The window ran from the earliest event start, which is months back, so today
sat far off-screen and every visit began with a scroll to find yourself.
It now opens at now. Events already running are clipped at the left edge and
faded there, the same way an unannounced end frays on the right — both say
the truth extends past what is drawn. The left edge also carries a month
label, since the window opens mid-month and the first real boundary can be
weeks away.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
The reader's question is answered entirely by data already on the device and
countdowns run off the local clock, so losing signal should not lose the app.
The shell is cache-first; the feed is network-first falling back to the last
copy seen, because stale events beat a blank screen. Webfonts are cached too
— without them an offline load silently drops to system faces and the whole
thing changes character.
Offline is surfaced in the header and above the footer rather than hidden:
stale data must never be presented as current.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Game8's editors compile the calendars this depends on, and the studios make
the games — both belong on the same screen as the data rather than one
navigation step away.
States plainly that this is an unofficial fan-made tool with no connection
to Game8, HoYoverse, Kuro Games, Hypergryph or Hotta Studio, and that the
source page is the authority when the two disagree.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Three more Game8 templates. ZZZ spans each event name across two rows with a
rowspan, so a flat cell reader sees [title, "Start", date] then ["End",
date]; losing that pairing would silently halve the calendar.
Section matching also had to widen — these pages head their sections
"Featured Events", "List of Events and Schedule" and "Ongoing Events".
Verified independently of the parser: HSR's year-less summary table lists
six ongoing events and all six are captured via their detail rows, so
nothing is silently dropped.
28 events added across the three games.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Honkai: Star Rail and Wuthering Waves state a year on each side of a range
("Aug. 14, 2026 - Aug. 24, 2026"), which the year-on-the-end parser cannot
read.
Both also publish genuinely open-ended events — "Jul. 24, 2026 - End of
4.6", "July 10, 2026 - Permanent". Those keep their real start and report no
end, rather than being dropped or given a guessed one.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
A calendar full of games you don't play is worse than an empty one — it
buries the thing you came for.
Nothing is preselected; the button stays disabled until a game is picked,
which is clearer than guessing and hoping the reader notices. The choice is
stored as hiddenGames, the inverse, so a game added later shows up by
default rather than staying invisible.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
The whole row is now one click target, which gives a generous tap area and
a single unambiguous hover region.
Hover transitions are fast and eased out (110-160ms) so a row responds on
the way in and settles on the way out — a slow symmetric fade is what makes
an interface feel laggy even at full framerate. The meter is the element
that visibly wakes up, since it is the signature. Press feedback lands on
touch as well as mouse, and every hover rule sits behind `hover: hover` so a
tap never leaves a row stuck looking hovered.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Column tables already carried a description column, but label/value detail
tables did not — Genshin events had no blurb at all. The page follows each
detail table with a sentence of prose, so take that, skipping the
call-to-action paragraphs, which are navigation rather than description.
Summary coverage goes from 13/22 events to 22/22.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Covers what's built versus specified, how to run it, the parser/adapter/
merge layering, and why Arknights: Endfield has no source.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Opens on the single event closest to expiring, at a size nothing else
competes with — the reader arrives with one question. Below it, live events
ordered by what ends soonest, then a quiet timeline view with one lane per
game.
Countdowns use tabular figures so ticking never reflows the row.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
A discrete tick-strip rather than a smooth progress bar, borrowed from the
stamina meters these games all use — ticks read as a finite resource visibly
draining, which is the right metaphor for a limited-time event.
An event with no announced end gets a hatched strip, never a full meter.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Completions and prefs live in localStorage and never reach the server —
there is no account and nothing to log into. Reads never throw, so a corrupt
value costs a preference rather than the whole screen.
Import merges and never removes: a completion present on either side stays
completed, because nothing else holds a copy to restore from.
The feed client refuses a schemaVersion it does not know rather than
guessing at unfamiliar fields.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Tailwind v4 @theme carries the two colour axes as tokens: a deep blue-black
ground, per-game hues for identity, and a heat ramp for urgency that is
monotonic in salience (dim, blue, amber, red).
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Emits exactly the shape GET /api/events.json will serve, so the client can
be developed against real parsed data before the server and database land.
Reads fixtures only, never the network.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Time is this product's subject, so the vocabulary lives in one module:
remaining, progress through a window, and urgency. Urgency is derived from
absolute time left, deliberately independent of proportion — a 90-day event
with three hours left is as urgent as a 3-day one.
An unannounced end is never urgent and has no progress: "we don't know" and
"loads of time" are different facts, and conflating them is what this
product exists to avoid.
Games carry a hue for identity only. Urgency is a separate axis, so one
glance answers both "whose event is this?" and "how long have I got?".
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Removes the extraction-evaluator agent and reframes adapter-author around
reusing an existing site parser before writing a new one.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Event data is parsed deterministically; there is no model call, API key or
per-run cost anywhere in the pipeline. A source that cannot be parsed
deterministically gets no adapter rather than an inference fallback.
Documents the parser/adapter/merge split, records that Game8 uses three
page templates, and adds Neverness to Everness.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Collapses the same event seen by two sources, matching on ID or on title
similarity plus start-date proximity. Proximity is the real guard against
false positives, since a rerun reuses its name months later.
Agreement from an independent source raises confidence; the same row seen
twice in one document does not. Disagreement on an end date is recorded as
a conflict for the review gate rather than averaged — splitting the
difference would publish a date neither source asserts.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Parsers are keyed by site template, not game: one Game8 parser serves
every Game8 page, and adapters bind a URL and game to a parser. Adding a
source for a known site is one SOURCES entry.
Game8 uses at least three templates. This handles label/value detail
tables (Genshin, 9 events) and column tables (NTE, 13 events). Its
image-grid schedule has no year and no end date, so Arknights: Endfield
is not supportable from that source and gets no adapter.
canParse is a structural tripwire: a site redesign fails the run loudly
instead of publishing an empty calendar that reads as "no events".
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Every date function returns null rather than inferring a missing year,
month or end date. A source that does not state an end yields
endsAt: null, never a plausible guess — a confidently wrong end date is
the failure this product exists to prevent.
Handles the three formats seen on Game8: "August 12, 2026",
"August 12 - September 21, 2026" (year applies to both ends, rolling the
start back when the range crosses New Year), and a slash datetime range.
Abbreviated months parse too, so a source switching to "Apr. 29" does not
silently drop events.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Schema-level invariants enforce that endsAt is null exactly when
endPrecision is "unknown", and that regionEnds is populated exactly when
regionScoped is set, so an event object cannot be constructed in a state
the UI would misrender.
Event IDs double as localStorage keys on the client, so slugify() and
eventId() carry a warning: changing them orphans every user's completion
marks with no server-side recovery.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Bun is the runtime, bundler, test runner and SQLite driver, so zod is the
only dependency. Strict TS with noUncheckedIndexedAccess.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>