v0.3.5

April 2026

Improvements

  • -Home page now defaults to Solo mode (vs CPU) instead of Local 1v1.
  • -Game Over screen appears instantly when the winner is revealed — no more waiting for a delayed animation at the bottom of the page.
  • -Delete saved run button on home page — clear your save without starting a new run.
  • -Start Run / Resume buttons moved above the feature tiles so you can jump in without scrolling.

Bug Fixes

  • -Fixed: Starting a new run after Game Over could produce the same roster. A race condition caused a phantom run to be created before navigation completed. Now uses full page navigation to prevent this.

v0.3.4

April 2026

Roguelike: One Loss, Run Over

  • -Solo mode is now a true roguelike — lose a single week to the CPU and your run ends with a GAME OVER screen. Ties count as a win and the run continues.
  • -Local PvP is unaffected — plays the full season regardless of weekly results.

Historical Season Accuracy

  • -Seasons 2020 and earlier now correctly run 17 weeks (16-game schedule). The 18-week / 17-game format only applies to 2021+ seasons, matching real NFL history.

v0.3.3

April 2026

Bug Fixes

  • -Fixed: Tight Ends (Zach Ertz, etc.) wrongfully labeled as Wide Receivers. ESPN boxscore position data was being overwritten by stat-based inference that can't distinguish TE from WR. Now trusts ESPN's position data when available and only falls back to inference as a last resort.

v0.3.2

April 2026

Bug Fixes

  • -Fixed: Players who scored 0 (injured IRL, inactive, bad game) were falsely labeled as "BYE" on the results screen. Resolution screen now uses the same ESPN schedule data as the lineup screen to determine bye weeks.

v0.3.1

April 2026

Smarter CPU Opponent

  • -CPU draft AI — evaluates cards by rarity, position need, synergy potential, and gameplan alignment instead of picking randomly. Uses SeededRNG for deterministic replays.
  • -CPU lineup AI — scores cards per slot considering rarity, bye weeks, lineup interaction positioning (anchors early, chain lightning late), and scheme alignment. Picks best coach card by type and rarity.
  • -CPU Film spending — CPU now actually spends Film during post-week. Prioritizes Film Study, then scores all available gameplans by tier, scheme fit, and cost efficiency. Buys clutch cards when inventory is low.
  • -CPU clutch card usage — context-aware decisions per card type: uses Next Man Up when injured, blocks Injury Wave events, arms Hail Mary after a loss, uses Poison Pill during draft. No more 30% random fallback.
  • -CPU reforge AI — targets bench cards and low-rarity sacrifices instead of blindly combining the two lowest-rarity cards. Never reforges legendaries.
  • -CPU coach card auto-selection — CPU auto-picks coach cards when it has a coach_upgrade gameplan. Fixes game-hang bug where CoachCardPicker overlay blocked solo mode.

Bug Fixes

  • -Fixed: CPU draft used Math.random() instead of SeededRNG — broke deterministic replays
  • -Fixed: cpuSpendFilm() and cpuUseClutchCards() were exported but never called — CPU never spent Film or used clutch cards
  • -Fixed: Coach card selection not implemented for CPU — game hung when CPU had coach_upgrade gameplan

