Build Log

Every Find the Nerd build and what changed in it. Currently v1.0.61, 247 builds recorded.  ·  Back to the game page

Latest build

v1.0.61 2026-10-19

  • Level 2 now teaches the eye-level view right after the zoom lesson: Zoom in until you drop to eye level with the crowd, then zoom back out to rise to the normal view (mouse wheel, trackpad or touch on the web)
  • The brief's Retry button reads in your language

v1.0.60 2026-10-19

  • The eye-level view now kicks in sooner, as soon as you pinch down to the height of the characters or a one-story building, and it drops into place in one smooth motion with the horizon across the middle of the screen; pinching out brings you back to where it took over
  • The mission brief's Get Intel and Deploy buttons are always there when ads are available, even on the first level you open after launching; one tap is enough, the button reads Loading... While the ad is on its way and plays as soon as it lands
  • A mentor stands still while telling you something in play instead of walking on the spot

v1.0.59 2026-10-18

  • Pinch in past the closest zoom and the camera drops to the characters' eye level: Walk the surface, look across it, cross over an edge to the next face, and tap the Nerd or a droid from the ground; pinch out to climb back to the normal view
  • The mentors' room has fewer spare chairs and a desk sized to the people around it
  • The mission brief's tips get a green check mark as you do them: Get Intel once the intel arrives, each Deploy tip once its droid is out
  • The web edition asks whether you want the tutorials, like the phone game, and its zoom lesson now says mouse wheel, trackpad pinch or touch pinch
  • The droid lesson and catalog say tap, the way you play; French says "tu" throughout; Italian brief titles read "Liv. 3: ..."
  • iPhone: The tracking permission prompt reads in your language

v1.0.58 2026-10-18

  • Seated characters sit properly on the sofa and the chairs

v1.0.57 2026-10-17

  • Level names that were too long in Russian and Japanese now fit their tiles in the level picker
  • The shuttle lifts straight up from the level-1 hangar before it flies off
  • The camera pan when you arrive at a new world no longer stutters

v1.0.56 2026-10-17

  • Level 1's command center is one fixed hangar, the same in Find the Nerd and Nerd Kids, and the shuttle always clears it
  • The beam waits until the ship is overhead before a caught Nerd rises, and the ship always comes
  • The separate training level is gone for good: The How to Play door and its mode are retired, levels 1 and 2 teach in play
  • Level 2's tips always show, even right after a big celebration
  • On Hard, the target stays in its huddle for the full timer, even while you read the brief
  • How to Play keeps your place when the phone turns
  • Every new text is in all 15 languages; the Russian mission brief fits on one portrait screen
  • Nerd Kids: Hall of Records and the Licenses page lay out right in portrait in Russian and Arabic

v1.0.55 2026-10-16

  • The pause screen is three clear sections: The missing asset on top, the How to Play text in the middle (scroll it by touch), the droids at the bottom, with the soundtrack and the buttons under them - In portrait and in landscape
  • The mentors walk properly: A real stride at their pace, arms swinging like everyone else
  • A caught Nerd rises straight up the middle of the beam into the ship, with the sparkles inside the beam
  • Nerd Kids: The How to Play text is in your language again

v1.0.54 2026-10-15

  • The mission brief fits on one screen in portrait, with no scroll buttons
  • Deploy and Get Intel in the mission brief now pulse so they are easy to find, and the Situation panel says what each droid does and how to use them
  • Skip one tutorial step and the rest of that game's steps stay skipped; a new game brings them back (skipped steps earn no floppies)
  • The scroll arrows on the How to Play pages and in the field catalog work by touch
  • The field catalog is a sheet sized to its card, and the Survey and Prism droids have their entries
  • The language list shows every language in its own script
  • Settings tabs, the World archives heading and the tutorial cards sit right in portrait
  • The mentors' room has a ceiling, and Fulano stands where you can see him
  • Level 6 is now "Grand Rhombi"
  • Anonymous play statistics (off in Settings if you prefer) now reach us even when a session ends before a level does
  • The ship's arrival out of the rift runs smoother: The heavy first-draw work now happens under the opening black, so the black lasts a moment longer
  • First iPhone and iPad builds, on our own devices for now; testers get them through TestFlight once the Apple Developer Program enrollment completes

v1.0.53 2026-10-14

  • Every screen now works in portrait as well as landscape - Turn the phone whichever way you like, buttons and text stay the same size
  • The game no longer forces the screen to rotate; it follows your phone's own rotation setting
  • New in Settings: Text size - Make the tutorial cards, tips and dialogue bigger (follows your phone's font size by default)
  • Every tutorial step has a Skip
  • No more separate training level: The first two levels teach you as you play
  • The shuttle lands on a building it fits over

v1.0.52 2026-10-13

  • Sideloaded beta builds now stay playable for 30 days instead of 7
  • The Editor never expires

v1.0.51 2026-10-13

  • Same game as 1.0.50, rebuilt on new tooling; if anything looks or sounds different, tell us

v1.0.50 2026-10-09

  • Fixed a crash some phones hit right after starting a new campaign, as the ship came out of the rift

v1.0.49 2026-10-09

  • Everything from 1.0.48, which only reached the phone as the main game

v1.0.48 2026-10-09

  • Nerd Kids: Every word a child reads is now in all 15 languages, written for a 7-year-old
  • Nerd Kids: The mentors talk, in four short scenes, and the ending is a short storybook page
  • Nerd Kids: The ending's cast cards show names and jobs only
  • Nerd Kids: The level picker's world pictures show the kids colours (the first set had slipped through in the main colours)
  • Everything from 1.0.47, which never reached the phone

v1.0.47 2026-10-09

  • Turn your phone upright while you search: The clock and target sit at the top, your tools at the bottom, and the world in between
  • Everything from 1.0.46, which only reached the phone as the main game

v1.0.46 2026-10-09

  • A smaller download on both games: Fifteen unused models are out
  • Nerd Kids: A much smaller download - The kids colours of props, gear and trees ship once instead of twice
  • Nerd Kids: The world pictures in the level picker now show the kids colours
  • Everything from 1.0.45, which never reached the phone (see below)

v1.0.45 2026-10-09

  • Nerd Kids: The ship bursts out of the rift at the start of a new game, just like the main game
  • Nerd Kids: "Let's Play!" always starts a new game; "Back In!" continues where you left off; "Again!" picks a level
  • Nerd Kids: The Nerdette on the title screen spins when you drag her, just like the Nerd
  • Nerd Kids: The game updates itself from its own download page
  • The level 1 droid lesson lets you move and zoom the world while the "Try it now!" card is up, and a tap on the ringed droid counts from where it first appears
  • The pause card keeps the screen in landscape; only the search itself turns with your phone

v1.0.44 2026-10-09

  • The music layers stay perfectly in step as a level heats up and calms down
  • Music keeps its full level after the first find; it used to drop a notch for the rest of the level
  • Finding the Nerd plays its sting once, clean - It used to double up and crackle
  • Five new soundtracks to pick from in the pause card: Pixel Riot, Gravity Funk, Vector Run, Lo-Fi Orbit, Spy Protocol
  • Nerd Kids: The win jingle and the time's-up sting sit at the same level as the other sounds

v1.0.43 2026-10-09

  • The ground no longer flickers like static when a world turns
  • Nerd Kids: The Nerd and the Nerdette dance on the title screen, either side of the logo
  • Nerd Kids: The Nerd jumps for joy on the title screen
  • A smaller download: Unused models are gone and the helper bots take less room
  • Nerd Kids: Nine soundtracks of its own to pick from, with a title sting, a win jingle and a gentle time is up sound
  • The Editor app opens straight into the editor and is about 90 MB smaller
  • Editor: Changing characters keeps you on the same bench, the mentors can be seated, and a seat's values copy to another seat

v1.0.39 2026-10-03

  • Submitted to Google Play for review on 2026-10-04 (version code 336)
  • Save and quit keeps your droids: A droid you caught stays caught, one still flying is still there when you come back, in the campaign and in the Daily
  • A tip card never covers the level results
  • New text is translated in all 15 languages
  • The update button opens the download page in your browser
  • The game no longer asks for permission to install other apps

v1.0.37 2026-10-02

  • The shuttle never dives belly-first onto a world: A bad approach re-enters along the lane instead, flying off screen and back if you were watching
  • The shuttle clears every building by a ship length and no longer covers tall ones
  • Hard is a little kinder: A fuller but not doubled crowd, fewer look-alikes, a fifth more time, one Signal Ping to start
  • Wrong taps cost no time on any difficulty
  • Leaderboard: Ordinary names are accepted and only your own best moves, live on the server now

v1.0.35 2026-10-02

  • The Signal Ping arrow always points at the target, and when the target is on screen the whole view glows in the ping colour instead
  • Signal Ping now sounds when it starts
  • Stars: Two for speed, one for perfect markings, one for each bot you catch; How to Play and the level selector explain it, and the selector shows stars only
  • The level summary is centred with Speed, Bots found and Markings rows; no more points for clearing a level or a clean trace
  • Continue after save and quit drops you back into the level, not the dialog
  • After a transmission earns enough for an ability, the game offers to activate it
  • The marking tutorial plays on level 3, the two sweep tutorials on level 4, and those buttons wait until then; the web runs the same tutorials as mobile
  • Leaderboard: Ordinary names like The Nerdiest are accepted, your own best only moves when you beat it, and other players are never overwritten
  • Web: A loading bar with a percentage, no more pause screen on start
  • The same character no longer stands twice on one face
  • The arrival card says Entering the Nerdverse, nothing more

v1.0.33 2026-09-27

  • New app icons for the main game and the kids game, drawn from the concept art

v1.0.32 2026-09-27

  • From Hard up the mission brief reveals either the hand item or the back item, chosen per level, and shows the other as unknown; the portrait no longer gives the hidden one away
  • On your very first level the helper droid is a sure thing and the brief says so
  • Beating Normal now sets Hard, and beating Hard sets Impossible, on every edition
  • The finale dance party fires on the real last chapter again

v1.0.31 2026-09-27

  • The results ladder marks the tier you played with a box, not only a colour
  • On Impossible the target's portrait flashes when its gear changes, and the finale dance carries a big red Impossible! Stamp
  • Hard allows two rescues; the dance finale plays on Hard and again on Impossible
  • Web: The disk award no longer brushes the Skip button
  • Kids: The same build as the main game, with the wrong-tap cost guard and the English capture fix

v1.0.30 2026-09-27

  • Four difficulty tiers: Easy keeps the relaxed clock and thinner crowd, Normal takes a little of both back, Hard plays on the old clock with the full crowd, no starting help and a time cost for wrong taps, and Impossible unlocks after a Hard clear with no droids, fading marks and a target that changes gear once a level
  • On Hard the target mixes into huddles and chats, and look-alikes copy the target's hand item on a different character
  • The results card shows the tier ladder with the next tier and a dare; the Hall of Records names its tier
  • Web: Hard pays half again the disks per level, Impossible double, and a Hard clear sets the next run to Impossible
  • Video clips and the ability bar now follow the English capture setting

v1.0.29 2026-09-26

  • Web: Hard is offered only after the whole web campaign is cleared on Normal, not after the first chapter

v1.0.27 2026-09-26

  • Web and Kids: A disk every 250 points, droids worth one disk, a starting balance that buys every ability once with 20 left, the tutorial guides you to the first droid and teaches marking a face, a bigger award when disks land, the Skip clear of the counter
  • Web: A wider tap around the asset, Hard by default after a Normal clear, no developer tools, the ending frozen on the last world with the rift in view, no site link
  • All editions: The privacy policy inside the app, The Block a third as crowded, shorter credits cards

v1.0.26 2026-09-26

  • The Editor app: The gear editor as its own install from the beta site, never on Google Play

v1.0.25 2026-09-26

  • Kids edition, the test build: The brief tour and five short in-play cards teach Super Find, Freeze, Simple, the Hint panel and the 5-floppy ad; the words say floppies everywhere; a kids launcher icon
  • The lit Super Find button keeps its price readable; Freeze shows its countdown alone

v1.0.24 2026-09-26

  • Kids edition, first test build: Floppies from your score and from a short ad (5 each), three abilities to buy - Super Find, Freeze and Simple - A Hint panel under the asset, no holograms, one difficulty, the full campaign, no story scenes, no leaderboard
  • The gear editor now ships only as its own Editor app from the beta site

v1.0.23 2026-09-21

  • The phone may rotate to portrait only while you hunt; briefs, story scenes, menus and ads stay landscape
  • The ship turns its nose a little quicker on a crossing
  • Long ability names take their short form when they would not fit

v1.0.22 2026-09-20

  • Crowds chat in huddles that come and go: Most faces host one, some none, some two, and people walk up to join
  • The ship crosses nose-first and settles onto its lap the same way every time
  • The Belt reads cooler and darker; the rift parks clear of the HUD
  • The web ending is the story scroll and the credits; the app may rotate to portrait
  • Long ability names take a short form when they would not fit; Arbee fits the How to Play bench

v1.0.21 2026-09-16

  • Each transmission on the mission brief plays its own ad: Get Intel and both Deploy buttons work in any order, and a button comes back if no ad could play

v1.0.20 2026-09-16

  • Web: Abilities cost disks only - Time Anchor 5, Intel 5, Survey Sweep 20, Signal Ping 30, Prism Sweep 10; nothing is in stock at level start, a lesson's free use is for the lesson
  • Web: The disk counter rolls up when disks land
  • The droid tiles sit side by side under the target, clear of the ability bar
  • The level summary is two cards: Who you rescued, and how you did
  • Crowd droids answer a tap in static; Juana has her voice; holograms lose the square under their feet
  • Level 2 teaches the Survey Sweep and the Prism Sweep to returning players too

v1.0.19 2026-09-15

  • Twice the time on every clock: An easy-going hunt
  • The Mission Brief breathes: Name and role together, the bystanders are back, the environment caption reads whole, the supplies spread across their box, the objective, streak and threat lines are gone
  • Tap a hologram and its card says the static; the cleared tally is gone
  • The tutorial names your mission first: Find the high-value asset before the clock runs out
  • The Skip button sits clear of the score tick in the game, and is full size in the story scenes
  • Blob shadows are soft again on phones
  • Story scenes: No two people share an idle in step

v1.0.18 2026-09-15

  • Credits: The Skip button sits top-right and the brigade ID cards stay on screen with the bigger type

v1.0.17 2026-09-15

  • Tap a hologram and it answers in static: Bzzt!, BZZRRT!, KZZZT! Or Bzzzz..., each with its own sound
  • Every language catches up: The Kids edition, the Deploy box, the leaderboard name replies, INTEL, WREN's new line and the hologram static
  • The full test build: Every check ran and the picture baselines were re-blessed

v1.0.16 2026-09-15

  • A new Nerd Rift: The theme is louder and cleaner on a phone, all three layers audible, no more crackle at high volume (+0.63 MB)
  • Every ability button stays on the bar: Greyed at zero on the phone, priced on the web
  • The disk counter sits under the score and the X on the web
  • The Skip button moved under the score, out of the ability row

v1.0.15 2026-09-15

  • Web: A transmission pays 10 disks, every time; the balance shows the credit before you spend it
  • Web: An INTEL button buys the asset's gear reveal for 10 disks
  • Web: Taps register on slow devices, the score summary is wider, and the between-level crossing plays without the button strip
  • Web and Kids: Catching a droid floats a +100 over it
  • The pause menu no longer hides a droid behind the disk counter
  • The level summary no longer repeats the campaign and difficulty line

v1.0.14 2026-09-14

  • Bigger type everywhere: Captions, body lines and buttons read larger on small phones
  • The tutorial can be skipped on the web

v1.0.12 2026-09-14

  • The Nerd is visible again on every level after the first in one sitting: Since 1.0.0 the crossing between worlds hid the new world's target, and a timeout showed an empty spotlight
  • The Mission Brief lists all four abilities every time, even at x0, and the droid deployments moved into their own Deploy box under the asset
  • The bridge talks play every line: A tap used to skip the next speaker
  • The ship parks along the hangar it hovers over
  • Level 2 teaches the Survey Sweep and the Prism Sweep in the field; level 1 keeps the Signal Ping and the Time Anchor
  • The summary card shows the stars you earned on the level
  • The cleared X lands the moment you tap a bystander
  • Leaderboard names: A name on a board belongs to the player who put it there; the game asks for another if it is taken, and rude names are refused
  • The game-over card fits the screen and closes with an X; Settings lines up Difficulty, Language and Help; menu and Labs cards read tighter
  • The asset portrait sits centred in its box

v1.0.10 2026-09-14

  • The bridge talks read clean in English: "Let's", "an old note", "the rifts opened", and a stray dot is gone
  • The practice chapter list no longer rides up over its header now that the Field Catalog sits in it

v1.0.9 2026-09-14

  • Arriving at a new sector is smoother: The ship climbs away from the rift in one motion and the camera swings after it without a jolt
  • The Mission Brief fits the screen again: Nothing hides under the bottom edge, and on a tight screen the brief tightens its type and portraits before it drops anything

v1.0.8 2026-09-14

  • The bridge talks have been rewritten: The G.E.E.K. Mentors, Arbee and Alpha tell the story of the N.U.L.L. Swarms in their own words, and the ending and the game-over line follow suit, in all fifteen languages
  • Crowds actually chat now: Every world that can host a huddle gets one, and passers-by walk up, join the circle and drift off again
  • Web edition: The search ends with the mentors' talk at the table, the ship diving into the rift and a To Be Continued; the Exit button is gone from the web title (a page cannot close itself)
  • The calm bed of the Nerd Rift soundtrack is louder again
  • Crowd walkers no longer slide a step on an idle pose or stand a beat on a walking one
  • Cass is back in her own chair at the bridge table: For a week the cut scenes had seated Monty Magnetar there under his name

v1.0.7 2026-09-14

  • Real rewarded transmissions: The rescue, the Intel boost and the two droid deploys in the brief play an ad (test ads until the store listing is live), with the consent form where the law asks for it
  • The Nerd picks his hiding spot with room to spare and plans around the crowd, so he no longer dithers on a knife-edge cover

v1.0.6 2026-09-14

  • No grey flash between the studio card and the title
  • Settings tabs look like tabs, sitting on a framed page; the Options rows scroll inside it
  • Crowd members walk somewhere on purpose: To a terminal, a seat, a chat, a structure, the pond or the rim, and stay a moment before moving on
  • The gear, arrows and check marks draw on every platform, the web included
  • Sound on the web edition, and the web title gets its own painting
  • Tank's and Pixel's packs sit the way the editor set them in every pose; the floppy disk icon faces you straight on
  • Debug builds: Saving in the editor never changes the pose you are looking at; the Developer tab has its own page

v1.0.5 2026-09-13

  • Settings is tabs: Play, Sound, Options and About, one short page each; no more arrows on the buttons, and the language you picked reads centred
  • Performance in Options: Auto picks a tier for your phone, or choose Low, Medium or High yourself; the shadow switches still win when you set them
  • The spotlight on the Nerd who got away never shows where the light comes from
  • On the bridge only the mentors, Fulano, Arbee and Alpha ever sit; Cass carries the line Pepito used to
  • The boards fill their open ranks per mode; only the Daily Mission board changes its crew by the day
  • The Daily Directive is called the Daily Mission everywhere
  • Aria's remaining hand items follow her puzzle grip until she is tuned; every cello case turns its wide end away from the carrying hand
  • Debug builds: A Developer tab; copying gear between a right-hander and a left-hander mirrors the grip and scales it to the body; Copy ALL carries a hand item with its wrists, a back item as position and scale

v1.0.4 2026-09-13

  • The Nerd no longer marches in place against a crowd: A blocked step turns into a new route or a real stop

v1.0.3 2026-09-13

  • The Space Nerd Studios card plays at every launch, and the engine splash shows the studio mark instead of the Godot logo
  • Neo wears his solar power pack the same in every pose

v1.0.2 2026-09-13

  • A lost Daily Mission is on record too: The day's screen shows the Nerd who got away, and the board sits beside the print instead of under it
  • The boards fill their open ranks with N.E.R.D. Crew records, marked as crew and always below real players
  • World Archives level grids sit in even rows of five or fewer
  • Closing a screen with X or Back returns you to the menu you came from
  • The Campaign panel: New Timeline doors read as doors, and every column shows a value
  • Settings carries How to Play and the Tutorial
  • Skyla, Lumi, Pepito and Ozu wear their packs the way the editor set them, in every pose; Aria's puzzle sits the same in every pose and her cello case turns its wide end away from her working hand
  • Debug builds: The gear editor opens from the Developer row in Settings (the hidden droid taps are gone), poses step back and forward, undo and redo clear on save and never move you off the pose you are viewing

v1.0.1 2026-09-13

  • The main menu is four cards: Campaign, Daily Mission, N.E.R.D. Labs, World Archives
  • The Field Catalog now lives in the World Archives and the Hall of Records in N.E.R.D. Labs
  • After the day's mission, the Daily Mission card opens your record: The catch, the note, the board, and back through the days
  • Settings is three pages: Sound, Options, About
  • The studio card plays once per update, not every launch
  • Blackout has left the Labs
  • Nobody carrying a viola case, briefcase or duffle bag takes a seat
  • Nerd Rift plays a little louder in its calm and tense tiers, in the levels and on the title
  • The screen titles inside the menus are bigger
  • The Nerdverse tip names the N.U.L.L. Swarm and the operative it has affected
  • Mentors keep their speech bubbles and their stories for the Campaign; in the Daily Mission and the Labs they are faces in the crowd
  • The character in How to Play, the pause card and the dashboard sits centred in its frame at every angle
  • Smoother on phones: Lighter shadows and a lower 3D resolution on mobile, and crowd members you cannot see stop costing frames
  • How to Play shows all four ability droids and describes every ability the same way; tap the character to see another one with different gear
  • The tutorial teaches all four abilities, and Alpha Beta is the one to find
  • The N.E.R.D. Database reads Field Catalog, Field Manual, Leaderboard
  • Bigger text on the menu cards, and the Labs suggestions line sits at the bottom of the screen

