Classic Scoundrel update

Seeds, voices, and pauses

Three small fixes landed in Classic Scoundrel today. None of them change how the game plays. All three change how it treats the person playing it.

1. Every run has a seed now

Classic Scoundrel used to shuffle its deck with a plain random call. No memory, no way back. Now each run gets a seed, a single number, and the shuffle runs on a small seeded generator called mulberry32. Same seed, same deck, every time.

The seed sits on the game over screen with the rest of your run stats. Tap the seed row and it copies, so you can send a brutal run to a friend and they can deal the exact same dungeon.

The order below is the exact deck this seed deals, front of the deck first.

This explorer runs the same mulberry32 shuffle the game now uses, shown with a standard 52 card deck so you can check it against a real one. The game itself deals its 44 card Scoundrel deck. Type the seed from a finished run and you get that run's deck, card for card.

2. The game speaks up

The game renders to a canvas. A screen reader cannot see a canvas, so the game used to say nothing at all. There is now a hidden live region on the page, and the game writes short summaries into it as you play. A fight sounds like this: Fought the Queen of Clubs. Your weapon blocked 3. Took 4 damage. Health 12 of 20.

Card plays, damage, heals, fleeing, and room changes all get the same treatment. Short, plain, in the game's own words.

3. Hidden tabs stop the clock

Switch to another tab mid run and come back, and the game used to take one giant step. The frame timer never clamped its step size, so the hidden minutes tried to land inside a single frame.

Now the loop stops when the tab hides and starts fresh when you return. The gap never becomes a frame. Small fix. No more time travel.