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  <title>HelixJump.world Changelog</title>
  <subtitle>Updates, improvements, and new features shipping to HelixJump.world.</subtitle>
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  <id>https://helixjump.world/</id>
  <updated>2026-05-18T00:00:00Z</updated>
  <generator uri="https://helixjump.world/" version="1">helixjump build.js</generator>
  <entry>
    <title>2026-05-18 — content rebuild, leaderboard live, embeds, perf</title>
    <id>tag:helixjump.world,2026-05-18:changelog/2026-05-18-content-rebuild-leaderboard-live-embeds-perf</id>
    <link rel="alternate" type="text/html" href="https://helixjump.world/changelog/" />
    <updated>2026-05-18T00:00:00Z</updated>
    <published>2026-05-18T00:00:00Z</published>
    <author><name>HelixJump.world Team</name></author>
    <content type="html">&lt;p&gt;
        The biggest release since launch. Four things landed in parallel:
      &lt;/p&gt;
      &lt;ul&gt;
        &lt;li&gt;&lt;strong&gt;Ten content pages&lt;/strong&gt;, all written from scratch — how to play, controls, tips, high score guide, leaderboard, records, daily challenge, mobile, unblocked, and the homepage rewrite. About 10,000 words total of game-specific advice. None of it AI-generated filler.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Live leaderboard.&lt;/strong&gt; The in-game widget and the &lt;a href=&quot;/leaderboard/&quot;&gt;/leaderboard/&lt;/a&gt; page now show real scores from a small backend (helix-api), refreshed every five minutes. Submitting your best run is automatic — no account, no email.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Embed system.&lt;/strong&gt; You can now drop the game into any other site with one line of HTML. See the &lt;a href=&quot;/embed/&quot;&gt;embed page&lt;/a&gt; for the snippets.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Performance pass.&lt;/strong&gt; The page now warms its TLS connection to unpkg while parsing HTML, every static asset ships pre-compressed, and CSS/JS get content-hash query strings so cached files only refetch when something actually changed. Roughly a third smaller on the wire than the day before.&lt;/li&gt;
      &lt;/ul&gt;
      &lt;p&gt;
        Also: the social-share preview image (the one Twitter, Discord, Facebook, and iMessage show when you paste the link) is now an actual rendered card with the helix tower and a tagline, not a default screenshot.
      &lt;/p&gt;</content>
  </entry>
  <entry>
    <title>v4 — 2026-05-18 — drag direction, first-run audio, settings panel</title>
    <id>tag:helixjump.world,2026-05-18:changelog/v4-2026-05-18-drag-direction-first-run-audio-settings-panel</id>
    <link rel="alternate" type="text/html" href="https://helixjump.world/changelog/" />
    <updated>2026-05-18T00:00:00Z</updated>
    <published>2026-05-18T00:00:00Z</published>
    <author><name>HelixJump.world Team</name></author>
    <content type="html">&lt;p&gt;
        Pre-content polish pass driven by four specific things that needed fixing.
