escape from the khia asylum V59 Rules
This document tracks V59 gameplay and UI rules.
Core Run Structure
- Game title is
escape from the khia asylum. - Level 1 keeps the existing brat clicker loop with Charli XCX.
- Escape progression remains:
1,000,000bumps to unlock Level 2.1,000,000,000bumps to unlock Level 3.1,000,000,000,000bumps at Level 3 to finish the run.
Shop + Scaling
- Shop tab is named
Shop(not Consumables). - Upgrade track now has
17sequential tiers and direct cost values (no hidden exponential tier scaling). - Late tiers heavily increase click strength via larger click multipliers/additive gains plus global multipliers.
- Shop progression is intended to keep manual clicking viable through endgame, not only auto-clickers.
Characters + Passcodes
- Code entry label is generic:
Enter passcode or run code. - Input placeholder does not expose level passcodes.
- Passcodes are displayed only on unlocked character cards:
Level 1 - Starter Arc - PASSCODE: ITSCHARLIBABYLevel 2 - Breakout Arc - PASSCODE: LUSHLIFELevel 3 - Final Arc - PASSCODE: IMGOOD
Run Code Snapshots
- Each save generates a unique
Run Codeand stores a full snapshot keyed to that code. - Entering a valid run code restores the exact saved state (bumps, purchased items, stats, unlocked levels/characters, and progression data).
- Run-code snapshot history is capped locally for storage safety.
Achievements
- Total achievements:
40. - Distribution:
10Level 1 milestones,10Level 2 milestones,10Level 3 milestones,10obscure/time-based milestones. - Achievement badge shows newly unlocked count since last achievements-tab visit, and clears after viewing the tab.
- Achievements unlock with toast + popup notification on the main screen.
Now Playing + Feedback
Trend Questsection is now namedNow Playing....- When a quest is won, the quest card gets a temporary visual highlight pulse so rewards are obvious.
V11 Layout Priorities
- The live status line (
Think About It All The Time+ click/turbo updates) is moved to the top-right side column above Stats. - The Run Code is shown directly below that status line in smaller text.
escape the khia asylumis now a larger, centered objective block below the main game area.
V12 UI + Logic Updates
- Run Code text is selectable directly in the UI for faster copy/paste.
- Share Score and Reset are right-justified on the same row as the tab controls.
- Unlocked achievements are always shown in the Achievements tab even if they are beyond the current visibility slice.
V13 Emoji + Run Code Updates
- Background click emojis are now level-locked:
- Level 1 uses only
🔪. - Level 2 uses only
💅. - Level 3 uses only
💎. - Emoji intensity scales by progression inside the current level (starts sparse after level entry and ramps up toward each level target).
- Run Code display is now a readonly text input field for direct highlighting and copy/paste.
V14 Progression + Copy Updates
Spender Arcnow scales with overall game progression (level progress, quest wins, and total shop spending), so it becomes gradually harder through the run.- Main button text is level-specific:
- Level 1:
bump that - Level 2:
go stateside - Level 3:
i'm good - Final completion copy is now:
Final escape complete. You successfully escaped the Khia Asylum. - Level 2 and Level 3 pacing is intentionally slowed using a level-progress throttle so post-L1 progression does not finish too quickly.
V15 Interaction + Responsiveness
- The main click button now treats all text regions as pass-through so the full square is reliably clickable.
- Main click feedback is more animated on press (stronger pulse/flash behavior).
- Shop no longer rebuilds DOM every tick; only lightweight button-state refresh runs in-loop for instant affordability updates.
- This removes frequent misclicks caused by list re-render timing while preserving fast buy-state updates.
- Shop cards and buy buttons now have stronger hover/press visuals (elevated card motion, sheen, and punchier button feedback).
V16 Admin Controls
- Main page footer now includes an encrypted-gate admin entry link:
admin-login.html?enc=6b6869615f61646d696e5f67617465. - Admin login accepts only one credential pair: user
Kevinand passwordmunfuh-pywjin-daxtA5. - Credential verification is hash-based in-browser (SHA-256) with fixed stored hashes.
- Successful login creates a local admin session (12-hour TTL) and routes to
admin-panel.html. - Admin panel can update rotating status-tagline lines (one line per entry) and save them live.
- Admin panel toggles can enable/disable emojis, snow, BRAT TURBO overlay, quest pulse, and top/bottom ad slots.
