218 stills + 24 sheets generated by tools/hd_assets.py at quality 90,
~220MB total. Loaded only when HD Remaster is enabled; standard PNGs
remain the default and the per-sprite fallback.
- Regenerated all 13 weapon fire one-shots and 4 weapon loops via the audio
specialist (ElevenLabs) with a 1993 Doom style brief: chunky, bass-heavy,
crunchy 90s FPS sounds
- New clips wired into SfxBank: ui_active, ui_active_empty (active items),
ui_curse (legendary pickups, replaces the normal item jingle), plr_revive
(Second Skin revive)
- Footstep system removed entirely (never worked right): Sfx.footstep, 8
plr_step* samples and bank entries, player.js call site, smoke test block
- Cache v=42
Legendaries (cap 1, boss-only): Butcher's Oath, Second Skin, Twin Sidearm,
Crimson Metronome, Abattoir Engine, Gore Crown, Thousand Teeth, Hollow Father,
The Last Cut, Meat Grinder. Once-per-floor flags reset in nextFloor.
Balance fixes: Ghoul Heart now +4 HP (2 full hearts); Brass Magazine ammo
efficiency uses the same diminishing additive formula as Scrap Feed.
- Bigger gore-red Minis (r10->14, sprite 32->48) with regenerated art
- Wider, walkable doorways: clear passage for open, teeth only when locked
- 500ms spawn telegraph so wave spawns no longer blindside the player
- Item stickiness ramps 10%/owned item (cap 50%) instead of flat 50%
- Title-screen Pressure Dial (-5..+5) tunes rise/relief; score x live pressure
- Vitals HUD: two-row hearts, half-container outlines, half-heart shield pips
- Readable 8-page field manual (bigger panel + fonts, implants split)
- HUD opacity slider in pause menu (boss bar + toasts stay opaque)
- Scrap Feed now has diminishing returns like Thick Hide
- Docs, cache-bust v37, and smoke coverage for all of the above