CURRENT BUILD NOTES
The live game values documented in the physics guide are held acceleration −1,150 px/s², released acceleration +920 px/s², and vertical speed limits of −370/+440 px/s. Medal thresholds remain 10, 20, 30, and 40. If those rules change, the corresponding guide and this page will receive a dated update.
PHYSICS LAB CONTROL FIX
Replaced the Lab’s disconnected motion formulas with deterministic spring, pendulum, fall, and net-settling models. Each slider now affects its named quantity: cast reach changes travel, net stretch changes mesh area, and energy, stiffness, and loss govern the corresponding response. Removed jumps at impact and line engagement. Setting changes restart a running experiment; paused changes redraw the same moment. Checked all six modes at slider extremes, energy-loss behavior, pause timing, and repeatable A/B runs. Arcade games and their gameplay videos are unchanged.
GAMEPLAY VIDEOS FOR EVERY GAME
Expanded Watch to cover Classic, all six spider challenges, and River Shelter. Added captioned gameplay demonstrations using the existing game renderers and simulations, a game selector, chapter shortcuts, transcripts, and explicit 0.5×, 1×, 1.5×, and 2× playback speeds. Each game opens its matching tutorial. Video files load when requested. Classic’s original video and every game’s controls, physics, and scores are preserved.
CONNECTED LEARNING & RIVER SHELTER
Clarified Classic character skins versus the six separate science games. Each science game now opens its matching lab mode and species section, with direct return links. Added one-variable A/B replay activities, prediction and observation notes, and explicit qualitative model boundaries. Introduced Beyond the Web with River Shelter: assemble a caddisfly-inspired case, allocate silk bonds, turn pieces, test a current, and replay the same construction in faster flow. The original Classic code, six arcade engines, and stored scores remain unchanged. Added source notes and a scoped editorial review; replaced an ambiguous widow illustration with a credited underside photograph. Games, experiments, Home, and non-content routes stay free of WebTug ad code; leaving an advertising article loads a fresh page.
AIMED JUMPS & CHANGING HEIGHTS IN SILK LANDING
Silk Landing now lets you pull back anywhere in the playfield to set a visible aiming arrow and release to jump. Added an unbraked dotted trajectory guide, angle and power controls, and matching keyboard input. Landing branches vary in height as well as distance and width, with clear vertical changes between successful jumps. Kept the airborne silk brake, local best score, rich forest scenery, other five science games, and WebTug Classic.
RICHER FOREST SCENERY FOR THE SCIENCE ARCADE
Expanded the six new games and their Home previews with textured brown trunks, moss-topped wooden branches, leafy canopies, layered mountains, clouds, distant pines, and a woodland clearing. Day games use the original WebTug sky palette; Night Net and Bolas Beat keep a moonlit version of the same forest. Scenery is cached at display resolution for sharp rendering without redrawing every tree each frame. Game controls, physics, scoring, and WebTug Classic remain unchanged.
PLAY-FIRST SPIDER SCIENCE ARCADE
Made learning spider biology and physics through play the site’s stated mission. Put seven playable choices at the center of Home: unchanged WebTug Classic plus Orb Guardian, Triangle Launch, Night Net, Bolas Beat, Trapline Rush, and Silk Landing. Each new game has a distinct control loop, web-function model, touch and keyboard support, pause and retry, local-device best score, scientific explanation, model limits, and primary research. Home and the new game routes stay ad-free. The original game source, motion constants, profiles, collisions, scores, and saved scores were not changed.
NIGHT-WEB ENERGY SYSTEM
Reframed the educational site as an energetic spider-science game hub for older teens: a deep night-web shell, electric lime, cyan, violet, and coral accents, bolder typography, level-like section cards, high-contrast calls to action, sharper visual framing, and responsive hover feedback. Kept long-form reading surfaces bright and accessible, preserved reduced-motion behavior, retained the distributed information structure and high-definition editorial illustrations, and left the playable game source, pixel-art character, physics, controls, collision rules, and scoring unchanged.
FOCUSED HOME & HIGH-DEFINITION EDITORIAL ART
Replaced the long, repeated homepage chapters with a concise directory that sends each reader to the Field Guide, video lesson, Physics Lab, strategy guide, creator note, or dated updates. Removed stale links that treated Home as a second copy of the science articles. Added three responsive 1536-pixel editorial illustrations across the Field Guide, spider-biology guide, and Physics Lab, with smaller mobile files and explicit illustration captions. Refined the educational surfaces with smooth typography, soft depth, and higher-resolution image rendering. The playable game source, physics, controls, collision rules, scoring, and pixel-art character remain unchanged.