- Saved admin settings write to
localStorageand apply immediately in active game tabs.
V17 Layout + Admin Iteration
- Status line in the status card is now centered.
Now Playing...now sits above the button/status columns and spans the full game width.- Viral Meter moved into the right status column (where the old quest block previously lived).
- Auto Clickers now sit below the button/status area and span the full playable width.
- Admin settings now include 3 stats display variants:
Grid Cards,Strip Stack, andLedger Panel.- Admin settings in V17 included one major layout experiment mode (retired in V18).
- Save files moved to V17 local keys; V16 saves are still imported through legacy fallback.
V18 Layout + Controls
- Removed the old experimental remix option from V17 admin controls.
- Admin now offers 3 full layout + stats concepts:
Strip Stack,Pulse Boards, andTerminal Deck.- Main button subtext (the
# bumpsline) now uses the same visual style language asbump that. - Right column sections now render without card backgrounds and are separated naturally by dividers.
- Front-end strobe toggle added (OFF by default). When enabled, turbo mode uses a faster classic strobe.
- Removed
LevelandChaos Meterrows from the visible stats panel. - Removed the \"Click fast\" hint text above the main button.
- Save files moved to V18 local keys; V17 saves are still imported through legacy fallback.
V18 Admin Copilot + Media Studio
- Admin panel now has a right-side copilot workspace for game design and marketing workflows.
- Copilot supports chat in-panel and can run with web search enabled plus high-reasoning mode when API key is configured.
- Copilot includes an auto-advice feed (default: every 2 minutes) to keep surfacing new improvements.
- Image generation panel added for marketing assets (OpenAI image API path via configured key).
- Live snapshot tools added to capture key website sections (button, quest card, right column, full layout) for sharing.
- Copilot behavior is specialized via website rules + live game snapshot context provided at prompt-time.
V19 Story Intro
- Before gameplay begins, a centered narrative dialogue overlay now appears and blocks input to the game.
- Dialogue sequence:
Welcome to the Khia Asylum.Sister Jude greets you with open arms. Lana Bana Bo Bana Banana Fana Fo Fana.You are Charli XCX. AG Cook can't save you now. Your final attempt to escape the asylum, BRAT, is releasing tomorrow.Breakout- Player can click anywhere or press
Spaceto advance each line. - Lines type out with an 8-bit chip-style sound effect while text scrolls on screen.
- A right-arrow prompt appears once each line is complete, then the game starts after the final line.
- Save keys moved to V19 local keys; V18 save import remains as legacy fallback.
V20 Intro + Visual Progression Updates
- Intro typewriter chip sound volume was increased for stronger 8-bit presence.
- Intro now plays only for a fresh run state (no bumps/clicks with intro pending) or after using Reset.
- Intro no longer replays on every refresh for active runs that already progressed.
- Intro overlay now includes explicit
ContinueandSkip (Esc)controls for fail-safe progression. - Pressing
Escapeexits the intro dialogue immediately and enters gameplay. - Under the main button,
0 bumpsis hidden at run start; counting appears on first bump (1 bump, then upward). - Background now darkens toward black based on level progress:
- Level 1 fades from brat green at 0 bumps to black at 1,000,000 bumps.
- Level 2 uses blue and fades to black across 1,000,000 to 1,000,000,000 bumps.
- Level 3 uses blue and fades to black across 1,000,000,000 to 1,000,000,000,000 bumps.
- Save keys moved to V20 local keys; V19 save import remains as legacy fallback.
V21 Purchase + Turbo Stability Pass
- Shop affordability checks now include a tiny floating-point tolerance to prevent false \"can't buy\" cases near exact cost.
- Spending now clamps near-zero residual values to avoid precision drift creating negative or blocked balance edge cases.
- Shop button labels now show full comma-formatted bump costs for clearer buy thresholds.
- When a purchase fails for insufficient bumps, the game now shows a clear toast with how many more bumps are needed.
- Shop interactivity refresh cadence is faster for more immediate unlock/enabled state updates while playing.
- Turbo strobe activation now honors player strobe opt-in reliably during active turbo windows.
- Turbo overlay visuals were tuned so strobe remains visible even on very dark late-run backgrounds.
V22 Stability + Gamification Expansion
- Fixed a loop restart bug after reset: game loop and autosave handles are now explicitly cleared before restart, restoring auto-click gain and turbo updates.
