# Newest versions

2026/08/31 11:37 - [0.63.0]
- Switched all navs to divs to stay structurally correct
- Fixed again the hardreset not reseting sometimes
- Updated tabs hovering to be simple (only darken color)
- Tweaked vit cost to make it functionally impossible to be softlocked
- Added click to hold upgrade and it's respective functions
Added click to hold to wisdom and knowledge (Their respective upgrades)

2026/08/28 9:11 PM - [0.62.1]
- Fixed issue with the creationBar not saving (manual save)
- Fixed the issue with it throwing an error because this.element in bars was not there
- Updated UMAMI tracking to a new website fresh

2026/08/27 10:53 PM - [0.62.0]  
- If the player is idle, it will not send a tracking time
- Magic multitasker upgrade/bar, which gives the player passive speed for all bars (1%)
- Fixed lots of errors
- Specifically fixed error with bars not having elements (If no save, render anyway)
- Optimized update progress function/update(); in bars
- Altered upgrade costs (balencing) to make early game less "locked" (because no way to increase moodcap)
- Fixed issue where speeds were not updating

2026/08/27 1:25 PM - [0.61.0]
- Fixed small issue with unlocker text saying "And" at the start of the sentence (gramatically incorrect)
Fixed same issue in upgrade buttons as it uses the same base infastructure as unlocker
- Fixed multiple small issues/errors
- Added automated holders (Bars get assigned to holders)
Each bar gets a diffent color based off holder
- Optimized header text and header colors
- Deleted some unused things (hopefully unused)
- Deleted overcomplicated useless classes in creating grids for the HTML cont.

2026/08/26 10:20 PM - [0.60.0] AUTOMATED BARS
- Completely overhauled the creation of bars, automating each bar, container, etc.
- Updated older code to be more functional with the automated bar creation
- Fixed mild issues that arise from changing lots of the code
- Altered bar speed code to be less messy/simplier

2026/08/26 1:23 PM - [0.59.0] AUTOMATED UPGRADES
- Story resizeable/closeable
- Upgrade buttons generate automatically instead of manual creation (Automated)
- Added insight bar that boosts peaceBar speed
- Completely optimized potion duration code by splicing potionstackTimers and potionStock
- For the most part fixed a major issue with when dying, track spam

2026/08/24 11:28 AM - [0.58.0] POTIONS IV
- Minor fixes and more tracking (UMAMI)
- Made knowledge increase boost from potions more integrated + cleaned up code
- Aswell as altered some wisdom code
- Added more helptext in that menu
- Fixed MAJOR error where your potions would not save
- More dealers (john, prudence, remy)
- Dealers now have a cooldown between purchasing potions, each their own personal cooldown
- Added 2 more potions (slow & wisdom) and effects
- Decluttered space: Each use potion button also says the amount
- Player dealer now shows automatically after loading
- Potions come in automatic rows (each row has their type and I, II, etc.) and containers
- Added player dealer timer that limits the intervals you can switch dealers
- Potions can stack. Very complex to add fyi, but now using 1 potion multiple times will increase that number ONLY (Like if I used twice, the duration doubles, while the effect does not.)

2026/08/22 10:47 PM - [0.56.0] POTIONS III
- Changelog button says "BACK" when clicked on and shows changelog
- Mildly altered a bit of UI/colorings
- Minor tweaks
- Switched the upgrade unlocker to filter by unlocked (visible) not purchased
- Added potion buttons to actually use the potions
- Luck is now a factor in getting potions. If you get lucky from a good dealer, you get normally impossible IV potions
- Scamming is also a factor in getting potions. Getting scammed by your dealer means you get NOTHING!
- Button to switch dealer & also you can see what dealer you have currently
- The switch dealer button switches the dealers until it's actually a different guy
- Now you must get a dealer yourself instead of just clicking one button
- Potions create individual timers that contain the amount of time left + what timer it is
- Potions now have their own array (not in player) with if each potion is active or not
- Each potion has a personal different effect and added it to the game

2026/08/22 2:47 PM - [0.54.0] UI
- Added another umami tracker (unlockerUsed) & edited some original trackers
- Added anon feedback with a google form
- Embeded the changelog into the game, adding a "changelog button" to directly embed
- Buffed pit reset time to 30 (from 60) seconds && added helptext
- Moved help screen to a new screen that's viewable from the start/toggleable off
- Added more help info and made it more readable (and used data lists of dd,dl,dt)
- Updated colors for UI/various things