v0.3

April 2026

Roguelike Overhaul: Build Identity

  • -Lineup Interaction Modifiers — 15 new modifiers (Chain Lightning, Lone Wolf, Feast or Famine, Anchor, Parasite, etc.) that reference OTHER cards in your lineup. Cards now talk to each other. The "right" pick depends on your build, not just the biggest number.
  • -Two-pass scoring — lineup interaction effects resolve after base scoring, in slot order (QB first, FLEX last). Lineup slot placement is now strategic.
  • -Gameplan Tier System — all gameplans organized into Tier 1 (utility), Tier 2 (build-shaping), and Tier 3 (run-defining). Max ONE Tier 3 per run — your Film spending IS your build identity.
  • -Build-defining Gameplans — Pass-Heavy Scheme (+0.2x WR, -0.1x RB), Run-Heavy Scheme, Glass Cannon (+0.3x all multipliers but sub-8pt cards score 0), The Collector (+3% per unique NFL team, disables team stack), Coaching Tree, Film Dynasty, Reforge Addiction
  • -Gameplan shop randomization — each week shows ~70% of eligible gameplans (seeded RNG). No two runs see the same shop.
  • -Coach Card Progression — starts blind (1 random), upgrade via Gameplans: Coordinator Hire (pick from 2, blind), Veteran Staff (pick from 3, revealed), Coaching Tree (pick from 3, revealed + persists)
  • -CoachCardPicker UI — modal for selecting coach cards when you have a coach upgrade gameplan
  • -IR System — injured cards go on IR for 3-5 weeks instead of being disabled for 1 week. Cards come back with a +0.1x modifier boost. IR badge shows weeks remaining on card.
  • -Football-grounded Clutch Cards — removed "heal injury" (can't magically unhurt a player). Added: Next Man Up (replace with Common), IR Stash (extended IR with +0.2x boost), Scheme Around It (redistribute modifier), Trade Reinforcements (extra shop cards at position)
  • -Dramatic Clutch Cards — Hail Mary (if losing, lowest scorer rescores at 4x), Trade Deadline Heist (steal opponent bench card), Film Room Leak (see opponent's coach card), Poison Pill (halve opponent's drafted card for 3 weeks)
  • -5 new weekly events — Film Heist (steal 20% Film), Draft Chaos (hidden modifiers), Bye Week Blues (2 cards can't start), Momentum Shift (+15% for losing player), Trade Window (swap 1 card)
  • -10+ additional traditional modifiers across common/rare/epic for more variety per run
  • -Total modifier pool now 70+ (up from 43). Combined with 9 events (up from 4), tiered gameplans, and randomized shops — no two runs feel the same.

UI Updates

  • -IR badge on cards — red "IR" indicator with weeks remaining, dimmed overlay
  • -Poisoned card indicator — green overlay with weeks remaining
  • -Film Shop tier sections — gameplans grouped by tier with T1/T2/T3 badges and "MAX 1 PER RUN" warning on Tier 3
  • -GameplanCard tier badges — color-coded T1 (gray), T2 (blue), T3 (amber with ring)
  • -ClutchCardUI supports "Resolution" timing for Hail Mary
  • -Version bump to v0.3 on splash page and footer

v0.2

April 2026

New Features

  • -Gameplans — 14 passive perks across offense, defense, special, and scheme categories. Level them up with Film for permanent stacking bonuses (e.g., Air Raid: +4/8/12% passing scoring)
  • -Clutch Cards — 12 one-shot consumable cards you collect and activate strategically. Audible rerolls a modifier, Extra Scout adds a draft pick, Clone Card duplicates a roster card. Max 5 held.
  • -Film currency — earned from wins, high scores, win streaks, and underdog victories. Spend Film in the Film Shop to buy Gameplans and Clutch Cards. Convert gold to Film at 20:1.
  • -Film Shop — accessible from Shop and Post-Week screens. Browse Gameplans (with level-up pricing) and Clutch Cards (with phase timing labels).
  • -Milestones — 12 one-time achievements that award Film or free Clutch Cards (First Blood, Century Mark, On a Roll, etc.)
  • -Clutch Tray — usable Clutch Cards appear as a tray on Draft, Lineup, and Post-Week screens filtered by which phase you're in
  • -Bye week indicators — cards on bye show an orange BYE WEEK overlay in lineup selection, BYE tag in lineup slots, and BYE WEEK badge in card info. You can still start them for synergy effects.
  • -Card info modal — tap the (i) icon on any card to see season stats, scoring breakdown, modifier projection, and opponent matchup
  • -Drop cards from roster — free drops anytime before lineup lock (7-card minimum)
  • -Animated resolution screen — cards reveal one-by-one, scores tick up with suspense, winner reveal with fanfare
  • -Draft status bar — shows picks remaining, coins, and roster count (X/25 cards)
  • -Horizontal card scroll on mobile during draft
  • -CPU auto-reforge — CPU trims its roster when near the 25-card cap so drafts don't deadlock
  • -Injury badge — injured cards show "INJURED" overlay instead of silently disappearing
  • -Save confirmation — "New Run" warns before overwriting an in-progress save
  • -Double Down event implemented — doubles every card's modifier effect for the week