- Turbo/strobe overlay is now layered in front of gameplay content for reliable visibility during dark-background progression states.
- Auto Clickers now support bulk buy controls:
x1,x10,x100, andMax. - Milestone multiplier system added at key bump thresholds from
1,000through1,000,000,000,000. - Late-game auto-buy unlockables added to the shop:
Dealer Assistantunlocks auto-buy generators.Asylum Procurement AIunlocks auto-buy for both generators and shop tiers.- New Bump Breakdown panel shows manual power, auto/sec, turbo state, milestone multiplier, and active run modifier.
- New Share Card button exports a visual run card image with score, build, character, modifier, and run code.
- Soft tutorial hints now appear for first-time blockers (shop onboarding, viral trigger flow, and escape timing).
- Final run now opens an end-of-run recap modal with key stats and unlockable remix modifiers for replayability.
V23 Run Recap Reliability Fix
- Fixed run recap overlay hide behavior by adding a specific hidden-state rule for the recap layer.
- Recap modal now sets explicit
aria-hiddenstate on open/close for cleaner state transitions. - Pressing
Escapenow always closes the recap overlay when it is open. - Starting a new remix run always force-closes the recap before intro begins.
- The game no longer auto-opens recap at startup just because a saved run is marked as won; recap is now opened intentionally via the in-game control.
- Save key moved to
brat_clicker_save_v23with V22 fallback import to preserve continuity while avoiding stale V22 state collisions.
V24 Admin Content + Readability Pass
- Admin panel now includes a
Game Content Editorcard with editable entries for all visible content labels. - All
12auto-clickers can now be renamed and re-described from admin. - All
17shop consumables/upgrades can now be renamed and re-described from admin. - All
40achievements can now have custom names and requirement text from admin. - Only changed text is stored as overrides; untouched entries continue to use built-in defaults.
- Achievement unlock toasts/popups and the Achievements tab now read from admin overrides live.
- When background fade reaches roughly 50% toward black, a dark-contrast readability mode now turns on automatically.
- Dark-contrast mode adds glow to free-floating text and adds light translucent backing to key sections for legibility at deep progression.
- Save key moved to
brat_clicker_save_v24with V23 fallback import.
V25 YouTube Soundtrack Rotation
- A small YouTube soundtrack player is now shown in the right status column above Stats.
- Track changes are progression-gated by bump thresholds and level requirements.
- Rotation is strictly one-way within a run: once a later track unlocks, it never rolls back to an earlier one.
- Default progression chain is configured for Charli XCX (L1), Zara Larsson/PinkPantheress (L2), and Bebe Rexha (L3) milestones.
- Track switching happens live by updating the embedded player source with no page refresh.
- Admin panel now includes a
YouTube Rotationeditor to change every track label, threshold, minimum level, and source reference. - At V25, admin accepted full YouTube URL, direct 11-character video ID, and
search:queryform (deprecated in V26). - Save key moved to
brat_clicker_save_v25with V24 fallback import.
V26 Navigation + Typography + Stats Cleanup
- Top nav tab labels are larger and now sit inside one shared oval track (Games, Shop, Achievements, Characters).
- Main game title now uses the same visual format language as the clicker button text.
Now Playing...andStatsheaders now use the same clicker-text heading style.- Previous separate
Bump Breakdownsection is merged intoStatsto reduce duplicated values. - Stats now show one consolidated set of values (including turbo, milestone, and modifier) without redundant duplicate rows.
- Tip Jar moved out of the right column and placed near page bottom, above the bottom AdSense slot.
- YouTube track switches keep autoplay enabled during progression transitions.
- Music embeds now use direct YouTube IDs/URLs only (no search embed mode), preventing
Error 153configuration failures. - Legacy admin music entries that used
search:are auto-migrated to V26 direct-source defaults. - Admin panel YouTube helper text now requires direct official YouTube URL or 11-character video ID input.
- When launched via
file://, the player now shows a clear local-hosting message instead of surfacing YouTube configuration errors. - Save key moved to
brat_clicker_save_v26with V25 fallback import.
V27 Title + Mission + Stats Layout
- Main game title is larger and now has a slow pulse animation.