2026/08/21 10:08 AM - [0.53.1]
- Fixed the UI a bit better (to dark mode)

2026/08/21 12:21 AM - [0.53.0] 
- Fixed error with being allowed to go above moodcap and 'swap' resources (as the other resource declines) and added text
- Renamed upgrade and bar knowledge to study to prevent confusion and make sense.
Did the same thing with wisdom bar (to peace)
And the same thing to matter
- Added stylesheet which adds a lot better smooth visuals
- Added upgrade that costs flat 100 knowledge that gives you the hints of another upgrade. Hints are random and say only the reqs

2026/08/20 2:23 PM - [0.52.0]
- Removed knowledge and wisdom tracking for Umami
- Revised upgrade costs again (this will be a reoccuring issue forever FYI) to be smoother at the start
- Also moved around some bars too, espically thought reqs too
- Now when moodcap is above 100 player resources go down by which one is higher for MOODCAP specifically
- Updated energy system mildly to sync with calcCost
- Added magic learner bar, it's upgrade and effects.

2026/08/19 11:36 PM - [0.51.0]
- Added Umami tracking to knowledge/wisdom clicked, bar levels and upgrades bought, the pit rolled, etc.
- Adding multicost/multireqs to some upgrades
- Balenced bars and speeds
- Specifically changed fitness to mediate and redid it (it was useless basically before)
- Fixed a few small bugs and mildly optimized code
- Did a playtest: Fixed more bugs, reworked a few things and edited a few more things.
- Redid more upgrades, and the pacing is smoother

2026/08/18 11:40 PM - [0.50.0] DYNAMIC UPGRADES II && (TWEAKS && FIXES IV + QOL)
- Added UMAMI tracker, which added a script so it only goes when not my localHost
- Updated calcCost structure, enabling multiple costs
- Merged cost and costtype in upgrades
- Merged reqamount and req in upgrades
- Updated all upgrades to support multicost structure
- Fixed all upgrades to support the same multicost structure
- Updated all requirements to support new req structure
- Updated the requirement system to support multireqs
- Optimized code and cleaned up after coding the systems
- Shifted upgrades around, and added new multicosts+required unlocks
- Balencing a few things with a playtest, specifically fixed a few bugs and made bars a bit better progression wise.
- Nerfed wisdom mood (from *2 to *4) and nerfed wisdom pit (from *10 to *5)
- Fixed major issue with the pit giving super high rolls from nothing (inputs into pit were strings, so it added incorrect)

2026/08/17 11:56 PM - [0.48.0] WISDOM II && TWEAKS
- Optimized code by merging redundant allbars with BarInfo (well deleted allbars)
- Style tweaks
- Bar tweaking/balencing
- Mood text now fits in bar, and if bar unlocks the text hides
- Wisdom is now generated seperatly than knowledge, no more 5:1 wisdom conversion
- Wisdom takes up less moodcap, and also gives a greater bonus in the pit
- Wisdom overflows if your click power for wisdom is over the wisdomRate
- Added another upgrade (wisdom bar) && wisdom bar that increases wisdom click power

2026/08/17 8:52 PM - [0.46.0] MATTER
- Fixed small error with all bars in storage, added "abyssalBar"
- Added a pit bracket for matter & bonus matter system, along with text
- Minor tweaks to small things
- Made the set max button for the pit an upgrade
- Added matter as a system
- Added matter upgrade and soft integration
- Added matter tab && matter bar, which upon leveling increases matter by 1 (changes with upgrades)
- When matter bar is enabled, runs in the background but makes moodcap*0.5 (halving, but could change)
- Updated all upgrades to maybe include matter, and for better pacing
- Fixed minor errors on the way && altered a few minor things

2026/08/17 12:19 AM - [0.44.0] THE PIT IV
- Cleaned up the pits code
- Fixed error with flavortext not randomizing in the pit
- Added more pit brackets
- Fixed big error with bars not unlocking as they couldn't get their level && slightly optimized upgrade code
- Optimized bar code, and removed getLevel()
- Added abyssal bar and upgrade, which multiplies whatever thrown into the pit
- Added set to max button, which sets the values to player amounts (effectively max)

