Basics
🏆 What Warehouse Legends is Merged
A floor-wide game that turns verified warehouse work into points, boss damage, career progress and coins. It runs on top of the normal prepper site and never changes how work is saved.
How it works
- Every verified box record (and some other actions: misfits, damage out, pick list, searches) is scored after it has already been saved.
- Scores feed four things at once: your weekly round points, the weekly raid boss, today's Pallet Titan, and your permanent career.
- Most play is automatic. You only open the Game Hub on breaks to open boxes, check quests, guess the mystery or spend coins.
- The game is cooperative first (boss, Titan, team streak) with friendly competition on top (leaderboards, rivals, crowns).
What preppers see
The HUD strip under the top nav, small corner toasts, and the 🏆 Legends chip that opens the Game Hub.
Good to know
- If the game is switched off, nothing is scored and every game element disappears; warehouse work is unaffected.
For supervisors: Command Center → Overview — 2026-10-07
Below the KPIs, live events and season, the Overview shows the whole game at a glance (read-only):
- This round: a damage leaderboard (top 10), and the Mystery: clues unlocked, who solved it in order, and boss damage against HP.
- Rounds & winners: the last 8 rounds, each with week, boss, result (won, lost or active), damage against HP, the MVP awarded when the boss was defeated, the top 3 damage dealers and the Mystery solvers.
- Players right now: every active, non-excluded player, sorted by this round's damage. Each row shows level, this round's damage and points, the Word Find word masked exactly as the player sees it on their profile (for example `P _ L _ _ T`, 3/6), words solved, and Mystery status (solved, number of wrong guesses, or no guess).
Supervisors with legends.players.secrets.view (admin) also see each player's actual Word Find word and the text of their Mystery guesses. Treat these as private. The player list needs legends.players.view.
Current numbers
Season length: 13 weeksRound length: Mon 12:00 AM → Fri 6:00 PMLaunch: Season 1, round #1, everyone level 1 (fresh start)
🪙 Points, XP and Iron Coins Merged
Three separate numbers that never mix: round points (weekly race), Career XP (permanent levels) and Iron Coins (spending money).
How it works
- Round points: earned from scoring rules each round. Penalties (counter-attacks, wrong guesses, boss win, Oops Specialist) subtract from them, and they can go below zero. They reset at the start of every round.
- Career XP: every positive point also becomes XP, plus XP from badges, quests, achievements, tracks, boxes and events. XP is never taken away by penalties. XP sets your level and rank.
- Iron Coins 🪙: earned from records (1 per 25 units), the Titan coin drop, boss victory tiers, the pass, the reward calendar and some bonuses. Spent in the Kiosk from level 5. Never below 0.
- Boss damage is not a fourth currency: it is round points × the rule's damage multiplier, counted toward the boss.
What preppers see
All three in the Game Hub header; points and Momentum on the HUD.
Good to know
- Reversing a record removes the points, XP, coins and damage it created, through a reversal row in the ledger.
- Coins earned before level 5 are saved, not lost.
Legends notifications implemented locally 2026-10-04 (seed0064): Settings → Notification preferences now lists eleven game choices. New gift-card claims notify active supervisors with notifications.legends_kiosk_claim.receive and the choice enabled, linking to admin/legends-rewards.php?tab=claims. Personal legends_kiosk_status, legends_kiosk_unlocked, legends_badge_earned and legends_gift_received notices go only to active accounts linked to the affected prepper; account opt-outs apply. Claim transitions (waiting month, pending, delivered, refunded), actual badge awards, actual gifts and the first Kiosk-level crossing produce notices without replay duplicates. Writes share the reward transaction; rollback removes the success notice. Game OFF suppresses personal notices. Prepper accounts without a linked users.prepper_id do not receive an account bell. Personal notices currently contain text without a broken admin link; authenticated Game Hub links/feed remain pending. The six other supervisor choices are registered for forthcoming Seek/Supply/integrity/boss/Titan/round producers; registration is not proof those producers exist. Owner testing of bell rendering remains pending. Game stays OFF; older KTools untouched.
Current numbers
Coins per record: 1 per 25 units (× Clean Run streak)Daily coin cap: 150 🪙Kiosk unlock: level 5
🎖️ Levels and ranks Legacy
Career XP raises your level on a fixed curve. Levels unlock ranks, level chests and the Kiosk.
How it works
- XP needed to reach level L = 150·(L−1)² + 350·(L−1). Level 2 = 500 XP, level 5 = 3,800, level 10 = 15,300, level 20 = 60,800, level 30 = 136,300.
- Ranks: Rookie (1), Material Handler (5), Warehouse Specialist (10), Floor Pathfinder (15), Shift Captain (20), Warehouse Legend (30).
- Every 5th level gives a one-time level chest.
- Level 5 unlocks the Kiosk.
What preppers see
Level bar in the Game Hub header; rank chip next to your name on boards.
Good to know
- Changing the curve after launch would move everyone's level; the curve is locked once Season 1 starts.
Current numbers
Max level: 100Level chest: every 5 levels, once
Scoring
🧮 How a box record scores Legacy
Each verified box record earns base points plus points for its units, up to a cap. Pack style, low-quantity saves, hazmat and hidden SKUs add bonuses.
How it works
- Inventory Scan rule: 5 base points + 1 point per 20 units, capped at 10 unit points. High-volume bonus: +2 for every 255 units once a record reaches 255.
- Bagger: +1 per 100 bagged items (Bag Boy track). Shrinker: +1 per 50 shrink-wrapped items (Shrink Ray track). Heavy case pack over 25 lb: +4 at 1.50× boss damage (the Heavy Hitter role boosts it).
- Low-quantity save (fewer than 20 units): +10 on every 5th qualifying record; item rules control Bronze box grants. Hazmat scan: +3. Mixed-SKU box: +1. Missing-title SKU: +1 and Casper the Ghost SKU progress.
- Every record also earns 1 coin per 25 units and Career XP equal to its positive points, before Momentum, streak and event multipliers (see Multipliers).
What preppers see
A "−12 HP" flyup on the HUD after each save, and the points chip updates.
Good to know
- Scoring happens after the record is saved; a slow or broken game never delays a save.
- Editing a scored record re-scores it and reverses the difference automatically.
- Deleted records reverse everything they earned.
Implementation status (2026-10-04)
Core inventory engine verified locally on 2026-10-04; full L2 remains in progress. Keep Game enabled OFF until remaining engine acceptance checks and L5 Game Hub/HUD are complete. Warehouse saves enqueue after commit; scoring is transactional and retry-safe. This is local verification, not a hosting deployment report.
Low-quantity points apply only on every configured Nth qualifying record in the round (default every fifth); the low-quantity badge/item event can still occur on each qualifying record. Creates, edits, deletes and problem transitions are hooked. Edits reuse stored rules/boosts and book differences; owner changes are flagged for supervisor review. Deleted records reverse linked ledger awards and remove available record-awarded loot/badges. Progress changes caused by edits, spent-item reversal and shared/end-of-day award reconciliation still require acceptance work before launch.
Current numbers
Base points: 5Unit points: 1 per 20 units, cap 10Boss damage ×: 1
🧭 Searches, damage out, pick list, misfits Legacy
Other warehouse actions count too, mostly toward career tracks.
How it works
- Prep-list search: every 3 unique SKUs searched = 1 On the Go set and +2.
- Damage out: every 3 unique SKUs = 1 Amazon Slayer set and +2.
- Pick list: every 5th currently picked item = +2 (Pick Master).
- Misfit entry: every 3rd misfit = +1 (Left For Dead). The Misfit Medic role adds boss damage per misfit resolved.
- Completing the worker message workflow awards the Chatter Box badge.
What preppers see
Toasts when a set or bonus completes.
Good to know
- The same SKU searched twice in a day counts once.
Misfit Medic resolution queue locally verified 2026-10-04: completed Categorized Misfits Send to Prep actions enqueue after commit using the immutable quantity-change audit log ID. Only sent_to_prep_list/sent_to_prep_overdraw_delete negative changes qualify, with exactly one normalized actor-name match to a local prepper; unmatched or ambiguous names and excluded players do not score. Drain uses the original audit time, drawn misfit_damage role and action limit to award configured boss damage once, plus misfit.resolved event outcomes.132 isolated engine checks pass including queue dedupe, seeded 150 damage and retry idempotence. This counts completed send actions, not arbitrary marks, quantity edits or imported history. Actual admin save-path acceptance, scanner/batch/API equivalents and correction/undo reconciliation remain pending; game stays OFF.
Misfit Send to Prep integration verified 2026-10-04: actual MisfitAdmin partial sends update warehouse quantity and queue the committed audit; full sends retire the remaining item and queue its separate committed audit. Both award configured Medic damage once. Repeating a send against the retired row creates no new award. Worker attribution now prefers the active actor account’s linked prepper_id, with unique normalized name fallback only when no linked identity is available; a differing login alias is tested.137 isolated engine checks pass. Scanner/batch/API equivalents and correction/undo reward reconciliation remain pending. Game remains OFF; old KTools untouched.
API misfit prep commit hook locally verified 2026-10-04: compatibility api_batch_prep/api_batch_prep_delete audit IDs are collected on the API PDO adapter, then queued for game scoring only after successful commit. Rollback discards pending IDs. Existing legacy request/response bodies are unchanged. The resolution queue applies the same worker matching, exclusion, original audit time and duplicate protection as admin sends.140 isolated engine checks pass, including no queue before commit, queue after commit and no reward after rollback. Full external batch endpoint acceptance and correction/undo reconciliation remain pending; scanner inventory-entry batches are not treated as prep resolutions. Game remains OFF.
Full API misfit batch acceptance verified locally 2026-10-04: ExternalApi dispatch creates a prep batch, stages a line, commits through the compatibility action/helper/PDO adapter and queues the completed audit for 150 seeded Misfit Medic damage. Repeated commit retains idempotent_replay and creates no second reward.145 isolated engine checks pass. This verifies the complete dispatcher contract for this batch flow; it does not replace hosted HTTP/authentication acceptance or the separate all-endpoints compatibility suite. Correction/undo reconciliation, other actions and player/AI/notification phases remain unfinished; game stays OFF.
Current numbers
Search set: 3 unique SKUsPick bonus: every 5th pick, +2Misfit bonus: every 3rd, +1
✖️ Multipliers and the 3× cap New
Bonuses apply in a fixed order and can never push a record above 3.00× its base points.
How it works
- Order: 1) base points from the rule, 2) + role flat bonuses and bonus windows, 3) × Momentum, 4) × Clean Run streak (XP and coins only), 5) × live event or Power Hour (whichever is bigger), 6) × ability or Heavy Hitter (damage only).
- The final value is capped at 3.00× the rule's base result.
- Power Hours and bonus windows do not stack with each other; announced live events do stack on top.
What preppers see
The HUD shows the active boosts as chips (⚡ Frenzy, 🔥 11d, POWER HOUR).
Good to know
- The ledger stores every multiplier used on a row, so any score can be explained later.
Implementation status (2026-10-04)
Core inventory engine verified locally on 2026-10-04; full L2 remains in progress. Keep Game enabled OFF until remaining engine acceptance checks and L5 Game Hub/HUD are complete. Warehouse saves enqueue after commit; scoring is transactional and retry-safe. This is local verification, not a hosting deployment report.
