· v0.11.0
The Chronicle gets a Book
The Chronicle kept every event and every word, and none of it read like a story. Now it opens on a Book, written a chapter at a time, and any page can become a short cutscene.
Devlog
· v0.11.0
The Chronicle kept every event and every word, and none of it read like a story. Now it opens on a Book, written a chapter at a time, and any page can become a short cutscene.
· v0.11.0
Beating the Demon King used to dump you at the start screen. Now it's a chapter break, the world hears, and there are four ways to end his story. The run carries on after all of them.
· v0.11.0
The prologue was six chapters of text on black while the world was written. Now each has a living scene and its own sound, ending on an isekai status window.
· v0.11.0
Anyone you fight can now be argued with, bosses included once they're losing. A vault's kraken switched sides, walked out with us, and briefly came home as a villager.
· v0.11.0
A frozen north and a clockwork city drew the same grass. Now each world's look comes out of its opening, and the tint, weather and music follow it.
· v0.10.1
A caster who ended a fight on exactly zero mana walked out with a full bar, because a stored 0 meant full. Three more bugs from the same playtest, all fixed that afternoon.
· v0.10.0
Resting used to be a toast and a clock jump. Now the night plays out, and a companion who doesn't trust you may rob you, wound you, or wait for you to close your eyes.
· v0.10.0
One day on how places look: banks, flecked grass, a marsh that is finally a marsh, moving water, weather, furnished rooms, and a plan that kept its own mistakes on record.
· v0.10.0
A price the innkeeper agrees is the price you pay, an offer carries your own words, and a pet answers to the name you give it.
· v0.9.0
Joining the guild was a judgement, and judgements can fail. Now the clerk signs you on at F, the guild master only decides who rises, and the ladder has finally been climbed.
· v0.9.0
The wish box on New Game used to lose to the dice. Now the player's words outrank the rolls and shape the whole opening, with one exception: the difficulty they chose.
· v0.9.0
Travelling somewhere new used to mean waiting at a locked arch. Now it is a road, with fights, a trader and passers-by on it, and none of them ask the model for anything.
· v0.7.0
Asking to join a faction used to ask the NPC to join you. Now standing decides the answer, a trial is a real quest, and what you do to a storyline's cast bends it.
· v0.7.0
The model got ready late, went cold mid-run, and was timed by one fast setup. Six days of making the wait start sooner, happen once, and hide behind the prologue.
· v0.7.0
Gear, dungeons and the tower moved onto one level curve in a day. Then we found the foe you actually fight had never received a single enemy-side change.
· v0.6.0
Foes in a fight sounded like a voice-over describing the battle instead of people in it. Our prompt asked for that. The same day, abilities stopped describing a game this isn't.
· v0.2.0
There was no AudioStreamPlayer in the project at all. Now there is music per place and a jingle on the event log — driven differently, because where you stand and what happened differ.
· v0.2.0
Hold a key and what you say is typed into the field for you. Dictation, not push-to-send — nothing is ever sent, because speech recognition mangles an invented name every single time.
· v0.2.0
Combat talk had to be free — no turn, no cooldown tick, no initiative advance — and the only way to believe that was a test asserting the battle comes out byte-identical.
· v0.2.0
Every hall in every real save was empty for months, and the tests were green the whole time, because nothing outside the debug world had ever written the flag.