2026/08/16 8:10 PM - [0.43.0] THE PIT III
- Fixed a minor error in wisdom cost convert && altered the pit message
- Added more helptext
- Mildly optimized code by changing 'parseFloat' to Math.floor
- Added the pit timer of a minute, which during you must wait for it to reset
- Edited the pit's scaling system to SQRT(addbost) opposed to x/100, for better early scaling and discouraging throwing minute amounts 
- Added more pit flavortext and brackets
- Added the pit selection where you select what to put into the pit
- Fixed some errors with the pit and all the stuff I added

2026/08/15 8:59 PM - [0.41.0] FIXES && PIT BOOSTS/FLAVORTEXT
- Fixed VERY BAD issue where players could click and hold down enter to get a resource quick
- Optimized save code by removing the getLevel() return in player object
- Further optimized save code by deleting all the safe strict code
- Added bonus knowledge/wisdom that doesn't contribute to mood or be thrown in the pit
- Improved the pit code by making it give bonuses that don't contribute to knowledge/wisdom
- Added upgrade function where it buys upgrade/costs of something. Importantly, it factors in the boosts from the pit for EVERYTHING!
- The pit now has set random bad flavor text that it says when you get nothing
- Added green colors on unlocked things (Player inventory) and also changed player inventory displaying
- Added specific styling for the pit button
- Fixed a few bugs on the way of all this

2026/08/15 4:26 PM - [0.39.2]
- Fixed the bar selection (it was allowing more than 1)
- Made upgrades flex, so they wouldn't hide behind story & added margin 
- Fixed error with save interval setting, and made it correctly work
- Fixed minor pit error with it saying the incorrect value (with addcap)

2026/08/14 2:42 PM - [0.39.0]
- Changed "other" tab to settings
- Slightly boosted the pit's moodcap adding
- Now the tab that's selected has a yellow border
- The bar that's selected also gets a border
- Added color on the mood bar, which is green when mood is good and red when bad

2026/08/14 12:30 AM - [0.38.1]
- Redid the "You died screen"
- Fixed a major bug with it locking you out of the game, by adding a reset button

2026/08/14 12:23 AM - [0.38.0] POTIONS II
- Updated potion system to be more dynamic, adding different resource costs and automatic scaling when adding more
- Potion system now says cost
- Added different dealers to the potion system and save system (Joel, Bobby and Amy)
- Slightly tweaked some upgrades
- Mildly changed the pit's add moodcap
- Added potions.js file!
- Added a little inventory for each potion and their I, II, III and IV (you can't use them yet lol)

2026/08/13 5:52 PM - [0.37.0] POTIONS
- Added potion upgrade, which unlocks the potion tab
- Added a placeholder potion upgrade that works, and potion stocks which save
- Added random potion odds, 3 potions (knowledge I, II and III) and the whole potion getting system

2026/08/13 4:22 PM - [0.36.0] TWEAKS && FIXES III + QOL/UI
- Fixed minor error with create knowledge not updating after page load
- Optimized bar code for selecting and leveling bars
- Redid the code to work so it had correct names
- Fixed issue with bars saying their level was 0 when reloading until you used them
- Added taichi again because somehow it wasn't there before (?)
- Changed story box to be smaller, border on saving notif and a few other minor things
- Aligned the magic bars to be next to health bars
- Added a save interval bar (and settings) which has a 5 to 60 sec range, also saves and loads itself
- Fixed issues with bars not showing progress after reloading until you use them

2026/08/12 6:36 PM - [0.34.0] TWEAKS && FIXES II + QOL
- Fixed scaling with moodcap by changing the pit and vit cost
- Fixed moodcap scaling with vit/martialarts/taichi buffed
- Changed the pit to hide tab until unlocked like energytab
- Updated table reveals (health/magic)
- Fixed minor error with knowledgeBar
- Fixed error with moodcap bar
- Added more help text
- Tweaked flexbar progress to be in half (twice as fast as before)
- Completely revolutized layout of HTML using tables/boxes
- Added text on the side of each bar that tells you what the bar does
Such a pain to add.

