SOURCES.md § 13 declined this game's only known source partly because every boundary was a week bucket, and we have now built a different source with that same objection standing. Leaving that contradiction unwritten is how a later pass rediscovers the trade the expensive way, so § 14 records the decision itself: the conduct evidence, which three of § 13's four objections arustats answers, which one it does not, and that any source stating a date per event retires it. § 13 is marked superseded rather than rewritten — its verdict on marisaimpact.com still stands and was not re-tested. AGENTS.md gets the same warning where a parser author will hit it, because the estimate is not visible from the code: the numbers look like every other day-precision date in the project. Also corrects the counts this game made false — nine parsers, twenty sources, nineteen games. The "stopped working at eighteen" passages are left alone: they date the settings-panel redesign, and bumping them would falsify the history rather than update a count. Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
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Gacha Event Tracker — Product Spec
The problem
A player of three or four gacha games is tracking a dozen concurrent, overlapping, time-boxed events across as many different in-game calendars. The information exists — on wikis, in patch notes, in-game — but never in one place and never sorted by the thing that actually matters: what expires next. The failure mode is missing a limited event by a day.
What this app is
A single-page web app that answers three questions:
- What is running right now, across all my games?
- What ends soonest?
- Which of these have I already finished?
What this app is not
- Not an account system. There is no login, no profile, no cloud sync.
- Not a wiki. It does not explain how to complete an event, only that it exists and when it ends.
- Not a notification service. No push, no email, no background alerts. (A browser-local reminder is a plausible v2; it is out of scope for v1.) F14 is not an exception to this: it is the open page disclosing something about itself, in the tab, while the reader is looking at it — nothing is delivered anywhere, and the app is never told to wake anybody up.
- Not a damage calculator, build planner, or pull tracker.
Users
One persona: a player of 2–5 gacha games who checks in a few times a week, most often on mobile.
Most often is not only, and the desktop layout is not the phone layout stretched. Past lg the page
splits: what it is telling the reader to do — the next deadlines, tonight's dailies — pins to a
rail on the left and stays put, while the lists it is showing them scroll beside it. The focus bar
(F4a) rides at the top of that rail, because it narrows what is in it. Below that breakpoint the same
split produces the same answer in one column: instructions first.
They care about accuracy of end dates above everything else — a wrong date is worse than a missing
event, because a missing event sends them to a wiki while a wrong one makes them miss content.
Scope — v1
Games at launch
| Game | ID |
|---|---|
| Genshin Impact | genshin |
| Honkai: Star Rail | hsr |
| Zenless Zone Zero | zzz |
| Wuthering Waves | wuwa |
| Arknights | arknights |
| Arknights: Endfield | endfield |
| Neverness to Everness | nte |
Added since launch, on the strength of the release thread (docs/FEEDBACK.md § P1): Infinity Nikki
(nikki), Persona 5: The Phantom X (p5x), Reverse: 1999 (r1999), Blue Archive (ba),
Fate/Grand Order (fgo), hololive Dreams (holodori).
GameId in src/shared/schema.ts is the live answer and SOURCES says which of them actually
have a source — this table is the launch scope, not a roster to keep in sync.
Adding a game must require no change to GachaEvent — only a GameId entry, its games.ts
metadata, and a source registration. That is the test of whether the data model is right, and it has
held: the nineteen games here have cost the event schema nothing. Per-game metadata does occasionally
grow (Reverse: 1999 needed resetHourLocal for a 05:00 reset), which is a different file and moves
no stored key. A game may have several sources; see docs/INGESTION.md § Three layers.
Features
F1 — Timeline view.
A horizontal timeline, by default one lane per game, spanning a scrollable date range with "today"
pinned as a vertical marker. Each event is a bar from startsAt to endsAt. Bars are colored by game, and
completed events render at reduced opacity with a check. Clicking a bar opens a detail panel with
title, type, exact start/end in the user's local timezone, source link, and a completion toggle.
An event with endsAt: null renders as a bar with a frayed right edge and the label "end date
unknown" — it must be visually distinct from an event that ends far in the future.
It is a board rather than a stretch of page: its own pane, scrolling in both directions, with the date axis pinned to the top and every name — the lane's and the event's — pinned to the left. Those three used to scroll away together, which made a wide window worse rather than better: more calendar on screen, and nothing left saying which day, whose game, or which event was being read. A six-week bar starts weeks off-screen, so a name that rides off with its own start date leaves a coloured rectangle behind.