Momentum precedes live boosts. Clean Run multiplies XP/coins only. Power Hours and bonus windows use the largest applicable window boost; live events multiply that result. Saved context retains rules, roles, boosts and coin allowance for editing. Flat and multiplier damage abilities from the seeded content are supported; the record multiplier cap is applied.
Current numbers
Total cap: 3.00× base
⚡ Momentum Merged
Keep records coming and your points grow: records chained within 45 minutes of each other build Swift, Frenzy and Overdrive.
How it works
- Each verified record within 45 minutes of your previous one adds 1 to your chain. A longer gap starts the chain again.
- Swift, Frenzy and Overdrive start at 3 / 5 / 8 chained records and multiply points by 1.10 / 1.25 / 1.50. Reaching Overdrive gives a Silver box (once a day).
- Configured breaks and lunch don't count as gaps.
- A verified correction on one of your records resets the chain and pauses abilities for 10 minutes.
- The Speed Runner role and the Scanner Overclock ability make the chain easier to keep.
What preppers see
Momentum chip on the HUD (▫️ Warm-up → ⚡ Swift → 🔥 Frenzy → 💥 Overdrive) with a short chime when it goes up.
Good to know
- Re-saving the same box to build a chain doesn't work: stale records score 0 and are flagged.
- This replaces Gemini's 5/10/20-scan combo, which assumed scanner-gun speed.
Implementation status (2026-10-04)
Core inventory engine verified locally on 2026-10-04; full L2 remains in progress. Keep Game enabled OFF until remaining engine acceptance checks and L5 Game Hub/HUD are complete. Warehouse saves enqueue after commit; scoring is transactional and retry-safe. This is local verification, not a hosting deployment report.
A saved record advances the chain once; edits do not build it. Speed Runner advances by two. A verified admin correction resets the chain and pauses equipped abilities; prepper self-edits do not count as verified corrections. Break/lunch schedules are not implemented yet.
Current numbers
Chain window: 45 minTiers: 3 / 5 / 8 recordsMultipliers: 1.10 / 1.25 / 1.50×
🔥 Clean Run streaks Gemini
Clean working days in a row multiply your XP and coins: 3 / 5 / 10 days give 1.15 / 1.25 / 1.50×.
How it works
- A clean day needs: first verified record within 60 minutes of the 7:00 AM shift start, at most 0 verified corrections, at most 0 problem items caused, and at least 120 units.
- Streak counts working days. Approved Days Off pause it (no loss). A call-in breaks it unless a Streak Freeze Shield is used.
- The multiplier applies to Career XP and Iron Coins only, not to round points or damage.
What preppers see
🔥 days chip on the HUD; the Freeze Shield prompt appears in the Game Hub, never on the scanner.
Good to know
- KTools has no time clock, so "on time" is based on the first verified record.
- Streaks are judged at the end of the day; the HUD shows a provisional status during the day.
Implementation status (2026-10-04)
Core inventory engine verified locally on 2026-10-04; full L2 remains in progress. Keep Game enabled OFF until remaining engine acceptance checks and L5 Game Hub/HUD are complete. Warehouse saves enqueue after commit; scoring is transactional and retry-safe. This is local verification, not a hosting deployment report.
Worked-day evaluation runs lazily after the day ends, using the first scored record, unit total and scored correction/problem events. Each day is evaluated once. Attendance/call-in/freeze handling and retrospective correction/deletion reconciliation are still pending; do not describe those as live.
Attendance integration locally verified 2026-10-04: name-matched, supervisor-acknowledged Days Off pause Clean Run; automatic resolved status alone does not prove approval. Call-ins break the streak even with no work record. Explicit Freeze consent consumes one available enabled shield and records a retry-safe daily marker/ledger entry; it is never consumed automatically. The domain action is built, but its authenticated Game Hub button is still part of L5. Closed past days cannot use a shield. Retrospective attendance/record changes and full day-reward reconciliation remain pending.
Retrospective Clean Run work reconciliation locally verified 2026-10-04: scoring, late held releases, edits and deletions re-evaluate closed original work days from net surviving ledger units and the first remaining scored record. Clean (1), paused (2) and broken (3) day states rebuild the ordered streak cache. Changed clean-day eligibility adjusts its original-period clean_days quests/tracks/rewards; repeated evaluation does not count twice. Completely deleted work days become inactive pauses. Later attendance edits still need automatic invalidation hooks; shared Titan/boss/fairness awards remain separate unfinished reconciliation.
Attendance invalidation locally verified 2026-10-04: AttendanceAdmin creation/acknowledgement/resolution/deletion hooks enqueue deduplicated attendance snapshots after saving; prepper creation shares the notification hook. Draining re-evaluates affected closed work/rollup dates from current attendance and surviving ledger data. Removing an old acknowledged absence restores normal work eligibility; retrying the unchanged request does not duplicate events. The hook catches game errors so attendance saves still succeed. Game OFF enqueues nothing. Exact unambiguous normalized prepper-name matching is required.
Current numbers
Start window: 7:00 AM + 60 minMin units: 120Tiers: 3 / 5 / 10 days
Boss & Rounds
📅 Weekly rounds Legacy
A round runs Monday 12:00 AM to Friday 3:00 PM. Each round has one raid boss, one mystery with five clues, and fresh round points.
How it works
- Monday: round points reset to 0 (or −10 if the boss won last week); roles are drawn; a new boss and mystery start.
- During the week: positive points damage the boss; team points unlock clues.
- Friday 11:00 AM: early mystery guessing opens. Friday 3:00 PM: the round closes, victory tiers are paid, and the boss-win penalty is applied if the boss survived.
What preppers see
Boss tab and Mystery tab in the Game Hub; boss bar on the HUD.
Good to know
- Round rules are copied onto the round when it starts, so editing settings never rewrites past weeks.
- Supervisors get one round closed notification per round (won or lost) at the cutoff.
Implementation status (2026-10-04)
Core inventory engine verified locally on 2026-10-04; full L2 remains in progress. Keep Game enabled OFF until remaining engine acceptance checks and L5 Game Hub/HUD are complete. Warehouse saves enqueue after commit; scoring is transactional and retry-safe. This is local verification, not a hosting deployment report.
Admins plan rounds; the engine starts due rounds and closes at their stored cutoff. An early boss defeat pays the eligible roster once but leaves the weekly points race open until cutoff. Surviving bosses close as lost. The next planned round applies the prior loss penalty once. Weekend-to-next-round carryover remains an acceptance gap; no rounds are auto-created.
Boss victory reconciliation locally verified 2026-10-04: defeat snapshots the qualifying warehouse record IDs and award time into round rules. Ordinary later scans do not enter the original victory roster. Edits/deletions re-rank surviving snapshot work and reconcile tier XP/coins, victory/MVP event badges and original loot outcomes in the original award period. Falling below boss HP removes those entitlements; restored eligible work restores them without repeating awards or chance rolls.102 isolated engine checks pass. Historical rounds without snapshots, unlinked manual damage adjustments, corrected round-status propagation/loss penalties and full spent/transferred recovery remain acceptance gaps; this does not establish full game readiness.
Round outcome propagation locally verified 2026-10-04: victory snapshot reconciliation clears/restores boss defeat state when corrected damage crosses HP. Already closed rounds switch between won/lost; open rounds remain active. The immediate following started round re-evaluates the prior-loss starting penalty against surviving participants, writing ledger point differences so invalidation/restoration is retry-safe. Restoring a defeated boss reuses the original roster/time and recorded loot outcomes.106 isolated engine checks pass, including closed win-to-loss-to-win and next-round penalty reversal. Historical no-snapshot rounds, unlinked manual-damage reversal policy, recovery debts and remaining mechanics/player/AI/notifications/browser gates are still unfinished. Game remains OFF.
Current numbers
Round: Mon 12:00 AM → Fri 3:00 PMWeekend: counts toward the next round
⚔️ The raid boss Merged
One shared boss per round. Every positive point anyone earns damages it. Beat it by Friday 6 PM for victory rewards.
How it works
- Boss HP = 300 × the number of preppers active last week (at least 1,500). Admins can change it when planning the round.
- Damage = points × the scoring rule's damage multiplier, plus ability effects.
- Below 40% HP the boss is Enraged: counter-attacks are 50% stronger.
- Victory tiers by share of damage: MVP, Gold (top 25%), Silver (top 50%), Bronze (3+ records), Participant (1+ record). Everyone on the roster also gets the Weekly Victory Cache.
What preppers see
Boss bar and flyups on the HUD; full boss page in the Game Hub.
Good to know
- Bosses are reusable characters from the Boss Library with their own art, story and defeat message.
- Supervisors get one boss defeated notification per round, when the boss first falls.
Implementation status (2026-10-04)
Core inventory engine verified locally on 2026-10-04; full L2 remains in progress. Keep Game enabled OFF until remaining engine acceptance checks and L5 Game Hub/HUD are complete. Warehouse saves enqueue after commit; scoring is transactional and retry-safe. This is local verification, not a hosting deployment report.
Victory rewards use round-snapshotted settings and idempotent ledger keys; the Victory Cache Silver box rule is seed0062. The defeat timestamp is separate from round closure so further records can keep earning weekly points. Awards at defeat are for the eligible roster at that time.
Boss victory reconciliation locally verified 2026-10-04: defeat snapshots the qualifying warehouse record IDs and award time into round rules. Ordinary later scans do not enter the original victory roster. Edits/deletions re-rank surviving snapshot work and reconcile tier XP/coins, victory/MVP event badges and original loot outcomes in the original award period. Falling below boss HP removes those entitlements; restored eligible work restores them without repeating awards or chance rolls.102 isolated engine checks pass. Historical rounds without snapshots, unlinked manual damage adjustments, corrected round-status propagation/loss penalties and full spent/transferred recovery remain acceptance gaps; this does not establish full game readiness.
Current numbers
HP per active prepper: 300Enraged below: 40%
↩️ Boss counter-attacks Legacy
Once a day, the first verified record of the day makes the boss strike back at the top damage dealers.
How it works
- Each of the top 3 loses a random amount of boss damage (and round points) between the boss's counter-attack min and max (Boss Library), never going below zero.
- Enraged bosses hit 50% harder.
- A Boss Shield in your satchel blocks the hit automatically and is used up.
What preppers see
A small "Boxa-Tron hit you for −8" toast; history on the Boss page.
Good to know
- Hits taken advance the Boss Hits Taken and Boss Punching Bag tracks.
Implementation status (2026-10-04)
Daily engine implementation verified locally on 2026-10-04: Titan targets use warehouse dates (including daylight-saving changes); inactive days preserve the team streak; role draws, shipment penalties, counter-attacks and Titan rewards tolerate retries. Held work is excluded. The inventory scoring queue and station hooks are locally verified; full L2 remains in progress; keep Game enabled OFF until L2 and L5 are tested.
Current numbers
Targets: top 3 damage dealersWhen: first record of the day
🧊 Shipment stranding Legacy
If the oldest open shipment has been open longer than the average, the boss hits everyone who scanned yesterday for −5, once a day, until it closes.
How it works
- Average = all-time average open time of closed shipments that were open 5+ days.