- Quest strip title changed from
Now Playing...tocurrent asylum mission. - Music card heading changed from
Soundtracktonow playing.... - Top tab label for the character panel is now dynamic by level:
- Level 1:
Charli - Level 2:
Zara - Level 3:
Bebe - Stats panel layout changed from a single 1x8 list to a 2x4 grid.
- Quest cooldown text updated from trend wording to mission wording.
- Save key moved to
brat_clicker_save_v27with V26 fallback import.
V28 Layout + Density Pass
- Main title scale increased again and keeps the slow pulse animation.
- Header subtitle now shows only the current level text:
level 1,level 2, orlevel 3. now playing...heading now uses the same visual font treatment as the clicker button text.- Stats layout is now a strict
4 x 2grid on desktop (with responsive collapse on smaller screens). - Viral Meter moved directly below the clicker + escape controls and spans full left-column width.
- Auto Clickers moved directly below the Viral Meter in the same left-column stack.
- Right column now uses vertical scrolling when content exceeds viewport height.
- Tip Jar is centered and uses fit-content sizing instead of stretching across the full page width.
- Save key moved to
brat_clicker_save_v28with V27 fallback import.
V29 Header + Column Behavior + FX Toggles
- Title scale tuned slightly smaller than V28 while keeping the slow pulse effect.
- Stats title is now lowercase:
stats. viral meterandautoclickerstitles are lowercase, left-aligned, and use clicker-style heading treatment.- Viral Meter section now spans full playable width (across both columns).
- Auto Clickers section now spans full playable width (across both columns).
- Right column keeps only
now playing...andstatsinside its scrollable area. - Status line + run code stay fixed/visible above the right-column scroll area.
- Effects toggle row moved below the tab bar with three controls: Strobe, Snowfall, Emojis.
- All three front-end effect checkboxes default to ON in V29.
- Tip jar links are now grouped side-by-side in one row.
- Save key moved to
brat_clicker_save_v29with V28 fallback import.
V30 Escape Labels + Theme Correction
- Escape objective button labels are now level-specific:
- Level 1:
Escape to Level 2 - Level 2:
Escape to Level 3 - Level 3:
Escape the Khia Asylum - Level 2 theme base color corrected from blue to pink (including fade-to-black progression base).
- Main title scale was reduced and constrained to one-line presentation to avoid wrapping to two lines.
- Section headers
viral meterandautoclickersnow match the size scale used bynow playing.... - Save key moved to
brat_clicker_save_v30with V29 fallback import.
V31 Mission Economy Scaling
- Asylum missions now scale using a live economy profile that reads click strength, auto bumps/sec, level progress, quest depth, and run activity.
Spender Arctargets now scale directly with current power and no longer stay in low-hundreds once click gains are high.Auto Spikenow targets a growth delta above your current auto rate instead of a mostly static threshold.- Mission durations are now elastic per mission difficulty so higher-value targets still have enough completion time.
- Mission rewards now scale from the same economy profile so payouts stay relevant as progression accelerates.
- Save key moved to
brat_clicker_save_v31with V30 fallback import.
V32 Dark-Background Readability
- When the background darkens past the readability threshold, the Hint card now receives the same light-panel treatment as other surfaced UI blocks.
- The Viral/Turbo meter section now also receives a light background and readable contrast colors during dark-background phases.
- Turbo active banner now keeps a bright, high-contrast style in dark-background mode instead of blending into black.
- Save key moved to
brat_clicker_save_v32with V31 fallback import.
V33 Achievements UX
- Achievements list is now always fully visible (all 40 cards shown at all times).
- Achievements tab now uses a fixed 2-column grid sized for all 40 achievements (20x2 layout).
- When the Achievements tab badge has unread unlocks, opening the tab now marks those specific unlocks with a
NEWtag. NEWtags persist while staying on the Achievements tab and clear after leaving it.- Save key moved to
brat_clicker_save_v33with V32 fallback import.
V34 Lights-Out Minigame
- A random popup minigame now triggers once before the run first reaches
100bumps. - Prompt copy warns: do not roam after lights out because Ru Paul is searching for you.
- Player must pick one of three emoji hide spots; one random emoji is the winning spot each run.
- During the minigame, the core loop is paused (including auto gains/autoclick behavior).
- Win condition: choose the winning spot and continue normally.
- Loss condition: choose a losing spot and immediately lose
50%of current bumps. - Save key moved to
brat_clicker_save_v34with V33 fallback import.