Critical Bug Fixes

  • -Fixed: Page reload on mobile reset progress to week 1 (save now persists across refreshes)
  • -Fixed: CPU roster fills up → draft deadlocks (CPU now auto-reforges + draft ends properly when neither player can act)
  • -Fixed: Player registry dropped prior weeks' data → cards showed "Unknown Player" after week 1
  • -Fixed: Solo mode lost on resume (mode now saved to localStorage)
  • -Fixed: "New Run" on season-end didn't clear the save → resume loop back to finished season

Engine Fixes

  • -Fixed: Starter rosters could roll Legendary cards in week 1 (now respects week-1 rarity caps)
  • -Fixed: Reforge targeting a specific rarity was unreliable (added forceRarity option)
  • -Fixed: "Earthquake" legendary coach card did nothing (removed until implemented)
  • -Fixed: reverse_modifiers coach effect didn't sync modifierDelta for later effects
  • -Fixed: Injured cards could still be fielded in lineup (validator + UI now enforce)
  • -Fixed: Card IDs used a module-level counter breaking seed determinism across runs
  • -Fixed: Draft didn't respect 25-roster / 5-coach inventory limits → cryptic errors
  • -Fixed: Players with 0 season fantasy points could be ranked "elite" (forced to deep-sleeper)
  • -Fixed: Reforge was available in weeks 1-2 (now gated to week 3+)
  • -Fixed: Rivalry Week event could push coach cards past the 5-card limit
  • -Fixed: Async draft crashed when a player couldn't afford a pick or had full inventory
  • -Fixed: Draft stalled when the current drafter couldn't afford anything but the other could
  • -Fixed: First drafter didn't account for affordability — loser with 0 coins still went first

UI & UX

  • -Store actions (startDraft, resolveWeek, nextWeek, etc.) now have phase guards preventing double-click issues
  • -ShopScreen no longer double-fetches ESPN data on re-render
  • -CPU auto-lineup picks greedily by rarity (was random biased shuffle)
  • -CPU auto-lineup allows partial lineups with empty slots (was softlocking)
  • -Removed 3 unimplemented weekly events (wildcard_round, film_room, salary_cap) that showed banners but did nothing

v0.1

April 2026

Initial Release

  • -Core game loop: shop → draft → lineup → resolution → post-week across 18-week NFL seasons
  • -Real NFL data from ESPN (2020-2025 seasons)
  • -Player cards with 4 modifier types: flat multiplier, conditional bonus, scoring override, meta warp
  • -Position-filtered modifiers (no passing TDs on TEs, etc.)
  • -Tiered rarity system: Common, Rare, Epic, Legendary with per-tier scaling
  • -Coach cards: disruption, boost, trap, and chaos effects
  • -Synergy system: position stacks, team stacks, rarity sets, anti-synergies
  • -Season progression: 4 phases with escalating rarity and shop size
  • -Reforge system: sacrifice 2 cards → 1 upgraded card
  • -Solo mode (vs CPU) and Local 1v1 (hot-seat multiplayer)
  • -Seeded RNG for reproducible runs
  • -Auto-save to localStorage
  • -Weekly events: Injury Wave, Double Down, Bargain Bin, Rivalry Week
  • -Deployed to Vercel at rogueff.gumdrop.space
rogueFF by Gumdrop LLC