site
account lifecycle + rivals ship
- ▸the dashboard grew a security card: change your password, log out everywhere, or delete the account outright
- ▸friends became rivals you pick yourself, and a class code unlocks classroom standings
- ▸a mission record card lists every field your account has cleared
- ▸the leaderboard learned to page — a load more button walks the full standings
site
the site learns to test itself
- ▸playwright smoke suites for the landing page, auth and the leaderboard, plus a dedicated mobile viewport run
- ▸an axe accessibility gate on every public route — it forced real contrast and keyboard-focus fixes
- ▸the mobile suite caught a genuine hero overflow bug before any player did
- ▸the backend picked up a coverage gate in its ci while we were at it
site
identity shop + the picky gardener
- ▸the garage went real — hull paint and pilot titles now save to your profile
- ▸settings toggles sync to the account, so your preferences follow you across machines
- ▸playground mission 4: the picky gardener — scan each stalk and water only the thirsty ones
- ▸docs examples now open pre-loaded in the playground, one click from reading to running
- ▸and the devlog grew an rss feed
site
accounts + cloud save
- ▸sign up once, keep your farm — BFF auth with httpOnly cookies, no tokens in the browser
- ▸a two-way bridge into the WebGL game: finish a mission in-game and it lands on your account
- ▸the leaderboard went live on real runs and efficiency scores
- ▸friends and classroom views so a whole row of farms can grow together
site
production hardening
- ▸security headers everywhere and rate-limited auth endpoints
- ▸error boundaries so one bad harvest never takes down the page
- ▸SEO pass: metadata, open graph, sitemap, robots
- ▸put the WebGL build on a diet for a faster first load
backend
backend online
- ▸FastAPI + async SQLAlchemy on Neon Postgres
- ▸missions, progress and achievements now persist server-side
- ▸one deploy, one health check, zero spreadsheets
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a 3d farm on the front porch
- ▸the hero became a game-accurate diorama — planter beds, crops, PATCH hovering on rotors
- ▸first round of security headers shipped alongside it
site
the playground learns python
- ▸python-mini: a tiny deterministic interpreter running the drone API right on the landing page
- ▸three missions, step-by-step playback, friendly errors — no install, no account
game
responsive hud
- ▸wide, tablet and portrait HUD presets sharing one set of aspect breakpoints
- ▸camera framing math so the farm always fits the window
game
the game itself
- ▸a custom C# python-subset interpreter that yields one step per line — the only model that works on single-threaded WebGL
- ▸10 missions with goal checking and 4-level hints, on an isometric farm built entirely from code