- Closing a stranded shipment earns +8 points at 1.50× damage and ends the daily hit.
What preppers see
🧊 chip on the boss bar while a shipment is stranded.
Implementation status (2026-10-04)
Daily engine implementation verified locally on 2026-10-04: Titan targets use warehouse dates (including daylight-saving changes); inactive days preserve the team streak; role draws, shipment penalties, counter-attacks and Titan rewards tolerate retries. Held work is excluded. The inventory scoring queue and station hooks are locally verified; full L2 remains in progress; keep Game enabled OFF until L2 and L5 are tested.
Current numbers
Daily hit: −5
💀 When the boss wins Legacy
If the boss is still standing at Friday 3:00 PM, everyone who scanned that round starts the next round at −10 points.
How it works
- Flat −10, applied to round points only (never XP or coins).
- Kept on by owner decision (2026-10-04); can be switched off in Rounds & Bosses → Boss & Round Rules.
What preppers see
Monday banner in the Game Hub: "Boxa-Tron won. Starting at −10."
Implementation status (2026-10-04)
Core inventory engine verified locally on 2026-10-04; full L2 remains in progress. Keep Game enabled OFF until remaining engine acceptance checks and L5 Game Hub/HUD are complete. Warehouse saves enqueue after commit; scoring is transactional and retry-safe. This is local verification, not a hosting deployment report.
Loss penalties are round points only, issued once when the next planned round starts. XP/coins are unaffected by the penalty.
Round outcome propagation locally verified 2026-10-04: victory snapshot reconciliation clears/restores boss defeat state when corrected damage crosses HP. Already closed rounds switch between won/lost; open rounds remain active. The immediate following started round re-evaluates the prior-loss starting penalty against surviving participants, writing ledger point differences so invalidation/restoration is retry-safe. Restoring a defeated boss reuses the original roster/time and recorded loot outcomes.106 isolated engine checks pass, including closed win-to-loss-to-win and next-round penalty reversal. Historical no-snapshot rounds, unlinked manual-damage reversal policy, recovery debts and remaining mechanics/player/AI/notifications/browser gates are still unfinished. Game remains OFF.
Current numbers
Penalty: −10 round points
🧩 Mystery, clues and guesses Legacy
Each round has a riddle. Team points unlock five clues; guess the answer for points.
How it works
- One clue unlocks for every 300 team points.
- Guessing opens Friday 11:00 AM (early guessing): a correct early answer earns +1 for every clue still locked.
- A correct answer earns +25, once per prepper. The first 3 solvers also get the Master Sleuth badge.
- Wrong guesses: the first 3 cost 2 point each; each later one costs 1 more. Never lowers XP or clue progress.
- Clue Beacon, Scanner Lens and similar items add clue power.
What preppers see
Mystery tab in the Game Hub.
Good to know
- Answers are stored hashed; several accepted answers can be listed.
Mystery guessing domain locally verified 2026-10-04: enabled, nonexcluded players may guess in an active unexpired round when all clues unlock or Friday early guessing opens. Accepted answers use the same normalized SHA-256 hashes as admin planning; round row locking serializes solver order. Duplicate normalized submissions replay without another penalty, solved rounds cannot pay a player twice, first three wrong guesses use the configured cost and later guesses escalate. Correct answers earn snapshotted round points plus one per locked clue during early guessing, drive mysteries progress and solver/first-solver event rewards. Wrong guesses do not reduce XP, boss damage or clue-unlock progress.111 isolated engine checks pass. Authenticated Game Hub submission UI, clue-power items/roles and mystery bonus windows remain in progress; the domain is not yet a player-facing feature. Game OFF remains enforced.
Clue-power item use domain locally verified 2026-10-04: a nonexcluded player in an active unexpired round can consume a specific enabled clue_power item from their own stock. Round/player locks and a required request key make retries return the original result without another consumption. Item strength is recorded in the ledger and added to team clue-unlock power, separately from points, XP and boss damage.114 isolated engine checks pass. Authenticated Satchel Use button, equipped clue abilities and Mind Reader role interactions remain pending; game stays OFF.
Mind Reader clue power locally verified 2026-10-04: qualifying positive-quantity records from the drawn Mind Reader add one team clue power alongside the configured scan bonus. Scoring stores clue power separately in the frozen record result and ledger metadata; edits book its difference and deletion negates the original metadata contribution. Clue unlocking sums net clue power independently of round points, XP and damage. The same calculation supports enabled custom equipped clue_power abilities; current seeded clue-power catalog entries are consumable items, not equipped abilities.116 isolated engine checks pass, including Mind Reader and zero-work formula cases. Full edit/delete clue acceptance, player equip/use forms and other special-role effects remain in progress; game stays OFF.
Clue correction integration verified 2026-10-04: actual queue/drain tests prove equipped clue contributions reach ledger metadata, zero-quantity edits remove them, restoration retains the original ability strength after catalog changes, deletion reverses the net contribution and repeated deletion stays zero. Actual drawn Mind Reader work adds one clue power and deletion removes it.121 isolated engine checks pass; this closes the previously noted edit/delete clue acceptance gap. Authenticated player forms, other special-role mechanics and full game/browser acceptance remain unfinished. Game remains OFF; old KTools untouched.
Current numbers
Points per clue: 300Correct answer: +25Early guessing: Fri 11:00 AM
Daily Play
🗿 Pallet Titan Gemini
One shared daily goal for the whole floor: knock out the Titan's units before the end of the day.
How it works
- Every unit on every verified record counts toward today's Titan.
- Target: 110% of the 40-day floor average in automatic mode, or a fixed 3,300 units.
- When it falls, everyone with a record today gets 150 🪙 and Titan Slayer badge progress, and the team streak goes up 1 day. The biggest contributor gets +50 🪙.
- 3 Titan wins in a week: a Silver box for everyone with 3+ days that week.
What preppers see
Titan bar on the HUD; a short celebration toast when it falls (full celebration in the Game Hub).
Good to know
- Real-world team perks (cold brew, snacks) were dropped by owner decision; rewards are in-game.
- Supervisors get one Pallet Titan defeated notification per day it falls (Settings → Notification preferences); a correction that drops below the target and back never repeats it.
Implementation status (2026-10-04)
Daily engine implementation verified locally on 2026-10-04: Titan targets use warehouse dates (including daylight-saving changes); inactive days preserve the team streak; role draws, shipment penalties, counter-attacks and Titan rewards tolerate retries. Held work is excluded. The inventory scoring queue and station hooks are locally verified; full L2 remains in progress; keep Game enabled OFF until L2 and L5 are tested.
Titan shared coin/metric reconciliation locally verified 2026-10-04: later unit corrections clear an invalid daily win, reverse crew/Breaker coin entitlement, and remove titan_wins metric eligibility. Restoring the target re-earns coins once. Surviving contributors are ranked by net units in the original warehouse day, and Breaker coins follow the current largest contributor. Repeated reconciliation does not duplicate coins. Spent coins create recovery review flags. Titan event badges/loot, weekly boxes and propagation of later cached team-streak values remain unfinished; keep the game OFF.
Titan team-streak propagation locally verified 2026-10-04: correcting an earlier Titan win rebuilds cached team_streak values on every later existing day in date order. Worked losses reset the next day; empty days preserve the corrected streak. Restoring the win propagates the restored streak without incrementing it twice. Daily suite20 and inventory engine81 checks pass. Titan event badges/loot and weekly boxes remain unfinished; game stays OFF.
Titan event-reward reconciliation locally verified 2026-10-04: event sources have retry-safe outcome markers, so retries do not roll chance again. Invalid Titan wins remove eligible automatic badges and their original unspent item grants; restoration returns the recorded item outcome once. Badge eligibility counts other active matching event sources in the lifetime/daily/weekly/monthly period. Manual supervisor awards remain independent. Spent/transferred items create recovery review flags. Weekly Titan boxes and season event-source boundaries still require completion; keep Game enabled OFF.
Weekly Titan reconciliation locally verified 2026-10-04: the full Monday–Sunday warehouse week is checked against configured win threshold and at least three net positive work days per prepper. Held/deleted/fully reversed work does not qualify. Correcting an older win or removing a work day removes the weekly reward; restoration returns the recorded loot outcome without another roll. Existing event-source dates preserve original reward periods.28 daily checks pass. Season event-source boundaries and broader boss/inventory event reconciliation still remain before launch.
Current numbers
Mode: Automatic (% of recent average)Coin drop: 150 🪙
🤝 Team streak Legacy
Consecutive days the floor defeats the Pallet Titan.
How it works
- +1 per Titan win; a day with records but no win resets it.
- Days with no records at all (weekends, holidays) don't break it.
What preppers see
Shown on the Titan card in the Game Hub.
Implementation status (2026-10-04)
Daily engine implementation verified locally on 2026-10-04: Titan targets use warehouse dates (including daylight-saving changes); inactive days preserve the team streak; role draws, shipment penalties, counter-attacks and Titan rewards tolerate retries. Held work is excluded. The inventory scoring queue and station hooks are locally verified; full L2 remains in progress; keep Game enabled OFF until L2 and L5 are tested.
Titan team-streak propagation locally verified 2026-10-04: correcting an earlier Titan win rebuilds cached team_streak values on every later existing day in date order. Worked losses reset the next day; empty days preserve the corrected streak. Restoring the win propagates the restored streak without incrementing it twice. Daily suite20 and inventory engine81 checks pass. Titan event badges/loot and weekly boxes remain unfinished; game stays OFF.
🎭 Daily roles Merged
Each morning the game draws roles at random. Roles share, protect or boost points for the day.
How it works
- All roles are drawn at random from their configured pool (random, bottom or top of yesterday's board). Preppers can't pick their role (owner decision).
- Team Medic: picks a Man Down teammate from the bottom 12, who gets 50% of the Medic's scan points.
- Looking Out for #1 (Mon): drawn from the bottom, picks a Took the Hit partner from the top 3. Partner points above 5 go to the holder for 3 records.
- Oops Specialist (Tue): −5 per verified correction to their records.
- Speed Runner (Wed): +2 per record; Momentum fills twice as fast.
- Mind Reader (Thu): +2 on qualifying records, +1 clue power. SKU Sage (Thu): +2 per new SKU today.
- Quality Guardian (Fri): +3 on low-qty saves; shields their partner's Momentum from one correction.
- Weekend Warrior (Sat): +2 per record. Shield Bearer and Team Booster: protect or share with a drawn partner. Heavy Hitter: +50% damage on heavy case packs. Misfit Medic: +150 damage per misfit resolved. Scout (off by default): 2× hidden SKU bonus.
What preppers see
Role chip on the HUD; details on the Roles tab.
Good to know
- Roles are definitions (pool, effect, partner, limits), so new roles need no code.
- Admins can swap a holder or assign by hand; it's logged.
Implementation status (2026-10-04)
Core inventory engine verified locally on 2026-10-04; full L2 remains in progress. Keep Game enabled OFF until remaining engine acceptance checks and L5 Game Hub/HUD are complete. Warehouse saves enqueue after commit; scoring is transactional and retry-safe. This is local verification, not a hosting deployment report.
