The Second Edition
Game Content
ExpandedBreaking Draft: 2 → 5 scenarios. School lockdown, MP resignation and stadium evacuation added. 2 drawn randomly per shift.
ExpandedWould It Run: 4 → 12 cards. Now covers naming at charge vs conviction, youth court rules, single-source defamation, and documents-verified resignation. 5 cards per shift.
ExpandedStack the Story: 1 → 5 stories across Transport, Crime, Education, Politics and Health. 2 per shift, shuffled.
ExpandedRed Pen Roulette: 2 → 6 pieces of copy. Adds suicide reporting language (IPSO Cl.5), double-defamation from anonymous source, retroactive jigsaw ID, and one intentionally clean round. 3 per shift.
RebuiltRage-Bait vs Reach: Binary safe/breach replaced with 3-option slider — Safe, Sweet Spot, IPSO Breach. 6 scenarios, 4 per shift. Mechanic now matches what the slider promises.
ExpandedTraffic Mix: 5 → 10 stories. Accountability journalism, expenses scandal and clearer trade-off signals added. Urgency warning fires when either bar drops below 30%.
ExpandedCensor or Sued: 1 → 4 scenarios. Now covers CYPA jigsaw ID, victim privacy before NOK notification, Contempt of Court during active trial, and celebrity medical privacy. 2 per shift.
RebuiltMorning Conference: 1 pitch → 4 pitches, each with 3 editor follow-up questions. Tests sourcing, right of reply, court anonymity, and handling legal threats. 2 pitches per shift.
Game Design
RebuiltBreaking Draft: Paper-white background, huge deadline countdown, ink-bordered wire items. Feels like a physical deadline.
RebuiltWould It Run: Full-bleed white pitch card with colour-coded desk accent per category. SKIP / LEGAL / RUN pinned to a fixed footer bar.
RebuiltStack the Story: Broadsheet paper background with black masthead. Drag items are bordered cards with bold position numbers. Drop indicator shows exact landing position.
RebuiltRed Pen Roulette: White document, red topbar. Errors highlight red-on-white. Wrong guesses flash yellow. Feedback pinned to the bottom — no scroll loss.
RebuiltRage-Bait vs Reach: Green-to-red gradient slider track with labels. Verdict badge has three styled states. Publish button turns red on breach selection.
RebuiltTraffic Mix: Deep navy dashboard with large coloured percentage readouts. Wire feed cards show type, traffic delta, and respect delta as badges.
RebuiltCensor or Sued: Dark with pink accent. CENSORED stamp is flat text overlay. Photo brief clearly separated from the grid.
RebuiltMorning Conference: Cream office feel with speech bubble chat UI. Options pinned to the bottom, always visible without scrolling.
NewShift Result screen: Full black, large score, lime / red based on pass or fail.
Dashboard
RebuiltMasthead: scrolling live ticker, dynamic publication name, large score display, rank title and career progress bar.
NewEditor Alert promoted to full-width banner — shows weakest skill with one-tap drill button.
NewSkills panel: five colour-coded progress bars (red / amber / green) replace the radar chart. Weakest skill flagged.
NewSpike Pile redesigned as dark sidebar column adjacent to skills panel.
NewGame tiles: three visual states — unplayed, played, mastered (green tint + star). Each shows best score or Mastered.
NewGame tiles gain per-game colour accent bar on hover.
NewMilestones redesigned as a persistent node timeline strip with amber glow for current rank, lime for completed.
ChangeStats strip reduced from 5 to 4 cells.
NewAssignments section shows X / 9 played count.
Mobile
NewComprehensive mobile breakpoint at 600px covering all game screens, dashboard sections and the Breaking Point terminal.
NewNav button labels collapse to emoji-only on small screens.
NewEditor Alert becomes full-row tap target on mobile, button hidden.
Accessibility
FixedDyslexia mode: Atkinson Hyperlegible font now loads correctly and applies across all game screens, copy, chat bubbles and wire feeds.
FixedDyslexia toggle button now shows active state (lime highlight) and persists preference to localStorage.
Bug Fixes
FixedEn-dash characters used as decrement operators (t– instead of t--) caused countdown timers and hint counters to silently fail.
FixedEllipsis characters used as spread operators ([… instead of [...]) caused syntax errors in all shuffle and array operations.
FixedCSS variable references using en-dash inside JS strings (var(–lime) etc.) — all game colours broken at runtime.
FixedBreaking Point screen switching left stale .on classes causing multiple screens to show simultaneously.
FixedGhost drag elements missing position:fixed — drag handles did not move with the pointer.
FixedStack the Story: stale getBoundingClientRect() snapshots caused wrong drop positions after any scroll.
FixedStack the Story: touch-action not set — browser intercepted scroll gestures as drag events on mobile.
FixedStack the Story: ghost element inserted into document flow caused layout shift and visual overlap during drag.
FixedAudio toggle button text broke when nav labels were wrapped in spans for mobile hide/show.
Fixedcrop_load referenced CROP_DB.length instead of crop_limit after per-shift capping was introduced.
KnownSome assignments perform better on desktop. Mobile optimisation ongoing.