V35 Tiered Minigame Ladder
- Additional random minigames now trigger once in each bump range:
100-10,000,10,000-50,000,50,000-100,000,100,000-500,000, and500,000-1,000,000. - Gameplay variety now includes multiple challenge types (emoji pick, rapid tap, memory chain), with one dedicated drag-and-drop shadow match challenge.
- The drag-and-drop challenge requires matching
3emojis onto their shadows before the5stimer ends. - While any minigame is active, the game loop pauses (manual/auto gains, quest timer pressure, and turbo/cooldown timing are all paused and resumed safely after completion).
- Losing any staged minigame applies a
50%bumps penalty. - Achievement update:
Win your first questwas replaced with minigame performance goals: Average Studentfor winning at least 50% of minigames played.Studiousfor winning at least 80% of minigames played.- Achievement rename/update:
7-7-7-7is nowAngel Numbersat1,111taps. - Save key moved to
brat_clicker_save_v35with V34 fallback import.
V36 Minigame Stability + UX
- Tier minigames now show rules first and require a manual
Startpress before the timer begins. - Rapid-tap minigame input was rebuilt for reliability with delegated pointer handling and a larger dedicated tap target.
- Minigame overlay no longer re-renders every animation frame; timer text now updates independently for smoother interaction.
- Achievements header text now reads only
Unlocked X/40(removed redundant "Showing 40 of 40"). - Achievement display order is now progression-first (Level 1 to Level 3 arcs, then long-run/obscure goals).
- Save key moved to
brat_clicker_save_v36with V35 fallback import.
V37 Header Style Cleanup
- Removed text/drop shadows from all major title and header styles.
- Applies to top title, section headers, main clicker label, bumps label, and now-playing header styling.
- Dark-background contrast mode keeps color contrast but no longer adds title/header drop shadows.
- Save key moved to
brat_clicker_save_v37with V36 fallback import.
V38 Layout Density + Toolbar Controls
- Desktop shell width reduced to roughly 80% of previous footprint for a less oversized presentation.
- Core gameplay sizing was tightened to match (including clicker size and right-column width).
- Top controls are now a single two-column toolbar: tab bar on the left, actions/effects stack on the right.
- Right side now uses two rows: row 1 for share/reset actions and row 2 for Strobe/Snowfall/Emojis toggles.
- Share button label changed to an icon-only control;
Share Cardwas renamed toScore Card. - Save key moved to
brat_clicker_save_v38with V37 fallback import.
V39 Toolbar Compression + Level Tab Label
- Removed the separate level line below the main game title.
- Tab bar height was reduced to roughly half of the prior V38 height.
- Right-side toolbar controls were also reduced to roughly half-height (share/reset row and FX toggle row).
- Tab buttons are centered as a group within the tab bar.
- The first tab now dynamically reads
Level 1,Level 2, orLevel 3based on current run level. - Save key moved to
brat_clicker_save_v39with V38 fallback import.
V40 Pre-Start Background State
- On fresh Level 1 runs before the first bump is collected, page background now starts grey.
- The main clicker button remains the same brat green during this pre-start state.
- Immediately after first bump collection, Level 1 background switches into the normal green-to-black progression behavior.
- Save key moved to
brat_clicker_save_v40with V39 fallback import.
V41 Mission Unlock Gate
- Missions are hidden and inactive until the run first reaches
1,000bumps. - At first unlock in a run, the mission panel pops in with reveal animation and pushes the rest of content down.
- After unlock, missions stay visible for the remainder of that run.
- Mission panel unlock state is now saved in run data for refresh continuity.
- Save key moved to
brat_clicker_save_v41with V40 fallback import.
V42 Escape Attempt + Alarm UX
- Level 2 and Level 3 start from lighter base tones before darkening toward black (Level 2 pink and Level 3 blue).
viral meteris now labeledescape attempt.- Escape Attempt helper text now reads
(fill to 100% and then click the button). - Turbo trigger button is now labeled
Trigger Asylum Alarm. - Removed the old
Build chaos to 100%helper line from the idle state. - Cooldown now includes a grey circular clock indicator that unwinds toward zero during recharge.
- Save key moved to
brat_clicker_save_v42with V41 fallback import.
V43 Shopfront Refresh
- Every upgrade and auto-clicker item now displays a dedicated matching emoji in its card header.
