps disappear; no note text, kind, target or identity changed, and none was added or omitted. All 162 ordered live journal records and icon kinds match extraction (28/41/47/46); there are now 63 dated codes and no current-version notes. All 210 JavaScript modules across 204 roles were paired, including duplicate mounts, choices, workers/worklets, wrappers and all 27 locales: 209 match exactly after dependency/build-commit substitutions, with only the reviewed journal data differing in the remaining module. Its executable surroundings and grouping wrapper are unchanged. The original previous-build index was recovered from its checksummed archive, separately extracted and verified against all 214 own CDN JS/PNG files; index and warm-list dependencies also match. All 15 referenced CSS files, four own atlas PNGs/tables, 223 wiki icon crops, balance data and translated names are unchanged. Same-input five-minute Standard/Normal runs (seed wiki, no give/warp/god) match: level 13, 1,322 kills, 150 HP; Fry Sentry 6,387.99 damage, Hash Brown Shield 1,072.59, Spud Cannon 2,573.88 and Fry Lance 602.48. Current citations refreshed; prior numeric history and the D3 snapshot preserved. No changed mechanic branch or newly settled coverage question; unavailable early historical sources were not reverified.

</details>

<details class="raw" id="evidence-58"><summary>Version 58: review evidence</summary>

Source-only refresh after build 57: all 210 JavaScript modules across 204 roles match exactly after mapped dependency and own-build commit substitutions, including duplicate mounts, choices, workers/worklets, wrappers and all 27 locales. No added or removed roles or residual executable changes; index and warm-list dependencies also match. All 15 referenced CSS files, four own atlas PNGs/tables, wiki icon pixels, balance data and translated names are unchanged. The complete live journal matches all 162 ordered date/code/kind/text records (28/41/47/46); no additions, omissions, revisions, metadata, ordering or regrouping changes. Same-input five-minute Standard/Normal runs (seed wiki, no give/warp/god) match: level 13, 1,322 kills, 150 HP; Fry Sentry 6,387.99 damage, Hash Brown Shield 1,072.59, Spud Cannon 2,573.88 and Fry Lance 602.48. Current citations refreshed; all previous numeric history and the D3 snapshot preserved. No changed mechanic branch or newly settled coverage question; unavailable historical sources were not reverified.

</details>

<details class="raw" id="evidence-57"><summary>Version 57: review evidence</summary>

Source-only refresh: all 210 JavaScript modules across 204 roles match exactly after mapped dependency and own-build commit substitutions, including duplicate mounts, choices, workers/worklets, wrappers and all 27 locales. No added or removed roles or residual executable changes. All 15 referenced CSS files, four own atlas PNGs/tables, wiki icon pixels, balance data and translated names are unchanged. The complete live journal matches all 162 ordered date/code/kind/text records (28/41/47/46); no additions, omissions, revisions, metadata, ordering or regrouping changes. Same-input five-minute Standard/Normal runs (seed wiki, no give/warp/god) match: level 13, 1,322 kills, 150 HP; Fry Sentry 6,387.99 damage, Hash Brown Shield 1,072.59, Spud Cannon 2,573.88 and Fry Lance 602.48. Current source citations refreshed; prior numeric history and the D3 snapshot preserved. No changed mechanic branch or newly settled coverage question; unavailable historical sources were not reverified.

</details>

<details class="raw" id="evidence-56"><summary>Version 56: review evidence</summary>

The official journal moves the existing Battery saver note to November 4 under 71b0c5e and background-update note under df20ba3; these correspond to previously reviewed builds 44 and 42, not new mechanics. The other two current notes retain their order. No note text, kind, target or identity changed, and none was added or omitted. All 210 JavaScript modules across 204 roles were paired, including duplicate mounts, workers/worklets, wrappers, choices and 27 locales: 209 match exactly after dependency/build-metadata substitutions, with only the reviewed journal data differing in the remaining module. Its executable surroundings and grouping wrapper are unchanged. All 15 referenced CSS files, four own atlas PNGs/tables, wiki icon pixels, balance data and translated names are unchanged. Same-input five-minute Standard/Normal runs (seed wiki, no give/warp/god) match: level 13, 1,322 kills, 150 HP; Fry Sentry 6,387.99 damage, Hash Brown Shield 1,072.59, Spud Cannon 2,573.88 and Fry Lance 602.48. Current citations refreshed; previous measurements and the D3 snapshot preserved. No changed mechanic branch or newly settled coverage question; unavailable historical sources were not reverified.

</details>

<details class="raw" id="evidence-55"><summary>Version 55: review evidence</summary>

Source/metadata refresh only: all 210 JavaScript modules across 204 roles match exactly after pairing dependency filenames and own-commit literals (129 byte-identical), including duplicate mounts, workers/worklets, wrappers, choices and 27 locales. No added/removed roles or executable residuals. All 15 referenced CSS files, four own atlas PNGs/tables and icon pixels are unchanged, as are registry, balance, difficulty, English text and translated entity names. Same-input five-minute Standard/Normal runs (seed wiki, no give/warp/god) match apart from build: level 13, 1,322 kills, 150 HP; Fry Sentry 6,387.99 damage, Hash Brown Shield 1,072.59, Spud Cannon 2,573.88 and Fry Lance 602.48. The live journal browser check on 5 November 2026 matches all 162 ordered date/code/kind/text records across four expanded days (28/41/47/46), with existing current notes labeled 79169e1; no note additions, omissions, revisions or regrouping. Refreshed current citations and source provenance; prior numeric history and the D3 snapshot remain unchanged. No changed mechanic branch or newly settled coverage question; unavailable historical sources were not reverified.