      &lt;/p&gt;
      &lt;ul&gt;
        &lt;li&gt;&lt;strong&gt;Drag direction inverted.&lt;/strong&gt; Dragging right now rotates the wedge under your finger to the right — it follows your finger instead of moving against it. The old direction was technically correct from the camera&apos;s perspective and consistently wrong to actual hands. Keyboard arrows updated to match.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;First bounce now has sound.&lt;/strong&gt; Browsers won&apos;t start an audio context without a user gesture, which meant the first few drops of your very first session were silent. The fix: the ball doesn&apos;t actually start falling until you tap or drag — the same gesture that unlocks audio also kicks off gravity, so the first bounce is always heard. (A three-second failsafe drops the ball anyway if you somehow don&apos;t interact at all.)&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Settings panel.&lt;/strong&gt; Gear icon top-right opens a small modal with volume and mute controls. Dragging the volume slider plays a bounce at the new level so you can hear what you&apos;re picking. Settings persist in your browser.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Powerup arrow rebuilt in 3D.&lt;/strong&gt; The floating green chevron used to be a flat painted plane that looked off when the camera moved. It&apos;s now an actual extruded 3D shape with proper lighting and a gentle bob, so it reads as a physical object in the tower instead of a sticker on the screen.&lt;/li&gt;
      &lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>v3.2 — 2026-05-16 — smash feel, powerup spawn rate</title>
    <id>tag:helixjump.world,2026-05-16:changelog/v3-2-2026-05-16-smash-feel-powerup-spawn-rate</id>
    <link rel="alternate" type="text/html" href="https://helixjump.world/changelog/" />
    <updated>2026-05-16T00:00:00Z</updated>
    <published>2026-05-16T00:00:00Z</published>
    <author><name>HelixJump.world Team</name></author>
    <content type="html">&lt;ul&gt;
        &lt;li&gt;&lt;strong&gt;Smash chains feel continuous instead of stuttery.&lt;/strong&gt; The previous build froze the game for 110 milliseconds on every platform a smash chain destroyed, which stacked into a perceptible lag when you got a long combo. Those per-kill freezes are gone. The chain now flows; the impact comes through the particles and the sound instead.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Powerup arrow redrawn.&lt;/strong&gt; The chevron icon now has the stacked-V mobile-game-icon look (dark outline, bright inner stroke) so it reads at a glance even on smaller screens.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Arrow spawn rate dropped from 2% to 1.2% per ring&lt;/strong&gt; — roughly one arrow every 80 rings. Arrows were starting to feel routine; this puts the wow back in finding one.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Per-kill screen shake softened&lt;/strong&gt; from 0.35 to 0.22 since several stack up during a chain and were starting to feel like a stadium earthquake.&lt;/li&gt;
      &lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>v3.1 — 2026-05-16 — arrow position fix, gentler world celebration</title>
    <id>tag:helixjump.world,2026-05-16:changelog/v3-1-2026-05-16-arrow-position-fix-gentler-world-celebration</id>
    <link rel="alternate" type="text/html" href="https://helixjump.world/changelog/" />
    <updated>2026-05-16T00:00:00Z</updated>
    <published>2026-05-16T00:00:00Z</published>
    <author><name>HelixJump.world Team</name></author>
    <content type="html">&lt;ul&gt;
        &lt;li&gt;&lt;strong&gt;Powerup arrows now spawn lower&lt;/strong&gt;, so they&apos;re visible inside the active play area instead of floating above the next ring you can reach.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Bounce height lowered slightly&lt;/strong&gt; — the ball no longer occasionally hops two rings up on an awkward contact.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;&quot;New world&quot; celebration calmed down.&lt;/strong&gt; The full-screen colour wash when you transitioned into a new palette zone was loud enough to obscure the next two rings. It&apos;s now a softer pulse that doesn&apos;t hide the playfield.&lt;/li&gt;
      &lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>v3 — 2026-05-16 — the powerup arrow and the smash split</title>
    <id>tag:helixjump.world,2026-05-16:changelog/v3-2026-05-16-the-powerup-arrow-and-the-smash-split</id>
    <link rel="alternate" type="text/html" href="https://helixjump.world/changelog/" />
    <updated>2026-05-16T00:00:00Z</updated>
    <published>2026-05-16T00:00:00Z</published>
    <author><name>HelixJump.world Team</name></author>
    <content type="html">&lt;p&gt;
        The single biggest gameplay change since the initial release.
