Audit item 14.
THE DEPLOY VERIFIED THE ONE URL A PLAYER NEVER LOADS. Every check in deploy.sh appends
?v=$BUST — which is exactly what makes it bypass Cloudflare's edge — so all six could pass
green while every actual player was still being served the previous build from a POP. The
script's answer was a line of prose at the end asking a human to remember to purge. It now
fetches js/boot.js the way a browser does, with no query string, and byte-compares it to what
was just shipped; a stale edge fails the deploy and prints the purge steps. No credentials
needed, and it asks the question the prose was only gesturing at.
This is the same mistake as the `assets` bug and the unwinnable saliva tide: verifying the
mechanism rather than the path the player actually takes through it. Third time, so it is
written into the tool this time rather than into a comment.
QUALITY SWITCH. renderer.setPixelRatio was hardcoded to min(dpr, 2), so a retina laptop drew
four times the pixels of a 1x one with no way for its owner to decline — and this game is
fill-bound, not geometry-bound (fogged tube, additive glows, a full-screen damage layer), so
that is the lever that moves. `performance` caps it at 1. On the title beside difficulty,
saved, same reload path (the pixel ratio is set at boot, before any card exists).
save.js's two one-line setters collapsed into setOpt(key, value) now that there are two options
and a third is obvious.
Note on verification: the chip persists and boot reads it, confirmed live. The resolution
change itself is not observable in the harness — that browser pane runs at devicePixelRatio 1,
where min(1,1) and min(1,2) are the same number.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>