Scoring supports configured flat/scan, low-quantity, unique-SKU, heavy-damage and hidden bonuses; percentage sharing and redirect-above effects respect drawn recipients and action limits. Synergy applies once when a drawn partner recently scored. Misfit Medic awaits the non-inventory action hooks, and Mind Reader clue-power/Quality Guardian partner-shield behavior still need acceptance work.
Mind Reader clue power locally verified 2026-10-04: qualifying positive-quantity records from the drawn Mind Reader add one team clue power alongside the configured scan bonus. Scoring stores clue power separately in the frozen record result and ledger metadata; edits book its difference and deletion negates the original metadata contribution. Clue unlocking sums net clue power independently of round points, XP and damage. The same calculation supports enabled custom equipped clue_power abilities; current seeded clue-power catalog entries are consumable items, not equipped abilities.116 isolated engine checks pass, including Mind Reader and zero-work formula cases. Full edit/delete clue acceptance, player equip/use forms and other special-role effects remain in progress; game stays OFF.
Clue correction integration verified 2026-10-04: actual queue/drain tests prove equipped clue contributions reach ledger metadata, zero-quantity edits remove them, restoration retains the original ability strength after catalog changes, deletion reverses the net contribution and repeated deletion stays zero. Actual drawn Mind Reader work adds one clue power and deletion removes it.121 isolated engine checks pass; this closes the previously noted edit/delete clue acceptance gap. Authenticated player forms, other special-role mechanics and full game/browser acceptance remain unfinished. Game remains OFF; old KTools untouched.
Quality Guardian partner shield domain locally verified 2026-10-04: seed0063 enables the existing role’s random partner draw with the Guardian Protected partner label, retaining other configured role fields. During a verified correction the drawn partner may preserve Momentum chain/last-record time once per assignment; Clean Run loss, ability pause, Oops penalties and warehouse correction still apply. A zero-value guardian_shield ledger entry records assignment/holder/event, makes the same event retry-safe and prevents a second correction using that shield. Excluded/disabled guardians cannot shield; the holder cannot shield themselves.125 isolated engine checks pass including partner eligibility, replay and one-use limit. Full correction save-path/shield browser acceptance and remaining game phases are unfinished. Game remains OFF.
Quality Guardian correction integration verified 2026-10-04: actual verified record_edit queue/drain preserves the drawn partner’s Momentum chain on the first correction, while Clean Run resets and the ability pause is set. Exactly one guardian_shield audit row is recorded; a second verified edit resets Momentum normally.129 isolated engine checks pass. This closes the correction-engine acceptance gap; browser/player identity checks and remaining special roles/noninventory hooks are still pending. Game remains OFF.
Misfit Medic resolution queue locally verified 2026-10-04: completed Categorized Misfits Send to Prep actions enqueue after commit using the immutable quantity-change audit log ID. Only sent_to_prep_list/sent_to_prep_overdraw_delete negative changes qualify, with exactly one normalized actor-name match to a local prepper; unmatched or ambiguous names and excluded players do not score. Drain uses the original audit time, drawn misfit_damage role and action limit to award configured boss damage once, plus misfit.resolved event outcomes.132 isolated engine checks pass including queue dedupe, seeded 150 damage and retry idempotence. This counts completed send actions, not arbitrary marks, quantity edits or imported history. Actual admin save-path acceptance, scanner/batch/API equivalents and correction/undo reconciliation remain pending; game stays OFF.
Misfit Send to Prep integration verified 2026-10-04: actual MisfitAdmin partial sends update warehouse quantity and queue the committed audit; full sends retire the remaining item and queue its separate committed audit. Both award configured Medic damage once. Repeating a send against the retired row creates no new award. Worker attribution now prefers the active actor account’s linked prepper_id, with unique normalized name fallback only when no linked identity is available; a differing login alias is tested.137 isolated engine checks pass. Scanner/batch/API equivalents and correction/undo reward reconciliation remain pending. Game remains OFF; old KTools untouched.
Current numbers
Roles per prepper: 1 per dayDraw time: first request of the day
🤝 Shift partners and assists Merged
A randomly drawn shift partner: when you both log a record within 15 minutes of each other, you both get +15%.
How it works
- Partners are drawn each morning; the draw avoids repeating a pair 2 days running.
- Team Player assist: a record on a SKU another prepper handled in the last 7 days.
What preppers see
"Today's shift partner" card on the Game Hub.
Implementation status (2026-10-04)
Core inventory engine verified locally on 2026-10-04; full L2 remains in progress. Keep Game enabled OFF until remaining engine acceptance checks and L5 Game Hub/HUD are complete. Warehouse saves enqueue after commit; scoring is transactional and retry-safe. This is local verification, not a hosting deployment report.
A recent verified scan by the drawn partner activates the configured bonus once. Multiple partnerships do not compound the same synergy bonus.
Current numbers
Synergy bonus: +15%Window: 15 min
🏅 Fairness awards, mini challenge, crowns and rival Legacy
End-of-day awards that recognize effort, not just volume.
How it works
- Comeback Kid: at least 10 points better than yesterday. Underdog: started outside the top 3 and beat your recent average by 20%. Balanced Prepper: 3 records, 3 SKUs and 1 misfit. Steady Hands: 4+ records with no gap over 90 minutes.
- Daily mini challenge (rotates): 10 unique SKUs, 2 misfit bonuses, or 3 teammate assists. The first to finish gets the award.
- Weekly crowns: Heavy Hitter (case-pack weight), SKU leader, Team Captain (assists), Misfit Medic.
- Rival of the Day: the prepper closest to your score.
What preppers see
Recap card in the Game Hub after the shift.
Side Missions
📈 Productivity Victim SKUs Legacy
Priority SKUs with a bonus. The first verified record on one claims the bonus for the team.
How it works
- Admins pick SKUs and bonuses, or import from the Prep List (skipping the top 3).
- First claim earns the saved bonus (e.g. +15), closes the target and advances the Productivity Victim track.
What preppers see
Listed in the Game Hub quests area.
Current admin workflow
Productivity SKU Prep List picker, locally verified 2026-10-05: open Warehouse Legends → Side Missions → Productivity SKUs (admin/legends-missions.php#victims). With legends.missions.manage, choose Load Prep List, search FNSKU/merchant SKU/ASIN/item/list name, select an item, set Bonus points (1–1000), then Assign selected SKU. Only positive remaining quantities are offered; the server rechecks the selection against the shared Prep List snapshot and blocks missing/tampered selections and duplicate open targets. At most 100 search results appear at a time; refine search for more. The source list is shown on the assigned target. Loading uses the existing GRTC Prep List connection/cache; an unavailable list requires Operations → Prep List troubleshooting. Existing linked SKUs use the canonical local identity; new identities resolve through the existing SKU resolver. Assignment does not remove Prep List quantity or award points; the existing verified-record scoring flow remains responsible for claims. View requires legends.missions.view; manual code entry is replaced by the picker.
🔍 Seek & Nope and Aisle Wanderer Merged
Can't find a priority SKU? Report it missing. If a supervisor confirms, you get +5 and track progress.
How it works
- Report it from Game Hub → Missions (add where you looked). It waits in Side Missions → Reports to Review, and reviewers get a notification.
- One open report per SKU per prepper; the SKU must still be open.
- Confirmed: +5 and Seek & Nope progress. Every 3rd Seek & Nope level advances Aisle Wanderer.
What preppers see
Game Hub → Missions: open Productivity SKUs with a "Can't find it" button, and your reports with their status. Filing a report needs your Game Hub PIN.
Current numbers
Confirmed report: +5
🫥 Hidden SKUs Merged
Secret Prep List SKUs each round. Find one with a normal record for a critical hit.
How it works
- 10 secret Prep List SKUs per round.
- Finding one: +5 at 2× damage (CRIT), a Silver box and a floor-wide celebration.
- The found SKU is replaced with a new secret one. Remaining SKUs stay hidden.
- The Scout role doubles the bonus.
What preppers see
Gold CRIT flyup and a toast on every station.
Implementation status (2026-10-04)
Core inventory engine verified locally on 2026-10-04; full L2 remains in progress. Keep Game enabled OFF until remaining engine acceptance checks and L5 Game Hub/HUD are complete. Warehouse saves enqueue after commit; scoring is transactional and retry-safe. This is local verification, not a hosting deployment report.
Open hidden targets can be claimed by qualifying records. Scoring uses the hidden_sku rule; Scout can multiply the bonus. Automatic pool filling and replacement are locally verified: while the game is enabled and a planned round is active, the drain maintains the configured number of open targets from the existing all_lists Prep List cache (at most five minutes old). Only positive remaining prep quantities mapped to local SKUs qualify. Claimed or retired SKUs are not reused in that round. A missing/stale cache or exhausted candidate pool leaves fewer targets; it never invents inventory targets or makes a GRTC request. Administrators can review status under Side Missions → Hidden SKUs. Player celebrations remain in progress; this is not full game readiness.
Hidden claim corrections locally verified 2026-10-04: changing the claimed record to a different SKU, zeroing its quantity or deleting it retires its target and removes hidden source rewards. Original target identity is retained separately from the current score so restoring the original SKU/positive quantity restores the same claimant and bonus without a second discovery. Retired targets stay out of the round candidate pool, preventing duplicate finder rewards.99 isolated engine checks pass, including actual queue/drain SKU change, restoration and deletion. Player celebrations, broader shared/recovery mechanics and L5/L4/L6 remain in progress; game stays OFF.
Current numbers
Targets: 10 per round
🔤 Word Find Legacy
Everyone has a secret warehouse word. Letters in the SKUs you scan reveal matching letters.
How it works
- Each SKU letter reveals every matching unrevealed spot.
- Solving pays 1 point (1–3 letters), 2 (4–5), 3 (6–7), 4 (8–10), 5 (11–13) or 6 (14+), then gives you a new word.
- A Skeleton Key reveals one letter.
What preppers see
Word Find tab; letters flip with an animation.
Word Find core locally verified 2026-10-04: enabled ASCII warehouse words are randomly assigned to nonexcluded players. Positive saved inventory work supplies its local FNSKU letters; each letter reveals every matching word position. A completed word awards the planned length-band points (1/2/3/4/5/6), damages the boss by those points and replaces the word. Stable source-key reveal/solve ledger entries prevent retries from repeating reveals, awards or replacements.165 isolated engine checks pass (repeated letters, replay, six-letter points and solve count). Full saved-FNSKU integration, Skeleton Key, assignment replay/reconstruction after edits/deletions and Game Hub UI remain pending; this is not complete Word Find acceptance. Game stays OFF.
Saved Word Find and Skeleton Key locally verified 2026-10-04: queued inventory snapshots now include game_fnsku captured at save; later identifier edits do not rewrite word letters. Actual record queue/drain solves from that saved identifier. An owned enabled reveal_letter item consumes one copy transactionally and reveals one unrevealed position, including repeated-letter words; request-key replay preserves the original reveal and stock.169 isolated engine checks pass (saved FNSKU despite catalog edit, one-position key reveal and consume-once retry). Historical queued records lacking game_fnsku do not infer mutable identifiers. Word assignment edit/delete reconstruction and authenticated player UI remain unfinished; game stays OFF.