      &lt;/p&gt;
      &lt;ul&gt;
        &lt;li&gt;&lt;strong&gt;The floating powerup arrow exists.&lt;/strong&gt; Rare green chevron that occasionally appears between rings. Drop straight through it and the ball gets a roughly one-and-a-half second windowed smash that destroys up to six platforms in a row. This is where the deepest runs come from.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Smash split into two distinct kinds.&lt;/strong&gt; The classic three-gaps-in-a-row charges a single-platform smash (the one that turns the ball red for one bounce). The powerup arrow gives you the multi-platform windowed smash. They feel different on purpose: one is earned and surgical, the other is found and explosive.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Less stickiness&lt;/strong&gt; on contact — bounces are crisper and the ball doesn&apos;t pause for a beat on heavy hits any more.&lt;/li&gt;
      &lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>v2 — 2026-05-16 — feel tuning and the easier start</title>
    <id>tag:helixjump.world,2026-05-16:changelog/v2-2026-05-16-feel-tuning-and-the-easier-start</id>
    <link rel="alternate" type="text/html" href="https://helixjump.world/changelog/" />
    <updated>2026-05-16T00:00:00Z</updated>
    <published>2026-05-16T00:00:00Z</published>
    <author><name>HelixJump.world Team</name></author>
    <content type="html">&lt;ul&gt;
        &lt;li&gt;&lt;strong&gt;The first ring is now genuinely easy.&lt;/strong&gt; Five gaps out of eight, no danger wedges. You can survive your first few seconds even if you&apos;re learning what the game even is. The difficulty ramp kicks in afterwards.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Time-windowed smash&lt;/strong&gt; introduced as a concept (precursor to the v3 arrow). The single-platform smash gained a clearer visual cue so you actually know when you have one.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Powerup tile groundwork&lt;/strong&gt; — initially as marked safe wedges, later replaced by the floating arrow in v3.&lt;/li&gt;
        &lt;li&gt;General feel pass: bounce timing, particle counts, ball weight.&lt;/li&gt;
      &lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>v1.1 — 2026-05-16 — the polish layer</title>
    <id>tag:helixjump.world,2026-05-16:changelog/v1-1-2026-05-16-the-polish-layer</id>
    <link rel="alternate" type="text/html" href="https://helixjump.world/changelog/" />
    <updated>2026-05-16T00:00:00Z</updated>
    <published>2026-05-16T00:00:00Z</published>
    <author><name>HelixJump.world Team</name></author>
    <content type="html">&lt;p&gt;
        The first &quot;this is now a game, not a prototype&quot; release.
      &lt;/p&gt;
      &lt;ul&gt;
        &lt;li&gt;&lt;strong&gt;Sound.&lt;/strong&gt; Bounces, impacts, ambient hum. Before this update the game was silent.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Colour escalation.&lt;/strong&gt; The palette warms and saturates as your run goes deeper, so the visual mood reflects how well you&apos;re doing without needing a number on screen.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Death drama.&lt;/strong&gt; Hitting red is now an event — slow-mo, particle burst, audio sting — instead of just a freeze-and-reset.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Retry anywhere.&lt;/strong&gt; Tap, click, or press any key on the death screen and the next run starts. No more hunting for a tiny button.&lt;/li&gt;
        &lt;li&gt;&lt;strong&gt;Visit beacon&lt;/strong&gt; added — a single tiny ping per pageview, used only for private aggregate stats. No tracking cookies, no fingerprinting.&lt;/li&gt;
      &lt;/ul&gt;</content>
  </entry>
  <entry>
    <title>v1 — 2026-05-16 — initial release</title>
    <id>tag:helixjump.world,2026-05-16:changelog/v1-2026-05-16-initial-release</id>
    <link rel="alternate" type="text/html" href="https://helixjump.world/changelog/" />
    <updated>2026-05-16T00:00:00Z</updated>
    <published>2026-05-16T00:00:00Z</published>
    <author><name>HelixJump.world Team</name></author>
    <content type="html">&lt;p&gt;
        HelixJump.world goes live with a working game: spiraling tower, falling ball, gaps, red zones, single-platform smash, and personal-best storage in the browser. Forked from an earlier copy in a sibling project, stripped of two cross-site back-links, and given its own domain. No leaderboard yet, no content pages, no settings panel — just the artifact.
      &lt;/p&gt;</content>
  </entry>
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