2026/08/12 2:00 PM - [0.32.0]
- Added mood bar that shows how much mood capacity you have left.
- Fixed minor bugs with mood bar and cleaned up code with it
- Added mood upgrade for bar

2026/08/12 12:20 AM - [0.31.0] TWEAKS && FIXES
- Switched the energy upgrade to reveal the data-tab, instead of stuff in the tab itself
- Added more variables to the pit and updated the rolls
- Tweaked energy conversion costs
- Tweaked vitality to increase mood cap (not lifespan)
- Fixed minor error with knowledgebar not saving (forgot to put in lol)
- Fixed another error with bars not saving bonuses after save/load (the pit bonuses)
- Fixed a few small bugs
- Completely changed bar system to recalc after load

2026/08/11 7:56 PM - [0.30.0]
- Switched up an upgrade (unlocking the pit)
- Fixed error with saving/loading upgrades (with hiding while being unlocked)
- Updated the pit shell with more additions
- Optimized the pit variable working (each roll bracket doesn't have to have a variable) and cleaned some code up
- Also ported to galaxy.click

2026/08/11 6:44 PM - [0.29.0] ENERGY
- Modified docs by changing functions.js to systems and moving some code there from main.js
- Added energy upgrades
- Added energy well tab and short system (save/loadable aswell)
- Added displaying each energystage (goop, gloop and energy) & buttons and conversion system

2026/08/10 11:05 PM - [0.27.1]
- Fixed the annoying error with upgrade purchasing
- Slightly tweaked the pit by adding a bit more
- Slightly optimized some code, by shrinking line size

2026/08/10 8:08 PM - [0.27.0]
- Completely completed the pit
- Mildly modified a bit of code
- Updated code structure by adding 2 new files (thepit.js && storage.js)
(this version has an error not fixed)

2026/08/10 4:23 PM - [0.26.0] THE PIT II
- Updated the pit's code to be more dynamic
- Added a total pit roll amount
- And finally updated and increased pit ranges (more different pit actions)
- Now says how much know you earn per click for knowledge
- Also added player.cap into the pit for more boosts
- Added jackpots aswell in pit

2026/08/10 1:21 PM - [0.24.1]
- Offically changed name to fovea-intra in repo

2026/08/09 11:56 PM - [0.24.0] HELP BUTTONS
- Added buttons in help to save the game/load the game
- Added a button that hard resets all progress
- Stylized buttons
- Health/magic/etc. groups now hidden until your first upgrade on them
- Added a little saving notif in the bottom corner that appears for 1 second

2026/08/09 10:42 PM - [0.23.0] SAVE/LOAD
- Changed a few varaibles/cleaned up code
- Added game saving and loading

2026/08/09 6:55 PM - [0.22.0] THE PIT 
- Added the pit and it's own tab
- Added the pit's own upgrade, and also a little blurb that initially shown but hides after bought
- Fixed a small error with chatbox
- Added the pit system when you throw in stuff

2026/08/09 5:38 PM - [0.20.1]
- Fixed some minor errors with wisdom code
- Fixed another error with forgotton tai chi button

2026/08/09 5:29 PM - [0.20.0]
- Fixed small error with ratio * a fixed amount
- Modified player cap
- Completely overhauled how mood is calculated, making wisdom also take how much convert rate into consideration
- Also fixed wisdom to a specific convert rate for future easy change

2026/08/09 5:03 PM - [0.19.0]
- Added taichi upgrade that decreases speed of all health bars/upgrades but greatly increases mood cap
- Also modified HIT to swap as taichi (so tai chi decreases speed and HIT increases speed, swapped taichi)
- And slightly tweaked speed calc in updateallspeeds while added taichi buff

2026/08/09 4:31 PM - [0.18.0]
- Added Tai Chi upgrade, that increases the speed of all health upgrades/bars

2026/08/09 3:16 PM - [0.17.1]
- Updated chatbox even MORE by making it add new messages at the top
- Fixed lil bites of code, and it says when upgrades are unlocked and when available to check inventions*

2026/08/09 3:00 PM - [0.17.0]
- Updated chatbox from holding 1 line to 10/any amount max
- Updated all flavor text + unlock messages

2026/08/09 1:22 PM - [0.16.3]
- Fixed errors with buffs (declaring)

2026/08/09 11:35 AM - [0.16.2]
- Grouped together sections of bars (eg. Health bars, magic bars, etc.) with borders
- Added colors and the pizzaz

2026/08/08 10:53 PM - [0.16.1]
- Minor adjustments to magicstudy upgrade (changed req to magiclevel)
- Another small adjustment to making magic increase speed of other magic types

2026/08/08 10:15 PM - [0.16.0]
- Added study magic upgrade, which increases knowledge upgrade speed

