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type-two 3b8682dd40 Fix the run-ending softlock: handing the taps back stranded you on a stool tile
toggleTaps() teleported the player to TAPS_FRONT on exit, and TAPS_FRONT was
tile (47,6) — inside venueMap's stool rect, which is not in WALKABLE. Verified
in the live build: after handing the taps back the player sat at (760,104) and
W/A/S/D each moved them exactly 0px, for the rest of the night. The bartender
roster role mounts the taps automatically, so one keypress ended the run.

Exit no longer teleports at all: you stay behind the bar and walk out around
its east end, which is both walkable (verified end to end) and how staff
actually leave a rail. TAPS_FRONT moves to row 7 so the approach probe sits on
the punter side rather than inside the furniture.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-22 02:32:11 +10:00
.claude Phase 1 review: merge door/floor/juice, fold CCRs into contracts, integration fixes 2026-07-19 19:26:35 +10:00
art_incoming The club gets dressed: full MODELBEAST art drop (20 sprites + street backdrop), scan-beam light show, colour-cycling dance grid, pool corner + furniture, present-race fix 2026-07-20 17:19:46 +10:00
docs ROOM boss week: venue 4 — seeded 15-min dress-code shuffle (the board is the law), lip-read rope dialogue, ROOM crowd/knobs; SCENARIOS shelf cleared 2026-07-21 02:06:16 +10:00
lanes Phase 2: night-flow integration — door/floor interleave, Kayden, TechnoEngine in the night, run progression; Phase 3 lane instructions 2026-07-19 20:20:18 +10:00
public/props Prop batch 2: monitor, booth lamp, dishwasher, pool table, wet-floor cone, high tables, plants, and a real red-carpet plate for the door 2026-07-21 02:39:11 +10:00
src Fix the run-ending softlock: handing the taps back stranded you on a stool tile 2026-07-22 02:32:11 +10:00
tests The floor score: lights on at close — sweep the notes, the shrapnel, the untouched kebab; the baggie is a choice and the pay line knows 2026-07-21 03:40:24 +10:00
tools Prop batch 2: monitor, booth lamp, dishwasher, pool table, wet-floor cone, high tables, plants, and a real red-carpet plate for the door 2026-07-21 02:39:11 +10:00
.gitignore Prop batch 2: monitor, booth lamp, dishwasher, pool table, wet-floor cone, high tables, plants, and a real red-carpet plate for the door 2026-07-21 02:39:11 +10:00
CLAUDE.md Spaces: DJ booth, smoking yard, sinks, glassie station; data-driven PROPS/LIGHTS with beat-pulsed zone lighting; art drop-in pipeline + generation queue 2026-07-20 14:38:19 +10:00
eslint.config.js Phase 0: scaffold, contracts, core systems, patron generator, paper-doll renderer, Parade demo (49 tests) 2026-07-19 16:20:53 +10:00
index.html Phase 0: scaffold, contracts, core systems, patron generator, paper-doll renderer, Parade demo (49 tests) 2026-07-19 16:20:53 +10:00
LANEHANDOVER.md Handover: FABLE-SOLO-12 — three lifecycle fixes and a soak against the roster wave 2026-07-22 02:28:48 +10:00
package-lock.json Phase 0: scaffold, contracts, core systems, patron generator, paper-doll renderer, Parade demo (49 tests) 2026-07-19 16:20:53 +10:00
package.json Phase 0: scaffold, contracts, core systems, patron generator, paper-doll renderer, Parade demo (49 tests) 2026-07-19 16:20:53 +10:00
README.md Fleet asset notes: reusable network assets for the v0.4 art pass 2026-07-19 16:00:53 +10:00
tsconfig.json Phase 0: scaffold, contracts, core systems, patron generator, paper-doll renderer, Parade demo (49 tests) 2026-07-19 16:20:53 +10:00
vite.config.ts Phase 1 review: merge door/floor/juice, fold CCRs into contracts, integration fixes 2026-07-19 19:26:35 +10:00

NOT TONIGHT

A hospitality power trip. Papers, Please meets a Saturday night in Fortitude Valley: you're the head of security at a volatile, pretentious nightclub. Protect the Vibe. Watch the queue Aggro. Don't let the Liquor Licensing Inspector catch you slipping.

Browser game — Phaser 3 · TypeScript · Vite. Pixel art, synthesized techno, one very loud DENIED stamp.

Docs

Dev (once Phase 0 lands)

npm install
npm run dev    # parade / demo scenes
npm test