Correction recovery / browser verification — 2026-10-05
Correction recovery update, verified locally 2026-10-05: schema0098 preserves signed coin and item balances. Record edits/deletions now retain the full revoked amount even when the reward was spent, used or gifted. Negative balances mean outstanding corrected rewards, not spendable coins/items; future matching grants automatically repay them, and restored valid entitlements cancel the deficit once. Game Hub shows Corrected reward balance, and Command Center → Player Progress shows signed coins and Items & Abilities quantities. Gift recipients and already delivered real-world rewards are not retroactively confiscated; recovery is charged to the originating player. Old recovery flags created before schema0098 remain review-only because previously discarded amounts cannot always be reconstructed safely. New balance-backed item notices auto-close once all outstanding balances are repaid; unauthorized actions still cannot spend or gift missing stock. Word Find now replays saved letter inputs after zero-quantity, SKU-change and deleted-record corrections, rebuilding the current word/revealed positions/solved count and adjusting solve points, boss damage and source rewards without random rerolls or duplicate reversals. Legacy key-use history resolves from its recorded source; irrecoverably missing source history stops the event for retry/review instead of guessing. Pallet Pirate now rechecks the original warehouse day/round: losing all qualifying scored units removes daily XP, counter-damage and raid progress; another surviving qualifying record keeps it, and restoring work restores the original amounts once even if settings/assignment later changed. Existing game-enabled/admin permissions and queue retry rules apply. Check Audit Ledger → Points Ledger/Integrity Flags if a correction fails; retry a failed event only after resolving the underlying problem. Browser walkthrough completed with game ON in a disposable database: all 12 Hub tabs, PIN unlock, one-time daily box, scanner trophy chip/HUD, collapse/focus retention and 390px station/Hub layout pass. This does not enable the production game or replace the owner’s operational launch decision.
🧰 Supply Run Merged
Supervisors post supplies that need restocking. Restock them and claim the XP after a supervisor confirms.
How it works
- Items come from the separate Side Missions → Supply Run Catalog.
- Claim it from Game Hub → Missions ("I restocked it"). The claim waits in Side Missions → Reports to Review and reviewers get a notification.
- One open claim per run per prepper.
What preppers see
Supply Runs card on Game Hub → Missions. Claiming needs your Game Hub PIN.
Current admin workflow
Supply Run Catalog, locally verified 2026-10-05: open Warehouse Legends → Side Missions → Supply Run Catalog (admin/legends-missions.php#supply_catalog). With legends.missions.manage, Add, Edit, switch On/Off, or Delete unused entries using Code, Name, Description, Icon and Sort order. This catalog is independent of Operations → Supply Catalog. In Supply Runs, Post a supply run chooses an enabled entry from the game catalog, quantity (1–999) and XP reward (0–10,000). Disabled entries cannot create new runs; existing runs and reports keep their catalog references. Referenced entries cannot be deleted: switch them off instead. Schema0097 copies only Operations supplies already referenced by game runs into independent entries, preserving IDs/names/history; later Operations edits do not propagate. Legacy Import/Reset preserves the new game catalog. Game Hub → Missions and Reports to Review now read this catalog; PIN/claim/reviewer reward permissions remain unchanged. The game stays OFF pending owner launch approval.
🏴☠️ Pallet wrapping, Pallet Pirate and Flawless Pallet Merged
Manual pallet bonuses plus an automatic bonus for shipments closed without corrections.
How it works
- Pallet wrapping bonus (manual): 1,000 XP + 25 boss damage per pallet.
- Pallet Pirate: admin-selected in Side Missions → Mission Settings. First scored scan per warehouse day grants 400 XP and 200 team counter-attack damage, plus Scally Wag Pallet Pirate progress. None disables it.
- Flawless Pallet: a shipment that closes with 0 corrections gives +10 at 2× damage to the preppers on it.
- Shipment weight winner: whoever case-packed the most weight on a closed shipment gets +5 and No Gym Membership Needed progress.
What preppers see
Daily Roles and Game Hub show the designated Pallet Pirate.
Verified locally 2026-10-05: open Warehouse Legends → Side Missions → Mission Settings (admin/legends-missions.php#settings). Viewing requires legends.missions.view; saving requires legends.missions.manage. Choose a prepper in Pallet Pirate, set Pallet Pirate XP and damage, then Save side mission settings. None disables the designation. The assignment stays until an admin changes it; Daily Roles and Game Hub display it. With the game enabled and an active round, the selected active, non-excluded prepper earns XP and one pirate_raids progress on their first scored scan each warehouse day. Damage records team counter-attack damage, not damage dealt to the boss. Repeated scans and job retries do not grant another bonus for the same prepper, round and day. Changing the assignment can grant the new holder their own daily bonus. Amounts are saved when earned; later settings edits do not rewrite them. Corrections revoke the daily grant when no qualifying work survives, and restore original amounts once. If missing, check designation, game/round status, exclusion and whether the scan scored or was held. Isolated scoring/replay tests pass; live browser acceptance remains pending. This change does not enable the game.
Correction recovery / browser verification — 2026-10-05
Correction recovery update, verified locally 2026-10-05: schema0098 preserves signed coin and item balances. Record edits/deletions now retain the full revoked amount even when the reward was spent, used or gifted. Negative balances mean outstanding corrected rewards, not spendable coins/items; future matching grants automatically repay them, and restored valid entitlements cancel the deficit once. Game Hub shows Corrected reward balance, and Command Center → Player Progress shows signed coins and Items & Abilities quantities. Gift recipients and already delivered real-world rewards are not retroactively confiscated; recovery is charged to the originating player. Old recovery flags created before schema0098 remain review-only because previously discarded amounts cannot always be reconstructed safely. New balance-backed item notices auto-close once all outstanding balances are repaid; unauthorized actions still cannot spend or gift missing stock. Word Find now replays saved letter inputs after zero-quantity, SKU-change and deleted-record corrections, rebuilding the current word/revealed positions/solved count and adjusting solve points, boss damage and source rewards without random rerolls or duplicate reversals. Legacy key-use history resolves from its recorded source; irrecoverably missing source history stops the event for retry/review instead of guessing. Pallet Pirate now rechecks the original warehouse day/round: losing all qualifying scored units removes daily XP, counter-damage and raid progress; another surviving qualifying record keeps it, and restoring work restores the original amounts once even if settings/assignment later changed. Existing game-enabled/admin permissions and queue retry rules apply. Check Audit Ledger → Points Ledger/Integrity Flags if a correction fails; retry a failed event only after resolving the underlying problem. Browser walkthrough completed with game ON in a disposable database: all 12 Hub tabs, PIN unlock, one-time daily box, scanner trophy chip/HUD, collapse/focus retention and 390px station/Hub layout pass. This does not enable the production game or replace the owner’s operational launch decision.
Current numbers
Wrap bonus: 1,000 XP + 25 dmg / palletPirate daily bonus: 400 XP; 200 team counter-attack damage
Progression
🧗 Level tracks and personal goals Legacy
Long-term tracks (31+) for specific kinds of work, plus daily personal goals.
How it works
- Each track counts something (bag runs, shrink runs, hidden finds, times picked as Medic…) and has level targets, e.g. 1, 2, 3, 5, 7, 10, 13, 16.
- Completing a level can award a badge (Badge on level-up).
- Personal goals reset daily: Clocked In & Dangerous (points), Keep It Moving (records), SKU Variety, Unit Volume, Low-Qty Saver, Location Runner.
What preppers see
Profile → Level tracks in the Game Hub.
Good to know
- The full list with targets is in the Content Catalog (generated from live definitions).
🏆 Achievements Legacy
Lifetime milestones (units, scans, SKUs, locations, mysteries, levels) with one-time XP.
How it works
- Checked whenever the related total changes.
- Can also award a badge.
What preppers see
Profile → Achievements.
🏅 Badges Legacy
Collectible badges with XP, awarded by rules.
How it works
- Award types: engine (game trigger), metric (N of something per day/week/month), fairness, round or event (top N or activity during it), manual.
- Badges give XP once; some can be earned again (per period).
What preppers see
Badge case in the Game Hub profile.
📜 Quests Merged
Daily, weekly and monthly goals with XP rewards.
How it works
- Daily quests reset at midnight warehouse time, weekly on Monday, monthly on the 1st.
- Progress is calculated from the ledger, so it's always exact.
- Gemini's "bounties" are quests with those metrics (case packs, assists, misfits).
What preppers see
Quests tab with progress bars.
Aggregate metric reconciliation locally verified 2026-10-04: record edits/deletions reconcile scalar quest, track, metric-badge and metric-item counters in the original warehouse period. Completed quests continue accumulating units. Rewards are independent of whichever record crossed the threshold, and re-earned rewards use ledger adjustments without duplicate payment. Spent coins or transferred/unavailable items create reward_recovery review flags. Absolute career metrics, event-based rewards, shared/end-of-day awards and automated debt recovery still require completion before game launch.
Career reconciliation locally verified 2026-10-04: absolute level, badge-count and thousands-of-units counters are recalculated from current player/ledger balances after inventory scoring, edits and deletions. Counters can decrease to zero; threshold rewards are removed/restored through ledger entitlement adjustments. Manual supervisor badge awards are preserved. Circular career reward definitions fail transactionally rather than repeatedly granting rewards. Event/shared/day reward eligibility and recovery debts remain open before launch.
Items & Rewards
🎒 Items, abilities and boxes Merged
Items you use for XP, damage, clue power or protection; abilities you equip; boxes you open.
How it works
- Daily Mystery Box: one per day from the Game Hub; the result is weighted by item rarity (common → legendary).
- Weekly Ability Box: one per week, abilities only. One ability can be active per round; equipping replaces the old one.
- Bronze, Silver and Gold boxes come from low-qty saves, Overdrive, hidden SKUs and boss tiers.
- Gifting: only duplicates, never to yourself or excluded players, with an optional note.
What preppers see
Satchel tab: Use / Gift buttons.
Good to know
- Drop chances are shown on Items & Loot → Boxes & Drop Rates, calculated from the weights.
Implementation status (2026-10-04)
Core inventory engine verified locally on 2026-10-04; full L2 remains in progress. Keep Game enabled OFF until remaining engine acceptance checks and L5 Game Hub/HUD are complete. Warehouse saves enqueue after commit; scoring is transactional and retry-safe. This is local verification, not a hosting deployment report.
Item grants now retain item/quantity metadata in the ledger for record deletion. Unspent record-awarded loot is removed on deletion. If loot has already been spent or gifted, automatic rollback is incomplete and requires review; keep the game off until this is resolved.
Titan event-reward reconciliation locally verified 2026-10-04: event sources have retry-safe outcome markers, so retries do not roll chance again. Invalid Titan wins remove eligible automatic badges and their original unspent item grants; restoration returns the recorded item outcome once. Badge eligibility counts other active matching event sources in the lifetime/daily/weekly/monthly period. Manual supervisor awards remain independent. Spent/transferred items create recovery review flags. Weekly Titan boxes and season event-source boundaries still require completion; keep Game enabled OFF.
Weekly Titan reconciliation locally verified 2026-10-04: the full Monday–Sunday warehouse week is checked against configured win threshold and at least three net positive work days per prepper. Held/deleted/fully reversed work does not qualify. Correcting an older win or removing a work day removes the weekly reward; restoration returns the recorded loot outcome without another roll. Existing event-source dates preserve original reward periods.28 daily checks pass. Season event-source boundaries and broader boss/inventory event reconciliation still remain before launch.