2026/08/07 8:59 PM - [0.15.0]
- Added martial arts upgrade which unlocks martial arts

2026/08/06 10:40 PM - [0.14.0] MAGIC
- Added magic upgrade
- Cleaned up minor issues in code
- Checked magic code and it works too

2026/07/25 11:43 AM - [0.13.2]
- Added goatcounter for site analytics

2026/07/21 6:00 PM - [0.13.1]
- Added button highlights for styling on some buttons
- Added href link to changelog (hi there :o meta)

2026/07/11 9:32 PM - [0.13.0] DYNAMIC UPGRADES
- Updated upgrades to be more dynamic with unlocking, adding more
- Added bar levels in player.xxx (array)
- Added fitness upgrade as a whole and it's shop unlock upgrade

2026/07/10 1:44 PM - [0.12.0]
- Slight modifications of bars
- Fixed a few minor errors
- Added mood affecting base bar speed

2026/07/07 5:42 PM - [0.11.2]
- Added different scaling for each bar increase
- Fixed some errors with the scaling as well
- Optimized bar code (automated buttons assigning activeBar)

2026/07/06 12:40 PM - [0.11.1]
- Fixed knowledgebar scaling along with vit scaling
- Updated lifespan/day updating
- Added a complete death screen when dying

2026/07/05 2:58 PM - [0.11.0]
- Added glow on inventions tab when a new upgrade shows up
- Mild tweak with the colors
- Added knowledge increaser, an upgrade that unlocks a knowledge bar and with each level the knowledge bar adds 1 to clicking knowledge

2026/07/04 11:36 PM - [0.10.1]
- Wisdom fully added, along with a hidden button and counter
- Deleted flexability upgrade, opted for flexability to show after vitality got to level 10

2026/07/04 10:58 PM - [0.10.0] WISDOM
- Actually, FINALLY fixed depression and overworked it.
- Added a button to exchange knowledge to wisdom
- More flavour text in upgrades
- Added wisdom unlock

2026/07/04 5:18 PM - [0.9.1] MOCK DEATH
- Optimized button system with upgrades
- Cleaned up lifespan counter with decimal limit of 2
- Changed core code on how player variables are
- You can buy upgrades with different vars DEP once said upgrades implemented in the future
- Mock death added when reached lifespan's end

2026/07/03 10:55 PM - [0.8.0]
- Added another unlock/bar: flexability which increases vit's refill speed
- Cleaned up array code for unlocks
- Fixed some bugs/errors

2026/07/03 1:35 PM - [0.7.1]
- Indirect knowledge cap with mood
- Added other tab for guidence on the game and stats
- Completely changed the mood system
- Overclocked the upgrade system
- Clean ups on loops

2026/07/03 9:03 AM - [0.6.0]
- Optimized and cleaned up some residule code
- Modified depression system, fully renamed to mood and made edits
- Further optimization from seperating into more files (added functions.js)
- Added knowledge gameloop

2026/07/03 12:31 AM - [0.5.0] UNLOCK REQS (precursor to DYNAMIC UPGRADES)
- Added unlock when you get over 10 knowledge to appear in the "Inventions" tab, along with a story message
- Optimized some code
- The unlock now appears and disappears correctly
- Vitality Bar is now "unlocked" from the first unlock
- Added minor story bits :D
- Added another upgrade, the lifespan timer which acts as VIT but costs more
- Made the lifespan timer work and all this fillings with it
- Added upgrades.js

2026/07/02 10:39 PM - [0.3.0] VIT
- Added Bars and vitality marker
- Vitality now extends "lifespan"
- Updated Time System
- ACTUALLY fixed depression Error, and added a bit more
- Added bars.js

2026/07/02 9:15PM - [0.2.1]
- Fixed error with depression

2026/07/01 - [0.2.0] TABS
- Added Tabs for each part
- Added knowledge and made it so you can "birth knowledge"
- Added story message box on the side
- Added depression as a mechanic, mainly mood thoughsss

2026/07/01 3:33PM - Initial Build [0] (EQ to 0.1.0)
- Time system implemented

(Dates interfering with this:)
VACA: July 8-28th
CAMP: AUGUST 4-7th
GALAXY: AUGUST 11th-15th
FF: August 14th, 21st, 28th
VACA #2: August 28th to September 4th