Game pack 3: 22 new games (19-40), 40 in total.
- New engines: dial (Wavelength / Mind Meld), twin (Twin Rooms /
Spot the Difference, incl. mirror mode) and blueprint (Describe &
Draw, incl. peeks, overlap scoring and a rotated Builder canvas)
- Labyrinth: items and doors (Hedge Maze)
- Defuse: manualFrom, roles swapping every level behind a Ready card,
and duplicate wire modules (Tick Tock: Switch)
- Generic time limits for the new engines; sync/defuse successEnding
- Library: engine-label chips and filters; Noto Color Emoji font
- Validation: Appendix A checks ported, with a per-game summary
- Quote comma/colon-split labels in five new YAMLs (wording unchanged)
- Tests for all new engines and sanitized payloads of all 22 games
- Docs: CLAUDE.md, GAMES.md (pack 3 spoiler guide), How to Play
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Quote options and labels containing commas so they no longer split
(In Sync: Deep Cuts d12/d15; accusation options in Blue Lantern,
Dead Air, Kalahari Expedition and Masquerade)
- Validation: strict choice options; flag sync options that look split
- Hint sheet: timed games say hints take time off the countdown
- How to Play: hint cost covers timed games
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Point the Overtime fixtures comment at the real solver: GAMES-NEW.md Appendix A
and its TypeScript port in server/src/engines/defuse.ts, not the missing
tools/reference/overtime_solver.py.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Add ten new games (18 in total) and the engine features they need.
Story: Dead Air, The Masquerade at Montague House, The Kalahari Expedition,
The Alchemist's Vault, Submerged: Deep Lab Nereid, The Kestrel Bank Job.
Games can now set their own hint penalty and a hard time limit, shown as a
countdown; running out ends the game with the fail ending.
Defuse: Tick Tock: Overtime. Manuals are now rulesets, so each game has its
own solver. Adds indicator lights, per-level strike limits, and the
Passwords, Morse Light and Say It Back modules.
Sync: In Sync: Deep Cuts. Adds telepathy (typed word) and ranking rounds,
and a per-round bar for the key.
Labyrinth: The Drowned Catacombs and The Mirror Maze. Adds one-way gates, a
relative (no compass) Explorer, a mirrored Navigator map, and mazes with a
lantern count other than three. Validation now rejects a maze where a gate
can leave the Explorer stuck.
Difficulty runs from 1 to 5.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Estimates were 2-8x longer than actual playthroughs. Base them on
recorded best times, rounded up to a multiple of 5 minutes, and drop
difficulties to 1-2 keys since no game warrants 3.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two Keys: co-op mystery games for couples. Eight games on four engines (story, defuse, sync, labyrinth), two-device and couch play, mobile-first UI.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>