Inventory event-source reconciliation locally verified 2026-10-04: low-quantity, frozen Overdrive, Power Hour and Hidden SKU event eligibility is re-evaluated on edits and removed on deletion. Event badges are independent of the record that first awarded them and remain while another matching source qualifies. Original item outcomes reconcile per source; low_qty_save/scan.low_quantity and hidden_found/scan.hidden_sku use canonical aliases. Automatic badge/item grants are not blindly reversed as financial rows of the crossing record.85 engine checks pass. First-daily source transfer after deletion, hidden target lifecycle, boss event reconciliation and spent/transferred recovery still need completion.
First-daily source reconciliation locally verified 2026-10-04: scored records are ordered by original saved time; held/skipped/deleted/zero-quantity or fully reversed work does not qualify. New scoring, late releases, edits and deletions move scan.first_daily eligibility to the earliest surviving record in the original warehouse day. Previous source rewards are reconciled before granting the new source; original chance outcomes remain retry-safe. If no qualifying record remains, the daily item is removed.89 isolated engine checks pass. Hidden-target lifecycle, boss events, recovery debts and full remaining game phases are unfinished.
Clue-power item use domain locally verified 2026-10-04: a nonexcluded player in an active unexpired round can consume a specific enabled clue_power item from their own stock. Round/player locks and a required request key make retries return the original result without another consumption. Item strength is recorded in the ledger and added to team clue-unlock power, separately from points, XP and boss damage.114 isolated engine checks pass. Authenticated Satchel Use button, equipped clue abilities and Mind Reader role interactions remain pending; game stays OFF.
Satchel equip domain locally verified 2026-10-04: while the game is enabled and a round is active, a nonexcluded player may equip one enabled ability they own or unequip it. Equipping replaces the current choice without consuming inventory. Player row locking and request-key ledger audit prevent concurrent state changes and stale retries from overwriting a newer selection; replay returns the current equipped choice.149 isolated engine checks pass (ownership, no consumption, unequip/stale retry and unowned rejection). Browser identity/CSRF endpoint and Satchel buttons, gifting/boxes/general item use and full player acceptance remain pending. Game stays OFF.
Satchel gifting domain locally verified 2026-10-04: enabled giftable items may move between distinct nonexcluded preppers, with duplicate-only quantities that retain at least one sender copy. Sender/recipient player locks are taken in stable ID order; inventory changes, transfer history and both ledger audit entries share one transaction. Request-key retries return the original transfer without moving stock again. Optional notes are capped at255 characters.153 isolated engine checks pass including duplicate transfer, retained copy, replay, last-copy rejection and self-gift rejection. Authenticated Gift form/endpoint and downstream transferred-reward recovery remain pending; game stays OFF.
Daily/weekly box claim domain locally verified 2026-10-04: nonexcluded players may claim one Daily Mystery Box per warehouse date and one Weekly Ability Box per Monday-based warehouse week while the game is enabled. Enabled catalog weights determine the random drop; weekly pools contain abilities only. Player lock plus fixed period ledger grant keys preserve the original item across retries and prevent rerolls/double grants. Empty pools fail without writing a claim.157 isolated engine checks pass (daily retry outcome, weekly ability-only outcome, weekly retry and one grant per period/type). Satchel claim buttons/identity endpoint, owned Bronze/Silver/Gold box opening and full player/browser acceptance remain pending. Game stays OFF.
XP/boss-damage consumable domain locally verified 2026-10-04: a nonexcluded player can use one owned enabled career_xp or boss_damage item. Consumption, configured effect, recorded outcome and career recalculation share a transaction; damage requires an active round and runs boss lifecycle maintenance. Request-key replay returns the original effect without another use or award. Round-before-player lock order matches scoring.161 isolated engine checks pass (XP once, one consumption, replay and configured damage). Authenticated Use buttons, other effect actions and Bronze/Silver/Gold drop odds/opening remain pending; current plan/catalog provides tier labels but no exact tier-pool odds, so no unreviewed probabilities were invented. Game stays OFF.
Saved Word Find and Skeleton Key locally verified 2026-10-04: queued inventory snapshots now include game_fnsku captured at save; later identifier edits do not rewrite word letters. Actual record queue/drain solves from that saved identifier. An owned enabled reveal_letter item consumes one copy transactionally and reveals one unrevealed position, including repeated-letter words; request-key replay preserves the original reveal and stock.169 isolated engine checks pass (saved FNSKU despite catalog edit, one-position key reveal and consume-once retry). Historical queued records lacking game_fnsku do not infer mutable identifiers. Word assignment edit/delete reconstruction and authenticated player UI remain unfinished; game stays OFF.
Legends notifications implemented locally 2026-10-04 (seed0064): Settings → Notification preferences now lists eleven game choices. New gift-card claims notify active supervisors with notifications.legends_kiosk_claim.receive and the choice enabled, linking to admin/legends-rewards.php?tab=claims. Personal legends_kiosk_status, legends_kiosk_unlocked, legends_badge_earned and legends_gift_received notices go only to active accounts linked to the affected prepper; account opt-outs apply. Claim transitions (waiting month, pending, delivered, refunded), actual badge awards, actual gifts and the first Kiosk-level crossing produce notices without replay duplicates. Writes share the reward transaction; rollback removes the success notice. Game OFF suppresses personal notices. Prepper accounts without a linked users.prepper_id do not receive an account bell. Personal notices currently contain text without a broken admin link; authenticated Game Hub links/feed remain pending. The six other supervisor choices are registered for forthcoming Seek/Supply/integrity/boss/Titan/round producers; registration is not proof those producers exist. Owner testing of bell rendering remains pending. Game stays OFF; older KTools untouched.
🎁 Kiosk and gift cards Merged
Spend Iron Coins from level 5 on gift cards (the only real-world reward) and in-game items.
How it works
- Unlocks at level 5 (owner decision). Coins are saved before then.
- Gift cards (Amazon): see the Kiosk Catalog for sizes and prices. 1 per prepper per month. A supervisor approves each one; sending the electronic card is a manual fulfilment step.
- Monthly gift card budget: $25.00 (owner decision). A claim that would go over is waitlisted for the next month; your coins stay held. Refunds return coins.
- In-game items are delivered instantly.
What preppers see
Kiosk tab; a locked progress card below level 5.
Good to know
- Card sizes are listed in the Kiosk Catalog and can be changed there.
Kiosk purchase engine locally verified 2026-10-04: enabled nonexcluded players must meet both global and catalog unlock levels, have enough Iron Coins and available stock. Retry keys preserve the original purchase. In-game entries with an enabled deliverable item debit coins and grant one item instantly. Gift cards debit/hold coins, enforce the per-player warehouse-month claim limit, and reserve shared budget in FIFO order under a database lock. Cards that exceed the configured monthly budget are rejected; existing cards made unaffordable by a budget reduction remain waitlisted. Pending and delivered value counts toward the allocated month. Waiting reservations move to the earliest month with room; refunds and month rollover recheck the queue. Supervisor Deliver/Refund remain under Kiosk & Rewards → Claim Queue (legends.kiosk.fulfil); refund restores coins once and returns finite stock. No automatic email or external purchase is performed. All 190 isolated engine checks pass, including purchase replay, exact delivery/debit, limits, stock, refund promotion, budget reduction and rollover. Authenticated player Kiosk UI, cosmetic fulfilment, notifications and concurrent hosted acceptance remain pending. No schema change; game stays OFF and older KTools is untouched.
Legends notifications implemented locally 2026-10-04 (seed0064): Settings → Notification preferences now lists eleven game choices. New gift-card claims notify active supervisors with notifications.legends_kiosk_claim.receive and the choice enabled, linking to admin/legends-rewards.php?tab=claims. Personal legends_kiosk_status, legends_kiosk_unlocked, legends_badge_earned and legends_gift_received notices go only to active accounts linked to the affected prepper; account opt-outs apply. Claim transitions (waiting month, pending, delivered, refunded), actual badge awards, actual gifts and the first Kiosk-level crossing produce notices without replay duplicates. Writes share the reward transaction; rollback removes the success notice. Game OFF suppresses personal notices. Prepper accounts without a linked users.prepper_id do not receive an account bell. Personal notices currently contain text without a broken admin link; authenticated Game Hub links/feed remain pending. The six other supervisor choices are registered for forthcoming Seek/Supply/integrity/boss/Titan/round producers; registration is not proof those producers exist. Owner testing of bell rendering remains pending. Game stays OFF; older KTools untouched.
Current numbers
Unlock: level 5Budget: $25.00 / monthLimit: 1 gift card / prepper / month
🎖️ Season Pass Gemini
30 tiers per season, 1,000 season XP each, all in-game rewards.
How it works
- Season XP = Career XP earned between the season's dates.
- Milestones: 5 Bronze frame, 10 Gold box, 15 "Dock Boss" title, 20 500 coins, 25 Legend frame, 30 Season crown + 1,000 coins. Other tiers alternate coins, boxes and cosmetics.
- Rewards are claimed in the Game Hub.
What preppers see
Season Pass tab.
Current numbers
Tiers: 30XP per tier: 1,000
📆 Reward tracks and calendar Legacy
Log in-person work on a day to claim that day's calendar reward; complete multi-step reward tracks.
How it works
- Calendar: one reward per day with at least one record (coins, boxes; a Silver box every 7th day).
- Tracks: e.g. weekly attendance, a quality month with 0 corrections, the hidden hunter steps.
What preppers see
Hub → Rewards.
Calendar claim domain locally verified 2026-10-04: an enabled nonexcluded player may claim today’s configured calendar step only after positive surviving scored inventory work on the current warehouse date. Held/deleted/zero/fully reversed work is excluded. Enabled calendar definitions supply day-of-month coin/item rewards; the step outcome is snapshotted in a fixed date/code ledger claim and replayed without payment twice.172 isolated engine checks pass (work-day claim, one audit/replay and no-work rejection). Authenticated Rewards UI, retrospective eligibility/reward reconciliation and multi-step reward tracks remain pending. Game stays OFF.
Calendar correction reconciliation verified 2026-10-04: inventory edits/deletions recheck the original warehouse date. Losing all surviving qualifying work revokes the original coin/item entitlement; restoring work restores that snapshotted entitlement without a second claim or reroll. Spent rewards use the existing recovery flags for supervisor review. All 174 isolated engine checks pass, including coin removal/restoration. Authenticated Rewards UI, item-specific calendar correction verification and multi-step tracks remain pending; game stays OFF.
Events
✨ Live events Legacy
Announced events with XP, season XP or coin multipliers and their own badge and station theme.
How it works
- Types: Career XP ×, Season XP ×, Iron Coin ×, badge-only.
- Event multipliers stack (within the 3× cap).
- Launch week: Version 3.0 Launch Week, double XP and double Titan coins.
What preppers see
Themed banner and colors on the HUD while active.
⚡ Power Hours, bonus windows and the mystery window Merged
Short sprints a supervisor can start, plus a hidden daily bonus window.
How it works
- Power Hour: a supervisor starts 30–60 minutes of boosted damage and/or XP. Stations show a countdown banner.
- Max 2 per day.
- Bonus window: named, adds flat points per record until it ends.
- Power Hours and bonus windows don't stack; the bigger one applies.
