Odd Passages -- changelog
Alpha. Systems are still being built; numbers are placeholders.

0.2.5-alpha
- Console: backtick in a debug run. `help` lists commands; `gen <seed> <floor>`
  rebuilds the floor, `give shard|prism [n]` hands you keys, `show` prints
  the floor's tree. Wheel or PageUp/Down scroll. Escape closes it.
- The window can be resized.
- The debug overlay starts hidden; F3 shows it.

0.2.4-alpha
- Debug overlay: position, floor, where the keys and bosses are, memory, seeds,
  and the room's doors. F3 shows and hides it in a debug run; the mark stays.

0.2.3-alpha
- The debug text (room numbers, door list, FPS) is off by default. Escape ->
  "debug mode" turns it on for the run; it cannot be turned off again, and a
  DEBUG RUN mark is on screen the whole time. New seed starts a clean run.
- Shard and Prism counts appear at the bottom left once you have held one,
  and stay, showing 0 when spent.

0.2.2-alpha
- Runs from a bare copy: content is found next to the exe. Bottom right names
  the pack loaded, or says NO PACK in red -- report that if you see it.
- Gate Scion rooms seal every door on entry until the Scion dies. Off in this
  build (scion.gate_seals in packs/base/tunables.json), since nothing can die yet.
- README in the zip.

0.2.1-alpha
- Chests, fountains and the monument stand in their rooms. E to use.
- Locked chests (bar on the lid) take a Shard; open once, stay open.
- Fountains and the monument respond but do nothing yet.
- The exit door leads to the next floor. Floor 1's is locked behind the Prism.
- Prompt at the bottom of the screen for what E would reach.

0.2.0-alpha
- Locked doors refuse without the key: red bar = Prism, purple bar = Shard.
  The key is spent and the door stays open.
- Keys lie on the floor: tall red = Prism, short purple = Shard. Walk onto them.
- Standing in a doorway no longer shows black.

0.1.1-alpha
- Walkable floor, doors, sprint, dodge, fog, pause menu (Escape).

Not built yet: combat, health, mobs, loot, saving, sound, fountain and monument
functions. Every floor is empty of enemies for now.
