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Starting a new game reuses block ids (1,2,3...). The reveal clock's per-block start times (activeRevealBlockStarts in the lab) and the renderer's animation/ revealed sets are keyed by block id and were never cleared on a client reset, so a new game over already-cached content inherited the previous run's start times. beginPageReveal then computed a huge elapsed and the shader treated the reveal as already complete — showing everything at once instead of animating. resetClientPlaybackAndDisplay (run on new game and restore) now emits story:client-reset; the lab clears activeRevealBlockStarts/pending reveal state, the texture renderer clears active animations and revealed-block ids, and the timeline invalidates prepared segments. So each game starts with a clean reveal clock. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>