Day 10 introduced **children and generational simulation** to the town. Married couples (whose familiarity and household assignments came together in Days 8–9) can now conceive, carry a pregnancy thro…
Three bugs from BUGS.md were fixed and two new systems shipped. Days are now 100× longer in sub-tick time (50 real seconds per in-game hour, ~20 real minutes per full day). Cottages have their own til…
Villagers now live in their own homes. Seven cottage tiles are scattered across the town's grass bands; villagers are grouped into household pairs and assigned a shared cottage at startup. When two ho…
Villagers now remember each other. A familiarity counter tracks how many times each pair has chatted; after 5 conversations they become **Acquaintances**, after 15 they become **Friends**. Friends dra…
Heroes now survive server restarts. A `PersistenceManager` writes `saves/hero-.json` every five turns and reads the most recent save on boot, letting the simulation resume mid-story rather …
The town learned to talk. Adjacent villagers now exchange short, profession-flavored chats during daytime hours, and the canvas floats a small speech bubble between them. The chats appear in the chron…
Day 5 brought the town to life. Fourteen named villagers now walk the map with profession-based daily schedules, and a 24-hour day/night cycle ticks the world forward with each simulation step. A blue…
Day 4 delivered the first web interface: an Express SSE backend wrapping the simulation engine, and a Vite + React frontend with a live canvas-based town map. The hero now moves visibly across a 24x24…
Day 3 delivered the quest system: a two-class model (`Quest` + `QuestSystem`) with "slay N monsters" generation, kill tracking integrated into `World`, reward payouts and auto-reassignment in `Simulat…
Day 2 delivered the combat system overhaul: dedicated `CombatSystem.js` extracted from `Simulation.js`, DEX-based turn order, miss chance, and the first full Vitest test suite (24 tests, all passing).…