- Shop cards were redesigned to feel like a game storefront with item badges, subtitle metadata, type chips, and stat footer rows.
- Upgrade and generator cards now have distinct visual accents for faster scanning while shopping.
- Affordable items get a more prominent purchasable state treatment.
- Save key moved to
brat_clicker_save_v43with V42 fallback import.
V44 Store + Controls Optimization
- Shop item emojis were enlarged and visually emphasized for a more heavily visual storefront feel.
- Top tab buttons were resized and spacing/hit areas increased to improve click reliability (especially the leftmost Level tab).
- Main game title is now smaller and left-aligned.
- Escape Attempt cooldown ring now appears only after Asylum Alarm ends.
- Auto-clicker buy modes were reduced to
x1andx10only (removedx100andMax). - Auto-buy options were fully removed from UI and runtime logic.
- Redundant reset-time duplicate admin-settings application was removed for cleaner run reset flow.
- Save key moved to
brat_clicker_save_v44with V43 fallback import.
V45 QA + Economy Pass
- Focused interaction pass on tab hit areas and shop responsiveness (reduced unnecessary rapid interactivity churn).
- Auto-clicker catalog now includes
18total generators with6unlockable per level. - Level 2 and Level 3 generator pacing was rebalanced for more coherent mid/late-game economy progression.
- Shop card tags were reworked so
READYandAuto/Power-Upno longer overlap. - Strobe now defaults OFF for new runs, and first alarm-ready guidance mentions optional strobe toggle.
- Press-and-hold on the main button now enables slight drag animation without granting clicks.
- Mission panel now uses single-row layout: centered mission title/timer with right-side progress rail.
- Mission heading renamed from
current asylum missiontocurrent mission. - Tip jar was reduced in footprint and right-aligned.
- Generator buy modes now only include
x1andx10;x100andMaxremoved. - Auto-buy controls and runtime auto-buy logic remain fully removed; related late upgrades were repurposed to direct stat boosts.
- Ad placeholder mode now rotates themed fallback creatives in both ad slots every
15sduring long play sessions. - Real AdSense slots still initialize once per page load when valid publisher/slot IDs are provided.
- Save key moved to
brat_clicker_save_v45with V44 fallback import.
V46 Efficiency + Portability
- New
Helptab added with a concise quick-start list so first-time players can enter gameplay immediately. - Tab routing logic now uses a single shared valid-tab registry to reduce duplicated checks and keep saved-tab restoration consistent.
- Admin panel now includes a dedicated
Import / Export (.txt)section. - Admin exports now include versioned portable payloads for: taglines, toggles, layout concept, content overrides, music rotation, and AI config.
- Import parser is backward compatible with plain JSON admin settings and wrapper-style export files.
- Admin import writes data directly to local storage and applies imported settings live to panel controls immediately.
- Admin save-key scanning was de-duplicated to a generated version-range list instead of hardcoded arrays.
- Save key moved to
brat_clicker_save_v46with V45 fallback import.
V47 Artist-Lore Copy Pass
- All Level 1 auto-clickers and shop items were rewritten around Charli XCX deep-fan lore and running jokes.
- Level 1 copy now references Charli meta moments including
XCX Worldleak culture,I thought this song was big in Germany, urn-era meme imagery, and autographing the douche. - All Level 2 auto-clickers and shop items were rewritten around Zara Larsson career moments and songs (e.g.
Uncover,Lush Life,Symphony,Ain't My Fault,Can't Tame Her). - All Level 3 auto-clickers and shop items were rewritten around Bebe Rexha career moments and songs (e.g.
I'm Good (Blue),Meant To Be,In The Name Of Love,The Monsterwriter-era references). - Admin content-editor defaults were synced to the same V47 copy so live edits start from the new themed baseline.
- Save key moved to
brat_clicker_save_v47with V46 fallback import.
V48 Header + Mission UX Pass
Trigger Asylum Alarmbutton now gets a glow pulse when ready to fire for stronger visual attention.- Tip Jar was recentered, and the extra promo line under the title was removed for a cleaner block.
- Mission panel copy is now left-aligned and clearer: mission title is larger/bolder, with a straightforward small description line below.
- Mission timer now sits before the progress rail so the percentage line can fill remaining width in the row.
- Game title is now clickable and returns the player to the home game screen tab.