</details>

<details class="raw" id="evidence-54"><summary>Version 54: review evidence</summary>

The What's new panel now merges adjacent groups with the same date, keeping their version and note order. Its current four dates and all 162 notes are unchanged; the live browser check on 5 November 2026 matches every ordered date/code/kind/text record (28/41/47/46), with existing current notes labeled 2ed5c5f. This is a journal display change, not a gameplay or metadata-only update. All 210 JavaScript modules across 204 roles were reviewed, including duplicate mounts, workers/worklets, wrappers, choices and all 27 locales: 129 are byte-identical, 209 match exact mapped dependencies/own-commit literals, and the sole residual is the inspected journal grouping function. All 15 referenced CSS files, four own atlas PNGs/tables and extracted icon pixels are unchanged. Registry, balance, difficulty, English text and translated entity names are unchanged. Same-input five-minute Standard/Normal runs (seed wiki, no give/warp/god) match apart from build: level 13, 1,322 kills, 150 HP; Fry Sentry 6,387.99 damage, Hash Brown Shield 1,072.59, Spud Cannon 2,573.88 and Fry Lance 602.48. Actual grouping-code probes distinguish adjacent equal dates from different/nonadjacent dates, preserve wave order and inputs, and cover empty input. These are isolated display probes, not performance measurements. Repaired journal extraction for a dated array passed into a grouping function; refreshed current page/prose citations without replacing historical measurements or the D3 snapshot. No existing gameplay coverage question was newly settled; unavailable historical sources were not reverified.

</details>

<details class="raw" id="evidence-53"><summary>Version 53: review evidence</summary>

Run effects now attach through the lazy run panels instead of being constructed on the title screen; shake, hazard feedback, hit-stop and impact classes moved unchanged. Attachment is idempotent and reconnects the audio director to the active hazard object. Projectile drawing caches speed by pool identity and both velocity components, and precomputes each slot's existing orb animation phase. Shape tables and radius/collision helpers moved from boot into sim; pool-painter and radius-table imports follow them. No balance, English text, 27-language names or journal-note changes were found. Reviewed all 210 modules across 204 roles (six duplicate-role pairs, workers, worklets and localizations), retaining exact mapped-dependency failures for identifier/statement review rather than treating this as a metadata-only rebuild. All 15 referenced CSS files, four own atlas PNGs/tables and extracted icons are unchanged. Five-minute Standard/Normal runs on both builds (seed wiki, no give/warp/god) match except build: level 13, 1,322 kills, 150 HP; Fry Sentry 6,387.99 damage, Hash Brown Shield 1,072.59, Spud Cannon 2,573.88 and Fry Lance 602.48. Actual-code adapter probes cover changed velocity, recycled IDs, zero speed, phase slots, effect attachment, shake and hit-stop boundaries; 96 shape-radius and 1,440 asymmetric collision comparisons agree. These are not frame-rate or physical-device measurements. The expanded live journal checked on 5 November 2026 matches all 162 ordered notes (28/41/47/46); current code 0281e61 groups existing notes, not new introductions. Current page and handwritten prose citations were refreshed; prior measurements and the D3 archive remain unchanged. No existing coverage question was newly settled; unavailable historical sources were not reverified.

</details>

<details class="raw" id="evidence-52"><summary>Version 52: review evidence</summary>

Metadata-only rebuild relative to build 51: all 210 JavaScript modules across 204 roles, including six duplicate-role pairs, workers, worklets and all 27 localizations, match after exact mapped dependency filenames and own-commit literals. No added or removed roles, gameplay or journal changes. All 15 referenced CSS files, four atlas PNGs and each build's own atlas tables are identical; extracted icons are pixel-identical. Registry, config, English and translated names are unchanged; current citations were refreshed to this build's own source files. Actual five-minute Standard/Normal runs on both builds (seed wiki, no give/warp/god) match in every field except build: level 13, 1,322 kills, 150 HP; Fry Sentry 6,387.99 damage, Hash Brown Shield 1,072.59, Spud Cannon 2,573.88 and Fry Lance 602.48. The live expanded journal checked on 5 November 2026 matches all 162 notes in display order (28/41/47/46 across November 4/3/2/1); its four current notes display under fa2a07f, not a new gameplay introduction date. No changed mechanic or newly settled coverage question was found. Prior measurements and the D3 archival snapshot are preserved; deleted historical sources and physical-device performance were not reverified.

</details>

<details class="raw" id="evidence-51"><summary>Version 51: review evidence</summary>

Metadata-only rebuild relative to build 50: all 210 JavaScript modules across 204 roles, including six duplicate-role pairs, workers, worklets and all 27 localizations, match after exact mapped dependency filenames and own-commit literals. No added or removed roles, gameplay or journal changes. All 15 referenced CSS files and four atlas PNGs are byte-identical; each build's own atlas tables and extracted icons agree. Registry, config, English and translated names are unchanged; current citations were refreshed to this build's own source files. Actual five-minute Standard/Normal runs on both builds (seed wiki, no give/warp/god) match in every field except build: level 13, 1,322 kills, 150 HP; Fry Sentry 6,387.99 damage, Hash Brown Shield 1,072.59, Spud Cannon 2,573.88 and Fry Lance 602.48. The live expanded journal checked on 5 November 2026 matches all 162 notes in display order (28/41/47/46 across November 4/3/2/1); its four current notes display under c0d363d, not a new gameplay introduction date. No changed mechanic or newly settled coverage question was found. Prior measurements and the D3 archival snapshot are preserved; deleted historical sources and physical-device performance were not reverified.

</details>

<details class="raw" id="evidence-50"><summary>Version 50: review evidence</summary>

Metadata-only rebuild relative to build 49: all 210 JavaScript modules across 204 roles, including six duplicate-role pairs, workers, worklets and all 27 localizations, match after exact mapped dependency filenames and own-commit literals. No added or removed roles, gameplay or journal changes. All 15 referenced CSS files and four atlas PNGs are byte-identical; each build's own atlas tables and extracted icons agree. Data, translated names and prose quotes only change source filenames. Actual five-minute Standard/Normal runs on both builds (seed wiki, no give/warp/god) match in every field except build: level 13, 1,322 kills, 150 HP; Fry Sentry 6,387.99 damage, Hash Brown Shield 1,072.59, Spud Cannon 2,573.88 and Fry Lance 602.48. The live expanded journal checked on 5 November 2026 matches all 162 notes in display order (28/41/47/46 across November 4/3/2/1); its current unversioned group displays under this build's code, not a new gameplay introduction date. No changed mechanics or newly settled coverage questions were found. Deleted historical assets, including the original D3 snapshot sources, and physical-device performance were not reverified.

