Development covered 10 Aug 2026 to 15 Aug 2026 (commit dates).
Myriad Immortal Sect runs in a browser, which means it runs on phones, which means for months it had a whole half that nobody was testing. I had looked at it on a phone plenty of times. Looking is not the same as testing, and for this particular class of problem, looking is close to useless.
Why a phone pass is dimensional, not visual
The defects here are numbers. A control is 17 pixels tall. A grid is 40 pixels wider than the screen. A description has one line of room and two lines of text, so it does not wrap, it disappears.
None of those announce themselves when you glance at a screenshot. The screen looks like the screen. You find out when you try to press something with a thumb and press the thing beside it instead, and even then you are inclined to blame your thumb.
So the first real change was not a fix. I taught the machine that plays the game overnight to switch to a phone viewport, and suddenly the mobile half was under the same treatment as everything else.
The first measurement pass lied to me
Asking a page how big each control is sounds like the easy part. It is where I lost the most time.
The game already gives many buttons an invisible halo that extends the pressable area past the visible edge. That halo is drawn separately from the button. If you measure the button's own box, you get the visible size and you conclude the control is too small, including for every control you already fixed. My first sweep confidently re-reported a batch of buttons that were fine.
The lesson generalises past this project: when you automate a measurement, check it against a case you know the answer to before you trust the list it produces. I had a list of forty problems, some fraction of which were the measurement's problems rather than the game's.
Fix the class, not the instances
Once the list was honest, the temptation was to walk it. Four controls at 13 to 28 pixels here, a pager arrow there, tabs on the market at 28, a duel button at 24.
Walking a list like that is how you fix forty and miss four hundred. The controls came from one shared button definition, so the minimum pressable size went there, once, and most of the list closed by itself. What was left was genuinely per screen: a grid that had to stop assuming a desktop width, a header that had to wrap so its action stayed visible, a bottom bar that now scrolls to the tab you are actually on.
One fix I want to call out because it is invisible on desktop and obvious on a phone: an item menu used to open below the point you touched, which is exactly where your finger already is. It opens above now. Nothing about that is discoverable from a mouse. Every screen got the same treatment, down to the skill tree page, one of the busiest screens on a small display.
The other half of the week
Away from the phone, this stretch was the tribulation curve. Breakthroughs used to be uniformly tense, which reads as uniformly flat. They are now loose at the front and tight at the back, so the early ones teach you the rhythm and the last two are meant to frighten you, with the panel telling you plainly what would raise your odds. There is always a way through. Difficulty that can trap you is not difficulty, it is a dead end with a health bar.
The connection to the phone work is real, if you squint. Both are about the game answering the player honestly about a physical fact: how big this is, and how likely that is. Preparations for a tribulation include items like the Tribulation-Warding Talisman.
If you have a phone handy, test the game on it straight from the browser; the full series is on Xianxia idle incremental game.




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