CLEARER FIELD GUIDE & PHYSICS LAB
Refreshed the educational pages with smooth, larger typography, a photographic introduction, more readable captions and tables, and direct navigation to all six science topics. Upgraded the separate Physics Lab with sharper canvas rendering on high-density screens, larger controls, visible phases, and an equation panel outside the animation. The arcade game’s source, graphics, shared styles, movement, controls, and scoring remain unchanged.
REAL SPIDERS & OBSERVATION LESSONS
Added 12 licensed field photographs with scientific names, observation notes, photographer credits, and original license links alongside the existing illustrations. Embedded nine selected films covering web construction, hunting, molting, habitats, and silk research, with species labels, written viewing notes, and players that load on demand. Expanded the Guides hub, added worked stress and impact-energy examples, clarified scoring and mobile practice, and documented video privacy and visual sourcing. Updated article modification dates and retained the ad-free game and its shared movement rules.
SIX STANDALONE SCIENCE GUIDES
Published six illustrated articles covering spider anatomy, life cycles and habitat, species-specific silk strategies, silk materials, web architecture, and the distinction between teaching models and arcade play. Added direct research references, contents links, comparison tables, creator bylines, publication dates, and links from the homepage and Guides. Added every article to the sitemap. Clarified adult molting and corrected a mismatched materials reference. The game movement, controls, profiles, scoring, and saved scores remain unchanged.
ILLUSTRATED SCIENCE CHAPTERS
Added 30 captioned visual figures across the opening lesson and all seven chapters of the initial field guide. Three original six-panel science plates cover anatomy, sensory structures, spinnerets, development, habitat, six species-specific silk strategies, silk production, fiber structure, tensile testing, web impact, tethered release, and the fixed WebTug arcade model. Every figure includes descriptive alternative text and an explanatory caption; the plates are lazy-loaded and reused so the added visual teaching material does not require 30 separate downloads. Gameplay physics, spider eyes, normalized weight, hitbox, controls, animation timing, and scoring remain unchanged.
EDUCATIONAL FIELD GUIDE & APPROVAL HARDENING
Rebuilt the initial site as a science-book-style guide to spider biology, habitats, life cycles, silk systems, tensile strength, web architecture, and web-slinging mechanics. Replaced the game dropdown with seven tappable spider profiles and added a distinct species-inspired web-release drawing for each. Added a static six-model source table, corrected scientific wording and article dates, published the exact fairness-test seed and generator, made navigation more readable, placed deterministic AdSense ownership metadata in the initial page head, and limited the advertising loader to substantial static articles. The spider body motion, eyes, normalized weight, collision box, controls, movement values, and shared web-travel timing remain unchanged.
LEARNING LIBRARY
Published the captioned timing tutorial, transcript, physics walkthrough, 20,000-transition fairness report, score rules, device guide, troubleshooting reference, and scenario-based strategy guide. Added creator bylines, real update dates, and a guide hub. Kept the game canvas and legal pages ad-free.
PUBLIC INFORMATION PAGES
Separated the playable canvas from the home and reference pages. Added privacy, terms, contact, About, How to Play, strategy, and FAQ information. Added ads.txt and site-ownership support without placing advertising over active play.
REACHABLE FOREST UPDATE
Replaced unconstrained gap selection with a path-aware generator. Added arena bounds, a maximum center-to-center step, portrait-specific protection against repeated severe same-direction shifts, and tests for the same helper used by the game.
FRIEND CHALLENGES
Added shareable beat targets, target progress during a run, tie-versus-win handling, input validation, and copied-link fallback when native sharing is unavailable.
WEBTUG FIRST PLAYABLE
Established the one-control loop: hold for upward acceleration, release for gravity, clear a tree for one point, collide to end the run, and store the best result locally. Added touch, mouse, Spacebar, and Arrow Up input.
HOW CHANGES ARE CHECKED
Movement and generator changes receive automated invariant tests and local gameplay runs. Layout changes are checked at narrow portrait, wider mobile, and desktop sizes. A production release should also keep the active game free of article advertising and preserve privacy, terms, contact, robots, sitemap, and ads.txt behavior.
Found behavior that does not match this record? Use the ordered checks in Troubleshooting WebTug, then contact the project with enough device and browser detail to reproduce it.