The reader chooses how it stacks. Lanes keep a game's events adjacent and comparable, which is
what makes the board readable for someone playing four of them — but that reader also has one queue
of deadlines, and lanes scatter it: what ends tonight sits three lanes below what ends next month,
and no scroll position puts them side by side. So a pair of pills in the board's header switches
between By game and Ending soonest, and the choice is remembered (prefs.timelineGroup,
default "game" — the board every existing reader already has). Merged, the order is
endingSoonestFirst, the same comparator behind the list's "Ending soonest" (F2), so the two views
cannot mean different things by the same words and an unannounced end still sorts behind every dated
one rather than claiming a place in the queue. Merged there is also no lane heading to say whose
event a bar is, and hue alone cannot answer that once nineteen games share a stack — so each bar
carries its game's short name, with the full name in its tooltip. A bar too narrow for a tag and a
title both keeps the title: a chopped game name reads as a broken word, and the hue and the tooltip
still answer it.
The reader sets the scale. A patch cycle is six weeks and a login campaign can run for months,
so no single density answers both "what am I in the middle of this week?" and "how do the next three
months line up?". A pair of controls steps through a ladder of day widths, and the choice is
remembered (prefs.timelineDayWidth) — the same argument as the view tabs: a reader who has said how
they want to read this should not have to say it again on the next load. Two things it has to get
right. Zooming holds the middle of the view still, because rescaling around the left edge of a
three-month board throws away whatever the reader had scrolled to. And the dated ticks thin out as
the scale shrinks, since a week is 42px at the widest setting and the dates would sit on top of one
another; the gridlines stay weekly either way, because they carry the rhythm rather than the reading.
The close end of the ladder goes to a day being wider than a fingertip (108px). That is not a flourish: events routinely end within a day of each other, and at a scale where their bar ends are a few pixels apart the board is being asked the one question it exists to answer and telling the reader to squint. It also gives a one-day event a bar to read and to tap rather than the 34px minimum every short bar collapses to.
What has not started yet is off by default, and the reader can switch it on — prefs.showUpcoming,
which governs both views: the board plots them, and the checklist keeps its "Not started yet"
section (F2). One question, asked once, because they are the same events. It defaults to false
because this app answers what expires next, and a reader with fourteen lanes has a next patch
queued behind every one of them.
On the board that is structural as well as editorial: the window is drawn from what is plotted, so showing the future stretches the right edge weeks past today and squeezes the running bars the reader came for down to nothing.
Held back is never merely absent. A section that simply is not there is indistinguishable from a
quiet fortnight, and this app does not leave a reader to infer what it is not showing them. So the
page header states N live · N upcoming whatever the setting says, and either view left with
nothing to show says so in words and names the setting rather than rendering an empty column.
The switch is in settings (F4), with the two other answers to what am I allowed to look at —
showCompleted and showIgnored — and not in the board's own header beside the stacking and
scale controls. That is the line those two draw: they reshape what is already on the board, which is
why they are reached for while reading it, and this one decides what is on it at all.
Switched on, the board says in words where they begin. A bar drawn to the right of the "now"
rule is only implicitly in the future, and implicitly is not a standard this product holds itself
to anywhere else a date is involved. Gacha schedules are not a smooth stream of start dates either —
a game ships a patch and six things open at once — so the honest unit is the clump: a dashed rule at
each group of starts, labelled 5 start Aug 24–Aug 27, in its own band under the now chip. Two
clumps that land within a label's width of each other merge and the label states the span it covers,
rather than claiming one date the board is not ruling at. The bars themselves take a dashed left
edge and a thinner wash of their game's hue, so what is running and what is merely scheduled
separate at a glance without reading a single date.
And the boundary itself is named. A dashed edge says this bar has not started; it does not say
where the running ones stopped, and a board read at a glance should not have to be decoded bar by
bar to answer the question the reader opened it with. So the line between the two gets a label —
Not started yet, the same object as a lane's name: a small eyebrow pinned to the left edge, in
muted ink rather than a hue, since a hue on this board means whose event is this. One per lane,
because "where does this stop running?" is a different answer for each of them.