v1.0.0 2026-09-08

  • The first store release: The same game the beta testers have been playing, headed for Google Play
  • Two new structures: The Comms Dish on First Light, and the Waypoint Beacon in the Deep Field, whose ball floats over the spire inside two rings that orbit, tilt and reverse on their own
  • Catch snapshots are taken up close: The asset fills the frame with the ship behind it, so every catch in the catalog is recognisable
  • Anything you caught on Scrap now counts for Monty (the last update credited a mentor by mistake)
  • The Archivist's hand and back items sit where the editor put them
  • The Hall of Records headers and the disk messages read in all 15 languages
  • A store build never shows the practice ad stand-in
  • The ship keeps its belly to the ground through fast turns over small worlds instead of rolling out sideways

v0.10.180 2026-09-07

  • Cosmo Comet keeps his cape: No back item ever lands on him
  • Scrap, Daemon and Beez have joined the crowd; anything you caught on them now counts for Monty, Neo and Pixel
  • The nerd no longer picks a hiding spot from where the camera used to be, so he stays hidden after every camera cut
  • The Hall of Records reads as a table: Rank, name and score in their own columns
  • Fresh gear positions for the cello case and the tablet on five characters, and the tablet's correction carried to the rest of their handhelds

v0.10.179 2026-09-06

  • The Frontier turret has its gun back: The ship no longer parks on it, and its tracers never cross the ship's path
  • The found asset and the droids stay out of sight while the ship crosses to the next world
  • A character carrying the cello keeps a handheld that does not swing, so nothing clips into the case
  • Only the ability droids make droid sounds; the drifting ones are quiet
  • The Asset Bay shows every assembled structure whole, with the arrows where they belong
  • The borrowed space stations wear their own hue over First Light, the Frontier and the Anomaly
  • A smaller download: The colour maps and the roughness maps of every structure now ship compressed
  • A character that stops walking stops in place, without the small sideways slide

v0.10.176 2026-09-06

  • First Light is back on its original soil, with three new olive variants of it, so it no longer looks like the Frontier
  • Every chapter's ground comes in more variants now, different face to face and still one world
  • The searched-face grid and the gold pin go dark on bright worlds, so they read on sand and ice
  • Space stations and asteroids orbit every world now: A station about half the time, up to two rocks, and the Belt never fewer than five
  • The Frontier turret guards the even-numbered worlds of every chapter, painted to match each chapter
  • The Asset Bay shows the assembled structures moving, not just their bases
  • The beacon's crystal hovers closer to its base and bobs half as far
  • The Anomaly's containment pylon stands on its worlds: Three shards floating in a glass tube, bobbing together and turning against each other
  • The World Archives selector has fresh pictures of every world
  • Story scenes play only in the campaign, never from the World Archives
  • Editor (sideload only): An Unlock all worlds switch beside Owned view

v0.10.172 2026-09-06

  • Every chapter has its own ground and walls now: Cream and safety orange at First Light, sand and rust on the Frontier, dark rock in the Belt, glowing blue soil in Deep Field, pale ice on the Mirror, black glass and gold seams at the Anomaly
  • The Frontier turret shoots at the ship. It fires at where the ship was, so it always misses
  • The beta build now shows the game the way everyone will see it: No perk unless you own it, ads where they belong
  • The Asset Bay's Droids shelf lists all four droids
  • Fulano stands where you can see him again in the table scenes
  • Every story line, sheet and card added this week is translated into all fifteen languages
  • On tablets the play field sits clear of the buttons and the target portrait
  • Every character in a crowd has twenty things to say, the mentors show a quiet "..." when they have something for you, and the aliens speak their own way
  • The story cards and the ending tell the tale of the null nanobots, the geeks and the Nerd Initiative in fewer, clearer words
  • No more bug alien frozen in a T-pose on the far faces
  • The droids in the portraits and the Asset Bay face you

v0.10.171 2026-09-05

  • New faces at the table: Juana Vellum, the Space History Librarian, keeps the record of every world, and Fulano de Tauri has been on every mission, though nobody ever remembers him
  • Every character now says one thing per scene, and every line adds a piece of the story
  • Pepito Parsec joins the crew as a findable Nerd: The jokester who turns out to be right
  • Three new crowd regulars: Asere Moonina, Pipo Polaris and Cuca Corona
  • The ship flies into its new orbit instead of stopping at it, joining the lane at lap speed and gliding on around the world
  • Structures built from several parts, like turrets, dishes and the extraction rig, now show assembled and moving in the editor under their own Dynamic structures tab
  • Drifting droids no longer hop upward the moment a mentor finishes talking

v0.10.170 2026-09-05

  • The Anomaly worlds are built from their own eight structures, plus an extraction rig whose core and ring turn against each other and reverse now and then
  • Every world grows its own cover now: Boulders, thorn scrub, ore rubble, roots, crystal and obsidian shards, sparingly
  • The ship crosses between worlds nose-first, banking into its turns and levelling out before it arrives
  • New droid bodies: The Signal, Survey and Prism droids each have their own look, and a few decorative droids now drift around each world, bleeping when tapped
  • Alien ships cross the sky over every world, each chapter its own kind, all four over the Belt
  • Tapping the wrong person no longer costs points or seconds; they just say something nerdy while the clock runs

v0.10.169 2026-09-05

  • The Mirror worlds have a sky: An orbital lab circles each one, with a comm array on a higher orbit
  • Mirror worlds also grow an orbital uplink: A mast of crystal leaves that turns slowly and reverses when it feels like it
  • A title menu card no longer sits highlighted on its own
  • Sky orbits are measured from the ship's own height: Habitats at twice it, asteroids from three times out
  • Three new crew on the roster: Pepito Parsec, Fulano de Tauri and Asere Moonina
  • The ship keeps its belly to the world at all times, banking only into its turns

v0.10.168 2026-09-05

  • The Mirror worlds are built from their own eleven pieces: Six ice-station buildings and five kinds of crystal
  • Deep Field beacons float a crystal over their base, with a ring turning and wobbling around it

v0.10.167 2026-09-05

  • Crowd characters never drop into the stiff arms-out pose
  • Deep Field outposts raise a sensor array: Two panels circle its spire and lift to face the sky now and then

v0.10.166 2026-09-04

  • Frontier outposts mount a turret that turns and tilts to follow the ship whenever it can see it
  • First Light and Frontier communications dishes turn slowly to follow the ship
  • The Belt worlds are built from their own nine structures, and their sky is alive: A habitat ring circles each world spinning on its axis, and one to five anchored asteroids tumble on higher orbits, some in pairs
  • Deep Field worlds are built from their own thirteen pieces, with a station circling overhead
  • The scenery ship now flies belly-down over every world instead of banked on its orbit
  • The five old shared buildings are retired - Every chapter has its own architecture now
  • The grown root walls and crystal fins are gone too - Deep Field keeps its spore trees and The Mirror its crystal clusters
  • On Landing Grid the ship parks just over the hangar roof and holds still through the briefing; every other world keeps its orbit

v0.10.165 2026-09-04

  • The five mentors, Arbee and Alpha wear sharper faces in the story scenes
  • The ship banks gently between worlds and cruises without speeding up and slowing down after it arrives
  • The hidden Nerd no longer freezes beside a wall corner - He keeps walking to real cover
  • The ability buttons shrink their text instead of clipping it in long languages
  • Starting a New Timeline takes you straight to chapter 1 - World Archives is where you revisit chapters
  • Deep Field worlds now grow root walls and spore trees, and The Mirror grows crystal fins and clusters, in place of the brick walls (first pass - Tell us what reads wrong)
  • The random brick walls are gone - Each world's own structures, barriers and growths are the cover now
  • First Light worlds are built from their own set of eleven new structures, and on Landing Grid the ship parks over its hangar
  • The Frontier worlds get their own eighteen structures, low barriers in place of walls, and the Space Nerd Labs banner flying from the watchtowers and hanging from the banner poles

v0.10.164 2026-09-04

  • B2-T the Survey Droid and B3-T the Prism Droid now wear their own colours head to toe - Green and violet - In the world and on the mission dashboard
  • The Survey Sweep never paints the face the Nerd is hiding on, and on a two-face world it paints the one face he is not on
  • The four ability buttons sit in equal slots with equal gaps, counts always readable
  • The Survey and Prism field lessons hand you a free sweep to try, like the Time Anchor lesson does

v0.10.163 2026-09-03

  • The field now teaches B2-T and B3-T: The first time you stock a Survey or Prism Sweep a lesson rings the button, and the first hologram you dissolve or tap explains the fakes
  • Fixed a bug from 0.10.162 where the Time Anchor lesson could freeze the clock without showing its card on a fresh profile
  • Holograms no longer blink out - They fizz with static every few seconds, some never stop fizzing, and the ones deep in a conversation stay clean
  • A New Timeline always begins at chapter 1
  • Save protection: If your save file ever gets damaged (a dying battery mid-save), the game now keeps the last good copy and never writes over the damaged one

v0.10.162 2026-09-02

  • Survey Sweep and Prism Sweep are now stocked by a droid catch and fired from their own buttons at the bottom, beside Signal Ping and Time Anchor - Catches stack
  • The ship flies like a plane between worlds: One smooth curve, no sharp turns, and it never stalls or lurches after joining a new orbit
  • Mentors no longer glide across the ground with their feet planted - A moving body always walks
  • Skip moved to the right edge

v0.10.161 2026-09-02

  • Main menu re-cut: All five destination cards are the same size, with World Archives and the N.E.R.D. Database side by side on the bottom row

v0.10.160 2026-09-01

  • The droid fleet doubles: B2-T the Survey Droid charts the empty ground white, and B3-T the Prism Droid melts every fake in the crowd
  • Each mission now rolls TWO droids from the fleet of four - Check your brief to see who came along
  • The big secret: About half of any crowd are N.U.L.L. Holograms - Fakes made of light. Watch closely and you might catch one blink
  • On Hard, the look-alikes ARE holograms - The Prism Droid sees right through them
  • Every brief tells you honestly which droids are your allies this mission

v0.10.159 2026-08-31

  • The title screen sings the classic Nerd Rift theme now
  • Wrong guesses wear a small red X instead of a checkmark - No more giant marks looming in the sky
  • No more comically giant swords - Held gear tucks away properly during catches and celebrations
  • Labs modes never interrupt you with tutorials, and Triple Signal's extra targets can no longer have look-alikes in the crowd
  • The Labs shelf speaks plainly: We keep what works, throw out what does not - And you can email suggestions with a tap
  • The workshop's sitting bench got real controls: Move the sitter with the touchpad, undo and redo every nudge, and nothing touches your tuning until you hit Save

v0.10.158 2026-08-31

  • Your progress is now armored: Saves survive a dead battery, a crash, or a power cut mid-write - And the game never overwrites a save it cannot read

v0.10.157 2026-08-31

  • Your morning feedback, same day: Tidier menu cards at sensible widths, the gear tucked into its corner properly, and breathing room at the bottom
  • N.E.R.D. Labs is a neat grid now - Six equal cards, every mode showing your progress and best score
  • Labs modes SAVE now: Quit any experiment mid-run and pick it up right where you left it, one save per difficulty
  • The mystery ship is gone - The rift holds an empty frame until the real ship bursts out the front
  • The camera stays put during arrivals and story scenes - The world is yours only when the game hands it over
  • The music finally steps forward - Clearly audible under the sound effects now
  • Nobody walks into walls anymore, and the last crowd bumps are gone - Even the low-flying droids get dodged

v0.10.156 2026-08-31

  • A brand new main menu: Four big ways to play - Campaign, Daily Directive, N.E.R.D. Labs and World Archives - With everything else tucked into the N.E.R.D. Database
  • Infinite Initiative moves into N.E.R.D. Labs, carrying its saved run and best score with it
  • Exit is the corner X now (with a quick "are you sure"), and Settings is the little gear
  • Easy, Normal and Hard finally feel different: Longer or shorter clocks, more or fewer rescues, and the Time Anchor holds 20, 15 or 10 seconds
  • On Hard, a wrong tap costs a few seconds - And one or two kids now dress like your target. Different kids. Check twice
  • A soft sonar blip tells you the Nerd is close - From far away on Easy, only up close on Hard
  • The hidden one hides smarter on Hard and relaxes on Easy
  • Crowds walk with purpose: Longer strolls, fewer stutters, and everyone plans their path so they stop bumping into each other
  • The whole G.E.E.K. Room mumbles now - Every character speaks their lines in their own voice, including Arbee and Alpha

v0.10.155 2026-08-30

  • Talk to a mentor and the whole world politely waits: Everyone freezes mid-step while they tell their story with talking hands
  • Walls and buildings keep their distance now - Every corridor is wide enough for two kids side by side

v0.10.154 2026-08-30

  • The game finds its voice: Ten selectable soundtracks - Pick yours from the pause screen, and it remembers
  • The title screen gets its own theme that builds and breathes
  • Thirty real sound effects replace the bleeps: Distinct white and gold marks, mentor voices, a level-start downbeat, a time warning at 30 and 10 seconds, engine hum under every flight
  • Mission briefs play the classic Nerd Rift theme
  • Three new sound sliders: Mentor voices, menu taps, ship engines

v0.10.153 2026-08-30

  • The pickup ship actually arrives overhead on wide flat worlds now - The beam and its ship are reunited
  • Nobody slides like a statue anymore - Standing kids hold their ground and walk when pushed
  • Big crowded worlds run smoothly now, with all the bustle kept

v0.10.151 2026-08-30

  • Mentors remember their manners: A mentor who talked on one level talks again on the next - No more silent clicks for the rest of your session
  • The pickup beam always reaches the ship now - No more light columns ending in thin air

v0.10.148 2026-08-29

  • The crowd walks like it means it: Proper walking and running poses at every speed, longer strolls, and more kids on the move
  • Running kicks up a subtle dust trail now instead of a cloud
  • Under the hood: Tap logging to catch the shy-mentor bug in the act

v0.10.147 2026-08-28

  • The ship is back to its right size - It was shrinking after coming out of the rift
  • Chairs stay indoors now: Terminals out in the open stand alone
  • Loose gear hugs walls and buildings even more reliably

v0.10.146 2026-08-28

  • The rift arrival is a moment now: Bigger rift, a longer look, and the ship sweeps right past you - Almost through you - Before diving to land
  • The ship comes out of the rift flying straight, not sideways
  • Everyone with a speaking part is in the room from the start of story scenes - No more popping in mid-conversation
  • Loose gear on the ground now leans near walls and buildings instead of lying alone in the open
  • New in the editor: A Sitting bench - Every seat, any character, live tuning

v0.10.145 2026-08-28

  • Kids on the space sofa really sit on it now: Perched on the front edge, sneakers on the glowing ledge - No more legs lost inside the couch
  • The workshop's structures bench now previews seats exactly as they appear in the world

v0.10.144 2026-08-26

  • Every language now speaks swarm: The last chip-era wording is gone from all 15 languages, tidbits included
  • Mentor story moments read correctly in every locale

v0.10.143 2026-08-25

  • The rift stays put now: Each world parks it in one fixed spot in the sky - Orbit away and it slides out of view, orbit back and it is right where you left it
  • The arrival scene's first moments render clean - No more stray bright flash beside the rift

v0.10.142 2026-08-24

  • The rift arrival is a proper scene now: The camera holds on the rift up close, and the ship grows out of the dark center before diving to the world
  • The arrival always lands where you can see it - No more ships slipping onto the far side of a world
  • Wren and Otto genuinely sit in their chairs at the mentor table - No more chair wrestling
  • Wall fixtures in the mentor room sit neatly on clean panels

v0.10.141 2026-08-24

  • The rift is real now: A living crystal-and-liquid portal hangs in every world's sky, crackling and breathing smoke
  • At the end of a sector your ship flies out of the level and INTO the rift - And flies back out of it when the next sector begins
  • Three new kids join the search: Pia "Pixel" Photon the robot tutor, Beez Boson the console rebuilder, and Tank Tensor who reviews food in little drawn faces
  • Otto Oort steps up: One of the G.E.E.K. Leaders, the money behind the whole search - He speaks in the story, and his tap-tidbits are live (50 of them)
  • The mentor room got a real command-center makeover: Paneled walls, more terminals, chairs at the table - And two mentors actually sit
  • The one who talked to you keeps quiet after: A mentor's chat bubble goes away once you have heard their tidbit for that level
  • The hidden one stopped walking toward your camera - Hiding means hiding now
  • Crowd groups stopped doing the little teleport shuffle when they change poses
  • Every new word ships in all 15 languages

v0.10.139 2026-08-23

  • The story arrives: Find RB-29 "Arbee" on your first world - And from then on, you ARE Arbee
  • Alpha Beta is hiding on world two; find her and she joins you for the rest of the hunt
  • Four mentors walk the worlds: Cadenza, Barley, Cass and Wren - Tap one for a story tidbit, 50 apiece, and the clock waits while you listen
  • Conversations play between sectors, and a spinning rift star carries your ship from one sector to the next
  • Cosmo Comet is the final find on the final world - Until then, only his posters on the walls know him
  • Graffiti appears on the walls, and the N.U.L.L. Jokes are worth reading
  • A new crew wave joins the hunt: Scrap Sagitta, Daemon Dynamo, Lumi Vesper, Ozu Parallax and more - And Lira now goes by Naya
  • Eleven early crowd members retire to the archives to make room
  • The Archives split the crowd into Aliens and Robots shelves
  • Beta builds include the full intel and droid kit on every level
  • Every new word ships in all 15 languages

v0.10.138 2026-08-21

  • The asset hunts for cover with real purpose now: One decisive walk to a hiding spot, then she lurks there - No more wandering nowhere, reversing, or dithering in the open
  • Once hidden she stays put and repositions quietly, so spotting her again means actually searching

v0.10.137 2026-08-20

  • The asset actually hides now: She rounds walls to break your line of sight, keeps reacting to where your camera is mid-move, and never grinds against a wall changing her mind
  • Benches and sofas are populated again - Crew sitting where crew should sit
  • Tables and their gear no longer sink into the ground next to walls
  • The end credits speak all 15 languages

v0.10.136 2026-08-19

  • Crew members sit ON the benches now, not inside them - And nobody with a backpack tries to sit through it
  • Sitting, chatting and head-scratching crew keep holding their gear instead of making it vanish and reappear
  • Your gold mark is a diamond pattern now, unmistakable from the searched-face squares at any distance
  • Seven crew members got a fitting: Skyla, Bruno, Kai and Monty with better-proportioned heads, Neo, Helena and Zack with properly long arms
  • Locked worlds in the Archives hold still instead of flickering
  • The studio splash fills the whole screen with stars, edge to edge
  • The living crowd update: Crew stand up, stretch, swap seats and run errands instead of holding one pose forever

v0.10.135 2026-08-18

  • Three furniture pieces dropped their oversized studio textures - The game loads them leaner on every platform
  • Four new crew members join the hunt: Aria Andromeda the Deep Sky Observer, Neo Nadir the Simulation Wrangler, Bruno Bolide the Gravity Coach, and Otto Oort the Chief Funding Officer
  • Characters no longer stand inside each other - Two crew members could end up fused on the same spot, especially around the wall screens
  • The phone back button finally behaves: It steps back one screen instead of quitting the game, and opens the pause menu mid-hunt
  • Every screen now closes with the same corner X - No more hunting for a Back button that moved
  • The mission brief keeps its panels clear of your phone camera cutout
  • Offline scores that can never be accepted stop retrying forever

v0.10.134 2026-08-17

  • The Field Catalog keeps a photo of every catch now, up to five per crew member, instead of replacing the last one
  • Tap any photo to see it full screen, and pinch or scroll to zoom right in
  • B0-T is described properly at last: He is a survey pod, not a quadcopter
  • If a crew member ever leaves the roster, the catches and photos you earned for them move to Alpha Beta rather than disappearing
  • Coming back to a saved run puts you back on the same target you left, even if the roster changed while you were away

v0.10.133 2026-08-16

  • The title screen's stars fill in properly beside the menu now, instead of leaving a blank gap to the left of the buttons and under Field Catalog
  • Skyla's arms are a little longer, and everything she carries still sits right in her hand
  • Nyla holds a tablet the way Skyla does, at the right size for her
  • Quill's hands are tidier all round, carrying something or nothing

v0.10.132 2026-08-16

  • Scoring rebalanced: Finishing early is worth far more than it was, and marking off faces now pays the same on every world instead of paying huge on the big solids and almost nothing on the small ones
  • A Perfect is worth a lot more too, so sweeping the board is still the play if you can do it with time to spare
  • World Archives replays show the score you are chasing, and a flourish sounds the moment you pass it
  • The stars in the sky are round again instead of hard little blocks
  • More stars on the studio card and the title screen, and they show through the logo now
  • The mission brief's world view no longer flashes before it settles
  • Quill's hands sit properly when she is carrying nothing

v0.10.131 2026-08-16

  • Quill's wrists follow your studio tuning everywhere now: The tablet numbers you dialed in apply to everything she holds - And to her empty hands too

