# Supervillain Devlog Reverse chronological implementation notes. Keep this factual: what changed, why, checks, and spec impact. ## 2026-07-05 — Sidebar name cleanup - Intent: remove leftover inspiration-title branding from the terminal UI. - Changed: sidebar header now says `SUPERVILLAIN` instead of `EVIL GENIUS`; Bevy title overlay no longer splashes a huge red logo/tagline over the map and now uses a small start prompt. - Design/spec impact: no constitution amendment needed; this aligns the interface with the project/game name already specified by DESIGN.md and README and keeps title UI as presentation polish. - Checks: `cargo fmt -- src/bin/terminal/ui.rs src/bin/bevy.rs`; `cargo test` passed with 130 tests; Bevy build passed. - Next: continue sanity-playing both frontends for any remaining legacy wave-defense or inspiration-name residue. ## 2026-07-05 — Terminal playability polish and project skill - Intent: make the current terminal build less hostile to immediately run, and establish Co context-switch discipline for this spec-driven game project. - Changed: replaced the oversized title ASCII layout with a compact centered title block; added WASD support across normal movement, build cursor movement, research menu, hire menu, and schemes/world-map menu; updated title-screen control text. - Design/spec impact: controls now prioritize WASD/arrows while preserving hjkl as secondary input. This matches the player-facing expectation for a lair-building roguelike rather than a Vim-only roguelike. - Docs: created the `developing-supervillain` Letta Code skill; updated README controls. DESIGN.md already captures the larger continuous-sim pivot and remains the current product source of truth. - Checks: `cargo fmt -- src/bin/terminal/input.rs src/bin/terminal/ui.rs`; `cargo test` passed with 130 tests. - Next: sanity-play the terminal loop and tighten UI language around continuous time, heat, and agency consequences rather than legacy build/defend phase framing.