Two readings of that board, and the reader picks — the board's alone, since the checklist splits
these into a section with a heading of its own either way (prefs.timelineSplitUpcoming, default
true — the board as it was before the choice existed). Split keeps the unstarted events in their
own block under that heading, and answers "what is on now, and what is queued behind it" — the shape
of a patch. Mixed in drops the block for one deadline order, started or not, and answers "what
runs out first", which is the question a Gantt chart is for: an event opening on Friday and closing
on Sunday is a nearer deadline than one running now until October, and the split order can never
show it. Mixed is therefore not the heading switched off — every order this board can be handed
holds unstarted rows behind running ones, so dropping the label alone would leave the same block
with nothing explaining it. timelineLanes re-sorts on byDeadline, which is endingSoonestFirst
with exactly that clause removed, and it is the one case where lane mode is allowed to reorder
inside a lane.
The board draws at most two months of past. A standing login campaign can have been running for half a year, and drawing from the earliest start bought months of empty calendar that nobody scrolls back through and that pushed every other bar off to the right. An event older than the board keeps its faded left edge rather than being redrawn as though it started at the edge — the same honesty the frayed right edge carries for an unannounced end.
F2 — Checklist (the ends-soonest list). A flat list of all currently running events sorted ascending by end date, with a relative countdown ("ends in 2 days", "ends in 4 hours"). Under 24 hours, the row is emphasized. This is the view that justifies the app, and it is one tap from the timeline.
"Not started yet" is a second section, and it is off by default (prefs.showUpcoming, F1 — the
same switch the board reads). Running events are the list's whole claim; what has not opened is
context, and on fourteen lanes it is more rows than the thing the reader came for. Split into its
own section rather than mixed into the order, because that is what the list is: a queue of jobs
you can do now, and one you cannot do yet does not belong among them. The board offers the mixed
reading instead, where a nearer deadline genuinely is a nearer deadline (F1).
The tab reads Checklist, which is what a reader with four games is doing with it: working down a
list of jobs with deadlines. Its stored id stays "soon" — that value is in prefs.view on real
devices, and renaming a label must never move a reader to the other view.
Which view opens is the reader's answer, not ours. This spec said "calendar (default)" and the
app shipped opening on the list; both were a decision made on the reader's behalf and then forgotten
on every reload. So the first run asks (F8) and the answer is stored in prefs.view. The list is
what the question ships pre-answered with — a reader cannot choose between two layouts they have
not seen, and it is the view that answers "what expires next" in one look.
The list is capped and offers the rest. Two games already run to twenty-one live events, and a reader who tried exactly that said the list stopped being usable. Each section shows a handful with an explicit "show all N". This truncates the view only: the order is untouched, and the rows below the cut are still counted in the header, still on the timeline, and one tap away.
F3 — Mark completed.
A toggle on every event, in both views. State is written to localStorage immediately and
optimistically — there is no server round trip and no failure case. Completed events stay visible
but de-emphasized; a filter toggles them out entirely.
F4 — Filters.
Filter by game (multi-select, persisted) and by event type. Hiding a game hides it from both views.
Preferences persist in localStorage.
The panel holding them is six collapsed groups, each stating its own answer on the summary line — games, server region, appearance, what you see, your own games and events, your progress. It was one open block of everything, laid out in two columns on a wide screen, which read fine at four games and stopped working at eighteen: the game list alone is eighteen rows of four controls, and it sat above the checkbox a reader had come down here to tick. Collapsing on its own would only trade that friction for another, though — a group that shows nothing but its name turns what is my region set to? into a click — so each summary answers its group's question, and the closed panel is a six-line report of how the app is configured. Opening one is for changing an answer, not for reading it.
Three things follow. The groups ship closed, including the one holding the filters that other
copy points at: the empty states name both the switch and the group it is in, which is more findable
than a checkbox in a wall was. The summary states are derived, never stored — they are a reading
of prefs, so they cannot disagree with the controls inside. And a group answers one question.
The region and the theme began as one group called Reading, on the argument that both are "how do I
read this?" — which summarised as Europe · Dark, two unrelated answers joined by a dot, under a
name for neither. The region is not a reading preference: it is which server the reader's account is
on, and region-scoped ends, undated deadlines and every daily streak are read off that server's
clock, so it is the one control in this panel that can make a countdown wrong. It gets its own line,
and says as much when opened.
The panel uses the page's width, like every other block on it. The rows were held to a narrower measure on the argument that a name and its state stop reading as one line across a wide screen, but the panel's own rule spans the shell, so the rules inside it stopped a third of the column short and the panel became the one thing on a desktop page not using the width — sitting between a two-column checklist and a three-column footer that both do. A title at one end of a full-width row and its countdown at the other is what "running now" does directly above it. Prose inside a group keeps a readable measure, and the game list takes two columns of its own on a wide screen once there are nine or more games, because eighteen rows in one column is a thousand pixels of ribbon down the left.