- Top header now centers the title while keeping a dedicated Help tab button on the same row, above share/score/reset controls.
now playing...andstatsheadings were normalized to the same size style asescape attemptandautoclickers.- Background rendering now applies a darker left/right edge gradient around the centered content shell.
- Save key moved to
brat_clicker_save_v48with V47 fallback import.
V49 Polish + UX Pass
- Auto-clicker/shop resize stability improved: shop grids now pin card heights to content, avoid stretch artifacts, and rerender on window resize.
- Escape button behavior updated: it stays compact while locked, expands when clickable, then starts pulsing after
10sif not tapped. now playing...andstatsheadings are now smaller than the primary section headers.- Now playing unlock metadata now uses full bump counts (for example
2,099 bumps,10,000 bumps) and no longer shows level suffix text. - Header right side now shows
Help | XEV Media, with XEV linking tohttps://xev.media. - Tab items and the main game title now underline on hover/focus for clearer click affordance.
- Ready-state glow for
Trigger Asylum Alarmis now significantly stronger and faster pulsing. - Shop emoji tiles were increased for a more visual storefront feel.
- Stats cards now render value first (larger), label second; first stat shows numeric bumps with
bumpslabel below. - Tip Jar copy was normalized to lowercase.
- Save key moved to
brat_clicker_save_v49with V48 fallback import.
V50 Status + HUD Simplification
- Minigame dialogs now open higher on the viewport so their tap targets do not appear directly over the main clicker zone.
- Status line rotation is slower and each line holds longer before switching.
- Priority status events (manual click gains and toast alerts) now override rotating taglines for a hold window.
- Long status text now stays one line and auto-scrolls horizontally instead of wrapping to a second line.
- Stats were simplified by removing
bumps,combo,milestone, andtrigger alarmcards. - Hot streak now shows current value with a separate smaller
bestline below it. - A new small
lifetime bumpsreadout appears under the stats grid. - Escape Attempt is now a single-line row: title, progress bar, trigger button, and cooldown ring.
- A left-justified meter readout below that row now shows current progress as
x/100. - Autoclickers copy updated to
shop for bots. - Tip Jar helper copy line was removed.
- Footer now shows
beta v50. - Save key moved to
brat_clicker_save_v50with V49 fallback import.
V51 Stability + Accessibility Pass
- Right column width behavior was stabilized to prevent random horizontal growth and jutting.
- Main game grid now constrains the status column to a fixed max track with strict
min-width: 0behavior. - Status scroll region now reserves scrollbar gutter space for more stable sizing.
- Now playing and stats text in the right column now wrap safely (
overflow-wrap) to avoid width blowout. - Status sections now use explicit clipping and min-width constraints for overflow safety.
- Keyboard accessibility pass added: consistent focus-visible outlines across buttons/links/inputs.
- Tap target reliability improved by standardizing minimum button heights.
- Status message rendering optimized by caching the status track node and reusing it.
- Removed stale UI references to non-existent breakdown elements from runtime wiring.
- Status and viral meter lines now expose aria-live/status semantics for screen-reader announcements.
- Save key moved to
brat_clicker_save_v51with V50 fallback import.
V52 Mobile Tab Dock
- On phone widths, the main tab bar now docks fixed at the bottom of the viewport and floats above content.
- The dock includes a hamburger control that collapses/expands the tab list.
- When untouched, the mobile tab list auto-collapses after
10s. - Any interaction with tabs while expanded resets the idle collapse timer.
- Mobile body bottom padding now accounts for the floating dock and safe area inset.
- Save key moved to
brat_clicker_save_v52with V51 fallback import.
V53 Mobile Dock Visibility + Layering
- The mobile menu label and hamburger icon now only appear on phone-width dock mode, not on tablet or desktop layouts.
- Selector specificity was tightened so desktop
.tab-btnstyles cannot accidentally unhide the mobile toggle control. - Mobile floating tab dock z-index was raised so it reliably stays above gameplay content while hovering at the bottom.
- Save key moved to
brat_clicker_save_v53with V52 fallback import.
V54 Mobile Dock Clickability + Viewport Lock
- Mobile dock layering was further hardened by elevating the parent toolbar stacking context on phone widths.
- Pointer-event routing now explicitly favors the fixed tab dock and toolbar controls to prevent content from intercepting taps.
- Floating mobile dock background is now less transparent to avoid perceived overlap with underlying content.
