Dragonsweeper Version History and Renderer Evolution
Dragonsweeper is an evolving browser deduction roguelike. This history records major gameplay and technical milestones so players can understand how strategy and performance change over time.
Prototype foundation
The first playable version established power clues, health combat, experience, upgrades, generated boards, seeds, and the dragon-and-crown objective.
Renderer V2
Renderer V2 replaced per-cell interactive handlers with one global pointer pipeline. It added persistent display slots, a dirty queue, pooled particles, cached labels, and direct coordinate-to-cell mapping.
Targeted updates
Later work added one-cell dirty hints for flag operations. Reveals retain full signature comparison because flood reveals and special effects can change many cells safely.
Roadmap
Planned work includes deeper enemy documentation, daily challenges, accessibility, performance telemetry, content expansion, and deployment reliability.
Frequently asked questions
What is Renderer V2?
It is the active architecture using global input, persistent tiles, dirty updates, pooled particles, and cached labels.
Why are seeds important?
Seeds make generated boards reproducible for debugging, challenges, and strategy discussion.
Will the rules change?
The power-deduction identity remains central, but balance, interface, enemies, and performance may evolve.
Put the strategy into practice
Play a fresh seeded run, test the deductions above, and compare your result with the next guide.
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