F4a — Focus one game at a time. Switching games on and off says which games the reader plays, and is set once. It is the wrong tool for the thing a player of four games actually does while reading: clear one game, move to the next. Doing that with the on/off switches costs two taps per game and leaves the settings panel no longer describing what they play.
So focus is a lens over the filter, not a second filter: a bar above everything it affects,
narrowing every view — headline, dailies, lists, calendar and counts — to one game, with a "next
game" control that steps through them and ends by returning to all. "Above everything it affects" is
the top of the page on a phone and on the timeline, and past lg it is the top of the checklist's
rail: there the bar pins with the deadlines and dailies it narrows, rather than spending the full
width of a wide screen on a row of chips and pushing "next to expire" — the answer the reader opened
the page for — below the fold to make room. It never
changes hiddenGames, "All" is always one tap away, and a focus on a game that is switched off or
has left the feed is ignored rather than obeyed, so it can never strand the reader on a blank page
whose cause is elsewhere. Each chip carries that game's outstanding count, so a game with nothing
waiting says so before it is visited.
F5 — Region selection.
A user picks Asia / America / Europe once. For events where regionScoped is true, all displayed
end times resolve to that region's server reset. This is stored in localStorage and defaults to a
guess from the browser timezone, shown as a dismissible "showing America server times — change".
F6 — Export / import. Because there are no accounts, moving between devices is manual: download a JSON file of completed IDs and preferences, upload it elsewhere. Import merges rather than replaces, and never removes a completion the user already has.
F12 — Record your own progress and effort. Three states, not two: untouched, doing it, done. Plus an optional effort estimate — quick, short, long, grind — and a free-text note.
Three states need three targets. A single control cycling untouched → doing → done makes a button labelled "Mark done" produce "doing it", which is the control lying about itself; the detail sheet has an explicit control per state, and its primary action goes straight to done and back.
Effort is not decoration. Combined with the time remaining it answers the question the calendar can't: can I still finish this? The same two days is comfortable for a quick event and hopeless for a grind, so an event carrying an effort estimate gets a "tight" or "running out of time" flag when the remaining time no longer covers it.
The heuristic assumes about an hour of play a day and says so. It never hides or reorders anything — it adds a flag the reader can ignore. An event with no recorded effort never gets a warning, because inferring an estimate in order to warn about it would be fabricating their input.
A day you did but never ticked can be recorded. People play at midnight and tick at breakfast, or
forget for a week and come back — a log that only accepts today is a log that goes wrong on its first
bad evening and is never trusted again. An event whose end was announced already allowed this, since
its checklist draws every day of the run and past days are clickable. The two that did not are the
ones this closes: a game's standing chore, which had no history surface at all and is the
most-missed thing in these games, and an event with endsAt: null, whose checklist could draw no
run and so offered only today. Both now show the last fortnight as a strip of days, on the dailies
section behind a "Catch up" disclosure and in the detail sheet respectively.
Three rules hold it honest:
- Never a day later than today. A tick is a claim that you did it, and tomorrow is not something anyone can have done, so a future day is absent rather than shown and disabled.
- An event's strip starts when the event did, capped at the same fortnight. A standing login campaign that opened in March gets fourteen days, not a hundred and eighty — and never a day before it was claimable.
- The window bounds what is shown and never what is stored. A tick from five weeks ago stays logged, keeps counting toward the streak and the totals, and is simply off-screen. Nothing removes a day the reader did not remove themselves.
F13 — Your own games and your own events. No feasible adapter set covers everyone. Fourteen games were named in the first release thread and the reader with the largest collection asked for exactly one thing — "can you add a custom game option, we can input our own event description and time frames?" — and, separately, said they would wait until "more are added or we are able to customise it." That is the tail no source list reaches, and it needs no scraping, no ToS question and no server.
So a reader can define a game (a name and a lane colour) and enter events against it, or against a game the app already tracks when a source missed something. Their events sit in the same lists, timeline, sort and filters as scraped ones, and everything they can do to a scraped event — done, doing, effort, note, ignore, daily checklist — works identically.
Four constraints, each protecting something that already exists:
- Their events are visibly theirs. A hand-entered date is never attributed to a source and never carries a source link. The reader must be able to tell, at a glance, which dates the app went and found and which ones they typed.