</details>

<details class="raw" id="evidence-49"><summary>Version 49: review evidence</summary>

Metadata-only rebuild relative to build 48: all 210 JavaScript modules across 204 roles, including six duplicate-role pairs, workers, worklets, all 27 localizations and the journal, are identical after exact mapped dependency filenames and own-commit literals; no added or removed roles. All 15 CSS files and four atlas PNGs are byte-identical. Game data, translated names and current prose quotes are unchanged apart from source filenames. Actual five-minute Standard/Normal simulations on both builds (seed wiki, no give/warp/god) match: level 13, 1,322 kills, 150 HP; Fry Sentry 6,387.99 damage, Hash Brown Shield 1,072.59, Spud Cannon 2,573.88 and Fry Lance 602.48. No changed mechanics were found requiring separate old/new probes. This review does not reverify deleted historical assets or physical device performance.

</details>

<details class="raw" id="evidence-48"><summary>Version 48: review evidence</summary>

Limit-broken weapon and passive level labels now show a cyan star and break count before the ordinary level. The renderer compares sprite-table values at Float32 precision before marking them changed, avoiding repeat updates for an unchanged rounded value. Reviewed all 210 JavaScript modules, including duplicate roles, workers, worklets, localizations and each build's own atlases. Gameplay definitions, sim logic, difficulty, English content, patch notes, entity names in all 27 languages, atlas pixels and wiki icons are unchanged. Same-seed five-minute Standard/Normal runs matched at 1,322 kills, level 13 and four-weapon damage of 6,387.99 / 1,072.59 / 2,573.88 / 602.48. Actual-code probes confirmed the new star/count label and reduced repeated sprite-table dirty flags from three to one for input 0.1, with the same stored Float32 value; exact input 0.5 remains one.

</details>

<details class="raw" id="evidence-47"><summary>Version 47: review evidence</summary>

Map tips now reread their saved On/Off setting after another tab changes it or clears storage, rather than keeping a stale cached value. Run-end screens, loot notices and story text are initialized after the simulation loads instead of on the title screen; visitor state and Story-ending checks move between chunks without changing their rules. Gameplay definitions, difficulty, English content, patch notes, all 27 languages' entity names, stylesheet and atlas pixels are unchanged. Reviewed all 210 JavaScript modules against the previous 212, including duplicate roles, workers, worklets, localizations and each build's own atlases. Same-seed five-minute Normal runs matched at 1,322 kills and four-weapon damage of 6,387.99 / 1,072.59 / 2,573.88 / 602.48. Three same-seed Story comparisons matched at 60.6 / 61.4 / 61.1 seconds with 612 / 431 / 482 kills and identical visitor events. Actual old/new storage-controller probes confirmed that an external Off change stayed On before this build but reads Off now; unrelated keys do not invalidate the cache.

</details>

<details class="raw" id="evidence-46"><summary>Version 46: review evidence</summary>

The title screen now tries normal, tight, compact and title-hidden layouts to give the Reset button more room on small screens. Its label can drop letter spacing and use more of the button width before shrinking; title and changelog spacing is measured more precisely. Compact layouts hide difficulty captions, and the tight layout adjusts picker and footer spacing. Gameplay definitions, simulation logic, patch notes, all 27 languages' entity names and icons are unchanged. Reviewed all 212 JavaScript modules, including duplicate roles, workers, worklets and each build's own atlases, plus the changed stylesheet. Same-seed five-minute Normal runs on the previous and current builds produced identical results: 1,322 kills and damage from four weapons.

</details>

<details class="raw" id="evidence-45"><summary>Version 45: review evidence</summary>

Spittlebugs now fire two pairs of orbiting froth bubbles instead of three single shots. The pair's base forward speed is 70 instead of 75, with 0.35 seconds between pairs instead of 0.2 between singles; each bubble still deals 4 base damage. Orbits grow to radius 6 over 0.3 seconds; measured frequencies are 0.66 turns/s on Easy and Hard, 0.88 on Normal and 1.21 on Nightmare, whose radius is 7.2. Shot-path previews use the same motion and account for the orbit's reach, and the old spit sprite becomes an animated froth bubble. The new patch note is translated in all 26 non-English changelogs; the 27-language list and entity names are unchanged. Reviewed all 212 modules in 205 roles, including duplicate chunks, workers, worklets and each build's own atlases; icons are pixel-identical. Same-seed actual-code probes across all four difficulties measured three singles at ticks 30/41/53 becoming pairs at ticks 30/50, with opposite phases and difficulty-scaled motion. The five-minute Normal smoke again completed with 1,322 kills and damage from four weapons. Other definitions and late-game mechanics are unchanged.

</details>

<details class="raw" id="evidence-44"><summary>Version 44: review evidence</summary>

Adds Battery saver in Graphics settings, initially Off. On targets 30 drawn frames per second without changing simulation ticks; Auto responds to sustained load, slow frames, low unplugged battery or CPU pressure. Quality adaptation accounts for the slower draw pace; analytics can record the saving cause. Retains all DG mechanics: Spud Forges and breaks, five-minute overtime scaling, the 0.6-second charger floor, score version 3, compact numbers and encounter-aware music. C2's simulation has no identifier-normalised logic changes against DG; base definitions, English content, difficulties, 27-language entity names and atlas pixels remain unchanged, including Ketchup Kraken, Andrew and all 93 weapons. Reviewed all 212 modules against DG's 211, pairing duplicate roles and including workers, worklets and every localization; one inline flagged atlas moves unchanged into a PNG. Same-input B2/C2 probes confirmed the retained mechanics, and C2's five-minute Normal smoke again finished with 1,322 kills and identical four-weapon damage. Actual Battery saver controller probes measured 60 to 30 draws per 60 callbacks, 30 hot windows, the 20% battery boundary and new-run heat reset; physical-device energy/temperature effects remain unmeasured. After DG was reviewed, no-cache observations served build 41 again around 00:43, 01:43 and 01:57 UTC, then C2 from about 02:08 UTC. These observations do not prove a rollback; caching or region differences cannot be ruled out. See History for times, sources and version.json responses.

