# Changelog All notable changes to PolyCity are documented here. ## 1.0.0 — initial public release ### Gameplay - Procedurally generated island maps with rivers, beaches and forests - RCI zoning with demand-driven development and a three-tier density ladder - City-wide power grid (coal / solar / wind, coastal wind bonus) with farthest-first brownouts - Land value model (services, pollution, waterfront, leisure) driving upgrades - Service buildings: police, fire, hospital, school, park, plaza, stadium - Pollution-driven fires that spread unless covered by fire stations - Tornado disasters that flatten streets into rubble (toggleable) - Budget with live tax slider, itemized income/upkeep ledger - Happiness, RCI demand bars, milestones up to Megalopolis, quest onboarding - Traffic agents flowing along the road network - Day/night cycle with lit windows at night ### Systems - Autosave plus 3 manual slots, JSON export/import - PWA: installable, offline play via service worker - Adaptive render resolution for weak GPUs; optional shadows - Touch controls: one-finger paint, two-finger orbit/zoom ### Quality - 45-assertion engine test suite (pure Node) - 40-year economy soak test (11 assertions) - Headless browser end-to-end smoke test - GitHub Pages workflow + Netlify config for one-click publishing