- Their events never touch the ingest pipeline.
sanitize.tsandmerge.tsexist for pages we do not control; a reader's own typing is neither untrusted markup nor a second opinion to reconcile. Nothing they enter is fetched, parsed, merged, scored or quarantined. - Their IDs live in their own key space. Never
${game}:${slug}:${date}— seedocs/DATA-MODEL.md§ Reader-authored key spaces. - They are in the backup. An export that omitted hand-entered events would be a lossy backup, which is the same argument the code already makes for streaks. This is the only copy — there is no server to restore from.
F8 — First-run setup. Before any events are shown, the reader picks which games they play, and how they want to read them. A calendar full of games they don't play is worse than an empty one — it buries the thing they came for. Nothing is preselected and the button stays disabled until something is chosen; guessing on their behalf and hoping they notice is worse than asking. The games are listed alphabetically by name, not in feed order: everywhere else a lane's position carries meaning, but here the reader is scanning for the two or three names they already know, and a list ordered by which game happened to hold the first event row gives them nothing to scan by. The choice is stored as hidden games, the inverse — which is a storage shape, not a policy: what happens to a game added later is decided separately, below.
A game added later arrives switched off. Adding a source is our decision, not the reader's, and
someone who plays two games did not ask for the other twelve; a calendar that fills itself up is the
thing this screen exists to prevent. prefs.knownGames records every lane a reader has been offered,
and a lane missing from it is recorded and hidden on sight. The games chips in settings list every
lane, on or off, which is where they take a new one up — and the cost of this is real and worth
stating: a reader whose game finally arrives is not told, so the roadmap line in the colophon
(docs/FEEDBACK.md P1c) matters more, not less.
An absent knownGames means unrecorded, never offered nothing — every reader who installed
before it existed is in that state, and reading it the other way would switch off every game they
already read. The first pass records what is already on their screen and changes nothing else.
Lanes the reader invented (mygame:) are recorded but never hidden: typing a game in is asking for
it.
The view question (F2) sits under it, with each option drawn rather than only described — the words "list" and "timeline" mean nothing until you have seen this app's version of them. Unlike the games, it arrives already answered, and the screen says where to change it afterwards: the tabs are small text in a corner, which is the one control a first-time reader will not find on their own.
F9 — Ignore an event. Distinct from completing one. "Done" keeps an event visible and counted; "not interested" removes it from both views entirely. Ignored events stay recoverable: a count and a reveal toggle appear in settings once there is something to reveal.
F10 — Works offline. 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. A service worker caches the shell and serves the last feed it downloaded. Offline is disclosed in the header and above the footer — see F7; stale data must never be presented as current.
F11 — Credit and disclaimer. The sources that compile these calendars, and the studios that make the games, are named on the same screen as the data rather than one navigation step away. The page states plainly that it is unofficial and unaffiliated, and that the source page is the authority when the two disagree.
F14 — Say when a new version of the app is ready. F10 caches the shell so the app survives losing signal, and the same cache is why a reader who never closes the tab keeps running the version they first loaded. A new game, a repaired parser or a corrected date then reaches their device and sits there unused, with the page looking unchanged and nothing saying why. Presenting an old app as current is the same failure as presenting old events as current (F7), so it is disclosed the same way: a notice on any screen, with one action that reloads into the new version.
It is an offer, not a swap. The app never reloads itself — doing so mid-sentence while someone types
in their own event (F13) would cost them work to save the app a tap. It says what a reload costs
(their place on the page) and what it does not (everything they have marked, typed or ticked lives in
localStorage, not in the bundle). Dismissing is free and the offer returns on the next load, which
is also why it need not nag.
A first install is not an update and is not announced — nothing is being replaced, and telling a first-time reader a new version is available would be false. Neither is a feed refresh: new events arrive without a reload, and calling that a new version would train readers to dismiss the notice unread.
F7 — Freshness disclosure. The footer shows when the feed was last updated, per game. If a game's data is more than 48 hours stale, its lane carries a warning badge. Never present stale data as current — the whole value proposition is trust in the dates.
F15 — Light mode, with dark still the default. The app is a lit instrument panel and that is what it should be on first sight, but it is also read on a train in daylight and by people who find a dark UI harder rather than moodier. A public fork worked a theme toggle out first and is credited for the idea in the colophon. So the ground is the reader's choice: Dark, Light, or System to follow the device, in settings next to the region — both are "how do I read this?" and neither changes what the page knows.
Dark is what it ships as, and deliberately not System. A reader whose laptop is in light mode has
said something about their laptop, not about this page; defaulting to the device would also move
every existing reader the first time they loaded a build that had this, which is the knownGames
mistake in a different costume (F8). Choosing System is one tap, and from then on it is their
answer.