</details>

<details class="raw" id="evidence-43"><summary>Version 43: review evidence</summary>

Bosses defeated from 20:00 raise a Spud Forge: charge for 20 seconds and buy a limit break for a maxed weapon or eligible passive, starting at 2,500 gold. Breaks reset levels while strengthening the saved weapon shape or passive bonuses; evolutions and unions can then level to 8 too. Late-game enemy HP and damage now follow five-minute phases instead of multiplying by 4 every minute, and charger windups have a 0.6-second floor after 20:00. Standard scores use version 3: late point growth caps at 60:00 and then adds linearly, with a higher final cap. Large damage/HP numbers use compact suffixes, break marks appear on equipment and shared stats, and encounter-aware music adds crowd/event/boss layers and an overtime track. Replay submissions move into a lazy module and shared links carry break counts; old score versions remain readable. Reviewed all 211 JavaScript modules against the prior 197, including both choices/mount variants, workers, audio worklet implementations/wrappers and localization dictionaries. Base definitions, English content, difficulties and existing atlas pixels/icons are unchanged: Ketchup Kraken, Andrew and all 93 weapons remain. Same-input sim probes measured forges, breaks, evolution carry-over, phase boundaries, windups and long-run survival/dodging score arithmetic; the five-minute Normal smoke run again completed with 1,322 kills and identical four-weapon damage.

</details>

<details class="raw" id="evidence-42"><summary>Version 42: review evidence</summary>

Update checks now run every 180 seconds during active play too, without reloading the run. Finding a different build warms same-origin assets and the selected language in the background at low priority; Save-Data and slow 2G connections skip downloads. The first audio-unlocking gesture after an update can fade music in over 0.6 seconds instead of cutting in. Adds a translated changelog note; preload dependency lists are trimmed. Reviewed all 197 JavaScript modules against the previous build's 196, pairing both mount/choices variants and worklet wrappers by role, including workers and all localizations. Combat logic, extracted gameplay data, English content, difficulty values, atlas tables/pixels and wiki icons are unchanged; Ketchup Kraken, Andrew and all 93 weapons remain. Same-seed five-minute Normal runs both finished with 1,322 kills and identical damage: Fry Sentry 6,387.99, Hash Brown Shield 1,072.59, Spud Cannon 2,573.88 and Fry Lance 602.48. Current citations, including hand-written entity prose, now name the exact current source.

</details>

<details class="raw" id="evidence-41"><summary>Version 41: review evidence</summary>

Boss definitions, wave schedules and base boss visuals move from the boot module into the simulation, with a separate boss-looks lookup for rendering and a boss-ID-only boot registry. The encyclopedia builds its boss shelf from base bosses plus enabled flagged phases; boss lairs explicitly select the base-game order. All 13 boss definitions, attacks, visuals and order, normal/classic wave tables and overtime cycle are unchanged. All other extracted gameplay values, English content, difficulty values, atlas tables/pixels and wiki icons are unchanged, including Ketchup Kraken, Andrew and all 93 weapons. Reviewed all 196 JavaScript modules, including both mount and choices variants, workers, worklets and all localizations; remaining changes are identifier/asset renames and build metadata. Current citations and the extraction method now follow the moved code.

</details>

<details class="raw" id="evidence-40"><summary>Version 40: review evidence</summary>

The HUD shows base icons before expansion icons finish loading, then refreshes newly available weapon/passive icons and loot banners. Projectile rendering now gathers visible shots once and reuses their interpolated positions and remaining lifetimes for trails, smears and sprites; simulation and damage are unchanged. Settings moves its scroll-down arrow outside the scrolling list and shows it only while more content remains below. The in-game changelog groups Andrew and the new weapons/buffs under their earlier release versions; those features remain. All extracted gameplay data, English content descriptions, difficulty values, atlas tables/pixels and wiki icons are unchanged, including Ketchup Kraken's five-blob fan and puddles, Andrew and all 93 weapons. Reviewed all 195 JavaScript modules, including both mount chunks, duplicate-name choices, workers, worklets and localizations; other differences only rename identifiers/assets or update build metadata.

</details>

<details class="raw" id="evidence-39"><summary>Version 39: review evidence</summary>

Ketchup Kraken fires one straight five-blob fan across 1.2 radians instead of two swirling nine-shot fans across 1.6. Blobs keep speed 95 through 0.55 s, then slow towards 15% speed at 0.95 s; surviving, in-range blobs turn into damaging puddles at the first tick reaching 0.95 s. Puddles have base radius 9 and lifetime 1.8 s, multiplied by difficulty: radius ×1.3/1.45/1.5/1.6 and lifetime ×1.5/1.65/1.65/1.65 on Easy/Normal/Hard/Nightmare (Story ×1). Their damage rate is 2.8 times the shot's scaled damage per second, applied every 0.5 s. Adds animated ketchup-blob art and a translated changelog note. All other content definitions, English content descriptions, existing difficulty values, atlas tables/pixels and wiki icons are unchanged; Andrew and all 93 weapons remain. Both mount chunks, workers and audio worklets are unchanged after asset filename changes; other changed metadata identifies the new build.

</details>

<details class="raw" id="evidence-38"><summary>Version 38: review evidence</summary>

Adds Andrew, a visitor scheduled once per run between 18:00 and 22:00. He pairs for 20 seconds: standing inside his gold ring gives 15% faster weapon timers, multiplying with Frenzy Fryer to ×1.61. The ring shrinks from radius 96 to 24 with squared progress (78 halfway through); stepping out removes the bonus and stepping back in restores it until pairing ends. Adds Andrew's sprite animations, ring, cheers, pairing HUD label and translated messages. Existing content definitions, English content text, difficulty multipliers and matched config values are unchanged; all 93 weapons and their icons remain. The late sprite atlas is repacked, but every existing sprite crop is pixel-identical. Other modules only rename bindings/assets or update build metadata.