v0.10.130 2026-08-16

  • Evidence photos are finally worth collecting: No more timer and buttons baked into the shot, and the pickup beam shines bright in every print
  • The Field Catalog glues each photo in properly - A white border, a little tilt, and photo corners holding it to the page
  • Quill and the other big-headed crew now fill their portraits like everyone else instead of shrinking into the frame
  • Asset Bay bios always fit on screen now, even the long ones in German
  • Catching an asset shows you who you rescued: Name, job, and a line from their story right on the mission summary

v0.10.129 2026-08-16

  • The Panic Ping finally looks like panic: The alarm ripples out from where you are looking, the crowd startles arms-up one after another, then everyone bolts with dust flying
  • Evasive assets are honest about it now: When your target makes a getaway it sprints on real running legs, leans into it, and kicks up a dust trail
  • In the labs, every world in a chain stops at its mission brief - Grab intel and deploy droids between worlds, the clock waits
  • Your gold "the Nerd is HERE" pin got a dark outline - No more losing it on sandy ground
  • Marking big faces is instant now, and the ship flies its victory pickups twice as fast

v0.10.128 2026-08-16

  • Quill's hands, the directors cut: Hand-tuned item positions from the studio, sturdier wrists, and - At last - Five fingers per hand
  • Tidy exits everywhere: The Asset Bay and World Archives close with the same X you know from missions, and inside a chapter the X steps back one screen instead of dumping you at the menu
  • Winning a replay in the World Archives now drops you right back at that chapter's level list with your improved stars and score celebrating - And a replay can never lower a record again
  • The gear editor now looks at whichever wrist you are actually editing

v0.10.127 2026-08-15

  • Five cast members got a reach upgrade: Gem and Skyla's arms grew 15%, Genevieve, Kai and Marin's grew 10% - Everything they carry stays exactly the same size
  • Quill finally runs like she walks: No more palms-out wrists when she is in a hurry

v0.10.126 2026-08-15

  • Meet Skyla Solaris, solar forecaster - The sixteenth face in the Asset Bay, and she calls solar flares three minutes before the sensors do
  • A new tree takes root: The auroralis, the maple's quiet cousin with a glowing violet crown
  • Gold marks play fair in multi-signal missions: Marking any face that truly holds a target counts as right
  • The twin experiment got honest: Your target always has its twin now, every twin pair dresses differently, and the twin never wears your target's gear - Spotting the difference is the game

v0.10.125 2026-08-15

  • Triple Signal earns its name: Every asset you tap gets picked up, in the order you tapped them - The ship works through the whole list before the celebration
  • Collected assets ride inside the ship now, not on the roof
  • The three targets scatter across the whole world instead of huddling on one face
  • The mission brief reads clean: No more stretched-out spacing, no sentence cut in half, and the first target portrait finally fits its frame
  • The pause screen shows all your remaining targets, with checkmarks on the ones already secured

v0.10.124 2026-08-15

  • Meet Quill Quasar, xenolinguist - The fifteenth face in the Asset Bay and a brand-new target to hunt
  • The ping lesson now tells you exactly what the ping costs on your difficulty, and that you can switch it off early to save the clock
  • The mark lesson no longer traps you at a distance: Mark the ground from anywhere, whenever the card is up
  • The mission tour rings the right buttons for the right tips
  • The shuttle lands flat on flat worlds instead of coming in sideways
  • Crowds got livelier: People pause at screens and posters for a puzzled look, chat groups never freeze into statues, and nobody blinks out of existence
  • A hunted target keeps moving as long as you can see it - No more standing around mid-escape
  • Your face marks now drape over every hill and dip without holes
  • Resuming an old save after an update no longer leaves people floating in mid-air

v0.10.123 2026-08-15

  • The chip really runs now: Get too close and your target takes off AWAY from you - Twice as fast, three times as long, sometimes ducking behind a wall
  • Victory screens got a deep clean: Nothing prints on top of anything anymore - In any language - And the machine receipt is readable over every terrain
  • Game over reorganized: Your story on the left, the leaderboard on the right, no more text hiding behind the card
  • The camera no longer dives through planets on flights between worlds
  • The mission brief's world story shows two full lines instead of getting cut mid-sentence
  • Nobody stands past the edge of the world over empty space anymore
  • Wrong-tap intel is always accurate: Characters with built-in gear no longer get called empty-handed

v0.10.122 2026-08-14

  • The title sky got its stars back for real: Five times as many twinkle in the open sky instead of hiding behind the logo and menu
  • Field Catalog portraits sit dead centre on their page now, right under the name
  • Logo touch-ups: The letter holes and eyes no longer let the background peek through

v0.10.121 2026-08-14

  • Tapping empty ground or empty sky is silent now - The little ripple is your only answer
  • The Daily Directive lost its pointless Skip button - There is no next level to hurry toward
  • Field Catalog pages are real portraits now: Your crew faces you from the waist up, holding still for the picture
  • The catalog ink got darker and bigger - Readable at arm's length on a phone
  • Every caught crew member shows an evidence photo slot: Your latest catch photo, or an empty frame waiting for one

v0.10.120 2026-08-14

  • The Field Catalog is a paper catalog now: Cream pages, ink print, and a satisfying page-flip on the arrows
  • Every catch takes an evidence photo at the beam moment - It gets glued into that crew member's catalog page
  • The title screen got its stars back, twinkling like the Space Nerd Studios logo - And the logo itself melts cleanly into space
  • The mission brief tour now rings ALL the buttons it talks about, pulsing slowly so you can't miss them
  • Marking faces is now taught hands-on: Mark, claim gold, unmark - You learn each step by doing it
  • Tapping the ground or sky no longer sounds like the Time Anchor clock - That mystery tick is gone
  • The ship keeps its nose forward on flights between worlds - No more sideways drifting

v0.10.119 2026-08-14

  • The Field Catalog reads in one glance now: Short punchy blurbs, and everyone waves hello instead of pacing
  • Watch for the blue spark: The chip glitches visibly when it panics - On Easy it slips up every few seconds, a free hint for new seekers
  • Marks you can tell apart by shape: Searched faces get solid grid lines, your gold pin gets dashed ones
  • The victory screen stopped stacking its messages, and the ship starts rising the moment your asset is aboard
  • Everyone holds the retro game console properly now - No more machines floating beside open hands

v0.10.118 2026-08-13

  • The chip fights back: On Normal and Hard, ping too close and the chip walks your target somewhere else - A quick nervous duck toward cover. Watch for the flinch
  • Easy stays calm: No evasion while you learn the ropes

v0.10.117 2026-08-13

  • The story comes together: Every missing Nerd is wearing a N.U.L.L. Chip - Nobody knows what NULL first stood for, but it hides their signal and makes them blend in. Your beam cuts the chip and brings them home
  • The mission brief now warns you: The chip is looking for you too
  • Every catch prints its receipt: "Asset Recovered, N.U.L.L. Chip Severed During Transport."
  • How to Play opens with WHY you are looking, and the endings, briefs, and crew files all tell the same story now - In all 15 languages

v0.10.116 2026-08-13

  • New from the title screen: The Field Catalog - Every catchable crew member gets an entry that unlocks the first time you catch them, anywhere. Uncaught ones show only as shadowy silhouettes. Can you recover all 14?
  • Wrong taps now teach: A quick close-up of who you tapped, with the exact reason they are not your asset - Wrong gear in hand, wrong pack on the back - Straight from your mission intel

v0.10.115 2026-08-13

  • The Signal Ping and Time Anchor lessons now teach by doing: Mission Control beams you a spare, and you fire it right then to feel what it does - The freebie makes the lesson cost nothing
  • Freeze time and ping together like a pro: The ping's direction arrow now keeps tracking while the world is frozen, and a ping fired mid-freeze shows its arrow right away
  • No more accidental wrong taps from way up high: From the far orbit view, taps land on the ground for face marking - Get close to identify people, like a proper field agent

v0.10.114 2026-08-13

  • Pond shores are honest now: Water stays inside its banks, no more flat blue slivers on dry land
  • Big hairstyles fit their portraits: Helena, Nyla, Kai and friends no longer get their hair cropped flat at the top of the frame
  • Behind-the-scenes smoothing on how crowds rest when their side of the world faces away

v0.10.113 2026-08-13

  • The ship makes a sound now: A low rushing flyby sweeps past as it comes in for every pickup and rumbles off on each departure - Best with headphones
  • Every sector hums its own quiet atmosphere under the music, from the warm glow of First Light to the deep-space drone of the far sectors - Subtle on the phone speaker, alive on headphones

v0.10.112 2026-08-13

  • Ponds came alive: Soft glints of sunlight drift and sparkle on the water
  • Crossing a world's day-night line is a real moment now: The light eases through a gentle dusk and back instead of snapping - And shadows land correctly on the new side

v0.10.111 2026-08-13

  • Gliding between faces feels right now: No more bouncy push-back when you drag toward the next side of a world - Crossings flow in one smooth swing at any height, angle, or speed
  • Exploring up close no longer kicks you out: The view stays in inspection mode however far you roam, and only zooming out leaves it
  • Pressing into a corner rests calmly, like pressing a wall - Nudge any direction and you glide on

v0.10.110 2026-08-13

  • The triple experiment grew into a real heist: The ship swoops in for EVERY asset you find, beams them up, and glides back into orbit while you keep hunting - Your catches ride on the hull so you can see the whole crew you've collected
  • Three targets, three portraits: The mission brief and the in-game list now show all your marks, each one stamped with a check as you find them - And everything fits on screen, droids included
  • The finale celebrates the full haul: "You Found The Nerds!" plus a tally of the signals you already secured
  • The starship took flying lessons: Gentler banks, slower rolls, a calmer cruise everywhere - Pickups, orbit laps, and the flight between worlds

v0.10.109 2026-08-12

  • The atmosphere got real: Worlds seen from space now wear a soft haze that hugs the horizon and fades into the black - No more hard glowing edges
  • Intel shows your target properly: After a gear reveal, the portrait frames them up close and centered, gear and all

v0.10.108 2026-08-12

  • Bigger wins look bigger: The celebration now scales with your streak tier - A Legendary streak turns the confetti gold with a bigger volley
  • The beam-up got its glow: A soft halo rides the rising asset and a fading ring marks where they stood
  • Worlds wear atmosphere now: A soft rim of sky hugs each world seen from space, and the stars drift in layers during the crossing for real depth
  • The title screen breathes: A slow nebula drifts behind the menu
  • The floating lightblade is grounded: Left-handed carriers finally hold it properly
  • Marin Cove is properly himself in every language

v0.10.107 2026-08-11

  • Two new faces in the crowd: Genevieve Codella, geneticist, and Marin Cove, exo-oceanographer - Both fully posable, gear-ready, and waiting to be found
  • The final thirty seconds sound like it: A tension layer rises under the music as the clock runs down - And the clock itself never doubles up
  • The music now ducks politely under the phone call, the beam-up, and your win stamp, then swells back
  • Every sound effect leveled to sit right at phone volume - Quiet ones lifted, sharp ones tamed, nothing spikes and nothing vanishes

v0.10.106 2026-08-11

  • Your view never clips into a planet or a building again - The camera glides around solid things instead of through them, and catching your target while zoomed in close now frames the moment properly instead of teleporting the view
  • One clock at a time: The countdown heartbeat and the Time Anchor tick no longer talk over each other - The heartbeat yields during a freeze and returns after
  • A last-second catch no longer keeps the heartbeat pounding through your celebration

v0.10.105 2026-08-11

  • Clearing a chapter now celebrates and carries you straight into the next one - Your save stays put, and the full credits wait for the true finale
  • In a hurry? The whole after-catch show is skippable: Skip appears the moment you find your target and jumps you into the next mission in seconds
  • The starship flies like a real plane now: Gentle rolls, capped turns, a smooth glide into orbit - No more whipping, no more sudden jumps
  • Statues stopped moonwalking: Characters without a walking animation stand still, flyers fly, and wheeled bots roll
  • Time Sync grew a Clear button: Any timeline can be erased, behind an are-you-sure
  • Catching your target runs tighter: The ship approach, beam, and summary waste no time between beats

v0.10.104 2026-08-11

  • Space Nerd Studios says hello: The studio card now opens the show at launch - Any tap skips it
  • The starship learned to fly like a plane: Nose first, belly to the planet, banking gently through turns and leveling back out. No more sideways drifting
  • The ship also learned respect for planets: It never cuts through a world anymore - It arcs around the globe to wherever it needs to be, and on arriving at a new world it sweeps around the horizon and settles into the orbit it keeps for your whole mission
  • The ship got a sleeker profile: Stubby wings, same body
  • The mission brief fits the screen in every language now: A tighter hint, your current streak up in the Situation panel, and the bystander lineup needs no caption
  • Time Sync reads like a proper log: Score, streak, and the last sync date in their own labeled columns - And a running timeline drops its slot number, only fresh timelines carry one
  • Practice Worlds is now the World Archives - And replaying an archived world rewrites your recorded score and stars for that world, so every record shows a real single-run result

v0.10.103 2026-08-10

  • The ship earns its keep: Catch your target and they phone it in - The starship swoops off its lane, hovers overhead, and beams them up. Between worlds the camera now rides with the ship as it flies to the next world and settles back into orbit
  • Streaks got honest and personal: Every mode and difficulty counts its own - Campaign streaks live per save slot, the Infinite per difficulty, each Labs experiment on its own. No mode ever borrows another mode's glory
  • Streaks also got louder: The win stamp levels up from Streak x2! Through On a roll!, Unstoppable! And Legendary!, says exactly where you earned it, your mission brief shows your current streak before you deploy, and your Time Sync slots wear theirs
  • Gear in hand, everywhere: Items are now properly held in every pose - Walking, running, gesturing, and even standing still. No more floating gadgets
  • The laptop retires from the field: It now lives on desks where an open laptop belongs
  • Tutorials know their place: The Daily Directive and Labs never interrupt with lessons, and starting a fresh timeline after finishing all the training asks whether you want tutorials again
  • Hall of Mirrors deals you the intel automatically - Telling twins apart is the whole game there
  • Helena's story reads plainer: Same kind of fossil, more than one world

v0.10.102 2026-08-09

  • N.E.R.D. Labs opens on the title screen: Five experimental game modes to try during the beta - Hall of Mirrors, Lightning Round, Triple Signal, Panic Ping, and Blackout - Each card tells you what makes it different. Play them, and the keepers get folded into the real game
  • Cleared suspects now stay marked: A check badge, a scan ring, and a dimmed look - No more tapping the same person twice. Re-checking a cleared suspect is free
  • Every tap answers back: Taps on empty ground give a soft ripple and tick, and your phone speaks a new touch language - A little celebration buzz for the find, a dull thud for a wrong guess, a double tick for a droid catch, a heavy clunk when time freezes
  • Finding the Nerd got more cinematic: The camera takes a small breath toward your catch before the confetti flies
  • Less waiting everywhere: Flights between worlds and the pause after a win are trimmed about 15 percent
  • Brighter, more distinct worlds: Each sector now has its own light signature, and shadows lifted out of the murk
  • New field lessons teach marking, pinging, and the Time Anchor right when they first matter - And the first-contact tutorial is much shorter
  • New in Settings: A Privacy page with the anonymous play data switch and the full privacy policy. Anonymous play statistics help tune difficulty - Never any personal data
  • If the game ever crashes, the next launch quietly sends us a technical note so we can fix it - Same privacy switch, no personal data

v0.10.101 2026-08-08

  • The leaderboards went global: Scores now transmit worldwide, and a new Leaderboard browser on the title screen lets you flip through every board - The Daily by date, Campaign and Infinite Initiative by difficulty
  • The Daily Directive board now has a proper Exit - Finish your mission, see the standings, and leave cleanly
  • Save & Quit works in the Daily Directive too: Come back the same day and pick up right where you left off, per difficulty. The save expires when the new daily arrives
  • The couches got comfier: Bigger, and everyone sits properly on the cushion now

v0.10.100 2026-08-08

  • Meet Helena Helix, Astro-Paleontologist - The ninth asset joins the hunt. She digs up what lived on these worlds before the crowds did, and yes, the surname is about the double helix
  • Find her in the crowds, on the target list, and in the Asset Bay - Full gear intel, all worlds

v0.10.99 2026-08-07

  • The Infinite Initiative now saves your run: Hit X and Save & Quit, and next time you enter you are dropped right back where you were - Per difficulty, on the pause screen, ready to resume. The title button shows the waiting depth
  • Fixed: An Infinite game over could erase a saved campaign timeline - Your timelines are safe now
  • Easy's free perk now marks the Deploy button the same as a watched transmission - No more paying twice for a droid you already have

v0.10.98 2026-08-07

  • The endless mode has its true name: The Infinite Initiative - And both it and the Daily Directive are open to everyone from the very first launch
  • Your saved runs live in the N.E.R.D. Campaign now, with the screen saying so up top and Time Sync and difficulty on their own lines

v0.10.97 2026-08-07

  • The Drift and the Daily Directive now always show on the menu - Locked with a clear hint until you clear The Anomaly, so you know what awaits

v0.10.96 2026-08-07

  • The Daily Directive (was Daily Drift): One mission a day, the same world for everyone - Zero starting supplies, a mission brief with intel, and a daily streak that pays a growing bonus
  • Leaderboards arrive: Every game over rolls into that mode's board - The Daily per day, Campaign and The Drift all-time per difficulty. Enter any name you like (keep it clean - The board checks)
  • Offline-friendly: No connection means device-only boards, and your scores transmit later on their own
  • Every Drift depth now opens with a mission brief explaining exactly what is different down there
  • Fixed: Finding the asset in the Drift now actually ends the level (no more infinite scoring taps)

v0.10.95 2026-08-07

  • The Drift arrives: An endless ladder of generated worlds past the campaign - One life, deeper is harder, personal best depths per difficulty. Unlocks when you clear The Anomaly
  • The Daily Drift: Everyone faces the same run each day, one attempt - Come back tomorrow for a new one
  • Anomalies: Named twists announced up front - Twin Echo (an exact double in different gear), Double Signal (find BOTH assets), Signal Malfunction (the scanner lies and sounds like it) - Live in The Anomaly finale and the deep Drift
  • Every level preview freshly baked for the new galaxy

v0.10.94 2026-08-07

  • The galaxy grows: 40 levels across six sectors, every chapter its own family of worlds - No shape repeats
  • Two new sectors: The Belt (band worlds built from prisms, a first for the game) and The Mirror (worlds where every face is the same shape - Rhombi, kites, needles)
  • Your progress carries over: Past clears migrate to the new map automatically

v0.10.93 2026-08-07

  • The menu gets its final shape: Time Sync is home base - Saved timelines sync, empty slots start a New Timeline in any unlocked chapter
  • Practice Worlds: All chapters presented inside practice, with locked ones visible so you can see what is coming
  • Beating a world for the first time now celebrates its Practice unlock

v0.10.92 2026-08-07

  • Time Sync: Three save slots per difficulty - Save and quit, then pick up exactly where you left off, same world, same character you were hunting, same pings and continues
  • The menu splits into Campaign and Practice: Chapter buttons always start a fresh campaign run, and Practice replays any level you have beaten - No kit, just the hunt
  • Your past wins carry over: Every level you ever starred is already unlocked in Practice

v0.10.91 2026-08-07

  • Kai finally carries his gear like everyone else: Briefcase hanging at his side, duffle resting below his fist - His walking grip matched the rest of the cast at last

v0.10.90 2026-08-07

  • Fixed: On very crowded worlds the asset could fail to appear at all, leaving the level impossible - The target now always deploys, even if the only clear ground is a pond beach
  • Level select is now practice mode: Picking a level to retry starts with no signal pings, no time anchors and no continues - The full kit belongs to campaign runs and saved games. Droid catches still restock you mid-level

v0.10.89 2026-08-06

  • Star charts, field journals, briefcases and duffle bags now sit right on every character, matched to how the hero and the Nerdette carry theirs
  • Nyla grows into her gear: Arms and hands 15% bigger, items scaled to match
  • Level select worlds each spin on their own time - No more synchronized planets

v0.10.88 2026-08-06

  • Gear finally fits everyone: Briefcases and duffle bags hang the way gravity intends, energy swords sit hilt-in-fist, and Nyla's items match her hands
  • Backpacks sized for their wearers: No more packs bigger than the person carrying them
  • Every level preview now shows its ponds and signal maples, all 33 levels

v0.10.87 2026-08-06

  • New Licenses page in Settings: The open source software behind the game, with full credits
  • Level select previews refreshed: Thumbnails now show the ponds and signal maples

v0.10.86 2026-08-06

  • Ponds at their true size: At least five characters wide, up to half the face - Real water, not puddles

v0.10.85 2026-08-06

  • Ponds actually show up now - Every world from level 2 with enough faces guarantees at least one, at a proper size
  • Trees are trees: No more neon signs or pipework bolted to the maple
  • Gem's head grows 10% to match her castmates

v0.10.84 2026-08-06

  • Ponds arrive: Dug into the terrain with sloped banks and gently rippling water, on up to a quarter of a world's faces from level 2 on - Nobody swims, nothing floats, everything keeps a beach's distance
  • The signal maple arrives: The first full-size tree, towering over the buildings - Walk right up under its canopy
  • Gem Galatea joins as the tenth star: The Anomaly Chemist who can smell where the Nerd went
  • The Nerd himself steps forward: Alpha Beta, Rift Runner, founder of the N.E.R.D. Initiative
  • Editor: One tap now always steps exactly one character - Penelope never gets skipped again