Three things the light theme has to get right, because they are what a second palette usually gets wrong:
- It is a re-strike, not an inversion. Every colour in the UI is a token, and light redefines the tokens rather than adding a second set of rules to components. Nothing in the app asks which theme it is in, so a new component cannot forget to support one.
- Urgency still reads. The heat ramp carries meaning, and the dark theme's amber is 1.9:1 on paper — an urgency the reader cannot read is not urgency. Every step is re-struck to clear 4.5:1 against the light ground, keeping its order and its meaning.
- A game keeps its colour. The hues are identity (F1) and were all picked against a near-black ground; on paper the bright ones vanish. They are darkened until they read, along the same hue, so Wuthering Waves is still the green one — including the hues a reader picked for a game they invented (F13).
Switching is instant, costs nothing and saves nothing: no reload, and nothing marked, typed or ticked is touched. And it survives the load it is chosen on — the shell sets the theme before first paint, so a reader on light is never shown a dark page while the bundle downloads.
F16 — Your own game order. Nothing used to decide the order games appear in. The focus bar, the settings list, the timeline's lanes and the dailies strip all rendered whichever game happened to hold the first event row — which is arbitrary, and shifts as events come and go. Two answers, and the reader gets both:
- A rule, for everybody. Absent any choice of theirs, games are alphabetical by name, which is
what the first-run picker does (F8). Absent means they have never placed a game, not that they
have no order — so every existing reader gets the rule rather than an empty list, the same
distinction
knownGamesdraws. - An order, for anyone who wants one. Games can be dragged, or nudged with arrows, into any order in settings. Every surface that lists a game follows it, so the game they actually play is first everywhere at once.
Reordering lives in settings and nowhere else. The focus bar and the dailies strip are the fastest tap targets in the app — the strip is the part of the page answerable in ten seconds — and a drag target on top of a tick target costs somebody a streak the first time it misfires. Both a drag handle and arrow buttons ship, because touch fires no drag events at all and a drag-only list is unreachable on a phone and by keyboard alike.
A game added later is not slotted into an order the reader made by hand: it trails everything they placed. It also arrives switched off (F8), so settings is where they meet it, which is where they would move it anyway. A game's dailies stay together — a repeating event the reader marked sits with the standing chore of the game it came from, because the reader thinks in games and not in kinds.
Out of scope for v1
Accounts and sync; push notifications; in-game resource or pull tracking; native mobile apps (the web app installs to a home screen, which is enough); localization beyond English.
Two entries left this list after v1 shipped and readers used it. Per-event checklists became F12 and the daily strip; user-submitted events became F13, on the strength of the release thread — the reader juggling ten games asked for it twice and asked for nothing else, and no adapter roadmap answers them. The decision is recorded here rather than left implicit in the code.
Success criteria
- A user can identify their next expiring event within 5 seconds of load, on mobile.
- Published end dates are correct for 99%+ of events. This is a data-quality target, and it is
what the review gate in
docs/INGESTION.mdexists to protect. Prefer publishing nothing to publishing a guess. - Adding a new game is an adapter plus a fixture plus a test — no schema migration, no client change.
Quality bar for dates — the core product rule
The app's entire value is that the dates are right. Therefore:
- An event with an uncertain end date is published with
endsAt: null, not with a plausible guess. - An event whose confidence is below threshold, or whose sources disagree, is not published at all until a human approves it.
- Every event links to its source so a skeptical user can verify in one click.
- A date with no time is resolved on the game's clock, never on UTC's. Most sources print "August 19, 2026" and no time of day, which is stored as 00:00Z — a placeholder, not an instant. The countdown reads it as that game-day's server reset for the reader's region, because a literal reading retires an event up to nine hours before the game does and the reader is standing in the game while we say it. This is a reading of the date the source printed, not a time invented for it, and the detail sheet says as much.
An empty calendar is a recoverable disappointment. A confidently wrong end date is the failure this product exists to prevent.
Open questions
- Does the calendar need a month/grid view, or is the timeline enough? (Assumption: timeline is enough for v1; revisit after use.)
- Should an ignored event still count toward the "N live" header total? (Assumption: no — ignoring means gone.)
- Should events the user has hidden by game filter still count toward "ends soonest"? (Assumption: no — the filter is global.)
- Is 6 hours the right refresh cadence? (Assumption: yes; events are announced days ahead, so sub-hourly refresh buys nothing and is rude to the sources.)