</details>

<details class="raw" id="evidence-37"><summary>Version 37: review evidence</summary>

Adds nine base weapons—Gem Sling, Hot Streak, Locked Gatling, Mash Snowball, Seed Potato, Spud Fence, Tailgate Fries, Tater Twirl and Tot Stampede—and one evolution for each (93 weapons total). Their attacks respond to movement, pickups, planting/harvest or locked-angle bursts; recipes, catalyst guarantees, discovery and art support the new weapons. Map tips explain nearby unused places once per kind and can be disabled in Settings → Comfort; read-tip history stays in this browser. Existing weapon definitions, difficulty multipliers and other matched config values are unchanged. The in-game changelog calls out six new-weapon buffs, but these weapons first appear in this wiki’s comparison here, so no earlier buff values are inferred. Renderer support adds their effects and separate sprite atlas; shared-run/recipe UI and analytics gain content-aware plumbing while inactive future-update branches remain off.

</details>

<details class="raw" id="evidence-36"><summary>Version 36: review evidence</summary>

Build identifiers change in session/update metadata, shared-run links and analytics. All 187 JavaScript modules otherwise match the preceding build exactly after asset filename changes, including both mount chunks, workers and audio worklets. Gameplay data, English text, difficulty values, atlas tables, atlas pixels and wiki icons are unchanged. The hitbox, lean-3D recovery, replay submission and mine-visual changes remain attributed to the preceding main-CR4fqbK8.js build.

</details>

<details class="raw" id="evidence-35"><summary>Version 35: review evidence</summary>

Tibo's hitbox circle is on by default, lime and thicker, with a smaller stroke in narrow views; settings saved before version 3 turn it on once. Its collision radius and position are unchanged. The flat 2D renderer and renderer URL choice are removed: repeated crashes start lean 3D on Low at half resolution. Failed graphics recovery now stops play and offers Reload or Copy link instead of falling back to 2D; scene-download retries and context restoration remain. With analytics consent and run/session IDs, qualifying high-score or cap-invalid runs submit their shared run, stats and input log to /replay; this review verifies the client path, not server replay. Mine warning rings become procedural, with lamps that react to nearby enemies and the remaining fuse, quieter overlapping rings and reduced-motion/flash handling; Low quality uses simpler rings. Rendering, pixel-effect baking, chest/jackpot and camera helpers are reorganized into new or merged modules. The early atlas replaces two mine-ring clips with two lamp clips; all 666 retained early clips, all 1,252 late clips and wiki icons are pixel-identical. The changelog adds hitbox, lean-3D and replay notes, and groups an existing elite-death note under its older version; translations add the stopped-graphics text and wording fixes. Combat simulation retains the same statements after consistent binding renames and removal of two helpers with no simulation callers. Gameplay definitions, English content, difficulty values, workers and audio worklets are unchanged.

</details>

<details class="raw" id="evidence-34"><summary>Version 34: review evidence</summary>

Link and Zelda & Link show stored fluff as orbiting tufts, with a pop and outward wisps when a charge is spent. Zelda's ordinary pest marks gain moons, remaining-time clocks and rising stars, separate from eclipse marks. Reduced motion holds the fluff and moons still and hides mark stars; disabling flashes suppresses the mark pop and blinking. Both renderers replace the frenzy ring sprite with a gold ring, rotating chevrons and streaks that accelerate in the final 6 seconds and fade in the final second; reduced motion freezes the ring. The late atlas adds 11 companion-effect clips; the early atlas drops the old frenzy ring and shrinks from 1664 to 1536 pixels high. All retained atlas clips and wiki icons are pixel-identical. The in-game changelog moves an existing graphics-recovery note into a versioned wave and defers older entries. Combat simulation is identical after asset-name changes; gameplay data, English content, difficulty values, workers and audio worklets are unchanged.

</details>

<details class="raw" id="evidence-33"><summary>Version 33: review evidence</summary>

Charging pests kick up dust and bouncing grit when they launch and stop, and leave a dust trail during a charge, in both the main and debug renderers; reduced motion hides these effects. Wandering Eyes and All-Seeing Spud shots gain directional turning poses, glancing eyes, trails, glow and impact pops in the main renderer. Reduced motion suppresses their trails and holds impact poses; disabling flashes skips the brightest impact frame. The early sprite atlas adds those animations and repacks unchanged frames; All-Seeing Spud's dot sprite is redrawn. The atlas-band worker can queue 16 unacknowledged bands instead of 4, without changing its pixel painting. Combat simulation is byte-identical after asset-name changes; content values, extracted gameplay settings, English text, difficulty settings, late-atlas frames and wiki icons are unchanged.

</details>

<details class="raw" id="evidence-32"><summary>Version 32: review evidence</summary>

Elite pests now break apart in pixel-art death animations with detached gold-rim fragments, in both the main and debug renderers. The main renderer loads separate elite-death and glint sheets through the effects worker, with a main-thread fallback; missing art keeps the ordinary death animation. Fryer King and Late Blight puddles have redrawn, slower surfaces and new boiling bubbles; reduced motion holds the surface and bubble poses still. Root Tunnel gains a closing exit hole and animated clods that bounce and fall back in, with simpler reduced-motion poses; Tibo's outline is hidden while sinking. Shared effects helpers move into separate or consuming chunks, and effect sprites gain horizontal-flip support. Adds a translated elite-death changelog note. Combat simulation is byte-identical after asset-name changes; registry values, extracted gameplay settings, English content descriptions, difficulty settings and wiki icons are unchanged.

</details>

<details class="raw" id="evidence-31"><summary>Version 31: review evidence</summary>

Interrupted 3D scene downloads now pause play and retry with delays growing from 1 to 8 s; failed early sprite-page downloads can retry too. After a graphics reset, the renderer waits up to 5 s for restoration, then tries a fresh context before falling back. A scene-construction failure retries 3D once on Low at half resolution without adaptive quality; a second construction failure still uses the 2D fallback. Active intro/landing cutscenes end as skipped if the renderer stops being ready. Chest evolution halos use layered gold ground rings with eight rotating dashes instead of three size-specific sprite animations; reduced motion keeps the ring still. The late atlas drops those three clips and repacks the remaining unchanged frames. Adds a translated graphics-recovery changelog note. Combat simulation, existing content/config values, English content descriptions, difficulty settings and wiki icons are unchanged.