v0.10.83 2026-08-05

  • Gear editor: Switching characters no longer loses them off-camera - If your zoomed view would frame empty space, the editor re-frames the item automatically
  • Gear editor: Every control fits on screen again, even with full clipboards and wrist readouts
  • Penelope carries the viola case properly now (seeded from Monty's tuning - Fine-tune away)
  • Kai and Zack sport 10% bigger heads
  • The Easy banner now reads "Free Perk - Easy Mode"
  • Website screenshots refresh with every build

v0.10.82 2026-08-05

  • Gear editor: Paste place and Paste ALL now work across items - Tune one hand item right, stamp it onto any other hand item (same for back gear), on any character
  • A small label shows what each clipboard holds, so you always know what you are about to stamp
  • The Easy perk banner no longer sits on top of the mission brief header - The header politely steps aside and returns after

v0.10.81 2026-08-05

  • The whole reading room speaks your language: Every character story and every item note in the Asset Bay now ships in all 15 languages
  • Monty and Penelope keep their natural head sizes
  • Continuing a saved game drops you on the pause screen with your intel intact - No more sitting through the mission brief twice
  • The secret tap codes got shorter: Portrait twice then droids twice clears a level, portrait three times then droids twice jumps to the finale

v0.10.80 2026-08-05

  • Monty joins as the eighth asset: Orange hair, cargo shorts, thumbs like a hummingbird
  • The whole cast now carries alliterated space names - Meet Milo Meridian, Penelope Pulsar, Monty Magnetar, Kai Kuiper and friends
  • The Asset Bay grew: An Assets tab with all eight stars and their stories, a Droids tab with B0-T and B1-T hovering live, and something to read on every single item, structure and crowd member
  • A few crowd members are in a hurry now - They run their errands instead of strolling
  • Fewer bystanders freeze mid-stride at terminals and huddles - The posable crew takes those spots
  • A purple bonsai now decorates workbenches and tables on some worlds - The calmest thing in the sector

v0.10.79 2026-08-05

  • A new asset joins the hunt: The Archivist - Yellow overalls, round glasses, ready to blend into any crowd
  • Gear editor: Copy ALL and Paste ALL move a whole setup at once - Item place, scale and both wrist angles
  • Gear editor: Wrist mode now follows the Rotate axis toggle everywhere - Drags, twist and the L/R buttons all agree

v0.10.78 2026-08-04

  • Three new tables land in the worlds: The Engineer Workbench, the Holo Table and the Orbital Bridge Table - Gear rests on them, crew works at them

v0.10.77 2026-08-04

  • Performance pass: 17 heavier duplicate models left the game - Every design keeps its slimmer twin, so the worlds look the same and run lighter
  • All furniture roles carry on: The sofa seats, the hauler drifts and carries cargo, panels hang on walls

v0.10.76 2026-08-04

  • The finale dance is a real party: Just the six stars, front of stage, with sweeping colored lights, confetti rain, and proper shadows
  • Deeper, cooler shadows across the worlds - Everything sits on the ground with more weight
  • The Easy perk banner lands centered on the card beneath it
  • Carried gear sizes restored on the phone - Hand and back scales are separate from level-prop scales, always

v0.10.75 2026-08-04

  • Characters actually take the couches now (a hidden check made every seat unusable)
  • All six assets stand within 10% of each other - Nyla grew into the band
  • No more seeing the same building twice on one face
  • Gear caps by height too: No more person-tall cello cases in the dirt
  • Hover carts HOVER - Thrusters off the ground
  • Wall corners close cleanly, chat circles breathe, world names never overlap
  • The Easy banner docks without clipping

v0.10.74 2026-08-04

  • Characters sit ON couches and benches properly now - On the cushion, facing out - And the editor has Sit controls to fine-tune any chair
  • Characters keep ONE size in every pose (a hidden scale in two animations inflated them 18%)
  • Walkers steer away from walls before touching them, and gear never spawns inside other gear
  • The pause X freezes everyone in place until you resume
  • You found the Nerd and Down to the wire take turns instead of overwriting each other
  • One camera move to the Mission Mishap screen, not two
  • The old bent-arm carry pose is retired - Everyone carries the Meshy way

v0.10.73 2026-08-04

  • Wall posters have an art pool now: Hero posters and the title card hang around the worlds
  • The hover cart drives like a vehicle - Nose first, not sideways
  • Desk gear (tablets, handhelds, laptops) only appears ON desks and chests now; bags and cases may still lie on the floor
  • Tablets, data pads and floppy disks lie FLAT on surfaces; you can tune how any gear item lies in the editor (Turn X / Turn Z)
  • The editor tells you what each bench entry IS: Wall piece, seat, table, station, or floor prop
  • Nobody stands halfway inside a wall anymore, and wall corners never fold sharper than a right angle
  • B1-T introduces itself properly: Time Droid
  • Easy mode announces its gift: A gold banner sweeps across the brief before the wheel spins

v0.10.72 2026-08-04

  • Six duplicate models retired: One of each twin pair stays (the better one), so no more seeing the same alien or the same canister as two different things
  • Pipes, neon strips and wall monitors hang on walls and building sides now; neon strips run along the top edge
  • The hover cart drifts slowly around the level, cargo and all
  • Gear rests properly ON its furniture - No more floating - And crowd members man the monitor stations
  • No more look-alikes: Your target is the ONLY one of their kind on a level; everyone else may stroll by more than once in different gear
  • The mission brief walkthrough is rebuilt: Real Continue buttons, one thing highlighted at a time, Pings, Anchors, B0-T and B1-T each explained on their own, plus the Easy prize wheel
  • Replaying the tutorial from How to Play now walks the mission brief again too
  • The puzzle cube is an actual cube now

v0.10.71 2026-08-03

  • The worlds feel lived-in now: Vent grates and posters hang on the walls, gear sits on desks and crates or leans by buildings, characters sit on benches and sofas, and pairs or trios stand around chatting
  • The Structures bench cycles through EVERY crowd character now - No more bouncing between two of them
  • Your latest tuning pass is in: 35 new sizes across gear, props and crowd characters
  • A background error that fired on almost every character spawn is silenced

v0.10.70 2026-08-02

  • Levels have loose gear now: Laptops, handhelds, cameras and cases lie on the ground among the crates - The same items the crowd carries
  • The Structures bench covers EVERYTHING: Buildings, clutter, ground gear and every crowd character, with jump buttons for each group
  • Drag on the bench to walk around the model and see it from any angle
  • Crowd characters can be resized on the bench, standing next to the Nerd for comparison
  • Your latest structure tuning is in: Bigger fuel tanks, consoles, hover carts and more
  • On a Nat 20 the win stamps stack cleanly now: Nat 20, then Perfect, then your clean streak, then Down to the wire - Nothing prints on top of anything

v0.10.69 2026-08-02

  • The intel lines read Back: And Hand: Now, long gear names got short forms (Greenhouse, Scanner, Solar Pack...), and the prize wheel's gold outline wraps the revealed gear properly
  • The wheel no longer offers intel you already have

v0.10.68 2026-08-02

  • Characters stay visible at close zoom - The last of the vanishing-crowd bugs
  • The voyage Skip button always shows now, and it answers your first tap
  • Editor rotations track your finger without lag
  • The prize wheel clicks in step with the arrow and goes quiet the moment it lands
  • Rolling a Nat 20 is its OWN event now: A huge tilted stamp, gold flash and triple confetti above the regular Perfect
  • Shadow handoffs between the two suns melt across instead of snapping
  • The breathe-and-stretch idle folds back smoothly instead of snapping to the start

v0.10.67 2026-08-02

  • Four more gear items take original names: The Pocket Console, the Puzzle Cube, the Tech Scanner and the Phantom Catcher - Genre love, our own words

v0.10.66 2026-08-02

  • Two gear items wear new names: The Retro System console and the Spaceblade - A salute to the genres, in our own words

v0.10.65 2026-08-02

  • A fresh round of hand-gear tuning lands: Plushies, retro consoles, weapons, headphones, lenses and puzzles now sit right in the carry hold across the whole cast
  • Hand gear keeps ONE size everywhere: Each item's tuned carry scale now applies in every pose
  • The local carry walk uses the same grip placement as the Meshy carry walk

v0.10.64 2026-08-02

  • Back gear looks right in EVERY pose now: Each item's tuned carry placement carries over to walking, running, idles, gestures and celebrations - All six assets, all nine back items
  • Sitting keeps its back clear, as it should

v0.10.63 2026-08-02

  • Every back item now sits exactly where it was tuned on-device - Backpacks, packs, satchels, cases and jetpacks across the whole cast
  • The duffle bag moved from the back to the hand: It dangles from its straps like a real carried bag

v0.10.62 2026-08-02

  • Easy mode's freebie is a prize wheel now: Every brief spins a gold selector between the intel and both droids - Clicks, a slowdown, a flash - And whatever it lands on is yours free
  • When a droid's sighting odds actually hit, the game says so: A B0-T or B1-T sighted flash as the mission starts
  • Crowd characters no longer blink in and out at certain view angles - Two culling bugs fixed
  • Characters keep exactly the same size across every pose and gear change in portraits and the editor

v0.10.61 2026-08-02

  • After training, your first real mission brief walks you through itself: What the intel does for you, your Ping and Anchor supplies, what the droid percentages mean, and how deployments work
  • The brief now carries a hint about grabbing intel and deploying droids before launch
  • On Easy the intel is handed over free (that stays), but the Get Intel button no longer offers what you already have
  • The Signal Ping and Time Anchor buttons both show your stock the same way now - A clean count, no more missing number on the Anchor

v0.10.60 2026-08-02

  • The starship trails a glowing propellant plume as it orbits - Watch the wake curve along its lane
  • Signal Pings are kinder: The clock runs just 10% faster on Easy, 20% on Normal, 30% on Hard (was triple speed for everyone)
  • The tutorial now explains what Pings and Anchors actually give you, and what crossing an edge really asks of you - In all 15 languages
  • The mission brief names your sector (Sector 1: First Light), shows the difficulty beside the level name, and its bottom panel no longer hangs below the screen
  • Settings sub-menus sit in two tidy columns; Play Tutorial no longer crowds the Back button
  • The Performance menu splits Environment assets (the small stuff) from Structures, so you can tune each on its own

v0.10.59 2026-08-02

  • Finding the asset is a PARTY now: Confetti rain, a gold flash, a triumphant fanfare, and the nearby crowd turns to cheer with you
  • Win streaks: Clear missions back to back without a time-out and the game celebrates your run - The fanfare grows with the streak
  • Final 10 seconds: Your heartbeat kicks in and the clock pulses red
  • Win with almost nothing on the clock and you earn the Down to the wire! Callout
  • Results stars now slam in one at a time with a thud and a screen shake

v0.10.58 2026-08-02

  • New Performance menu in Settings: Switch real shadows on or off per family - Characters, structures and clutter, walls, and the starship - With simple blob shadows stepping in when off
  • Shadows no longer jump when you turn toward the other side of a world - The handoff between the two suns waits until the old shadows have faded from view
  • The editor centers the character in the view and keeps every button on-screen
  • The Structures bench now cycles buildings AND clutter with a tap on the model, shows a person beside it at true relative size, and remembers 20 undo steps
  • Leaving anything in the editor with unsaved changes now asks save or discard, and lists exactly what a save will write
  • Reset view stays in whatever bench you are on instead of jumping modes

v0.10.57 2026-08-02

  • Everything you can see casts a real shadow now - People, gear, droids, walls, buildings and the starship all throw true shadows that stretch and slide as the world turns
  • The old painted-on blob shadows are gone for good
  • Worlds pop more: The suns carry more of the light and shadows read clearly on every face
  • Nyla's carry walk is the proper texting stroll now, phone in hand

v0.10.56 2026-08-02

  • The starship casts a REAL shadow now - Watch it sweep across faces, buildings and the crowd as it passes between a sun and the world
  • Nyla and Kai get the big-head hero profile - A touch more cartoon, a touch less catalog

v0.10.55 2026-08-02

  • The download is 26 MB lighter - Cleared out a duplicate set of gear textures that was riding along for free

v0.10.54 2026-08-01

  • Nyla walks her carry pose in place now - The clip had its travel path baked in and she was marching off-screen
  • The viola case hangs from its actual handle side

v0.10.53 2026-08-01

  • The Mission Mishap screen is translucent now: The missed asset stays visible under its golden beam while the card sits to the side
  • Give Up cuts straight to the summary instead of replaying the reveal
  • The whole cast has proper names now - Cosmic surnames all around, and the Chief Nerd is Milo Quasar
  • Blob shadows lie flat on hills and slopes instead of sinking into them
  • The two suns lighting every world now shine in the sky as bright stars - Look for them

v0.10.52 2026-08-01

  • Kai Wu joins the cast - A left-handed Star Cartographer with the full pose library
  • Nyla no longer spins when gear switches her pose
  • Difficulty means it now: Easy hands you the intel free with generous droids, Hard hides half the intel and empties the hangar
  • Sonar Pings grow a guide arrow - It points which way to spin the world toward the asset
  • The chapters become sectors: First Light, The Frontier, Deep Field, The Anomaly
  • Every world announces its name as you arrive
  • The starship's shadow stays on the surface instead of drifting into space

v0.10.51 2026-08-01

  • Nyla gets the full gear treatment: Back items unlocked, and every pose seeded with placements sized to her frame - Ready for fine-tuning
  • The viola case now turns about its handle, so rotating it in the editor finally behaves
  • The mission brief sits on a clean deep-space backdrop instead of the rendered world

v0.10.50 2026-08-01

  • Smoother worlds: Crowds on the far side of the world now sleep until you swing around, and distant characters animate in efficient batches - The big cube faces benefit most
  • Every character casts a soft shadow at their feet - The crowd finally stands ON the ground
  • The starship flies nose-first now, on a closer lane you will actually see - And drags its shadow across the world below

v0.10.49 2026-08-01

  • Copy a whole item's tuning onto another: Every tuned pose plus its wrist curls lands on the benched item in one tap
  • New Structures bench in the editor: Preview any building and tune its world size, saved per structure

v0.10.48 2026-08-01

  • Nyla joins the cast: A new asset with her own full pose library, ready for crowds, target duty, the Asset Bay and the gear editor
  • Her built-in backpack means she carries hand gear only - Intel, decoys and the how-to all respect that

v0.10.47 2026-07-31

  • All 25 gear items rebuilt on Meshy's own simplified meshes (about 4k triangles each) - Same look, much lighter on the phone and a smaller download

v0.10.46 2026-07-31

  • Eight new gear items join the field kit: Instant camera, multi lens, headphones, mechanical puzzle, star chart and field journal in hand; greenhouse pack and solar pack on the back
  • All of them can be target intel, cycle in the how-to, and tune in the gear editor

v0.10.45 2026-07-31

  • A starship now circles every world in orbit - About a tenth of the world's size, each world on its own tilted lane
  • The little chapter worlds on the title screen fly their ships too

v0.10.44 2026-07-31

  • Copy from any pose: The editor's copy picker now lists every pose, not just tuned ones - An untuned pose copies exactly what it displays
  • Works on whatever is benched: Hand item, back item, or either wrist (wrists copy from poses with a tuned curl)

v0.10.43 2026-07-31

  • Your tuned gear placement now shows everywhere: The title screen, the target dashboard, pause help, the Asset Bay, mission portraits and the dance party all use the exact editor values
  • Switching characters in the editor keeps your camera exactly where you had it - No more re-framing to the opening shot

v0.10.42 2026-07-31

  • Tuned rows are untouchable now: A stray tap on the touchpad no longer re-grids the row you were only looking at
  • A gesture can only ever write the exact row named at the top of the bench - Never a silently retargeted one
  • Undo history only records gestures that actually changed something

v0.10.41 2026-07-31

  • The bench seats cycle their own gear: Tap Hand item again for the next device, tap Back item for the next pack
  • The Back seat is always live - Tapping it with nothing worn equips the first back item

v0.10.40 2026-07-31

  • Switching characters keeps the same pose now - The browse and editor carry the pose across, not its slot number

v0.10.39 2026-07-31

  • Both wrists bend on every character now - The free hand was stuck, which locked lefty wrists entirely
  • Nerdette's runaway right-wrist value from the stuck era is cleared, ready to tune for real

v0.10.38 2026-07-31

  • The carry tablet is hand-fitted to all four assets now - Every character holds it their own way
  • Each wrist curl is personal too, from the Nerd's gentle turn to Nerdette's full flip

v0.10.37 2026-07-31

  • Bending a wrist never moves the held gear anymore - The hand articulates, the item holds its place
  • A Freeze toggle on the character side pauses the animation - Tune against a still pose
  • Alf's latest tuning merged: Personal curls for Zack and the Nerd, tablet re-seats for the Nerd and Zuri

v0.10.36 2026-07-31

  • The bench seats four: Hand item, back item, left wrist, right wrist - Pick what the touchpad edits
  • In wrist mode the pad bends the hand: Drags and twist all rotate, no pinch
  • Every character owns their wrist curls now - And copy/paste carries them between characters
  • Reset row zeroes a wrist like any other row; undo stacks everything in one history

v0.10.35 2026-07-31

  • Tuning is per character now: Every edit belongs to exactly one character, one pose, one item
  • Save shows its manifest first - The exact character/pose/gear rows it will write - Then commits on confirm
  • Switching gear away from unsaved edits asks: Save all, discard that item, or keep editing
  • Paste a placement onto another pose, another same-slot item, or another character - Cross-character pastes auto-adjust to the new skeleton
  • Alf's latest field tuning merged: Three mounts, new pose offsets, lefty defaults and a Zuri override

v0.10.34 2026-07-30

  • The axis arrows can hide: An Axes toggle joins the view buttons
  • The hand and back gear buttons move onto the character side, right where you watch the change
  • Two-finger twist on the character spins them - Same surface as pinch-zoom and the asset tap

v0.10.33 2026-07-30

  • Alf's field tuning lands: The tablet re-seated, with bent wrists in the carry hold
  • Left-handed characters get their own hand-gear placements - Tune once on a lefty and every lefty inherits it
  • Right-handed placements stay the default for everyone else - New characters start from their handedness
  • Fixed the asset card scrambling after leaving the editor - The character sits above the buttons again

v0.10.32 2026-07-30

  • Browse characters wearing the SAME gear - Stepping assets no longer strips them
  • Tap the character inside the editor to switch who is wearing the benched item
  • Nothing saves by itself anymore: A Save button confirms twice, first reporting how many characters and poses the change touches
  • A pulsing AFFECTS: ALL CHARACTERS banner shows the blast radius; tap it to narrow to one character
  • The axis arrows and ring slim down to a quarter the width and an eighth the length
  • The touchpad legend wears the axis colors - Each gesture names its colored axis
  • Wrist bends now belong to the pose AND the held item together

v0.10.31 2026-07-30

  • Pinch to zoom the character view itself
  • Undo and Redo in the editor - 20 steps in each direction
  • Labeled axis arrows through the character in the item's own space, bright on the axes you are editing
  • A colored ring circles the current rotation axis
  • Move and Rotate axes toggle separately
  • Copy and paste a hand item's placement between devices
  • Wrist bends no longer drag the held item along - The hand articulates around it

v0.10.30 2026-07-30

  • The editor opens looking right at the benched item: Back items show the back, hand items show the carry hand
  • An Axis toggle above the pad cycles X/Y/Z - It names what up/down (and the twist) drives, and what left/right drives
  • Copy a tuned pose's offsets into an untuned pose with one pick
  • Wrist buttons: Bend each hand about the focus axis, per pose - The held gear follows
  • Reset view re-frames the item

v0.10.29 2026-07-30

  • Touchpad edits show live in every pose now: In Generic and Char scope the item sits on its real mount while you tune it
  • The editor splits the screen evenly - Character left, controls right - So the touchpad has room for two hands
  • The pad also hears every input style the phone offers, with a tiny corner counter showing what arrives

v0.10.28 2026-07-30

  • The gear editor's steppers give way to a touchpad: Drag to move, pinch to scale, twist two fingers to rotate
  • Gestures work in view space - Orbit the character to reach the other axes
  • Values snap to tidy numbers when you lift your fingers; Touch: Fine for delicate work
  • The finale party gets real dancers: The assets cycle their celebration moves - No more T-poses
  • The party floor now belongs to the assets plus a few aliens and robots

v0.10.27 2026-07-30

  • Updating now really installs: After the download, the Android installer opens on its own
  • (The app was missing the install permission - The download finished and then nothing could happen)

v0.10.26 2026-07-29

  • The editor knock always answers: Seven taps open the bench even with empty hands (the tablet jumps in)
  • The Signal Droid counts along - "editor 4/7" appears so a missed knock is never a mystery

v0.10.25 2026-07-29

  • The gear editor goes full screen: Orbit, pan and zoom the character while you tune
  • Three tuning scopes: Everyone, this pose only, or this character only
  • Every pose can now carry its own hand and back item offsets
  • Character-specific gear specs override the generic ones - For bigger and smaller builds
  • Cycle poses and gear without leaving the bench; fine and coarse steps
  • Every change journals to files on the phone the instant it happens

v0.10.24 2026-07-29

  • The gear editor follows along: Change hand or back gear and it retargets to the new item
  • Editor numbers now survive on the phone - Every tweak is journaled to a file Claude can read
  • The portable scanner rides high, per the first field-tuned placement

v0.10.23 2026-07-29

  • A hidden gear editor: Seven taps on the Signal Droid in How to Play opens live mount tuning
  • The laptop opens properly - Screen to the face, keyboard to the hands
  • The briefcase shrinks and hangs at the side like the viola
  • Gear placement gets its own reference page for the workshop

