parabreak
// CHANGELOG · v0.1 alpha ← landing
·CHANGELOG · DESIGN SYSTEM

What changed, when,
and why we made the call.

This log is for the design system, not the engine — engine commits live in the repo. Each entry locks a decision: what was set, what was rejected, and which files now hold the truth. Most recent first.

v1.2 · PHASE 2.A 2026-05-15 cleanup

Hero glitch · light-mode pass · changelog + manifesto

Closing the four items deferred from earlier cycles. Hero's BREAK step now actually glitches; light mode reviewed end-to-end; the two dead footer links (Changelog, Manifesto) get real destinations.

  • +
    Hero BREAK glitch tuned. Added scanline pulse on portrait, RGB-split + flicker on body text, faint horizontal sweep, 1px x-axis jitter. Wrapped in prefers-reduced-motion.
  • +
    Light mode pass. Reviewed hero, anim panel, hooks tabs, Korean section, pricing, FAQ, footer at .theme-light. No structural fixes needed — all surfaces honor token swap. AA contrast verified on accent green (#1A8B5A on cream).
  • +
    changelog.html — this file. Footer link no longer dead.
  • +
    manifesto.html — voice statement, EN + KR. Footer link no longer dead.
v1.1 · P2.5 2026-05-15 handoff

Tokens handoff · CSS + Tailwind 4 + JS config

Production design token contract. One source of truth (tokens.css), two consumers (vanilla CSS, Tailwind 4 @theme inline), JS config as fallback.

  • +
    assets/tokens.css — 14 color · 9 type sizes · 10 spacing · radii · motion · effects. Light mode is a class flip on the same variable names.
  • +
    assets/app.css — Tailwind 4 entry. @import "./tokens.css" + @theme inline binds every var to a utility namespace. No rebuild on theme switch.
  • +
    assets/tailwind.config.js — 1:1 JS fallback for tools that need a config object. Kept in lock-step with tokens.css manually (no codegen — manual review is the safety net).
  • +
    tokens.html — handoff doc: file previews, live palette, Tailwind↔vanilla parity, cheat sheet, six usage rules.
v1.0 · P2.4 2026-05-14 store

Store thumbnails · Asset Library + itch.io

Two surfaces, two conventions. Asset Library = tier name + Free/Paid pill, no price (matches the listing's own price chrome). itch.io = price headline + post-launch note in a badge bar (commerce platform, price is the message).

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    3 Asset Library 660×440 PNGs — Core (green FREE), Hooks (amber PAID), Plus (violet PAID).
  • +
    3 itch.io 630×500 PNGs — Core $0 with green "FREE NOW · FREE FOREVER · MIT" badge swap; Hooks $49 / Plus $69 with amber "PRICES RISE AFTER STEAM LAUNCH" badge.
  • +
    Each asset is reachable as a solo URL store.html?solo=al-core at exact pixel size for OS screenshot export.
v1.0 · P2.3 2026-05-13 social

Social assets · OG + Twitter + Discord

CRT green single tone (amber / light variants deferred to post-launch). OG and Twitter run distinct compositions on purpose — OG is product card, Twitter leads with the meta-fiction beat. Discord is square + circle-safe.

  • +
    OG 1200×630 — Lockup A + H1 + sub + frozen REWRITE step + real text_corrupt JSON block.
  • +
    Twitter 1200×628 — "Your player finished skipped the tutorial. Your game noticed." headline.
  • +
    Discord 512×512 — Lockup B stacked in 410×410 safe-ring; survives both rounded-square (active) and circle (inactive) crops.
  • +
    Solo capture URLs + bulk DevTools snippet + og: / twitter: head tags.
v1.0 · P2.2 2026-05-12 logo

Logo export · 8 SVG masters

Three canonical masters (color · mono black · mono white) plus five derivative SVGs hand-tuned for small sizes and platform icons. No bitmaps shipped — bitmap exports come from these SVGs at build time.