</details>

<details class="raw" id="evidence-30"><summary>Version 30: review evidence</summary>

Railgun beams now use direction-matched pixel tiles instead of rotated strips, with a bright pulse travelling along the beam; reduced motion skips the pulse. The main renderer compensates for perspective, and the debug renderer snaps the tiles to its pixel grid. Beam scorch marks glow slightly brighter. The sprite atlas is repacked; only the railgun core frames change, and wiki icons are unchanged. The in-game changelog groups eleven existing notes under the older game commit 445c881 rather than treating them as new changes. Simulation logic, content values, English content descriptions and difficulty settings are unchanged.

</details>

<details class="raw" id="evidence-29"><summary>Version 29: review evidence</summary>

Item bags and healing snacks get new sprites, coloured glow halos and sparkles. Item bags hop while idle and shake as they charge; snacks pulse. Opening a bag throws confetti, while collecting a snack scatters leaves; both add brief sparkles and a fading halo. Reduced motion uses still poses, and disabling flashes dims burst light and skips the brightest bag-flare frames. The sprite atlas is repacked; other sprite frames and wiki icons are unchanged. Simulation logic, content values, English content descriptions and difficulty settings are unchanged.

</details>

<details class="raw" id="evidence-28"><summary>Version 28: review evidence</summary>

Dog abilities gain ground marks and sparkles: bite impact rings, herd dust rings, bark echoes, fetch stars, dig holes and rescue dust puffs. Herd gusts glow more brightly, add glints and spread more dust; gusts and dust fade behind Tibo to keep him visible. These effects respect reduced-motion, flashes and effects-opacity settings. Simulation logic, content values, English content descriptions, difficulty settings and wiki icons are unchanged.

</details>

<details class="raw" id="evidence-27"><summary>Version 27: review evidence</summary>

Ordinary pest spawns allow at most two shooters before 3:00 and four before 6:00, then return to the cap of 30. Great Wireworm fires one wider five-shot fan instead of two bursts; its click-beetle shots slow, aim once at Tibo after 0.9 s and accelerate, with earlier retargeting at 0.72 s and a faster finish on Nightmare. Moldy Shrine gold becomes round((45 + 20 × minutes + 2 × minutes²) × gold gain), up from 45 + 9 × minutes before gold gain. Unused Spud Whetstones vanish when weapon slots are full, no eligible weapon can level and no union is currently available; newly generated chunks omit them until that condition clears. Dogs stop pointing at vanished whetstones. Adds Game updated changelog notices after update reloads, a pausing HUD changelog button for relaunched runs, and collapsible older changelog dates. Browsers without WebGL 2 get an explanatory screen with a copyable link instead of the low-detail game. Story reading time excludes pauses and overlays, and reduced-motion lesson panels refit around the cards. Overlapping pools of the same kind share outlines; shot-path previews use thin rose arrows (still hidden on Nightmare). Adds crisp weapon/item effects, dog dash and scent trails, pickup trails/sparkles and revised landing/frost rings. Analytics adds average enemy counts; clipboard, browser detection and card helpers move between chunks. Other content values, English content descriptions, difficulty multipliers and wiki icons are unchanged.

</details>

<details class="raw" id="evidence-26"><summary>Version 26: review evidence</summary>

HUD safe-space measurements now subtract sliding banners' CSS translations, including translated ancestors, so layout uses their resting positions instead of their animated positions. This applies to both fresh and cached measurements. The renderer adds an optional half-rate sun-shadow update path, but it defaults off and this build has no caller enabling it; normal shadow updates are unchanged. Shared-run encoding only renames local variables; analytics and the end screen record the new game commit. Combat logic, content values, English content descriptions, difficulty settings and wiki icons are unchanged.

</details>

<details class="raw" id="evidence-25"><summary>Version 25: review evidence</summary>

New game versions can load automatically on the idle Reset screen and before starting another non-Story run from the end screen, preserving the selected difficulty for up to 60 s. A session-storage guard prevents repeated automatic reloads into the same offered build; shared-run parameters are cleared on reload. Update checks also run on the stats screen and use /version.json. Boss death blasts now use two pixel-scaled sprite tiers, sparkles and a separate ground ring; small effect strokes remain visible when downscaled. Rendering caches unchanged overlapping-pool outlines and terrain sample indices, preserves the sharp image when blur is zero, and reports more specific graphics-fallback causes and browser/device categories. The changelog adds the automatic-update note, groups four older notes under earlier releases, and adjusts its narrow layout. Combat data, English content descriptions, difficulty settings, simulation logic and wiki icons are unchanged.

</details>

<details class="raw" id="evidence-24"><summary>Version 24: review evidence</summary>

The in-game changelog moves seven existing notes from its next section into release ec984b0, dated 2026-11-03: world effects, Sir Strawman's returning sickles, slow-connection Story reveals, font-loading card refits, Chinese/Japanese/Korean text fit, Moldy Shrine menu fit, and Indic/Thai card marks. These are older notes being grouped, not new gameplay changes in this build. Game data, English content descriptions, difficulty settings, simulation and rendering logic, and wiki icons are unchanged.

</details>

<details class="raw" id="evidence-23"><summary>Version 23: review evidence</summary>

Sprite rendering switches to power-of-two texture-sheet heights and sprite-local texture coordinates, with sampling snapped to a 1/8192-texel grid. Outlines, shadows, projectile sprites and ghost dithering use the local coordinates too. Bright interiors of ground effects are darker and their added glow is slightly reduced. The debug sheetrows URL option now accepts only positive powers of two. The in-game changelog adds a note about notices, such as a dog joining the pack, being centred with the controls hint. Simulation logic, content values, English content descriptions, difficulty settings and wiki icons are unchanged.

</details>

<details class="raw" id="evidence-22"><summary>Version 22: review evidence</summary>

Tibo's enemy-shot hit circle grows from 2.5 to 4 units in radius and moves 2.72 units down towards his feet. Near-miss and bullet-culling distances use the shifted centre too; homing still aims at his unshifted position. Contact and pickup radii are unchanged. The displayed hit circle follows the new position. Adds fuse sparks and heat flashes to Hot Potato and Spicy Hot Potato, distinct pixel-art arcs for Starch Chain, Gratin Arc, Starch Supercell and Grok Bots, sharper Steam Vent and Pressure Cooker rings, and a new revive burst. The in-game changelog adds the hit-circle change and a note about earlier boss/enemy art. Other content values, English content descriptions, difficulty settings and wiki icons are unchanged.