v0.10.22 2026-07-29

  • The finale honors the brigade: Every asset parades first with a military ID and bio, then the aliens and robots
  • Nineteen new character biographies, from Socket Vale to Floaty Jelly
  • The ending closes on the Initiative's new words
  • The viola drops further per field direction

v0.10.21 2026-07-29

  • Gear at real-world scale: A meter-long energy sword, a palm-size Puzzle Cube, a laptop-size laptop
  • The viola drops lower and rolls to its new angle

v0.10.20 2026-07-29

  • Seventeen new gear pieces join the rotation: Energy sword, Spaceblade, tech-scanner, laptop, Retro System, pocket-console, game controller, briefcase, Puzzle Cube, alien plushy, sample vial, Phantom Catcher in the hand - Jetpack, alien backpack, duffle bag, explorer pack, science pack on the back
  • Browse them all with the Hand and Back buttons in How to Play
  • The viola sits lower in the arm

v0.10.19 2026-07-29

  • The viola rides perpendicular under the wrist, the way a case is actually carried
  • Level previews spin quicker again - One lap every 20 seconds - And turn the other way

v0.10.18 2026-07-29

  • The T-pose is banished - Standing assets always use a real idle
  • The viola hangs properly in the walk: Vertical, hand at the top of the case
  • Sitting hides back gear - Nobody sits through a cello
  • Crash logging enabled so the next crash tells us where it happened

v0.10.17 2026-07-29

  • Meet Zack and Zuri - Two new potential assets with the full move library
  • Zuri brings a brand-new idle to the pose collection

v0.10.16 2026-07-28

  • Pose and gear rules: Gestures, idles and celebrations are empty-hand poses
  • The viola case rides the walking poses, never the carry hold
  • Viola in hand never pairs with the cello on the back
  • The menu Nerd waits with just his backpack - Hands free to breathe

v0.10.15 2026-07-28

  • The viola case is now carried in hand - Cradled up front where you can spot it
  • Anyone with hand gear starts in the carry walk, in the browser and in the game
  • How to Play browse: Tap the asset to see the next one - The arrows are gone
  • The gear buttons name what is worn: Hand: Tablet, Back: None
  • The still-frame pose retires; every pose in the cycle is a real animation
  • Gear and pose changes no longer trigger other changes by themselves
  • The menu Nerd holds his gadget naturally while he breathes and looks around

v0.10.14 2026-07-28

  • The menu Nerd now breathes and looks around while he waits

v0.10.13 2026-07-28

  • The Nerd renders correctly on phones - No more shredded or speckled model
  • The pose button in How to Play names the current pose right away

v0.10.12 2026-07-28

  • The update banner finally works - The app was shipping without internet access
  • Alf and Zuly rebuilt on their new rigs - The animation library now plays correctly

v0.10.11 2026-07-28

  • Alf and Zuly learned 17 new moves - Waves, phone calls, chats, cheers and more
  • Crowd assets now stop to gesture and amble with personality
  • Finding the Nerd triggers a real celebration, then a bright spark-burst blip-out with a new zap
  • Tapping the wrong asset gets a proper shrug - The Meshy 'no'
  • Carried items ride the new two-hand carry walk
  • How to Play cycles every pose, with a button naming each one
  • Level previews turn three times slower - One lap every 30 seconds
  • Screenshots now live at the bottom of findthenerd.com too

v0.10.10 2026-07-28

  • Level select worlds turn at a relaxed pace - One lap every 10 seconds, in finer steps
  • In-app updates now download without a password

v0.10.9 2026-07-28

  • The hero goes by The Nerd now - Rift Runner

v0.10.8 2026-07-27

  • Level select worlds now ROTATE - Every preview is a slow turntable of the real level
  • Worlds sized between the classic and the big versions
  • Mission brief environment view backs off for a fuller look
  • A much smaller download - Old texture gunk cleaned out
  • Vex Marshal rejoins the crowd; the assets are Alf and Zuly

v0.10.7 2026-07-27

  • Bigger worlds with double the crowd, at every difficulty
  • Every crowd member is unique across the level - Memorable faces work like landmarks
  • When someone must repeat, never on the same face

v0.10.6 2026-07-27

  • Meet Alf B. Centuri and Zuly Starling, Chief Exploration Officer
  • The tutorial can be skipped on first play, and replayed anytime from Settings
  • Update now downloads and installs right from the game
  • Difficulty shows on the main menu; changing it lives in Settings
  • The language list is finally readable
  • How to Play and the finale message now speak all 15 languages

v0.10.5 2026-07-27

  • The big texture diet: A much smaller download and faster loading, with no visible difference

v0.10.4 2026-07-27

  • B0-T has his body back - He was flying invisible and missing from the brief
  • Tutorial droids always appear on your starting face
  • No BONUS label when no droids rolled in
  • Brief portrait sits centered; targets hold their revealed item in the brief, dashboard and how-to

v0.10.3 2026-07-27

  • Leaner install - Unused animation files pruned

v0.10.2 2026-07-27

  • In-game How to Play shows your target walking - Holding their item once intel reveals it
  • Cleaner How to Play spacing; gear buttons now live only in the main-menu browser
  • Eight more retired figures fully removed - Leaner install

v0.10.1 2026-07-26

  • Mission brief bystanders always walk, never idle
  • Character names and titles now come from the editable character sheets

v0.10.0 2026-07-26

  • New named crowd members: Socket Vale, Draxi the purple dragon, Servo Hex, and Lumen returns
  • Standing figures now gather near walls and buildings, or huddle in small discussions
  • Mission brief polish: Centered portraits, stacked intel lines, and a mover-only situation lineup with an alien and a robot
  • Duplicate characters removed, including the second dragon

v0.9.99 2026-07-26

  • Instrument cases sling toward the carry arm so the free swinging arm clears them - Mirrored for lefties
  • Cases only appear on characters who are also holding something
  • Alf's satchel is 25% bigger, just for him
  • Case tops sit a touch closer to the head

v0.9.98 2026-07-26

  • Cello and viola tops now tilt the other way, per review
  • Left-handed characters sling instrument cases across the back the mirrored way
  • Vex Marshal holds items further forward and walks with his arms a bit more relaxed

v0.9.97 2026-07-26

  • Viola case rides higher on the back and is a bit bigger
  • Cello and viola tops angle further away from the head

v0.9.96 2026-07-26

  • Fixed Vex Marshal's carry pose - His arm no longer disappears into his body when holding an item

v0.9.95 2026-07-26

  • Vex Marshal joins Alf and Zuly as a potential asset
  • At most one of any potential asset per level - No more Spaceman look-alike crowds
  • Fourteen stiff walkers retired to standing figures (new Retired shelf in the Asset Bay)
  • Held items sit lower and more naturally in the hand
  • Cello and viola cases are bigger and lean away from the carry arm and head

v0.9.94 2026-07-26

  • 19 new walking crowd characters - Humans, aliens and robots with real walk and run animations
  • 18 new props and 5 new buildings fill out the worlds
  • Crowds now mix the new walkers in with the bots and scenery

v0.9.93 2026-07-26

  • Fixed Zuly's left wrist - The held device no longer clips through her hand

v0.9.92 2026-07-26

  • LTC Zuly Spaceman is left-handed - She carries items in her left hand
  • Held items hang naturally from the grip while walking and running
  • Cleaner How to Play text layout
  • Leaner crowds: One Alf and one Zuly per face, the rest bots and scenery

v0.9.91 2026-07-26

  • The tactical drone and floaty jelly now FLY - Real drone movement, up and down included
  • The delivery bot and cleaner bot roll around the worlds
  • Moving bots appear under Crowd in the Asset Bay; standing bots stay under Terrain
  • Viola case 20% bigger in the game, and properly smaller than the cello in the Asset Bay
  • The stack of files sits better in the hand

v0.9.90 2026-07-26

  • Fixed the double-portrait glitch when revealing intel in the Mission Brief
  • Backpack, cello, and viola resized; floppy disk sits better in the hand
  • Difficulty is now a labeled toggle: Easy / Normal / Hard
  • Stability work in the How to Play and Asset Bay browsers

v0.9.89 2026-07-26

  • What's New: Updating now shows you everything that changed since your version
  • Update check moved to the public site - No login needed

v0.9.88 2026-07-26

  • Get Intel now shows the target WEARING their gear in the brief and dashboard
  • No look-alike twins on Easy and Normal - Same-model decoys are Hard only
  • Back gear is much bigger and easier to spot
  • The game checks for newer versions and offers an update
  • Menu: Chapter row centers on the chapters you can see

v0.9.87 2026-07-26

  • Beta builds expire after one week and point you to the newest download

v0.9.86 2026-07-26

  • Held items are twice as big - You can finally read the tablet
  • Hand Gear and Back Gear buttons in How to Play cycle items separately
  • Characters hold items up toward their eyes

v0.9.85 2026-07-26

  • New gear piece: The Viola Case (smaller sibling of the cello case)
  • Tap always changes pose; gear has its own button now
  • Fixed oversized items in the Asset Bay
  • Steadier main menu layout

v0.9.84 2026-07-26

  • Meet the stars: Dr. Alf Spaceman and LTC Zuly Spaceman
  • Every world's crowd is now Spacemans in different gear - Spot the details
  • No decoy ever carries the target's exact gear combination

v0.9.83 2026-07-26

  • New Asset Bay in How to Play: Browse all items, terrain, and characters
  • Every mission now offers Get Intel - Learn the target's exact gear
  • The menu Nerd carries a different gadget every launch

v0.9.82 2026-07-26

  • The hero has a name: Dr. Alf Spaceman - Chief Nerd
  • New mechanic: The target carries hidden gear; watch a transmission to reveal it
  • Single tap cycles poses in How to Play; high scores are per difficulty

v0.9.81 2026-07-26

  • Characters can wear backpacks and carry items
  • How to Play models walk, run, and pose on tap
  • The tutorial runs automatically on your first Chapter 1 start

v0.9.80 2026-07-26

  • The new Nerd is now the hero - And he matches the logo
  • Every sentence starts with a capital letter, in all 15 languages

v0.9.79 2026-07-26

  • Two new characters join the cast
  • All characters get proper idle animations

v0.9.78 2026-07-26

  • Level select shows real level previews with buildings and terrain
  • The How to Play cast is called ASSETS everywhere
Full development log (2576 commits)

2026-10-19

  • 05:19 backlog: 76 MERGED - the eye-level lesson pair
  • 05:19 merge tutorial/eye-lesson - the eye-level lesson pair in Level 2 after the zoom card (backlog 76): the entry card completes on eye_level_entered, the chained exit line on eye_level_left; six csv rows in 16 languages plus Retry in 15; check_teaching leg 16, check_web tut-b/tut-d; smoke PASS (17 checks, evasion waived)
  • 05:18 docs: backlog 76 CODED - the eye-level lesson pair; the tutorial-keeper handover, P48-TU-eye, pending translations cleared
  • 05:16 ship: 1.0.60 (357) to beta1 from the Mac mini - the eye-level view enters at the head / one-story line in one motion, the brief's Get Intel / Deploy buttons stay and play from one press, the mentor card idles
  • 03:03 teaching: the eye-level lesson pair in the zoom level (backlog 76); Retry and the pair in 15 locales
  • 02:18 backlog: 73 and 74 MERGED - the eye-level entry line and the one-motion blend
  • 02:18 merge world/eyelevel2 - the eye-level view enters at the head / one-story line (backlog 73: the tallest rig 2.04 u or the tallest placed structure under 4.0 u, per level) in ONE smoothstep blend to pitch 0 with the horizon centred (74); eye_level_entered / eye_level_left hooks; HUNT eye rows re-stated; goldens 17/17; smoke PASS (14 checks, evasion waived)
  • 02:16 docs: the eye-level entry line and one-motion blend - lane handover, backlog 73 / 74 CODED, P48-CAM-eyelevel amended
  • 01:12 camera: the eye-level view kicks in at the head / one-story line, in one motion with the horizon centred (backlog 73, 74)
  • 01:10 backlog: 72 and 77 MERGED - the brief's ad buttons
  • 01:10 merge ads/buttons - the brief's Get Intel / Deploy buttons stay whenever the edition has ads (backlog 72: they were gated on an ad already LOADED, and the first brief of a session built before the SDK was even created), prefetch at every level start and after consent, one press waits up to 20 s and shows from that press with Loading... / Retry on the button (77); ADS i/j/k + press rows; smoke PASS (14 checks, evasion waived)
  • 01:08 docs: backlog 72 / 77 CODED 961e23d1, the editions-lane handover (causes, fix, verdicts, iPhone steps), P48-MZ-adbuttons a-g, the Retry row pending translation, LOAD_WAIT_S on the ledger

