Two rounds of visual polish rolled into one: the home screen's opening animation stopped flashing as a glitchy rectangle, the side rails got rebuilt into a real top-to-bottom wave, the falling arrow splash on page load runs faster and no longer glitches on mobile, and scroll animations now trigger only once content reaches the middle of the screen with the whole page reacting faster to scrolling in general.
A cleaner opening
The home screen's entrance animation used to scale the title and menu buttons up from an almost-flat sliver while fading them in at the same time, which for a brief moment made everything look like a squashed, translucent smear rather than text and buttons arriving cleanly. That's been replaced with a simple scale-and-fade pop that never gets anywhere near flat, so what you see arriving is always a recognizable, undistorted shape.
A second attempt at fixing this used a clip-path wipe instead, which solved the flatness but introduced its own problem: a hard, perfectly straight edge cutting through the soft glow behind buttons and title text, which looked like a glitchy rectangle rather than a glow. That approach got pulled in favor of the simpler scale-and-fade fix, which doesn't fight with soft shadows at all.
A real wave in the side rails
The glowing side rails that run down the far left and right edges of the screen on wide monitors used to be a single blurred shape per side that just drifted up and down. That reads more like a blob bobbing in place than an actual wave. They're now rebuilt as three separate glow shapes stacked top to middle to bottom, each pulsing on its own timer offset from the other two, so the pulse visibly travels down the rail rather than the whole thing moving as one rigid piece.
Arrows that actually rain
The small drifting arrows in the margins got easier to see and more numerous, randomized on every visit so the margins never look quite the same way twice. The bigger splash of arrows that falls across the screen on page load now falls noticeably faster and lasts longer, reading more like a proper rain than a quick, clustered sprinkle.
On mobile, that same splash had a habit of glitching partway through: arrows would visibly jump mid-fall. That turned out to be caused by using a viewport-height unit for the fall distance, which silently changes value when a phone's browser address bar collapses mid-scroll. The fall distance is now calculated once in fixed pixels instead, so it can't get pulled out from under a running animation.
Waiting for the middle of the screen
As more content got added below the main game screen, feature explanations, mode breakdowns, the category list, all of it used a scroll reveal system that triggered the instant an element's edge crossed into the bottom of the screen. In practice that meant things were popping in while still mostly below the fold, which read as busy rather than smooth. Elements now only animate in once they've actually reached roughly the middle of the screen, and the animations themselves ease in slower and gentler than before.
Scrolling that keeps up
Scroll event handling was also rebatched to run at most once per animation frame instead of on every raw scroll event, which matters most on fast trackpad or wheel scrolling where dozens of events can fire between two frames. The page now keeps up with fast scrolling rather than lagging a beat behind it.
Smaller fixes
The scroll reveal system that was supposed to only animate something in once it reached the middle of the screen had a leftover safety timer quietly overriding that, forcing every animated element on the page to become visible after two and a half seconds no matter where you'd actually scrolled to. That's gone now. A soft rectangular artifact that could show up underneath the duel cards mid-round is also fixed, and the repeating scanline texture that used to sit over the background has been removed for a cleaner look.