- Mystery window: a hidden 30–60 minute window each day that adds +1 to assists and Left For Dead activity.
What preppers see
Amber countdown banner on the HUD and a short chime when it starts.
Implementation status (2026-10-04)
Core inventory engine verified locally on 2026-10-04; full L2 remains in progress. Keep Game enabled OFF until remaining engine acceptance checks and L5 Game Hub/HUD are complete. Warehouse saves enqueue after commit; scoring is transactional and retry-safe. This is local verification, not a hosting deployment report.
Event windows are evaluated against the saved event time. Power Hour item events use the same item-rule idempotency keys as ordinary progress.
Current numbers
Power Hours / day: 2
📣 Floor Siren broadcast Gemini Admin only
A short message from a supervisor shown on every station and the Game Hub.
How it works
- Styles: celebration, heads-up, urgent. Shown for 5 or 15 minutes, or until dismissed.
- On the prepper site it sits in the HUD strip and never covers the form.
What preppers see
One line in the HUD strip. When the pill first appears on a page (or the message changes) it quickly grows and settles back once, without moving focus. The strip cuts long messages short, so tapping the pill (or Enter/Space when it is focused) opens a pop-up with the whole message and a Close button. The pop-up only opens when the prepper taps. On phones, where the strip has no room for the text, the pill shows as a round icon only (📣, 🚨 urgent, 🎉 celebration, or the boost icon). It still pulses once and opens the same pop-up when tapped. An unread Floor Siren keeps flashing (about once a second, in its style colour) until the prepper opens it. After that it stops flashing on that device until a different message is sent. Boost pills do not flash. The pop-up opens in the middle of the screen, with larger text and a full-width Close button on phones. Devices set to reduce motion skip the flashing.
On the Floor
🎮 Game Hub and navigation Merged
The Game Hub is the game's own page. Open it from the 🏆 Legends chip in the prepper site's top nav; "← Back to Scanner" returns you to the page you came from.
How it works
- Tabs: Hub, Boss, Quests, Missions, Word Find, Mystery, Season Pass, Satchel, Kiosk, Leaderboards, Roles, How to Play.
- The Hub tab shows the boss and today's Titan, your mystery boxes, today's quests and your role. Open the daily box (and the weekly ability box, and the calendar reward when there is one) right there.
- Missions lists the open Productivity SKUs (report one you can't find: Seek & Nope) and Supply Runs (claim one you restocked). Each report waits for a supervisor; your recent reports and their status are listed underneath.
- Satchel shows every item you own with what you can do with it: Use (XP or boss damage), Use on mystery (clue power), Flip a letter (Word Find), Use for a call-in (Streak Freeze Shield), Equip an ability, or Gift a spare copy to a teammate.
- Anything that spends, gives or claims asks for your Game Hub PIN once per device per shift (see Game Hub PIN). Looking around never does.
- The page refreshes itself every 30 seconds while it's open, except while you're typing or a dialog is open.
- The 🏆 Legends chip shows a small dot when something is waiting for you: your daily box, the weekly ability box, or today's calendar reward. It never pops anything up.
- The back link remembers which prepper page you came from (Add Record, Case Pack, Misfits…).
What preppers see
Everything interactive in the game happens here, ideally on breaks. Your name, rank, level bar, coins, round points and Momentum sit at the top; 🔐 Unlock / 🔓 Lock is next to them.
Good to know
- The chip and the Game Hub only appear for the name remembered on that device, when the game is on and that name isn't excluded.
- If the game is off, the Legends chip is hidden and the Game Hub just says it isn't available. The scanner works exactly the same.
- No name set on the device yet? The Game Hub asks you to set it on the scanner first.
Correction recovery / browser verification — 2026-10-05
Correction recovery update, verified locally 2026-10-05: schema0098 preserves signed coin and item balances. Record edits/deletions now retain the full revoked amount even when the reward was spent, used or gifted. Negative balances mean outstanding corrected rewards, not spendable coins/items; future matching grants automatically repay them, and restored valid entitlements cancel the deficit once. Game Hub shows Corrected reward balance, and Command Center → Player Progress shows signed coins and Items & Abilities quantities. Gift recipients and already delivered real-world rewards are not retroactively confiscated; recovery is charged to the originating player. Old recovery flags created before schema0098 remain review-only because previously discarded amounts cannot always be reconstructed safely. New balance-backed item notices auto-close once all outstanding balances are repaid; unauthorized actions still cannot spend or gift missing stock. Word Find now replays saved letter inputs after zero-quantity, SKU-change and deleted-record corrections, rebuilding the current word/revealed positions/solved count and adjusting solve points, boss damage and source rewards without random rerolls or duplicate reversals. Legacy key-use history resolves from its recorded source; irrecoverably missing source history stops the event for retry/review instead of guessing. Pallet Pirate now rechecks the original warehouse day/round: losing all qualifying scored units removes daily XP, counter-damage and raid progress; another surviving qualifying record keeps it, and restoring work restores the original amounts once even if settings/assignment later changed. Existing game-enabled/admin permissions and queue retry rules apply. Check Audit Ledger → Points Ledger/Integrity Flags if a correction fails; retry a failed event only after resolving the underlying problem. Browser walkthrough completed with game ON in a disposable database: all 12 Hub tabs, PIN unlock, one-time daily box, scanner trophy chip/HUD, collapse/focus retention and 390px station/Hub layout pass. This does not enable the production game or replace the owner’s operational launch decision.
🔐 Game Hub PIN New
The prepper site has no password (it only remembers your name on the device), so a personal PIN protects your coins and items. You need it for anything that spends, gives or claims in the Game Hub.
How it works
- The first time you open a box, use an item, buy from the Kiosk, gift, guess the mystery or file a report, the Game Hub asks you to choose a PIN: 4 to 6 digits, typed twice. It can't be one digit repeated (1111) or a straight run (1234, 4321).
- After that, enter it once and that device stays unlocked for 12 hours. 🔓 Lock at the top of the Game Hub signs that device out early (do this on a shared station).
- Looking around never needs the PIN: the HUD strip, leaderboards, quests and How to Play are always open.
- 5 wrong tries in a row lock the PIN for 15 minutes.
- Forgot it? A supervisor resets it from Players → Roster. You choose a new one next time, and every device you'd unlocked is signed out.
What preppers see
A 🔐 Set PIN / Unlock button at the top of the Game Hub, and a small PIN box when an action needs it. The action carries on as soon as you're unlocked.
Good to know
- The PIN is stored hashed (like a password); supervisors can reset it but never see it.
- The unlock lives in a secure browser cookie that page scripts can't read, and works only for the name remembered on that device.
- Resetting a PIN needs the legends.players.pin permission and is recorded in the Change Log.
Current numbers
PIN length: 4–6 digitsStay unlocked: 12 hours per deviceWrong tries before a lock: 5Lock time: 15 minutes
📟 Station HUD strip Gemini
A thin, collapsible strip under the prepper site's top nav showing the boss, Titan, Momentum, streak and points. It never needs a tap.
How it works
- Shows: boss name and HP (orange when Enraged), today's Titan units, your Momentum tier and chain, your Clean Run days and your round points. A Floor Siren message or a running boost (Power Hour, bonus window) appears as a pill inside the strip. The pill grows and settles once when it first shows on a page. Tap it to read the full message in a pop-up. On phones it shrinks to a round icon so it still shows.
- Height is fixed (44 px, 6 px when collapsed) and reserved before data loads, so the page never jumps. The ▴ button collapses it; ▾ Legends brings it back. Your choice is remembered on that device.
- Refreshes every 5 seconds while the page is visible (paused when the tab is hidden). Each refresh also scores a little of the waiting queue, so your points show up quickly.
- Boss damage from your new records floats up inside the strip, not over the form.
- On phones the strip keeps one row: boss, Titan, Momentum and points.
What preppers see
Under the chip nav on the views chosen in Rules & Scoring → Prepper site display (now: Add Record / Case Pack / Misfits / Damage Out / Pick List).
Good to know
- The strip is read-only. Nothing on it spends or claims anything.
- Turned off entirely with "HUD strip on the prepper site"; the 🏆 chip stays.
Current numbers
Height: 44 px (6 px collapsed)Refresh: every 5 s, only when visible
🛡️ How the game stays out of the way New
Rules that guarantee the game never slows down or blocks the prepper site.
How it works
- Never steals focus from the scan box or any input; never opens a modal on the prepper site.
- Toasts go in a bottom-left tray (max 2, 4 seconds, click-through) away from the Save button. On phones they sit in the top-right corner.
- Big celebrations (Titan down, boss defeated, level up) wait until you've been idle for 15 seconds with no dialog open, or play as a one-line toast; full celebrations are in the Game Hub.
- Game sounds follow the site's Sound ON/OFF, are under 300 ms and never use the scan-error tones.
- The strip shows only on the views picked in Rules & Scoring → Prepper site display; never on print views or embedded mode. Toasts also stay hidden while the camera scanner or any dialog is open.
- Quiet mode (per device, from the Game Hub → Hub tab → This device) hides the strip and toasts and mutes the game. The 🏆 chip stays.
- All game code is isolated: if it errors or the server is slow, it hides itself, and saving a record never depends on it.
What preppers see
You'll mostly notice the strip and small toasts.
Good to know
- If the game endpoint fails 3 times in a row, the strip hides for 5 minutes and retries quietly.
- Admin test bar (Rules & Scoring → Core settings): the prepper site has no admin login, so the bar shows only on devices whose remembered name is ticked in "Who sees the test bar" (on now). It previews boss hits, hidden-SKU flyups, item/gift/badge toasts, Momentum changes, Enraged, Titan/boss/level celebrations, Power Hour and Siren pills, the chip dot, collapse and quiet mode. It only changes that screen; nothing is saved. While the game is off (or that name is excluded) the strip shows sample data, so you can preview before launch.
Current numbers
Toast tray: max 2, 4 sIdle before celebration: 15 sSound length: < 300 ms
Fair Play & Admin
🛑 Fair play and integrity flags Merged
Quality beats speed. Gaming the system is caught and reversed.
How it works
- Stale record: the same SKU saved again within 2 minutes with no unit change scores 0 and is flagged.
- Edited after scoring: the score is recalculated and the difference reversed.
- Burst: more than 4 records in 5 minutes from one prepper is flagged for review (the save is never blocked).
- Verified correction: resets Momentum, pauses abilities 10 minutes, loses the Clean Run day.
- Flags hold the points until a supervisor releases or reverses them.
What preppers see
Held points show as "pending review" in the ledger view.
Implementation status (2026-10-04)
Core inventory engine verified locally on 2026-10-04; full L2 remains in progress. Keep Game enabled OFF until remaining engine acceptance checks and L5 Game Hub/HUD are complete. Warehouse saves enqueue after commit; scoring is transactional and retry-safe. This is local verification, not a hosting deployment report.
Stale duplicates receive a zero-score flag. Burst records are held without scoring or progress awards; Audit Ledger → Integrity Flags → Release queues the saved work for scoring. Rejected records remain unscored. Owner changes are review flags rather than automatic career-reward transfers.