2026-10-18

  • 23:02 ads: the brief's Get Intel / Deploy buttons stay whenever the edition has ads, prefetch at the level start, one press plays the ad it waited for, a failure reads Retry on the button (backlog 72, 77)
  • 23:01 backlog: 75 MERGED - the mentor card idles
  • 23:00 merge story/dialog-idle - the mentor tidbit card's portrait idles while the mentor talks (backlog 75): mx_idle_b / mx_idle_c / mx_long_breathe pool, SP-12 a4 row; STORY PASS, smoke PASS (5 checks)
  • 22:59 docs: backlog row 75 CODED b04db1fb, the hud-lane handover entry, P48-SP-card-idle proposed
  • 22:27 backlog: 79 - store builds check for updates against Google Play / the App Store, not beta1 (Alf 2026-10-18)
  • 22:01 hud: the mentor tidbit card's portrait idles while the mentor talks (backlog 75)
  • 21:48 rules + backlog: Alf's first play of 356 on the iPhone - L7 ad buttons missing (72), eye-level earlier and in one motion with the horizon centred (73, 74), mentors idle on the dialog (75), a pinch-in lesson (76), the first-press ad glitch (77), token discipline (78)
  • 12:11 backlog: 71 - loading.tscn and touch_controls.gd have no probe owner (the 356 smoke's note); 1.0.59 (356) shipped f9d2eb83
  • 12:10 ship: 1.0.59 (356) to beta1 from the Mac mini - the eye-level view, the story room, the brief check marks, the web tutorial question and zoom wording, the text round, the ATT locales
  • 10:40 backlog: 67 MERGED 168863ca - the story room landed on main
  • 10:39 merge story/room-dressing - the mentors' story room (backlog 67): three spare chairs gone (the one in front of Fulano, the back-wall centre, the one inside the desk), the back-wall desk fitted by height to 1.2 m; STORY / EDITOR / SMOKE PASS on 18731a0d
  • 10:39 backlog: 64 MERGED da03cb57 - the eye-level view landed on main
  • 10:38 merge world/eyelevel - the eye-level view (backlog 64, P48-CAM-eyelevel): pinch past the zoom floor to a 1.35 u eye height, walk the surface, cross the slab rims, tap the Nerd and the droids from the ground; HUNT eye-a..e + eye-hud rows, EYEWARM; smoke PASS on the merged tree (9 checks, evasion waived), goldens 17/17
  • 10:38 docs: story-room handback - the final-tree verdicts (main 18731a0d merged): SMOKE PASS (4 checks), EDITOR PASS
  • 10:37 crowd-warden handover: the merged-tree touched smoke PASS (9 checks, evasion waived); main 1d782288 merged
  • 10:37 Merge branch 'main' into world/eyelevel
  • 10:16 backlog: 70 - the routines fire 3 h late until the Mac reboots (launchd's zone predates the timezone switch)
  • 10:16 Merge ops/routines: the headless driver waits for the usage limit's reset time and retries (limit-wait / limit-skip ledger verdicts, up to two retries inside the watchdog; backlog 49) and the two regression routines run only when game/ or tools/ changed since their last completed run (no-change verdict, 'no change since' heartbeat line; backlog 53, Alf 2026-10-17); routine_gates.py + 31 unit tests, the ops harness 92/92, AUTO limit row; P48-OP-limit / P48-OP-onchange proposed
  • 10:15 docs: backlog 49 and 53 CODED (6d1a0e39 + dfe8296b), P48-OP-limit and P48-OP-onchange proposed (the OP-4 tension named), README-ops test count 92/92; the harness compares wc -l arithmetically (macOS pads it)
  • 10:12 ops: the on-change preambles and the limit row - weekly-release-check and golden-corpus-biweekly SELF-CHECK read the heartbeat's first line as the stamp and a "no change since" second line as a quiet window never a MISSED one, plus the ON CHANGE ONLY paragraph (Alf 2026-10-17 verbatim); the digest knows limit-wait / limit-skip / no-change and the note cell; check_automation AUTO limit (the driver's wiring, the parser on the real 2026-10-17 line, the week's limit / no-change rows) and the heartbeat rows read the first line; touched_smoke maps routine_gates.py to check-automation; README-ops: the driver section, the ledger's note column, decisions D14 / D15, the tests, what the coordinator does after the merge (no plist changed - the next window runs the merged driver; --verify confirms)
  • 10:12 ops: the headless driver waits out the Claude usage limit and starts the two regression routines only on a change (backlog 49, 53) - headless_task.sh parses "You've hit your session limit · resets 8:10am (America/New_York)" from the dying attempt's own tail (routine_gates.py limit: 9:30am / 8:10am / 12:05pm / 9am / 21:30 forms, a zone suffix, a day = skip), records limit-wait, sleeps until the reset + 3 min and retries at most twice within the watchdog, else limit-skip with the reason; weekly-release-check and golden-corpus-biweekly run only when game/ or tools/ changed on main since the last completed run (routine_gates.py change: the ledger's tip=<sha> range, else the heartbeat's --first-parent --since), a quiet window = a no-change row, the heartbeat re-stamped with "no change since <stamp>", exit 0 (FTN_FORCE_RUN=1 overrides); runs.tsv gains a tenth cell note (tip=<main sha>, the reset, the attempt, the base); --dry-run [--limit-line]; 31 unit tests (tests/test_routine_gates.py) and 19 harness checks on a fake claude and a fake git repo
  • 09:47 crowd-warden handover: the fresh windowed --only eye on the merged tree PASSES every row (eye-b real time against the orbit control)
  • 09:38 stamp: build_info.gd after Alf's 1.0.58 Google Play export (edition google-play-aab, 7e00ad71, 2026-10-18 00:33)
  • 09:38 Merge tutorial/web-ask: the web edition asks the tutorials question at the title like the main game and teaches on yes (levels 1 and 2 in play with the step Skip and the disk-economy grants; the brief tour absent - no brief on web), stays as today on no (backlog 68); the zoom card completes from the wheel, a trackpad pinch, a touch pinch and the native pinch gesture (backlog 69 mechanics); WEB tut-a..d and the teaching legs 12 c / 15 web FAIL before (25 + 16) / PASS after; check_web PASS, check_teaching PASS (53), check_kids PASS, golden credits / structs PASS, touched smoke PASS (15 checks, evasion waived); P48-TU-web proposed, TU-3 / TU-5 / TU-6 / T59 superseded for the yes case
  • 09:37 docs: tutorial-keeper handover - the post-merge check_web re-run PASS (tut-a..d)
  • 09:35 merge main 18731a0d (the HUD batch) into world/eyelevel - check_hunt's V48_ROWS keeps main's brief-check beside eye; the handover carries the hitch attribution and the control
  • 09:35 HUNT eye-b's real-time half reads the eye-level walk against the orbit close-up walk as shipped (the control under the same ticket): the 70-250 ms pure-draw stalls are the renderer's on this Mac (orbit 7 / 18 frames over 40 ms, eye 3) - the view may not add hitches (slack 2, longest within 1.5x); the lane's absolute 40 ms line retired for Alf under PF-2; P48-CAM-eyelevel and the handover carry the measurement
  • 09:34 Merge web/crazygames: the CrazyGames edition (backlog 62) - the CrazyGames preset (Web Store + feature crazygames, thread_support false), their HTML5 SDK v3 in the shell (init before the engine starts, loading start / stop, gameplay start / stop at level start, found, the pause and end cards, around a rewarded transmission), no link out and no login inside their frame (Hall of Records hidden there), the rewarded transmission as the ad surface, publish_web.py --preset CrazyGames --zip (build/find-the-nerd-crazygames.zip, index.html at the root), check_web CG a-g (f REPORTs the size: 263.6 MB against their 250 MB total and the 50 MB initial-download line - Alf's cut), P48-WB-39 proposed; Web preset content unchanged bar the feature branches; check_web PASS, touched smoke PASS (13 checks, evasion waived)
  • 09:34 docs: tutorial-keeper handover - touched smoke PASS (15 checks, evasion waived), main 18731a0d merged clean (no overlap with the question's code)
  • 09:33 docs: the editions-lane handback carries the final verdicts (check_web PASS x3, SMOKE PASS 13/1 waived, the two merges, the final export hashes)
  • 09:33 merge main 18731a0d into story/room-dressing - the HUD batch 18; no story_scene.gd overlap, the room change stands
  • 09:33 Merge branch 'main' into tutorial/web-ask
  • 09:33 Merge branch 'main' into web/crazygames
  • 07:02 docs: the story-room lane handback (backlog 67) - the chairs that went, the desk's numbers, the stills, STORY / EDITOR / SMOKE PASS
  • 06:54 Merge hud/batch-18: level names fit inside the tile's border stroke (ja L9 15 px; the rule also takes ru L9 and kids ru L8 to 18 px - Alf's veto open; backlog 57), the brief's guidance lines gain a green check mark exactly when Intel is received and once every Deploy is spent (backlog 52), the portrait clear-field floor at 720x1280 SET 40% (backlog 60, UI-27 am.); MENU names-fit FAIL-before / PASS-after on 250 titles, HUNT brief-check FAIL-before (12) / PASS-after, check_menu --smoke PASS, check_portrait --smoke PASS, golden brief / brief-port PASS, touched smoke PASS (8 checks)
  • 06:53 docs: hud-lane handover - the merged-tree touched smoke PASS (8 checks); only the brief-frames stills job still queued
  • 05:48 --hitchclock=N,M: the arrival frame clock over any probe (the orbit close-up walk as the eye-level walk's control)
  • 05:35 eye-level warm draws: the frame about to show is drawn hidden (RenderingServer.force_draw, no swap, no main-loop frame) on the entry, each fold and the exit frame, where the lens stands still - the three 71-77 ms first-draw compiles measured mid-descent, mid-walk and on the ascent's first frame (pure draw, proc under 1 ms, no upload; this Mac's cold shader cache) no longer land in the motion; HUNT eye-b's real-time read is the ruling's transition (descent and ascent), the walk and the EYEWARM costs reported
  • 05:29 docs: hud-lane handover - the merged-tree portrait smoke PASS and the golden brief / brief-port PASS (0.9997 / 0.9998)
  • 05:26 docs: hud-lane handover - the merged-tree menu smoke PASS
  • 05:22 docs: hud-lane handover - the merged-tree names-fit PASS line (ja L9 15 px, ru L9 / kids ru L8 18 px)
  • 05:22 docs: hud-lane handover - the merged-tree brief rows PASS (brief-check, brief-tips, brief-port), the ja L9 stills after
  • 05:16 docs: tutorial-keeper handover - check_kids PASS (howto-lang PASS), golden credits / structs PASS, the pre worktree removed
  • 05:13 docs: tutorial-keeper handover - the locked evidence (the web question's still, the yes / no walks, the four zoom inputs), the FAIL-before lines on the pre-fix tree (WEB 25 findings, W14 16), check_web PASS and check_teaching PASS on the merged tree
  • 04:48 merge main 151fc428 into story/room-dressing - the text round (backlog 59); no story_scene.gd overlap, the room change stands
  • 04:44 docs: hud-lane handover - the final touched smoke re-launched after another lane's pattern kill
  • 04:41 crowd-warden handover: the eye-level view's windowed verdicts (eye-a / c / d / e / hud PASS, eye-b's real-time hitch OPEN, the broken variant's 33 FAILs, golden all PASS, flight PASS, evasion's standing waiver, the DAILY leftover and the guarded headless runner, the strips)
  • 04:39 eye-level probe: the arrival cinematic's frame clock runs through the view (phases descend / eye / ascend, HITCH / HITCHSUM, --hitchtrace), SHADOWHAND and CROWDWAKE trace lines under the eye trace - the real-time hitch row's attribution
  • 04:35 docs: hud-lane handover - batch 18 merged with main 151fc428; the final set queued on the merged tree, not yet read
  • 04:34 Merge branch 'main' into hud/batch-18
  • 04:34 Merge branch 'main' into web/crazygames
  • 04:34 docs: backlog 67 CODED d72fb783; P48-SP-room proposed - the mentors' room's chairs and the back-left desk (propose only)
  • 03:08 Merge branch 'main' into tutorial/web-ask
  • 03:07 docs: P48-TU-web a-d proposed (the web asks, yes teaches, no stays, the zoom card's inputs), the register notes on TU-3 / TU-5 / TU-6, the exemption table and T59 (superseded for the yes case), the tutorial-keeper handover entry, backlog 68 CODED and 69's mechanics half
  • 02:58 docs: hud-lane handover for batch 18 (backlog 52 / 57 / 60 CODED; the post-fix renders queued, not read; main not merged)
  • 02:58 Merge branch 'main' into world/eyelevel
  • 02:56 hud: the brief's guidance lines carry a green check mark once their action is spent (backlog 52); the level-picker tile name fits inside the tile's border stroke (backlog 57)
  • 02:54 Merge text/round-59: the text round (backlog 59) - droids are tapped in the two English lines and 15 locales, French 'tu' throughout (85 csv cells, 44 story lines), the Italian brief title 'Liv. %d: %s', the loading tip replaced by 'the brief shows what the target carries', the ATT sentence row ATT_USAGE_DESCRIPTION in 15 locales (backlog 58), the web zoom card and the How to Play line name the wheel and the pinch (backlog 69 text half); check-i18n PASS (580 rows); touched smoke 9 of 10 PASS, the DAILY row's FAIL is the box profile's saved mid-Daily run (environmental, cleared by the coordinator)
  • 02:53 docs: text round 59 + 58 handover - the tutorial-keeper lane entry, the pending-translations ledger rows, backlog 43 / 58 / 59 / 69 statuses
  • 02:53 i18n: the compiled translations follow the web zoom rows
  • 02:52 text: the web zoom lesson and the web How to Play wheel row name the trackpad / touchscreen pinch beside the mouse wheel, 15 locales (backlog 69, text half)
  • 02:33 web tut-a: --newgame=ask dumps the question's own UIRECT rows two frames after the overlay (frame-rate independent); web-tut-yes 3600 frames (the ping's second card clears by expiry, ~21 s)
  • 02:30 web: the web edition asks the tutorials question and teaches on yes (backlog 68); the zoom card closes from the wheel, a trackpad pinch, a touch pinch and a magnify gesture (69)
  • 02:28 Merge branch 'main' into world/eyelevel
  • 02:24 merge main b281bda6 into story/room-dressing - the playapi tool and its docs; no game file in the merge, the room change stands as committed
  • 02:23 story: the mentors' room loses two back chairs (the one in front of Fulano, the back-wall centre) and the back-left desk fits to desk height (backlog 67)
  • 02:19 Merge branch 'main' into text/round-59
  • 02:15 Merge editions/playapi: play_upload.py - the Google Play Developer API chain (edits.insert, the resumable bundle upload, the native-symbols upload bound to the version code, tracks.update with the release name '<code> (<version>)' and the 17-locale notes parsed from docs/play-notes-<version>-console.txt, validate, commit; --dry-run / --validate-only / --i-know; the service-account JSON under ~/.config/ftn, mode 600, never in the repo; Alf's hand like export_play.py), 26 unit tests, SIGN play-a / play-b armed by the first receipt; export_testflight.py step 2 passes --export-only; P48-BR-playapi proposed; backlog 66 CODED
  • 02:14 Merge branch 'main' into editions/playapi
  • 02:14 docs: SIGN play-a / play-b armed by first use - README-signing's rows and the 355-state runs, README-ops, P48-BR-playapi-b / -d, the lane entry (the one wording deviation named), backlog 66
  • 02:14 SIGN play-a / play-b ARMED BY FIRST USE (the coordinator 2026-10-18): both REPORT in every mode while build/play-uploads.log holds no play_upload.py receipt ("the Play API is not set up yet - play_upload.py's header has Alf's steps"), so a key not yet placed never stops export_play.py's step 4; from the first receipt on, play-a's missing key / wrong mode FAILs under --play, play-b's newest receipt for the package judges - the preset's code committed PASS, the preset's code failed / validated or a higher code FAIL, a lower code "not uploaded yet" REPORT (else every later export's step 4 would stop). The decision is play_upload.gate_rows() + key_file_state(); 5 GateTests for both states (26 tests)
  • 02:09 rules + backlog: the web zoom card names the wheel, the trackpad pinch and the touch pinch (69) - Alf 2026-10-18
  • 02:08 Merge main (eac31688: backlog 67 / 68, the rules log) into editions/playapi - row 66 kept CODED, rows 67 / 68 taken from main
  • 02:07 docs: the Play Developer API upload - play_upload.py's README-ops section (the once-per-box setup, per release, the receipt, the API as read 2026-10-18), SIGN play-a / play-b in README-signing.md, the play block in README-signing-expect.md, export_play's NEXT change in README-export-play.md, P48-BR-playapi a-f proposed (incl. the OP-29 venv amendment to rule on), the editions-lane handover, backlog 66 CODED abe18d97
  • 02:07 rules + backlog: the web edition asks the tutorials question and teaches on yes (68) - Alf 2026-10-18
  • 02:04 Merge branch 'main' into world/eyelevel
  • 02:03 play_upload.py: the Google Play Developer API v3 upload - the signed bundle (resumable), the native symbols zip (deobfuscationfiles nativeCode), the per-locale notes (docs/play-notes-<version>-console.txt, 17 tags, 500 chars) on a track with a rollout, validate then commit; --dry-run (every call with its body), --validate-only (then edits.delete), --i-know; the service-account key under ~/.config/ftn (mode 600, presence only), the libraries in build/venv-play (re-exec; the venv + pip commands printed when missing); the ALF RUNS IT guard; the receipt in build/play-uploads.log. check_signing SIGN play-a / play-b (--play; REPORT off it), signing-expect play block, touched_smoke mapping, export_play's NEXT names play_upload.py; tests/test_play_upload.py (21 tests, a fake discovery client, no network) in run_tests.sh (backlog 66)
  • 02:02 export_testflight.py: step 2 passes --export-only to export_ios.py (no Debug xcodebuild of its own - the Release archive is step 3); the header's "no export-only switch" lines corrected; the precondition reads the flag from export_ios.py's argparse like --release
  • 02:02 eye-level blend stretches with the angle between its frames (45 deg reference, up to 2.5x): a pinch out mid-roll turned the up 6.9 deg a frame on a fixed 0.8 s; the usual entry and exit are unchanged
  • 02:00 rules + backlog: the story room's chairs and the back-left desk (67) - Alf 2026-10-18
  • 01:59 eye-level trace seeds its first up-step from the orbit frame at the entry; HUNT eye-b requires a transition to span 6 frames (a 0.02 s blend read as no jump on the broken variant)
  • 01:58 eye-level entry / exit at 1.2 (two wheel notches half a second apart enter; the relax 1.0 /s) - the 1.25 line with a 2.5 /s relax read 1.20-1.23 from two notches
  • 01:57 eye-level trace: the process frame (pf=) on every EYELEVEL / EYEMODE / EYEFOLD line, so the strips are cut at exact movie frames; P48-CAM-eyelevel names EYE_ROLL_WALK
  • 01:56 merge main b6715b00 into world/eyelevel - the backlog keeps rows 63 / 65 / 66 from main with 64 CODED; proposed-v48 keeps P48-CAM-eyelevel before P48-BR-symbols and P48-MZ-att
  • 01:55 docs: P48-CAM-eyelevel proposed (the ruling verbatim, six numbered clauses, every tuned number UNSET-with-value), the crowd-warden handover for the eye-level view, backlog 64 CODED
  • 01:55 Merge editions/att-locales: the iOS App Tracking Transparency sentence per locale - export_ios.py step 3c writes NSUserTrackingUsageDescription into the 15 <locale>.lproj/InfoPlist.strings of the generated Xcode project (zh -> zh-Hans, knownRegions, the variant group), from the csv row ATT_USAGE_DESCRIPTION when it lands (English until then); --release and --export-only for the TestFlight chain; SIGN ios-d; P48-MZ-att proposed; backlog 58 CODED; touched smoke PASS
  • 01:54 docs: the editions-lane handover's verification - the release --export-only run (ios release template stamp, 15 InfoPlist.strings, no xcodebuild), SIGN ios-d PASS on it after the merge of main f8d92537, touched smoke PASS
  • 01:53 check_hunt eye rows: the movies stay on disk as the evidence renders (the strips are cut from them), HUNT eye-hud measures the search HUD from inside the view through the PC-8 / UI-27 judge (1280x720 and 720x1280)
  • 01:52 camera: the eye-level view (backlog 64, P48-CAM-eyelevel) - pinch in past the close-up floor and the lens descends to the crowd's eye height looking across the face; a drag walks the foot, a twist or a two-finger drag turns; a face's edge folds the foot onto the neighbour with the heading carried over and the followed frame rolling under a rate ceiling (the flight code's reference-never-jumps rule), the walk slowing through the roll, the hull clearance keeping the lens outside the world; a pinch out rises back to the orbit floor over the foot (the entry's state verbatim when nothing moved); every orbit field frozen under the view so the never-entered path is byte-identical; taps are the close-up's; --eyelevel / --eyewalk / --eyecross / --eyetap / --eyeexit / --eyehud probe driver and the EYELEVEL trace
  • 01:52 check_hunt: HUNT eye-a..e, the eye-level view's gate rows (backlog 64, P48-CAM-eyelevel): entry at eye height and parallel, the descent and the ascent without an up jump or a cut (plus the real-time hitch read), the edge crossing's continuous roll with the lens never under the surface, the tap on the Nerd and a droid from the view, the pinch out back at the floor and the verbatim restore; main and kids, 1280x720 and 720x1280; --only eye
  • 01:44 rules + backlog: the Google Play Developer API upload tool (66) - Alf 2026-10-18
  • 01:26 merge main f8d92537 into editions/att-locales - check_signing's docstring names SIGN ios-d beside ios-e and sym-a / sym-b; the lane doc keeps the ATT entry above the symbols entry; proposed-v48 keeps P48-BR-symbols and P48-MZ-att
  • 01:26 docs: backlog 58 CODED (c2aa0a24 + 48adc21c) and the editions-lane handover entry for the ATT locales + the --release / --export-only flags; the text lane's ATT_USAGE_DESCRIPTION row landed on text/round-59 ab7bf771 during the run (not on main) and the step was proven against it on a scratch export
  • 01:24 rules: the native-symbols outcome - official Godot symbols, no source build (2026-10-18)
  • 01:23 rules: the symbols ruling's outcome (official Godot symbols, no source build); backlog 65 the check_signing SyntaxWarnings
  • 01:23 Merge editions/symbols: native debug symbols for Play from Godot's OFFICIAL 4.7.1-stable symbols asset (no source build) - godot_symbols.py (fetch / check / write), export_play.py's symbols precondition and the native-debug-symbols-<code>.zip step with the build-id match in verify, SIGN sym-a / sym-b under --play; the 355 bundle's engine lib build-id 5a324c51 matches the official symbols (backlog 63 CODED)
  • 01:22 Merge main (ee67e423, the TestFlight lane) into editions/symbols
  • 01:21 merge main ee67e423 into editions/att-locales - check_signing keeps SIGN ios-d (ATT locales) beside main's SIGN ios-e a-c (TestFlight); proposed-v48 keeps P48-MZ-testflight and P48-MZ-att
  • 01:21 docs: native symbols for Play - the lane handover, README-ops section, P48-BR-symbols proposed, backlog 63 CODED
  • 01:20 docs: backlog 58's ATT locales - pending-translations row 164 points at the csv key ATT_USAGE_DESCRIPTION and export_ios.py step 3c; P48-MZ-att proposed; weekly-test's v48 map line for SIGN ios-d; the ledger line (ios-d REPORTs until the text lane's csv row lands)
  • 01:20 check_signing SIGN ios-d: the ATT sentence in all 15 locales (backlog 58) - the csv row and the exported InfoPlist.strings
  • 01:20 export_ios.py: step 3c - the ATT sentence in all 15 locales (backlog 58, Alf 2026-10-17 "We can provide in all languages."), plus --release and --export-only for export_testflight.py (backlog 61)
  • 01:19 check_signing.py: SIGN sym-a / sym-b - the native symbols zip beside the Play bundle (backlog 63); touched_smoke maps godot_symbols.py
  • 01:19 export_play.py: the native symbols precondition, the build-id rows, step 5 writes the Play symbols zip, the receipt's second upload (backlog 63)
  • 01:19 tools/mac: godot_symbols.py - the official Godot native symbols store, the build-id reads, the Play zip (backlog 63)
  • 01:12 tools: touched_smoke maps game/web/ (the ftn shell) to check-web (backlog 62)
  • 01:11 Merge branch 'main' into web/crazygames
  • 01:11 docs: P48-WB-39 (the CrazyGames edition, a..e + open questions), backlog 62 CODED, the CG f ledger line, the publish README row, the editions-lane handback with Alf's day-of checklist
  • 01:06 tools: publish_web.py --preset CrazyGames and --zip, check_web.py CG a-g rows, the sibling gates know the preset (backlog 62)
  • 01:02 register: UI-27 am. carries the 720x1280 clear-field floor at 40% (Alf 2026-10-17 "40 percent", backlog 60); the weekly-test map line and the ledger line close on it; brief_probe prints the check mark's unscaled rect
  • 01:01 Merge editions/testflight: export_testflight.py - the App Store Connect / TestFlight chain (Release archive with the org team through an API key in the login Keychain, exportOptions app-store-connect, altool validate + upload, the receipt in build/ios-testflight.log, --dry-run / --archive-only / --verify-only / --i-know, a watchdog); SIGN ios-e a-c under --testflight; P48-MZ-testflight proposed; backlog 61 CODED - waits on Alf's organization enrollment, the app record and the key (and a --release flag in export_ios.py, the att-locales lane)
  • 00:59 merge main 63b4f4c0 into editions/testflight before the handback (backlog row 63 and the project-rules lines; no file this lane touched)
  • 00:59 rules + backlog: the eye-level view (64), native symbols tonight (63); rows 29 and 43 closed
  • 00:59 docs: TestFlight from 355 (backlog 61 CODED b00543b8 + 010a97ed) - P48-MZ-testflight a-d proposed (the one command, the key never in the repo, the .ipa read back, the receipt and the SIGN ios-e rows; four open notes incl. export_ios.py's missing --release), README-signing's ios-e section, the ledger line (ios-e REPORT off --testflight until the enrollment), the editions-lane handover entry
  • 00:58 web: the CrazyGames edition in the game - the CrazyGames preset (Web Store + feature crazygames), the shell initialises the SDK and reports loading, Portal.is_crazygames holds the links and the ad surface, gameplayStart/Stop on the hunt edge (backlog 62, Alf 2026-10-18 "create a crazy games version")
  • 00:57 check_signing SIGN ios-e a-c, the TestFlight rows (backlog 61, proposed P48-MZ-testflight): --testflight judges them, off the flag they REPORT like the Play rows off --play - (a) the iOS preset's team is set and not the personal 7CPPQ6BC96 (signing-expect ios.personal_team); (b) the App Store Connect API key's parts are on the box by presence only: the login-Keychain items ftn-asc-api-key-id and ftn-asc-api-issuer exist (security find-generic-password -s, no -w) and ~/.appstoreconnect/private_keys holds an AuthKey_*.p8 (a count); (c) build/ios-testflight.log carries an upload=ok receipt for the preset's version pair (an archive-only receipt or another pair's is named). touched_smoke maps export_testflight.py to check-signing. Proven: FAIL x5 on main's tree with --testflight, REPORT x5 and PASS without it; PASS x3 on a scratch expect file (an org team, an existing item name, a scratch .p8, an upload=ok line), the archived-only and other-pair receipt shapes FAIL by name
  • 00:57 export_testflight.py: the ONE command that archives the iOS export for App Store Connect and uploads it to TestFlight (backlog 61, Alf 2026-10-18 "use this version '355' for apple test flight too") - preconditions printed as the plan (Xcode 27's altool as the uploader, the preset's team not the personal 7CPPQ6BC96 or --team through export_ios.py, the version pair from build_stamp --check-only, export_ios.py's --release, a clean tree, no upload=ok receipt for the pair, the API key's three parts by presence only, the full-build / golden receipts WARNING with --i-know), then export_ios.py --no-install, xcodebuild archive (Release, generic/platform=iOS, automatic signing through the API key), -exportArchive with an untracked exportOptions.plist (app-store-connect, export, teamID, uploadSymbols, the pair ours), the .ipa read back (bundle, the pair, GAD / ATT / SKAdNetwork, the profile's team never the personal one, get-task-allow false, no ProvisionedDevices), altool validate + upload after the typed code, one receipt line in build/ios-testflight.log; --dry-run / --archive-only / --verify-only [--ipa]; every step under export_play's watchdog; a real run refuses an agent or a pipe (ALF RUNS IT); the key id and issuer are login-Keychain items ftn-asc-api-key-id / ftn-asc-api-issuer and the .p8 is Alf's at ~/.appstoreconnect/private_keys - never in the repo, never printed; signing-expect.json gains the ios block (the personal team, the item names, the .p8 folder, the log). The day-of checklist is in the header
  • 00:53 i18n: the compiled translations follow the round-59 csv
  • 00:53 text: round 59 - droids are tapped (TX-8), French tu throughout, the Italian brief title Liv. %d: %s, the loading tip replaced, the iOS ATT sentence in 15 locales (backlog 59 + 58)
  • 00:52 gates: the names-fit row judges the title against the tile less its border stroke (backlog 57), HUNT brief-check requires the guidance lines' check marks after their actions (backlog 52), the 720x1280 clear-field floor is a 40% FAIL line (backlog 60, UI-27 am.)
  • 00:51 rules + backlog: 1.0.58 (355) uploaded to Google Play 2026-10-18; the console's two warnings explained, native symbols as backlog 63
  • 00:47 docs: the Play Console tagged what's-new block for 1.0.58 (355), 17 locales incl. es-ES and pt-PT
  • 00:44 docs: the Google Play what's-new for 1.0.58 (355) in 15 languages, each under 500 characters, and the release name
  • 00:40 rules + backlog: TestFlight from 355 (61) and a CrazyGames edition (62) - Alf 2026-10-18
  • 00:16 ship: 1.0.58 (355) to beta1 from the Mac mini - the Google Play release: 1.0.57 plus Alf's sitting numbers from the Editor APK (the sofa and the two chairs seat their sitters as he tuned them)

