v0.12
2026-10-18- Smoother play, and no more stutter coming back to the dungeon. Switching to the Nest or the Loom and back used to rebuild every sprite from scratch; now the game keeps them, and a long session no longer slowly fills up with leftover sound. Collision, the fog, the HUD and the autosave all do less work per frame, so busy floors stay smooth.
- A hidden browser tab now pauses the dungeon. Come back after a coffee and the world catches up by at most two seconds instead of freezing while it replays everything you missed — and a background tab is no longer a free digestion timer.
- Corpses and loot no longer pile up forever. Boss and adventurer bodies are capped at six per floor and dropped swords at three; the oldest sink into the ground or rust away with a message. Nothing is ever taken while its sword or key still lies beside it, and a boss corpse stays until you have eaten its memory.
- Pressing an empty or locked gear slot now gives the same red pulse as a swing on cooldown, so a dead key never feels like a dropped input.
- For testers: DEBUG → TELEPORT now works in the published build (it was dev-only by accident), aquatic creatures spawned from DEBUG land in water, and a new PERF group in the DEBUG panel shows live frame, step and draw times. This update resets saves.