Released · v1.0

The Rage Co.

Change Log

Change log

Every build, newest first. From the first playable terminal to the v1.0 release.

v1.0 June 2026 Release
Three-phase shift structure. Are you ready for the first shift? The Rage Co. clocks in for real.
  • NewThree-phase shift structure with announcement cards. A run is now split into three independently-randomised phases, each introduced by a full-screen card shown for 3 seconds:
    • PROBATIONstations 1–10, shuffled, always played first.
    • SHIFT STARTS the main shift (stations 11–30 and 34–63), shuffled
      separately, played after probation.
    • OVERTIME stations 31–33, shuffled separately, always played last and
      always at the Rage clock regardless of selected difficulty. The card is
      coloured red to mark the brutal final phase.
  • NewApplication icon. Added a bespoke app icon (a grumpy beige CRT with the big red button) shipped as `assets/images/app_icon.png` and a multi-size `app_icon.ico`. It is set as the live window/taskbar icon at runtime via `SDL_SetWindowIcon`, and embedded into the Windows `.exe` through a new resource script (`src/app.rc`, wired into CMake).
  • ChangeOvertime moved to the very end — Stations 31–33 were previously shuffled into the post-probation pool; they are now isolated as their own final phase.
  • ChangeShift classification corrected — Only stations 31–33 are classified as `overtime` (and thus force-clocked at Rage speed). Stations 34+ are now an `extended` roster that respects the selected difficulty like the main shift, rather than being silently forced to Rage speed.
  • FixSplash no longer flashes twice on launch — The logo previously appeared once silently (the static splash) and then again with the music (the intro), reading as a double splash. The splash now stays on black until the sting actually begins playing, so the logo and music appear together as one card. If no audio device or sting file is present, a short fallback still shows the logo so the splash never hangs on black.
v0.007 June 2026 Beta Release
The full shift. 63 stations, halved timers, the beige CRT, and clicks that finally land where you point.
  • New30 more stations (63 total) with 15 fresh cruelties: the fleeing Decoy button, the Liars' Keypad (every key types one digit too high), the Waiting Game (the one station that punishes clicking), Pest Control (hit green, never red), Simon and its inverse, the Pinhole (pixel-precise), the Stubborn Latch (double-click, fast), the Colour Test (read the word, not the ink), the Safe (combo dial), the Orbiter, Hide-and-Seek (warm/cold), Total Recall, the Breaker Panel (lights-out) and the Greased Lever.
  • ChangeTimers halved — every station now gives half the time it used to. The shift bites from the first second.
  • ChangeHeader redesign — the station title and instruction sit in a single lighter inset panel that matches the title-screen terminal box; the old divider rule is gone.
  • FixMouse clicks land true — with logical-size scaling active, the engine was transforming pointer coordinates a second time, pushing every click up-and-left and making the right edge unreachable. Events are now used directly. The menu and every station register where the cursor actually is.
v0.006 June 2026 Beta
The monitor becomes a monitor. A full beige CRT rebuild and the first half of the click-offset hunt.
  • ChangeBeige CRT monitor rework — a moulded plastic body, a deep beveled bezel sloping into a recessed rounded screen, chin controls (two dials, power LED, power button), a trapezoidal neck, an oval tilt/swivel base and a square footplate. A new smooth beige-plastic procedural texture underpins it.
  • ChangeTimers reduced 10% as a first tightening pass before the v1.0 halving.
  • FixDiagnostic logging of pointer mapping added to chase the click-offset bug to its root.
v0.005 June 2026 Alpha
It starts to look like 1985. A proper phosphor screen and the first attempt at the mouse fix.
  • Change80s CRT screen look — the phosphor texture became an aperture-grille RGB mask with scanline gaps, centre bloom and curved-corner darkening, plus a live overlay drawn over the content each frame (moving scanlines, edge curvature, glass sheen).
  • FixWindow now opens windowed, builds the renderer, then goes fullscreen and re-asserts logical size — a first correction for the click-mapping, with re-sync on window resize.
v0.003 June 2026 Alpha
Every station becomes its own cruelty. The generic fallback is retired.
  • NewReal puzzle mechanics — 14 station types that had been sharing a generic "click the right panel" fallback each got a bespoke, deliberately unfair mechanic. All 33 stations now play as themselves.
v0.002 May 2026 Alpha
Presentation and plumbing. The fullscreen frame, the textures, the logs and the audio fallbacks.
  • ChangeFullscreen 16:9 presentation with the 4:3 CRT centred in the frame.
  • NewProcedural textures — factory wall, brushed metal, riveted steel, brass, hazard stripes, and a phosphor screen with scanlines and vignette.
  • NewAppend-only debug log with date/time, version, a startup diagnostics block and runtime events.
  • ChangeAudio multi-format fallback (.ogg / .mp3 / .wav) for the sting and title music; MP3 decoder hardening; required SDL add-on checks.
v0.001 May 2026 First playable
Clock in for the first time. The loop, the menu, the timer, the save — and nine hand-built stations.
  • NewInitial playable build — splash, intro sting, title menu with difficulty select and Continue gating, a 33-station randomised run, and a save file tracking Times Fired.
  • NewPer-second timer with a quickening tick and a last-seconds siren; clock-in cards (never on Rage, rarely on Hard); a shuffled in-game playlist.
  • NewNine hand-built mechanics: button, valve, switches, sequence, hold, keypad, stamp, settings, dial.