</details>

<details class="raw" id="evidence-21"><summary>Version 21: review evidence</summary>

Sir Strawman's seven sickles now slow and return along their heading; Nightmare's fan launches at 130 instead of 120 and no longer curves inward. Returning bullet speed is ×0.7 on Easy, ×1.05 on Normal, Hard and Nightmare (Story ×1); outward speed is unaffected. More effects use crisp pixel art: boss attacks, warning rings, lasso trails, Grok Bots, visitor stun/landing effects, pickups, pools, buildings and ambient dust. Late-loaded poteto and Alex cutscenes now play on slow connections. Cards refit after language fonts load, multilingual text has more room, and the Moldy Shrine menu is shorter with a corrected extra-boss forecast; curse rewards and spawn rules are unchanged. World generation checks nearby cells first and computes sin/cos together without changing the sampled output. Performance telemetry adds median frame work time. Other content tables, English content descriptions and wiki icons are unchanged.

</details>

<details class="raw" id="evidence-20"><summary>Version 20: review evidence</summary>

Japanese labels now use Japanese fonts installed on the device, with adjusted vertical alignment to centre text on buttons. Tilt-shift rendering now mixes the original scene back into low-alpha pixels to keep those details sharp. Enemy shots use the post-processing blend mode whenever the scene renders to an offscreen target, including tilt-shift without bloom. Game data, English content descriptions, difficulty settings and wiki icons are unchanged. Simulation functions are reordered and renamed without changing their formulas. The Tater Slots jackpot change belongs to game version 19, despite its position in the in-game changelog.

</details>

<details class="raw" id="evidence-19"><summary>Version 19: review evidence</summary>

Tater Slots now adds gold to both winning outcomes: three of a kind gives a 1-reward chest plus four current spin prices of bonus gold; a pair gives a random item plus half a spin price, rounded to the nearest gold. The bonus is calculated at payout and is not multiplied by gold gain. Adds glints to held weapons, trails and launch flashes to on-hurt item shots, firing flashes/sparks/casings for Fry Sentry, Fry Brigade and Tater Pup, and sparkle/shatter effects for Hash Brown Shield and Hash Bulwark. Healing, pickup and reward rings use sharper pixel-sized bands. Shared-run pages withhold reconstructed scores for capped kill totals, peak enemy counts above 550 or capped source damage in runs shorter than 90 minutes. Startup, retry and shared-run loading code moves between chunks without changing those rules. Other balance values, English content descriptions, difficulty settings and wiki icons are unchanged.

</details>

<details class="raw" id="evidence-18"><summary>Version 18: review evidence</summary>

Nightmare adds larger ground attacks centred on Tibo's position: the Masher strikes a disk and two rings 0.35 s apart, Late Blight places a central pool plus six satellite pools, and the Fryer King strikes six wedges in alternating sets 0.5 s apart, leaving oil puddles after the second set. These layouts use distances ×1.45; ordinary attacks on other levels are unchanged. Outside Story, items and chests without a choice can show icon loot notices while the run continues; choice chests keep panels. Notices arriving within 1.5 s merge and last 3 s. Evolutions get icon banners too. The Harvester's shots now look like tumbling grain kernels, with flashing tied to the flashes setting. Improves ground-warning and ring rendering. One Story lasso line now suggests asking a Grok Bot for directions. Other balance values, English content descriptions and wiki icons are unchanged.

</details>

<details class="raw" id="evidence-17"><summary>Version 17: review evidence</summary>

Outside Story, revives now grant 4 s of invulnerability (was 2), push nearby visible pests and bosses with strength 900 in a 160-unit radius plus their body radius (was pests only, strength 400 within 120), freeze pests and elites for 5 s, slow bosses to 50% speed for 5 s and delay their next pattern, and clear shots within 160 units. Story keeps its previous revive rules. Ice Imp's Nightmare fan bullet speed rises from 85 to 130. Enemy shots get animated orbs and shooter-specific shapes, including oil drops, grinder comets and maggots; Low quality omits shot smears. Main-thread effect loading now prioritizes important sheets and budgets work to the viewport and frame time. Game config, story configuration, Alex/phone controllers and live scoring move from boot to sim; scoring rules and other balance values are unchanged. Expands the in-game changelog, including notes for older releases. English content descriptions, difficulty multipliers and wiki icons are unchanged.

</details>

<details class="raw" id="evidence-16"><summary>Version 16: review evidence</summary>

Cursed extra bosses now use floor(curses taken × 0.25), down from ×0.5: the first extra boss needs four curses taken (four Moldy Shrines, or three on Nightmare with its starting curse). Nightmare no longer shows enemy shot-path markers; Easy, Normal and Hard keep them. Peel Forest props per chunk drop from 20 to 12, and frozen-crate sprites shrink to 85% scale. Missed amusing spawns are replayed when its entrance finishes loading, without repeating the spawn sound. Phone dialogue now replaces an older pending conversation instead of queuing it, removes typing delays, and shows Alex's join line after he joins. Improves sprite texture packing and updates the in-game changelog. Other content values, English content descriptions, difficulty multipliers, simulation logic and wiki icons are unchanged.

</details>

<details class="raw" id="evidence-15"><summary>Version 15: review evidence</summary>

Nightmare's late damage ramp now starts at 5:00 instead of 15:00, adding 0.064 per minute instead of 0.2. Snacks drop 20% less often on Nightmare (normal pests 0.32%, Crop Patches 28%); their healing is unchanged. Nightmare adds alternate bullet patterns for amusing, Colorado Queen, The Masher, Late Blight, Sir Strawman, The Fryer King, Blight Spore and Ice Imp. Vampire Tot heals 0.05 HP per kill (was 0.15); Hash Bulwark's guard burst rises from 72 to 86. Meteor Russet delays its triggering hit by 0.4 s; the area blast lands at the original trigger position (see its item page for target and capacity rules). Story's starting-kit offer now waits for the current line's reading time. Adds an Update game button on the title and pause screens when a newer build is available, with confirmation during a run; pause also shows the game commit. Refreshes meteor, projectile-trail, landmark, ground and evolution visuals. The difficulty table changes its internal balance targets to `mixReach`; these are not measured survival rates. Icons are unchanged.