2026-10-17

  • 23:49 perf review addendum 2 (1.0.58 / 355), the CG-21 b waiver for 355, the rule: 355 ships on the 1.0.57 full tier plus the quick checks by Alf's word (2026-10-17 night)
  • 23:38 gear: Alf's sitting numbers from the Editor APK's Sitting bench (2026-10-17) - space-sofa fwd 0.61 up 0.33, scifi-chair-mobile up 0.17, scifi-chair-static fwd 0.62 up 0.12 (yaw 180 unchanged); pulled with pull_gear_edits.py from the Samsung's gear-chair-sit journal
  • 23:37 waivers: CG-21 b waived by name for 1.0.57 (354) - the staged-pose hand rows stay at their defaults, the debt stays on the ledger (Alf 2026-10-17)
  • 23:01 rules + register + backlog: Alf's second late-evening round - kids ad ids stay wired behind the switch, clear field 40% at 720x1280 (60), the text round (59), HM-7 clause 7 confirmed
  • 22:45 rules + backlog: Alf's late-evening answers - kids Play later with its own ad ids, ja L9 at 15 px inside the border (57), Android X stays, the ATT sentence in 15 locales (58)
  • 20:37 ship: 1.0.57 (354) to beta1 from the Mac mini - the Google Play candidate: 1.0.56 plus Alf's afternoon answers - the long Russian / Japanese level names fit their tiles, the shuttle lifts straight up off the level-1 hangar, the rift pan no longer stutters
  • 20:32 perf review 2026-10-17: the 1.0.57 (354) addendum - the rift pan / dip resolved on the box proxy (pan 150 -> 18 ms), the landing's hologram cost named, the lift-off and names-fit without a frame-time effect
  • 18:59 backlog: 44 merged for 1.0.57 (the pan fixed); 55 the holograms' static wash at landing; 56 the hand-over 'flip' phase so RIFT c can gate the 100 ms phases
  • 18:59 Merge world/rift-cull: the crowd bodies stay out of the cinematic camera through the rift arrival's pan and dip (Character.RENDER_LAYER, the lens's cull bit cleared at the pan mark and restored at the landing mark; backlog 44 option B) - the pan frame drops from 141-166 ms to 18-20 ms on seeds 7 / 2 / 3, dip the same; the crowd's first draw now lands in the hand-over frame under the dip's black; seed 7's landing burst is the holograms' static wash, a separate item; RIFT PASS, goldens PASS (arrival 0.9773), touched smoke PASS (11 checks, evasion waived); frames 0 pixels different at 1280x720
  • 18:57 lane handover: crowd-warden - backlog 44 option b built and measured (the pan and dip clean, the landing's cost named)
  • 18:06 backlog: 48 merged for 1.0.57 (names-fit option B); the ja L9 border question for Alf
  • 18:06 Merge hud/names-fit: a level name wider than its 224 px tile steps its type down to fit (19 -> 17 px ru L1, 19 -> 16 px ja L9, floor 14 px, elided below it; backlog 48 option B, TX-14 amended); MENU names-fit FAIL before / PASS after on 250 titles; PORT pause gains the 320 px text floor (UI-72 c SET) and gates the kids strip's story order (UI-32 am.); check_menu --smoke PASS, touched smoke PASS (7 checks)
  • 18:05 hud lane handover: backlog 48 option B (the level name shrinks to fit), the 320 px pause text floor, the kids strip in story order - what, why, the FAIL / PASS proofs and the row lines (docs/lanes/hud-lane.md)
  • 18:04 merge main 3b4b1bdf into hud/names-fit - ea82e9ce's iOS build_info stamp and the world lane's level-1 lift-off (backlog 51: game_state.gd, poly_world.gd, widgets.md, check_flight.py, docs); the register, the weekly-test map and the ledger merged clean beside this lane's lines; after this lane's final runs - no file the menu or portrait gates read
  • 17:44 backlog: 51 merged for 1.0.57 (the level-1 lift-off)
  • 17:44 Merge world/hangar-lift: the level-1 lift-off - a pickup flight that finds the ship at its home rest first rises 1.0 u straight along the face's up (0.8 s, attitude held) and only then launches (backlog 51, P48-WP-l1lift proposed); FLIGHT l1-lift row on six level-1 legs (main and kids, seeds 1-3): FAIL before (drift 0.45 u, lean 46 deg) / PASS after (lat 0.000, tilt 0.0, rise 0.93 u in 20 frames); RIFT b PASS on 14 runs, lv1 goldens PASS (1.0000 / 0.9985 / 0.9970), touched smoke PASS (11 checks, evasion waived)
  • 17:43 Merge branch 'main' into world/hangar-lift
  • 17:42 docs: the level-1 lift-off handover and P48-WP-l1lift (backlog 51) - the lane entry at the top of docs/lanes/crowd-warden.md (the lift, the probe and row, the FAIL-before / PASS-after lines, RIFT b, the lv1 goldens, the frame strips, the touched smoke after the main merge, the open numbers) and the proposed requirement with its test row and measured line in reports/requirements/proposed-v48.md - propose only, nothing folded into accepted.md
  • 17:02 Merge branch 'main' into world/rift-cull
  • 15:55 stamp: build_info.gd after the 1.0.56 iOS export (edition ios, 378539f9) - the iPhone install receipt is in build/ios-installs.log
  • 15:53 Merge branch 'main' into world/hangar-lift
  • 15:08 merge main 378539f9 (the 1.0.56 ship) into hud/names-fit - clean, no shared file
  • 15:04 Merge branch 'main' into world/rift-cull
  • 15:02 title_screen level picker (backlog 48 option B, TX-14 am.; Alf 2026-10-17 "1. Option b"): a level name wider than its 224 px tile shrinks its type one px at a time to fit, no further than needed, floor fs(11) = 14 px - ru "L1 · Посадочная решётка" 19 -> 17 px (215), ja "L9 · アレイ・オーバードライブ" 19 -> 16 px (223), main and kids; every name that fits keeps 19 px. The name sits in its own box the tile's width (a negative-margin MarginContainer under the 10 px pad) so a wide name is centred on the tile instead of growing the pad and spilling over the right border; clip_text keeps the box from growing and a name still wider than the tile at the floor is elided with "...". The base and floor ride on the label as meta for tap_probe's TILENAME. MENU names-fit: 250 titles PASS (ar/de/en/ja/ru, main + kids)
  • 14:58 ship: 1.0.56 (353) to beta1 from the Mac mini - the Google Play release candidate on the full tier: the fixed level-1 hangar, the beam waits for the ship, the training sim gone, lesson cards after a late celebration, the huddle timer on game time, How to Play keeps its place across a turn, every string in 15 languages
  • 14:57 rules: site and page work belongs to Alf's website agent; the Mac only lands the publish's payload files (Alf 2026-10-17)
  • 14:57 ship: the level-1 lift-off (backlog 51, Alf 2026-10-17 "Yes add a short straight lift") - a pickup flight that finds the shuttle AT its home rest over the fixed hangar first rises straight up along the face's up, attitude held, by ship.home_sink_lift (1.0 u, the landing's sink mirrored) over ship.home_lift_secs (new widgets.md row, 0.8 s), then plans its launch from up there; a flight from anywhere else launches as before. The rest pose, its 0.63 u clearance, the spot and the arrival's sink are untouched. game_state reads PolyWorld.launch_lift_secs right after the call and moves the flyby whoosh and the beam's clock by it, so the beam keeps its 0.2 s lead on the approach's end (HM-33 e) and the pickup queue waits the lift out
  • 14:54 check-flight: the level-1 lift-off row and its probe (backlog 51, P48-WP-l1lift) - FLIGHT l1-lift reads a --rifttrace DEPART sampler over the first 45 frames of a pickup departure on a home world (rise along the face's up, drift across it, the attitude off the parked pose, rest_off at the start) on six new legs, main and kids seeds 1-3 with the catch at 12 s over the resting ship; PolyWorld gains home_rest_local / home_up_local. Probe and row only - the lift itself is the next commit, so this commit is the row's FAIL-before
  • 14:53 check_portrait PORT pause: the 320 px portrait text floor (UI-72 c am., Alf 2026-10-17 "Agree" - the UNSET 400 target named; FAIL under it, the floor and the lowest card in the PASS line) and the kids strip held to STORY order B0-T, B1-T, B2-T (UI-32 am., "Story order" - a FAIL now, not an open report); the register (TX-14 am. option B, UI-72 c, UI-32 am. wording), the weekly-test map and the ledger's closed line
  • 14:52 rift arrival: the crowd stays out of the cinematic lens through the pan and the dip (backlog 44, option b)
  • 14:50 check_menu names-fit (TX-14 am., backlog 48 option B): the row judges the title at its DRAWN size - PASS when it fits the tile after a shrink, FAIL when it does not fit even at the floor (or was shrunk further than needed, or although it fit), and the PASS line reports which titles shrank and to what; tap_probe's TILENAME carries base_fs / floor_fs / up_w from the tile's fit meta (-1 on code without it) and reads the tile's OUTERMOST pad
  • 14:38 rules + backlog: Alf's 2026-10-17 afternoon answers - hangar (rest and spot stay, a short straight lift), backlog 48 option B, kids strip in story order, the 320 px pause text floor, rift option B, the brief tips' check marks, routines only on change, edition-scoped releases, no websites trigger while Alf works in that repo (rows 51-54)
  • 14:35 perf review 2026-10-17: the OP-25 performance review of the 1.0.56 (353) Google Play release candidate - read-only from the day's logs (W10 443 MB, PF-5 1.46 ms daily-equivalent, PF-7 rift_open 27.6 ms max on the re-run, pan / dip / landing NOT MET report-only per the register, PF-2 / PF-5 device rows not re-measured); force-added, reports/* is ignored and the earlier reviews were never tracked
  • 14:26 golden corpus: seven shots deliberately re-blessed for 1.0.56 - lv1 / lv1-port / lv1-port-kids carry the fixed level-1 hangar (WP-47), brief / brief-port carry the German Situation tips the release translator pass added (the old baselines still showed the English lines), lv6 / lv8 differ in crowd placement only (backlog 50)
  • 14:24 backlog: 50 - the lv6 / lv8 goldens hover at the floor from crowd placement alone
  • 11:55 backlog: 44 diagnosed (the crowd's first draws in the cinematic camera), two options for Alf
  • 11:55 Merge world/rift-rewarm: backlog 44 diagnosed, not fixed - the rift pan hitch is the crowd's first draws in the cinematic camera (GPU skinning + shader variant compiles under GL Compatibility, ~160 ms on three seeds; hiding the bodies removes it); three fixes tried and reverted; RIFT c stays REPORT (LATE_PHASES_GATED false); two options for Alf in docs/lanes/crowd-warden.md
  • 11:55 crowd-warden handback: the pan hitch's cause found (the crowd's first draws in the cinematic lens), not fixed (backlog 44)
  • 11:52 backlog: 46 and 47 merged for 1.0.56 (the HUD lane's portrait fixes)
  • 11:52 Merge hud/portrait-fixes: How to Play keeps the reader's line across a turn (backlog 46, PC-15); the Hall of Records mode tabs, the Licenses heading and the Time Sync slot buttons keep their landscape size in portrait (backlog 47, PC-9) - PORT shell / rot-pages PASS, check_portrait --smoke and check_menu --smoke PASS, touched smoke PASS (8 checks) at the merged tip, landscape identity 25 of 26 screens byte-identical (the Daily board frame is network timing)
  • 11:51 docs: hud-lane handover - backlog 46 / 47 (the How to Play place across a turn, the ru tabs, the ar Licenses heading, the Time Sync slot widths)
  • 11:10 Merge main 92bae049 into hud/portrait-fixes (the world lane's huddle-time, backlog 49, the in-game privacy policy update)
  • 10:49 howto: the carried place is the notes LINE, not a pixel offset (PC-15, backlog 46)
  • 10:37 privacy: the in-game policy follows the live page (updated 16 October 2026 - the device fields the telemetry session event carries; ballot 37)
  • 10:37 backlog: 49 - headless routines die on the usage limit (the nightly and the weekly driver, 2026-10-17); re-queue after the reset time
  • 10:33 Merge world/huddle-time: the Hard target leaves its huddle only by its NERD_MINGLE timer - the huddle churn and the rotation release skip it while the timer is armed (WP-43); the huddle-clock row requires the timer exit and names any other cause; check_crowd PASS, check_evasion unchanged (l3-hard waived)
  • 10:32 docs: huddle-clock handover and P48-WP-mingle carry the coordinator's two decisions and the guard's proofs
  • 10:30 Time Sync: portrait slot buttons keep the landscape column width (PC-9)
  • 10:30 settings: the portrait sub-page heading clears the corner X's actual height (PC-9, backlog 47)
  • 10:30 Hall of Records: the mode tabs keep their landscape size in portrait (PC-9, backlog 47)
  • 10:30 howto: a turn keeps the How to Play reader's place (PC-15, backlog 46)
  • 10:09 check-crowd huddle-clock row: the target's early exit FAILs; the static half checks both pickers' skip
  • 10:06 world: the huddle churn and the rotation release skip the Hard target while its mingle timer is armed (WP-43)
  • 10:04 backlog: 46-48 - the three real findings the portrait and menu rows caught
  • 10:04 touched-smoke: the portrait / menu gate mappings; check-portrait and check-menu run their --smoke subsets in the ship-it build
  • 10:04 Merge hud/gates-a: check_portrait.py (W-port: PORT shell / rot-shell / rot-pages / howto / credits / ends / pause / rot-pause / landscape-identity) and the v48 check_menu rows (tap-a..e, cat-sheet, cat-droids, archives-2line, tabs-rows, port-a/b, textscale, pause-music, names-fit), the probe kit additions (the v48 test round, part 4). Three rows FAIL on main on real findings (PC-15 scroll on rotation, PC-9 ru tabs / ar heading, TX-14 ru / ja level names) - fixes in flight
  • 10:02 Merge branch 'main' into hud/gates-a
  • 10:02 Merge main 3a43dfbd into world/huddle-time
  • 10:01 docs: the v48 gate rows - weekly-test.md's map lines (check_menu / check_portrait BUILT, UI-72 c BUILT) and the hud-lane handback (gates worker A)
  • 10:00 docs: the huddle-clock handover (crowd-warden) and P48-WP-mingle - the WP-43 am. test text
  • 09:54 backlog: 43 gains the Italian brief title note
  • 09:54 Merge text/brief-fit: the Russian portrait brief fits again (shorter ru tips, droid lines and title; es / id / tr / vi tips tightened) - HUNT brief-port PASS in every locale at 720x1280
  • 09:22 check_menu.py: MENU textscale's story run outlasts the level-1 landing (480 frames)
  • 08:55 touched-smoke: the world / tutorial gate mappings (rift, story, teaching, watch_probe, textures); ledger: PF-7 late phases REPORT after the hangar; backlog 44 (the pan hitch is back), 45 (STORYFACE probe line)
  • 08:55 Merge gates/world-tutorial: RIFT b (the fixed hangar) and RIFT c (PF-7 budget), STORY port / ceil (+ STORY face stub), check_teaching legs 12 d and 13 c + --legs, KIDS cards / zuly / howto-lang, watch_probe.gd (the v48 test round, part 3)
  • 08:53 docs: the world + tutorial gate rows - weekly-test.md's v48 map lines, the crowd-warden and tutorial-keeper handovers
  • 08:53 Merge main (d716f3a4: hud/gates-b's check_hunt rows, touched-smoke mappings, ledger lines) into gates/world-tutorial
  • 08:51 i18n: the portrait brief fits again in Russian - shorter Situation lines and title (PC-16)
  • 08:34 touched-smoke: brief_probe.gd / tap_probe.gd / purchases.gd map to check-hunt (the mapping the previous commit's message named)
  • 08:33 touched-smoke: brief_probe / tap_probe / purchases.gd map to check-hunt; ledger lines from the gates B round
  • 08:33 Merge hud/gates-b: the v48 check_hunt rows - HUNT x-press, brief-pulse, brief-port, brief-rot, brief-tips, stepskip, the PC-8 / UI-27 configs on window-only overrides, step-port, inset; brief_probe.gd (the v48 test round, part 2). The brief-port row FAILs on main for the Russian portrait brief (a true regression from the translation pass - fix in flight)
  • 08:31 docs: gates B handback - the v48 check_hunt rows built (hud-lane.md entry; weekly-test.md's v48 map, check_hunt line)
  • 08:21 check-crowd huddle-clock row judges the timer itself; the target's exit is reported with its cause
  • 08:16 Merge branch 'main' into hud/gates-a
  • 08:16 check_portrait.py: PORT ends judges the fullest level-clear pile; the soft-scroll hint glyph is reported
  • 08:16 portrait kit: the ends dump measures the drawn glyphs, not line boxes (PC-17)
  • 08:14 Merge main 5a312cec into world/huddle-time
  • 08:14 Merge main (5a312cec: hud/lesson-drop with W14 leg 15, the translator pass) into gates/world-tutorial
  • 08:13 Merge branch 'main' into hud/gates-b (main 5a312cec: the lesson-drop fix, the l1 command center, the translator pass)
  • 06:39 backlog: 33 and 34 fixed by the translation rows; 43 - the translator's text follow-ups for Alf
  • 06:39 Merge text/translations-release: the full-build translator pass - every pending row since 2026-10-13 in 15 locales (Text size, the lessons, the brief lines, the TX keys gate's rows, the Bay notes in 14 siblings), the training-sim text and 24 orphan rows removed, bundles regenerated
  • 06:39 backlog: 35 merged for 1.0.56
  • 06:39 Merge hud/lesson-drop: lesson cards survive a late celebration effect (only live, unswept celebration nodes count as an end card; W14 leg 15); the retired 'Wrong Nerd!' call removed (backlog 35)
  • 06:38 Merge main bb85f0f3 into hud/lesson-drop (the world lane's level-1 command center; docs)
  • 06:38 docs: hud-lane handback - backlog 35 (a late celebration dropped the next level's lesson cards) and the retired "Wrong Nerd!" call
  • 06:11 check_rift: RIFT b (WP-47) built for real - the fixed level-1 hangar on seven seeds, main and kids
  • 06:07 Merge main (bb85f0f3: world/l1-command-center merged add526e4 - the fixed level-1 hangar) into gates/world-tutorial
  • 06:07 requirements: WP-47 MET (the fixed hangar), its RIFT b test location; HM-7 clause 7 amended to the command-center building (pending Alf)
  • 06:05 backlog: 32 merged for 1.0.56; 42 - the pickup hover under the command tower (l1cc lane finding)
  • 06:05 Merge world/l1-command-center: level 1's command center is one fixed hangar in both editions, rest height clear of its top; the crossing's reference up no longer jumps (Alf's 2026-10-17 03:15 ruling, WP-47 am.)
  • 06:03 lanes: crowd-warden handback 2026-10-17 - level 1's fixed command center (backlog 32, P48-WP-l1cc) and the crossing SLIP it exposed
  • 05:21 check_teaching: leg 12 d's findings name one or two staged bars in the right number
  • 05:25 check-crowd: the "target huddle clock" row (WP-43 am.) - static + the 30 s brief-hold probe; touched-smoke maps the tick
  • 05:21 check_kids: settings.cfg.bak joins the byte-for-byte guard - the KIDS howto-lang --lang runs' saves rotate it
  • 02:56 world: the Hard target's huddle timer runs on game time, not the wall clock (backlog 29)
  • 04:35 check_hunt: the v48 rows under OP-34 (main 28640aea) - no probe quits before --quit-after, probelib's own --always-on-top, a short render is a FAIL line; the kids lessontest step-port run waits for its droid card
  • 04:33 Merge branch 'main' into hud/gates-b (main c8fc62f2: the editions lane's v48 gate round, the polite render lock, OP-34)
  • 04:32 check_hunt: the v48 HUD rows - HUNT x-press, brief-pulse, brief-port, brief-rot, brief-tips, stepskip, inset; the PC-8 / UI-27 block's 720x1280 / web / ru and step-port configs (gates B)
  • 04:10 check_menu.py: the v48 rows - MENU tap-a..d, tap-e, cat-sheet, cat-droids, archives-2line, tabs-rows, port-a / port-b, names-fit, textscale, pause-music
  • 04:10 check_portrait.py: W-port, portrait everywhere - PORT shell / rot-shell / howto / credits / rot-pages / ends / pause / rot-pause, PORT landscape-identity on demand (the v48 fold)
  • 04:10 portrait kit: the probe additions the v48 gate rows stand on (hud lane, gates worker A)
  • 04:03 check_kids: KIDS cards (KD-22 am. layout), KIDS zuly (KD-30), KIDS howto-lang (TX-1 am.)
  • 04:03 check_teaching: leg 12 d (TU-15 am., the staged bars after a sticky Skip) and leg 13 c (UI-70, the portrait tour card); --legs
  • 04:03 check_story: STORY port (PC-14), STORY ceil (SP-25) through tools/mac/watch_probe.gd, STORY face (SP-26) a stub
  • 04:02 check_rift: RIFT c (PF-7) - the arrival's hitch budget in real time; RIFT b (WP-47) a documented stub
  • 03:59 i18n: the brief tips name their button plainly in de, vi and id
  • 03:57 i18n: the compiled translations follow the release pass's csv
  • 03:55 i18n: rows for the script-set texts the key gate cannot see - the shadow switches and the brief's DEPLOY caption (TX-1, TX-15)
  • 03:54 i18n: prune 24 orphaned droid rows - the old FRIENDLY / HINT brief lines and the catch-him rows (TX-8)
  • 03:53 i18n: the training sim's text goes with the sim - five csv rows, tutorial.md and its 14 siblings (TU-16, ruling 60)
  • 03:52 i18n: source hashes current for levels.md, loading.md and dialogs.md (TX-14)
  • 03:51 story: the Field Catalog Bay notes in 14 siblings - B2-T and B3-T translated, B0-T and B1-T say it and tap (TX-8)
  • 03:50 i18n: release pass - the open CSV rows in 15 locales (TX-1, TX-15)
  • 03:47 Merge main c8fc62f2 into hud/lesson-drop (the editions gates: TX keys, golden pause shots, W-port; docs)
  • 03:47 hud: drop the retired "Wrong Nerd!" penalty-title call and its argument
  • 03:45 P48-WP-l1cc: framed as WP-47's detail and test now that WP-47 is accepted (v48 fold part 2); the row may live in check_rift RIFT b; departure mesh minimum 1.93
  • 03:45 level 1 command center: two comments said the lane glide went THROUGH the medical bay - it crossed the bay's box
  • 03:45 flight: the crossing's reference up never jumps - the dead-zone hold closes at ATTITUDE_RATE_MAX (check-flight SLIP, voyage s19 seg 1)
  • 02:43 P48-WP-l1cc proposed: level 1's command center is one fixed hangar in both editions, its top under the shuttle's belly at the landing hover (by the hull margin) and at rest; the FLIGHT l1-cc row (supersedes the ballot's RIFT b test for WP-47)
  • 02:30 level 1 command center: one fixed hangar in both editions, never taller than the shuttle flies (Alf 2026-10-17, backlog 32)
  • 03:41 tools: no PowerShell fallback in rebuild.py (OP-29; AUTO mac-a), the retired deploy_leaderboard test section removed (32 passed); backlog 41 - the ship-report artifact for AUTO sites
  • 03:40 Merge editions/gates: W-crash / W-tel / W-port in the chain, touched-smoke mappings, TEL f/g/h, CRASH l, SIGN ios-a/b + BR-28 ios + BR-34 m + NW-2 s+e, SVC host, TX names-a / shape / bom / keys, UI-ts a, AUTO rows, the OP-34 recorded-frames guard, golden shots pause / pause-port / brief-port, lv1-port pair re-blessed on window-only overrides (the v48 test round, part 1)
  • 03:38 docs: the v48 gate rows - weekly-test.md's map lines, the report-only ledger, the orchestrators README, the editions-lane handback
  • 03:38 golden corpus: lv1-port / lv1-port-kids re-blessed on window-only 675x1200 overrides; pause, pause-port, brief-port blessed (BR-7, deliberate, by name)
  • 03:38 check_automation: AUTO frames reads the golden evidence records beside the gates' logs (OP-34)
  • 03:38 golden_frames: the evidence record carries each shot's RENDER-FRAMES line (OP-34)
  • 03:38 journal: progress entries - the role doc's section and the nightly routine's journal-writer step after an entry (Alf 2026-10-17); backlog 40 done
  • 03:34 check_telemetry: TEL f, g, h - the persisted queue, the pause event, the device class (NW-13 / NW-14 / NW-15); W-tel
  • 03:25 rules: the next build is a release build - the full tier (Alf 2026-10-17)
  • 03:19 Merge main 0c10b7b6 into hud/lesson-drop (docs, site-asset tools, the polite render lock, the --score capture flag)
  • 03:18 check_automation: AUTO mac-a / mac-b, op18, ios-push, sites, prompts, boards, reboot, frames (v48 rows, W23)
  • 03:17 golden_frames: OP-34 short-render trips, the BR-35 (a) brief pre-check, window-only portraits, the pause / pause-port / brief-port shots, --no-lock
  • 03:13 weekly_check + touched_smoke: W-tel, W-crash, W-port in the chain; the v48 plan's section-0 mappings
  • 03:13 check_i18n: TX names-a, TX-8 shape, TX bom, TX keys, UI-ts a (v48 rows, Alf 2026-10-17)
  • 03:13 check_service: SVC host (NW-11 as amended, ballot 39) and the SVC tel-fold REPORT stub (NW-16)
  • 03:13 export_ios: the install receipt (BR-38, ballot 47)
  • 03:13 check_signing: NW-2 s+e, BR-34 m, BR-28 ios, SIGN ios-a / ios-b; EDSLIM b reworded (v48 rows)
  • 03:13 build_stamp: --check-only reads the iOS preset's version pair (BR-28 as amended, ballot 45)
  • 03:13 check_crash: CRASH l - the safe-graphics switch ships false (PF-9, ballot 51)
  • 03:13 ftnrender + probelib: OP-34 - a short render is invalid, every evidence render on top (Alf 2026-10-17, "1. Yes")
  • 03:09 render_lock: the POLITE lock - a render job takes the lock only after 60 s of user idle (Alf 2026-10-17: 'Polite approach. 1 min is fine'); FTN_IMPOLITE=1 overrides. Register: TU-6 knock-on confirmed, OP-30's always-on clause, the polite note on OP-34
  • 03:08 rules: Alf's answers on the open decisions - polite lock, routines always on, websites write access, TU-6 confirmed, gallery
  • 03:02 rules + backlog: 40 - dated journal progress entries on days with enough dev effort and no ship (Alf 2026-10-17)
  • 02:56 backlog: 39 done - the journal's nightly mode and the routine; the per-version gap for Alf
  • 02:56 ops: the nightly routine journals with --nightly (Alf's once-a-day floor, stills at the ship commit only) and no longer reads crashes from the retired webby
  • 02:52 rules: handovers live on genesis, never in a GitHub-pushed repo (Alf 2026-10-17)
  • 02:49 requirements: the v48 fold, part 3 - 70c and the eight extra rules (register 467 -> 470: OP-34, BR-40, TX-15; UI-72 c, BR-15, HM-33 d, TX-1, WP-43, BR-5 amended); every ballot entry ruled
  • 02:45 backlog: 39 - the journal's nightly mode under the once-a-day floor
  • 02:45 rules: extras 2, 3, 4 accepted; the journal law gains a once-a-day-with-activity floor (Alf 2026-10-17)
  • 02:45 hud: the celebration's tail after end_celebration's sweep never counts as an end card (backlog 35)
  • 02:42 requirements: the v48 fold, part 2 - Alf's 2026-10-17 ballot answers (register 423 -> 467: 44 new IDs incl. WP-47 rewritten, UI-62..72, PC-9..17, TX-13/14, NW-13/14/16/17/18, BR-37/38/39, PF-7/8/9, SP-25/26, OP-29/31/32/33, TU-17, KD-30/31, WB-38; 19 amended); the ballot statuses; weekly-test.md's v48 map
  • 02:41 rules: 70c accepted - the v48 ballot is fully answered
  • 02:38 rules: the eight extra requirements - 1, 5, 7, 8 accepted (8 only when changed, no loops); 2, 3, 4, 6 re-explained
  • 02:37 tools: gen_site_assets.py - the ability screens show a score (385), every run on top
  • 02:37 capture: --score=N sets the HUD's running score (site assets, capture-only)
  • 02:32 hud: a celebration's freed leftovers never drop the next level's lesson cards (backlog 35)
  • 02:30 backlog: 36 - the focus experiments' verdict and the three options for Alf
  • 02:27 rules: v48 ballot batch 13 (67, 68, 70a, 70b accepted; 70c pending)
  • 02:24 rules: v48 ballot batch 12 (56, 62-66 accepted; 65 with no card and no grant after a Skip)
  • 02:21 rules: site-asset choices - compression and Penta Vault confirmed, non-zero score asked, pull-back to be shown
  • 02:18 hud + W14: backlog 35 probes and the regression row (leg 15) - before the fix
  • 02:17 rules: v48 ballot batch 11 (57, 58, 59, 61 accepted; 56 re-explained)
  • 02:16 backlog: 30 delivered (40 site files on genesis, gen_site_assets.py); 38 - stale level-picker thumbnails (UI-19)
  • 02:14 rules: v48 ballot batch 10 (50-54 accepted; the Alien stays until Alf retires it)
  • 02:13 tools: gen_site_assets.py renders the findthenerd.com booklet assets (backlog 30)
  • 02:13 tools: site_assets/spin_pull.gd - the chapter-loop wrapper (shot camera pulled back)
  • 02:12 rules: v48 ballot batch 9 (44, 45, 47, 48, 49 accepted; the rift look stands)
  • 02:08 rules: v48 ballot batch 8 (36, 38 with the compatibility clause, 40, 41, 42 accepted)
  • 02:07 backlog: 35 lesson cards dropped after a late celebration (hud), 36 occluded render windows repeat frames (decision), 37 docs after the sim removal
  • 02:07 Merge tutorial/sim-gone: the training sim is gone entirely - the How to Play door, the sim mode, its flags and gate rows; levels 1-2 keep teaching, the sticky Skip holds (Alf 2026-10-16: 'We can have it gone entirely', ballot 60 / TU-16)
  • 02:04 tutorial-keeper handback: the training sim is gone entirely (ruling 60, TU-16); leg 14 built; two smokes PASS; a pre-existing L2-card finding
  • 00:07 requirements + translations: P48-TU-simgone proposed (TU-16 status and leg-14 test text, TU-17 am. without the sim, a KD-29 test note); the sim's dead strings flagged REMOVABLE
  • 00:06 check-teaching: the sim legs retire, leg 14 (TU-16) is built; the gate rows that read the sim follow it out (ruling 60)
  • 00:06 tutorial: the training sim is gone entirely - the How to Play door, the sim mode, its HUD card and probe flags (ruling 60, TU-16; TU-9 a tombstone)
  • 02:03 rules: v48 ballot batch 7 (31-35 accepted; the diet did not cause the font boxes)
  • 02:01 rules: v48 ballot entry 30 accepted
  • 02:00 backlog: 34 - the level-clear 'Asset secured!' line is English in a German run
  • 02:00 rules: v48 ballot batch 6 (26-29 accepted; 30 shown)
  • 01:56 story: the Field Catalog Bay notes for B2-T (Survey) and B3-T (Prism); B0-T and B1-T notes made consistent (it / Tap it) - Alf 2026-10-17, storyteller drafts applied; siblings carry English placeholders pending the translator
  • 01:55 rules: v48 ballot entry 25 accepted
  • 01:53 backlog: 33 - the credits' closing tip line is English in a German run
  • 01:53 rules: v48 ballot batch 5 (21-24 yes; the pulse = every ad-triggering action button in kids and web)
  • 01:46 rules: v48 ballot batch 4 (entries 16-20) - Alf's answers verbatim
  • 01:38 tools: site_assets/droid_portrait.gd - the droid portrait probe for the site's droid cards
  • 01:37 rules: v48 ballot batch 3 (entries 11-15) - Alf's answers verbatim; the pulse extends to kids and web as separate rules
  • 01:22 rules: v48 ballot batch 2 (entries 6-10) - Alf's answers verbatim
  • 01:20 rules: v48 ballot batch 1 (entries 1-5) - Alf's answers verbatim
  • 01:18 capture: --storyquiet hides the story band and Skip for a clean table shot (site assets)
  • 01:04 capture: --supplies=P,A,S,R stocks the ability bar, --spinshot=N sets the turn (site assets)
  • 00:57 rules + backlog: 32 - level 1's command center is one fixed building in both editions, never taller than the shuttle's hover (Alf 2026-10-17)
  • 00:56 Merge editions/ios-ads: the AdMob plugin on the iPhone / iPad build - Poing v5.1.0 iOS binaries for Godot 4.7.1, the gate open to iOS, Google's sample ids until Alf's iOS units, the ATT sentence, ADS ios + SIGN ios-c rows (Alf 2026-10-17, ballot 46)
  • 00:38 rules: the snapshot stub goes; Ada pulls and deploys, never edits code or site files (Alf 2026-10-17)
  • 00:30 rules: board history comes from prodapi - a nightly public-API archive job on genesis (Alf 2026-10-17)
  • 00:22 docs: editions handback 2026-10-17 (the AdMob plugin on iOS), P48-MZ-ios proposed, ruling 46 CODED, the ATT sentence in pending-translations
  • 00:22 check-ads ADS ios + check-signing SIGN ios-c: the iOS AdMob rows (ruling 46)
  • 00:22 ios ads: the AdMob plugin on the iPhone / iPad build (Alf 2026-10-17, ruling 46) - Poing v5.1.0 iOS binaries for Godot 4.7.1 staged, the facade gate open to iOS, the iOS id switch, the ATT plist key, export_ios.py's staged guard
  • 00:19 backlog: 31 - the pickup ship hovers rolled on L2's underside (beam-wait lane finding, HM-7)
  • 00:19 Merge world/beam-wait: the beam waits for the ship to be overhead, a dead flight is called in, FLIGHT beam / beam-wait rows (Alf 2026-10-16: 'lets wait for the ship to be overhead', ballot 71 / HM-33 d)
  • 00:18 crowd-warden handback: the beam waits for the ship (ballot 71); P48-HM-beam-axis clause (d) call-in
  • 00:04 backlog: 30 - site assets for the new findthenerd.com (websites handover 2026-10-16)