- Viewport meta now disables pinch zoom and user scaling as requested.
- Mobile gesture guards now block pinch gestures while in phone-width view.
- Mobile layout now enforces horizontal lock behavior so users scroll vertically only (no left/right page scrolling).
- Save key moved to
brat_clicker_save_v54with V53 fallback import.
V55 Minigame Expansion + Penalty Wheel
- Tier minigames now continue through all three levels instead of stopping after Level 1.
- Level 2 stage windows now run across:
1M-50M,50M-100M,100M-500M, and500M-1B. - Level 3 stage windows now run across:
1B-50B,50B-100B,100B-500B, and500B-1T. - Minigame timer difficulty is now level-based: Level 1 =
10s, Level 2 =5s, Level 3 =3s. - Each minigame briefing now explicitly calls out that higher-level rounds are harder and states the timer.
- Level 1 loss behavior remains a direct
-50%bump penalty. - Level 2 losses now trigger a GO-button penalty wheel with outcomes including
-60%,-80%, or losing one purchased item. - Level 3 losses now use a harsher wheel that includes all Level 2 outcomes plus
lose all bumps,lose all purchased items, and a5%lose-entirely slice. - Save key moved to
brat_clicker_save_v55with V54 fallback import.
V56 Wheel Spin Fidelity + Lab Loop
- Penalty wheel now performs a true animated spin (multiple turns) before landing.
- Wheel landing is now aligned to the selected outcome slice color so the pointer result and wheel color match exactly.
- A new
Minigame Lablauncher is added below the encrypted admin link in the footer. - Lab controls let you choose Level (
1,2,3) and minigame mode (Randomor a specific game). - When started, lab runs the exact same ingame minigame implementations back-to-back until you press
Esc(or click Stop). - Lab runs in safe preview mode: penalties are previewed but do not mutate your live run economy or reset the run.
- Save key moved to
brat_clicker_save_v56with V55 fallback import.
V57 Google Demo Ads Swap
- Top and bottom banner slots now use Google demo ad configuration for testing instead of the rotating mock ad placeholders.
- Both banner slots are configured to the provided demo unit
ca-app-pub-3940256099942544/9214589741(normalized for web ad script compatibility). - Ad bootstrap script now points to demo client
ca-pub-3940256099942544. - Ad initialization now accepts either full demo unit format or split client/slot fields, then normalizes values before requesting ads.
- Fallback mock creatives now trigger only for invalid/placeholder configurations, not for the configured Google demo pair.
- Save key moved to
brat_clicker_save_v57with V56 fallback import.
V58 iOS Ad + Mobile UX Pass
- Top and bottom ads now support Google Ad Manager test banner unit path
/21775744923/example/adaptive-banner. - Ad runtime now initializes GPT slots, applies responsive size mapping, and refreshes live ad slots every
15s. - If GPT fails to load/initialize, ad slots automatically fall back to rotating placeholder creatives.
- Passcode jumps now re-seed pending minigame trigger points and mark prior missed ranges as skipped to prevent immediate minigame spam.
- Run code restores now sanitize stale minigame thresholds so skipped windows do not instantly force catch-up prompts.
- On phone-width view, Share/Score Card/Reset + Strobe/Snowfall/Emojis controls dock immediately below the top ad in a single horizontal scroll lane.
- Status run code display is now one line:
run codelabel on the left and a selectable field on the right. - Music embed switched to iOS-friendlier YouTube settings (muted autoplay + origin params), and each track now includes an
open on youtubefallback link. - Save key moved to
brat_clicker_save_v58with V57 fallback import.
V59 Auto Ads Script + Preferred Placements
- Swapped ad bootstrap to AdSense Auto Ads using client
ca-pub-3690495198393275. - Top and bottom banner containers are now explicitly tagged as preferred placement zones for Auto Ads.
- Preferred zones are labeled in-page so placement intent is clear during testing.
- Auto-ads preferred slots now skip local fallback creative injection to avoid fighting Auto Ads behavior.
- Save key moved to
brat_clicker_save_v59with V58 fallback import.
Themes + Existing Systems
- Level themes stay mapped as green (L1), pink (L2), and blue (L3), each darkening toward black by level target.
- Auto-clicker grid remains paged with arrows and now includes 18 total generators.
- Snowfall and emoji background effects remain active from earlier versions.