</details>

<details class="raw" id="evidence-14"><summary>Version 14: review evidence</summary>

The main game config, story script and a few tables moved from the sim chunk to the boot chunk; the wiki now finds them in either. Revives outside Story play the same knocked-down scene as Story, then Tibo gets up with 50% HP and 2 s of invulnerability; level-ups earned while down wait until then. Screen clears (`nuke` weapons such as Reset Button) now take only 5% from bosses (was 25%). Armor, dodge and crit item and passive descriptions no longer show point values. Game data otherwise unchanged.

</details>

<details class="raw" id="evidence-13"><summary>Version 13: review evidence</summary>

Hard and Nightmare are much easier. Hard now nearly matches Normal (pests ×0.75, pest HP ×0.65, damage ×0.6, boss HP ×0.7, max HP ×1.5, XP ×1.3); Nightmare drops to pests ×1.05, pest HP ×1.2, damage ×0.95, boss HP ×0.95, elite HP ×1.3 and gains max HP ×1.2. Both now lag enemy tiers by 2 minutes and their opening crowds ramp up later. Dogs are Legendary twice as often (1/3, was 1/6). Adds a P key to pause.

</details>

<details class="raw" id="evidence-12"><summary>Version 12: review evidence</summary>

The original comparison reported analytics-only changes and no gameplay delta. The official journal groups activation-ring, biome-hazard, pest-spawn, Frying Pan/Cast Iron charge and GPU-steam art under this code. Those notes are retained as official publication history; the original source pair was unavailable for the November 5 audit, so the old review's rendering scope cannot be independently resolved.

</details>

<details class="raw" id="evidence-11"><summary>Version 11: review evidence</summary>

Balance pass. Base weapons hit harder at several levels (Deep Fryer, Hash Brown Shield, Julienne Dash, Mezzaluna, Potato Battery, Potato Rain, Root Cellar, Root Spikes) and Butter Streak cooldown drops from 3.5 s to 2.5 s. Evolution damage rises, with shorter cooldowns or more projectiles in the original comparison; the journal describes sixteen weak evolutions, while the original summary said every evolution. The old source pair was unavailable for the November 5 audit, so that broader claim is not reverified. Spud Grid wires can now latch onto bosses (`clipsBosses`). Proc items are roughly doubled (Heavy Russet, Spicy Croquette, Static Tot, Wandering Eyes, Coal-Baked Spud, Porcupine Spud) and Boom Spud kill explosions rise from 8% to 12%. The Spud Freezer now freezes every enemy on the map for 7.5 s (was pests within 200 units for 5 s).

</details>

<details class="raw" id="evidence-10"><summary>Version 10: review evidence</summary>

The original comparison reported a server clock check (`/api/time`) with no gameplay delta from the preceding observed build. The official journal groups Normal and touch-dash changes under this code; the wiki first recorded those in builds 8 and 7 respectively. Grouping is not an independently verified introduction time, and the original source pair was unavailable for the November 5 audit.

</details>

<details class="raw" id="evidence-9"><summary>Version 9: review evidence</summary>

Game data, English text, difficulty table, icons and game logic are identical (renamed code only).

</details>

<details class="raw" id="evidence-8"><summary>Version 8: review evidence</summary>

Normal is no longer the plain defaults: fewer pests (×0.7), pest HP ×0.65, enemy damage ×0.55, boss and elite HP ×0.65, Tibo max HP ×1.5, XP ×1.3, 1 extra revive, enemy tiers lag 2 minutes and fewer wall pests (×0.3). POI charge sounds can overlap (up to 4 voices).

</details>

<details class="raw" id="evidence-7"><summary>Version 7: review evidence</summary>

Touch dash flicks are detected differently: a stroke of at least 30 px over the last 120 ms, moving at least 400 px/s on release or 900 px/s while held (was 22 px within 260 ms). Adds a season schedule to the config. Game data and difficulty are unchanged.

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<details class="raw" id="evidence-6"><summary>Version 6: review evidence</summary>

Content, English text, game logic, difficulty table and icons are identical. The only change: the renderer no longer prepares the intro cutscene when the intro will be skipped (a `?difficulty=` link or skip-intro start), which shortens loading.

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<details class="raw" id="evidence-4"><summary>Version 4: review evidence</summary>

Content, English text, game logic, difficulty table and icons are identical. Added: a link such as `https://tibo.dog/?difficulty=hard` starts a run on that level straight from the title screen; Auto quality can now step back up when the game runs smoothly (Apple GPUs on touch devices start on Medium); weapons got element-coloured hit sparks; analytics waits up to 20 s instead of 3 s to learn the player's region before asking for consent.

</details>

<details class="raw" id="evidence-3"><summary>Version 3: review evidence</summary>

Content, English text, game config values, difficulty table and icons are identical. Removed: the drop relocation rule from the previous build; the step that nudged points of interest apart when the world is generated; and the step that moved a Root Tunnel exit off other points of interest. Added: when a Spud Freezer only catches bosses, its message says how many bosses were slowed; shared run pages show the difficulty level; a new whirlpool look for the Stand Mixer.

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<details class="raw" id="evidence-2"><summary>Version 2: review evidence</summary>

Every weapon, passive, item, enemy, boss, biome, event, dog and recipe is identical, as are the difficulty table, wave table and UI text. The only gameplay change: a drop that would land on an unused point of interest is moved off it, staying on screen if it dropped on screen (`pickups.movedDropInView` 120).

</details>

## Sources

Game version 75: `main-CSuyb4iv.js` / `boot-CPW8VVmR.js` / `sim-BkfBhQfw.js` from https://tibo.dog/, researched 2026-11-05. See [Versions & updates](/versions).
