- Added Game.buyAllUpgrades(): buys every affordable upgrade at once,
respecting per-upgrade requirements and looping until nothing remains.
- Added a 'Buy All' button to the Upgrades tab header; UI.updateBuyAllButton()
shows/hides & enables/disables it live each tick based on affordability.
- Fixed empty-slot branch of switchSlot(): added productionBoostUntil: 0 so a
temporary golden-bloom boost cannot leak into a fresh slot.
- Added .upgrades-header / .buy-all-btn CSS (gold accent theme).
Verified: headless test buy-all-upgrades-test.mjs 24/24 pass; existing
golden-bloom (22/22) and buy-max (6/6) tests re-run clean, no regressions.
Added Next Achievement section to Statistics panel with progress bar.
Tracks all 30 achievements across click, stardust, building, production,
prestige, click power, and time categories. Shows closest unachieved
milestone with percentage progress updating every tick.
- Recreated full game foundation from previous session
- Added Statistics tab with detailed game metrics:
* Total Stardust Earned
* Current Production Rate (✨/sec)
* Total Clicks
* Click Power
* Time Played (auto-formatted)
* Buildings Owned
* Upgrades Purchased
* Achievements Unlocked
* Game Progress bar
- Fixed global production bonus calculation in game.js
- Added responsive CSS for stats panel
Files added: js/stats.js, dev-journal.md, README.md, JOURNAL.md
- Complete game architecture with modular JS structure
- 12 buildings across 4 tiers with scaling costs
- 15+ upgrades with requirements and bonuses
- 20 achievements to unlock
- Auto-save system with offline progress (50% efficiency)
- Export/Import save functionality
- Responsive dark-themed UI with cosmic aesthetic
- Floating text animations and notification system