Continuation verified locally, 2026-10-04: daily scan coin limits use net ledger coins for the original warehouse day, including corrections and reversals. Releasing held work recalculates that day’s remaining allowance while preserving its saved scoring rules and boosts. Older work cannot rewind the latest-day coin display. Deleting unavailable spent/transferred reward items creates a reward_recovery Integrity Flag for supervisor review; it does not silently deduct items from another worker. Full aggregate progress and shared/end-of-day reward reconciliation remain in progress. Keep the game OFF.
Correction recovery / browser verification — 2026-10-05
Correction recovery update, verified locally 2026-10-05: schema0098 preserves signed coin and item balances. Record edits/deletions now retain the full revoked amount even when the reward was spent, used or gifted. Negative balances mean outstanding corrected rewards, not spendable coins/items; future matching grants automatically repay them, and restored valid entitlements cancel the deficit once. Game Hub shows Corrected reward balance, and Command Center → Player Progress shows signed coins and Items & Abilities quantities. Gift recipients and already delivered real-world rewards are not retroactively confiscated; recovery is charged to the originating player. Old recovery flags created before schema0098 remain review-only because previously discarded amounts cannot always be reconstructed safely. New balance-backed item notices auto-close once all outstanding balances are repaid; unauthorized actions still cannot spend or gift missing stock. Word Find now replays saved letter inputs after zero-quantity, SKU-change and deleted-record corrections, rebuilding the current word/revealed positions/solved count and adjusting solve points, boss damage and source rewards without random rerolls or duplicate reversals. Legacy key-use history resolves from its recorded source; irrecoverably missing source history stops the event for retry/review instead of guessing. Pallet Pirate now rechecks the original warehouse day/round: losing all qualifying scored units removes daily XP, counter-damage and raid progress; another surviving qualifying record keeps it, and restoring work restores the original amounts once even if settings/assignment later changed. Existing game-enabled/admin permissions and queue retry rules apply. Check Audit Ledger → Points Ledger/Integrity Flags if a correction fails; retry a failed event only after resolving the underlying problem. Browser walkthrough completed with game ON in a disposable database: all 12 Hub tabs, PIN unlock, one-time daily box, scanner trophy chip/HUD, collapse/focus retention and 390px station/Hub layout pass. This does not enable the production game or replace the owner’s operational launch decision.
🧾 Audit ledger and undo Merged Admin only
Every point, XP, coin and damage change is one ledger row with its source and multipliers.
How it works
- Totals are sums over the ledger (cached for speed).
- Undo writes a reversing row; redo reverses the reversal. Nothing is deleted.
- Each row has a unique (type, prepper, source) key, so retries never double-score.
- Change History logs every admin settings or content change.
Implementation status (2026-10-04)
Core inventory engine verified locally on 2026-10-04; full L2 remains in progress. Keep Game enabled OFF until remaining engine acceptance checks and L5 Game Hub/HUD are complete. Warehouse saves enqueue after commit; scoring is transactional and retry-safe. This is local verification, not a hosting deployment report.
Audit Ledger → Points Ledger now includes Scoring queue (queued, held, failed, attempts and safe error code). Drain errors also appear in Error Logs → PHP. Five unsuccessful attempts park an event as failed. Fix the underlying fault, then click Retry beside the failed event with legends.audit.reverse permission. The original event, timestamp, work snapshot and scoring rules are preserved; only attempts/status/error reset. Change History records the administrator and prior failure. Queued, held, completed and skipped events cannot be retried. Game OFF leaves the work queued.
Continuation verified locally, 2026-10-04: daily scan coin limits use net ledger coins for the original warehouse day, including corrections and reversals. Releasing held work recalculates that day’s remaining allowance while preserving its saved scoring rules and boosts. Older work cannot rewind the latest-day coin display. Deleting unavailable spent/transferred reward items creates a reward_recovery Integrity Flag for supervisor review; it does not silently deduct items from another worker. Full aggregate progress and shared/end-of-day reward reconciliation remain in progress. Keep the game OFF.
Aggregate metric reconciliation locally verified 2026-10-04: record edits/deletions reconcile scalar quest, track, metric-badge and metric-item counters in the original warehouse period. Completed quests continue accumulating units. Rewards are independent of whichever record crossed the threshold, and re-earned rewards use ledger adjustments without duplicate payment. Spent coins or transferred/unavailable items create reward_recovery review flags. Absolute career metrics, event-based rewards, shared/end-of-day awards and automated debt recovery still require completion before game launch.
Career reconciliation locally verified 2026-10-04: absolute level, badge-count and thousands-of-units counters are recalculated from current player/ledger balances after inventory scoring, edits and deletions. Counters can decrease to zero; threshold rewards are removed/restored through ledger entitlement adjustments. Manual supervisor badge awards are preserved. Circular career reward definitions fail transactionally rather than repeatedly granting rewards. Event/shared/day reward eligibility and recovery debts remain open before launch.
Titan event-reward reconciliation locally verified 2026-10-04: event sources have retry-safe outcome markers, so retries do not roll chance again. Invalid Titan wins remove eligible automatic badges and their original unspent item grants; restoration returns the recorded item outcome once. Badge eligibility counts other active matching event sources in the lifetime/daily/weekly/monthly period. Manual supervisor awards remain independent. Spent/transferred items create recovery review flags. Weekly Titan boxes and season event-source boundaries still require completion; keep Game enabled OFF.
Season period reconciliation locally verified 2026-10-04: season metrics use the active or ended season whose date range contains the original work date, rather than the currently active season alone. Seasonal event badge eligibility counts only event sources inside that season’s date range. Historical corrections preserve newer-season badges. Short season codes remain readable; codes longer than 15 characters use stable 15-character hash identifiers to fit existing period columns.33 daily checks pass, including ended/new-season isolation and long-code storage. Full Season Pass claims/UI and other game phases remain in progress.
Inventory event-source reconciliation locally verified 2026-10-04: low-quantity, frozen Overdrive, Power Hour and Hidden SKU event eligibility is re-evaluated on edits and removed on deletion. Event badges are independent of the record that first awarded them and remain while another matching source qualifies. Original item outcomes reconcile per source; low_qty_save/scan.low_quantity and hidden_found/scan.hidden_sku use canonical aliases. Automatic badge/item grants are not blindly reversed as financial rows of the crossing record.85 engine checks pass. First-daily source transfer after deletion, hidden target lifecycle, boss event reconciliation and spent/transferred recovery still need completion.
First-daily source reconciliation locally verified 2026-10-04: scored records are ordered by original saved time; held/skipped/deleted/zero-quantity or fully reversed work does not qualify. New scoring, late releases, edits and deletions move scan.first_daily eligibility to the earliest surviving record in the original warehouse day. Previous source rewards are reconciled before granting the new source; original chance outcomes remain retry-safe. If no qualifying record remains, the daily item is removed.89 isolated engine checks pass. Hidden-target lifecycle, boss events, recovery debts and full remaining game phases are unfinished.
🚫 Exclusions Legacy Admin only
Admin, owner, trainer and test names never score, rank or use up hidden SKUs.
How it works
- Their warehouse records are untouched.
🪄 Content Studio and Live Help drafting Merged Admin only
Add game content quickly: spreadsheet editing, JSON import, and Live Help (Iron Bot) drafting content for you to approve.
Current draft bridge status
Warehouse Legends AI draft hooks locally verified 2026-10-05: tagged legends_ai requests receive the wl-draft protocol. The website saves review drafts with the answer transactionally; callback retries do not duplicate drafts and storage failures roll back. Request and claim require help.live.view plus legends.studio.ai; inactive/revoked askers cannot save drafts. Limits: four types, eight requested drafts; existing Live Help limits apply. AI cannot enable content or create gift-card Kiosk items. Review under Content Studio → Drafts waiting (admin/legends-studio.php#drafts); legends.studio.approve controls approval, switched off by default. Ordinary Live Help does not create drafts. AI Generator page and submission are now implemented; see below. Real bridge/browser acceptance remains pending; game stays OFF.
AI Generator
AI Generator locally implemented 2026-10-05: open Warehouse Legends → Content Studio → AI Generator tab (admin/legends-studio.php#ai). Requires legends.studio.use, legends.studio.ai and help.live.view. Choose one to four content types, request one to eight drafts, enter a brief (5 characters minimum, 3,000 bytes maximum), then Generate drafts. Uses the existing configured Live Help/Iron Bot bridge; when disconnected, configure the connection before generating. My recent requests displays only your latest 15 requests; waiting/generating requests refresh every eight seconds, or choose Refresh requests. Your typed form is retained during background refresh. Failed jobs show an LH reference; check connection/Error Logs and submit again. Parser errors, missing draft blocks and invalid field checks are displayed. Expand each draft to inspect its fields and choose Review in Content Studio. Approval is separate under Content Studio → Drafts and requires legends.studio.approve; approval adds content switched off unless the reviewer chooses switch on. Generation does not publish, change players or enable the game. Kiosk drafts are in-game only, with no gift-card value. Repeated submission of the same form token in the same session does not queue twice. Callback and draft writes are transactional and retry-safe. No new migrations. PHP/JavaScript syntax, isolated help/draft workflow and private request-history checks pass; live Iron Bot/browser acceptance remains outstanding.
AI Generator tab update, locally verified 2026-10-05: open Warehouse Legends → Content Studio → AI Generator tab (admin/legends-studio.php#ai). It uses the shared admin cards, themed rounded fields, content-choice cards and action buttons; content choices stack on mobile. The tab requires legends.studio.use, legends.studio.ai and help.live.view. Generate drafts submits to the protected admin/legends-ai.php controller and returns to the AI tab, including on validation errors with the entered brief/count/types retained. Old direct page links redirect to this tab. Private request history refreshes while the tab is visible; hidden-tab polling pauses. Use the Drafts tab to review/approve; approval remains separate. Existing generation limits and workflow are unchanged. PHP/JavaScript syntax, isolated workflow and integrated panel render checks pass; live browser/bridge acceptance remains pending.
Current numbers
Drafts per answer: up to 10Default state: disabled until switched on
📘 How this manual stays current New Admin only
The manual is built from the game itself, so it can't fall behind.
How it works
- Content Catalog: generated live from the definitions (roles, items, badges, quests, tracks, bosses, kiosk). Add content, and it appears here.
- Feature guide: one doc file per game feature in docs/legends/features/. Numbers are placeholders filled from live settings, so changing a setting updates the text.
- The build checks that every registered game feature has a doc file; a feature without docs fails the check.
- Changelog: release notes plus the admin Change History.
- Live Help reads the same manual, and the prepper "How to Play" tab shows the player sections.
🔑 Who can do what New Admin only
Each admin page and action has its own permission key (legends.*).
How it works
- View and manage are separate for every page; risky actions (adjust players, reverse ledger rows, fulfil gift cards, reveal mystery answers, AI drafting, JSON import) each have their own key.
- Preppers need prepper.legends.play (on by default).
- The full list is in BUILD_PLAN §7 and docs/PERMISSIONS.md.
⏻ Turning the game off New Admin only
One switch stops all scoring and hides the game everywhere.
How it works
- Rules & Scoring → Core Settings → Game enabled.
- While off: nothing is queued, the HUD and Legends chip are hidden, the Game Hub shows "paused". Turning it back on doesn't back-score the paused time.
What preppers see
The game just disappears; the prepper site is unchanged.