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    Canonical: logo-mark-color.svg. Mono: logo-mark-mono-black.svg, logo-mark-mono-white.svg.
  • +
    Favicon: favicon-32.svg (stroke +50%, fragments removed), favicon-16.svg (16×16 native grid, shapeRendering=crispEdges).
  • +
    Platform: apple-touch-icon.svg (180), icon-192.svg, icon-512.svg (PWA + iOS, dark bg + inset).
  • +
    HTML head snippet + site.webmanifest + ImageMagick one-liner for .ico/.png generation.
v1.0 · P2.1 2026-05-12 system

Brand system v1.0

First system reference doc. Locks every visual decision from logo through voice into a single page that future cycles cite by section number.

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    6 sections: Logo (lockups + construction + don'ts), Color (dark + light palettes + token table), Type (4 families + scale), Spacing (4-base + layout), Components (buttons / pills / kickers / code), Voice (6-axis matrix + EN/KR examples + 6 rules).
  • +
    Donts grid established: no both-strokes-accent, no exaggerated tilt, no gradient on accent, no letters inside frame.
v0.6 · LANDING 2026-05-10 → 11 5 cycles

Landing iterations · brief alignment

Five rounds against the working brief and the live registry. Each round closed a specific reality gap.

  • +
    Real schema applied. Hero anim + all hooks cards use registry block names. No invented JSON.
  • +
    30 → 35 hooks. Core 13 + Hooks 8 + Plus 14 from scripts/meta/{core,tier_a,tier_b}/*_registry.gd. "Over 30" copy across 7 places. Plus tab shows 8 by default, "Show all 14" toggle for the rest.
  • +
    Pricing canon restored. Free / $49 / $69 (post-launch $69 / $149). Studio $299/yr removed entirely.
  • +
    Dialogic 2 signal strengthened. Hero sticker pill (violet) + post-Pricing companion banner with self-designed bracket mark.
  • +
    Hero 6/6 CHOICE overlap fix. Refactored .hero-anim to 3-row grid; .anim-controls moved out of .dialog-stage with own border + z-index 10. Cache-busted via ?v=4.
  • +
    Mobile ≤640px breakpoint. 10 surfaces re-tuned: hero h1 44px, nav links collapsed, hooks 1-col with 9.5px code, pricing 1-col, FAQ 2-col grid, footer 2x2 stack.
  • +
    Lint-style cleanup: footer Buy column updated to $49/$69 (Studio removed), FAQ #4 wording, FAQ #3 hook names corrected (no more narrator_reactivity), Korean signal 03 swapped locale_awaretext_i18n.
  • ×
    Removed: "shipping with parabreak" fake game references row → swapped for honest "compatibility" row (Godot 4.x · Dialogic 2 · MIT · platforms · early-access partner).
v0.5 · LOGO LOCK 2026-05-09 decision

Hybrid lockup locked

Five concepts narrowed to one direction. 04 "Broken Frame" mark + 01 "bracket-break" wordmark hybrid — same motif on two surfaces. The corner of the frame and the word break do the same thing.

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    Geometry locked: viewBox 100×100, stroke 6u, square caps, miter joins, break-segment offset +8 / −4, rotation −3°, break-y 56u, clear-space 6u.
  • +
    Lockup A (horizontal · primary), Lockup B (stacked · square placements), section dividers + stickers from the cut 04 wordmark (repurposed, not deleted).
  • ×
    Rejected: 04's standalone wordmark (para white + break green) — too simple a color split, fails anti-slop rule. Kept only as section dividers.
v0.1 · INTAKE 2026-05-08 brief

Brief intake · operating rules

Working brief received. Phase 1 decisions captured: dark CRT phosphor green main + light mode via Tweaks, H1 = "The meta engine for Godot.", hero animation = dialogue self-edit, anti-slop strictness = standard, Korean weight = single section (현재 브리프대로).

  • +
    9 operating rules set: trademark avoidance, no Dialogic logo replication, registry-accurate JSON only, Korean as own copy (not translation), price honesty, etc.
  • +
    Tone slider: 40/100 (just past restrained dev-tool, well short of full Inscryption).