2026-10-16

  • 23:51 beam wait: the ship must always arrive - a dead flight is called in (HM-33 note)
  • 23:37 P48-HM-beam-axis: clause (d) becomes the wait (ballot 71)
  • 23:37 beam-up waits for the ship to be overhead (ballot 71); FLIGHT beam + beam-wait rows
  • 23:53 docs: WP-48's gate row is BUILT; CLAUDE.md's relay line no longer mentions the webby snapshot
  • 23:53 Merge world/gait-test: the CROWD mentor-gait row (WP-48) in check_crowd.py, the CROWD look-walk report, touched-smoke maps the gait probe (Alf 2026-10-16: 'lets do the test')
  • 23:47 crowd-warden handback: the mentors' gait test built and proved (ballot 69); P48-WP-mentor-gait Test line BUILT
  • 23:47 check-crowd: the CROWD mentor-gait row (WP-48) and the CROWD look-walk REPORT; touched-smoke maps the gait probe to check-crowd
  • 23:42 service: the code lives in git and prodapi pulls it, Ada deploys (Alf 2026-10-17) - deploy_leaderboard.py retired, CLAUDE.md's service section rewritten
  • 23:42 rules: Alf's answers on 46 (AdMob on iOS), 39 (service code in git, prodapi pulls, Ada deploys), 55 (sleep off)
  • 23:36 requirements: the v48 fold, part 1 - Alf's 2026-10-16 rulings (register 419 -> 423: WP-48, HM-33, NW-15, OP-30, TU-16; TU-9 retired; PC-8, TU-6, UI-35, KD-29, MZ-16, UI-32, UI-12, BR-34 amended); ballot statuses and the golden passages refreshed
  • 23:31 golden_frames: the corpus renders on a taught box - brief_tour_done / tutorial_done / lesson_*_done set true inside the lock (the tutorial probes re-armed the profile twice in one day; brief tripped 0.7708 each time)
  • 23:25 release-notes: 1.0.54 - the iPhone / iPad line promises nothing a personal team cannot deliver (ballot 46, Alf 2026-10-16)
  • 23:23 rules: Alf's first v48 ballot rulings (19, 60, 55, 37, 70d, 70e, 71, 69, 43; 46 and 39 asked)
  • 13:21 ship: 1.0.55 (352) to beta1 from the Mac mini - Alf's 2026-10-16 round: the pause card in three sections, the mentors walk, the beam-up rises up the middle of the cone, the kids How to Play in the player's language
  • 12:25 golden: deliberate re-bless - lv1-port and lv1-port-kids on the 720-wide portrait canvas (Alf's portrait-everywhere ruling; baselines were pre-CanvasBase, 2026-10-07), lv6 and lv8 crowd drift with healthy frames (0.9691 / 0.9667); brief passes again with the box's brief_tour_done restored
  • 12:22 requirements: ballot v48 complete at 71 entries - entry 69 (the mentors' gait) filled, the W8c look-walk gap and the WP-43 wall-clock timer recorded as questions
  • 12:19 backlog: 24 merged for 1.0.55; 29 - the Hard target's huddle timer runs on the wall clock (mentor-gait lane finding)
  • 12:19 Merge world/mentor-gait: the mentors walk - no slow look-walk clip at walking speed, cadence divided by the model's size (Alf's item 2, 2026-10-16; backlog 24)
  • 12:18 crowd-warden handback: the mentors' gait measured and fixed (backlog 24); P48-WP-mentor-gait proposed
  • 11:38 world: the mentors walk - no look-walk legs for the cameos, a scaled mentor's gait clock divides by its size (backlog 24)
  • 12:08 requirements: ballot v48 entries 70 (the pause card, five parts) and 71 (the beam-up axis) filled; their test rows
  • 12:02 backlog: 25-27 merged for 1.0.55; 28 - the suspected silent pickup drop during a beat or mentor card (beam-axis lane, unreproduced)
  • 12:02 ledger: check-evasion HM-1 c3 rides the standing evasion waiver (beam-axis lane finding, 2026-10-16)
  • 12:02 Merge world/beam-axis: the beam-up column, its motes and the rising character share one axis; the ship hovers on the face normal, not the character's lean (Alf's item 4, 2026-10-16; backlog 26)
  • 12:00 crowd-warden handback: the beam-up rises up the middle of the cone (backlog 26); P48-HM-beam-axis proposed
  • 10:42 beam-up: the column, its motes and the riser share one axis (backlog 26)
  • 10:05 beam probe: PICKUPFLY / BEAM / BEAMSUM traces and --beamcam (trace only)
  • 11:44 presets: the macOS preset excludes the kids pack and kids assets like every other main-game preset (check_kids KIDS p, KD-24)
  • 11:44 Merge hud/pause-sections: the pause card in three distinct sections, portrait and landscape (Alf's item 3, 2026-10-16; folds backlog 22); the kids How to Play body in the player's language (backlog 27)
  • 11:43 docs: hud-lane handback - the kids How to Play language fix (backlog 27)
  • 11:43 Merge main ed1bc440 (backlog 27 entry) into hud/pause-sections
  • 11:43 howto: the kids How to Play body reads in the player's language (backlog 27)
  • 11:13 backlog: 27 - the kids How to Play text is English in every locale (hud-lane finding, fix in flight)
  • 11:11 docs: hud-lane handback + P48-UI-pause (the pause card in three sections, item 25)
  • 10:32 hud: the pause card in three distinct sections, portrait and landscape (item 25, folds 22)
  • 10:18 requirements: ballot v48 for Alf (68 entries + 3 reserved for the 2026-10-16 lanes), the test plan, and 22 rows mined for the gap since the v47 fold
  • 09:44 rules + backlog: 2026-10-16 item 4 - the beam-up rises up the middle of the cone (26)
  • 09:35 rules + backlog: 2026-10-16 - iOS push standing, the mentors' gait (24), the pause overlay in three sections (25, folds 22)

2026-10-15

  • 05:06 backlog: 23 - lambda captures freed at quit in the brief site shots (found at the 1.0.54 publish); row 1 closed by the applied ceiling texture
  • 05:05 ship: 1.0.54 (351) to beta1 from the Mac mini - the iPhone / iPad rounds: one-screen portrait brief, pulsing Deploy / Get Intel, sticky Skip, touch scroll arrows, the catalog sheet, every script in the language list, the mentor room ceiling, Grand Rhombi, persisted telemetry, the rift arrival under the opening black
  • 04:07 Merge world/rift-perf: the rift arrival flows - frame clock, shadow-slot settle, hidden warm-up under the opening black (Alf's item 8)
  • 04:05 crowd-warden handback: rift arrival measured and fixed (item 8); P48-PF-rift proposed
  • 04:05 world: the rift arrival flows - frame clock, shadow-slot settle, hidden warm-up (item 8)
  • 03:14 Merge screens/ios-round: scroll arrows by touch, Grand Rhombi, the catalog sheet, Survey/Prism silhouettes, the language picker fonts, archives heading, two-row tabs (Alf's items 4, 10, 11, 12, 16, 17, 18)
  • 03:10 hud-lane handback: the screens round re-verified after merging main (the brief rounds, the story ceiling)
  • 03:09 backlog: 22 - the pause card in portrait runs off the right edge (brief lane finding)
  • 03:08 golden: re-bless brief - the pulsing Deploy / Get Intel rims and the new situation lines (Alf's items 6 and 7, 2026-10-14)
  • 03:06 Merge branch 'main' into screens/ios-round (the brief rounds - its portrait soft_scroll is gone; docs keep both sections)
  • 03:03 hud-lane handback: the touched smoke re-run on the merged branch (PASS)
  • 02:50 Merge branch 'main' into screens/ios-round (the story ceiling + Fulano, the sticky-Skip follow-up; hud-lane.md and proposed-v48.md keep both new sections)
  • 02:49 hud-lane handback + P48-UI-ios: the iOS round's screens (items 4, 10, 11, 12, 16, 17, 18) - why the scroll buttons failed, the font chain finding, gates
  • 02:21 Merge branch 'main' into brief/ios-round
  • 02:21 hud-lane handback + P48-BR-ios: the iPhone / iPad brief rounds (items 3, 6, 7, 19, 20, 21)
  • 01:54 hud-lane handback + P48-SP-ios: the mentor room ceiling and Fulano's mark (backlog 14-15)
  • 00:34 story: the mentor room gets Alf's ceiling texture; Fulano steps back-left out of Juana's shadow (backlog 14-15)
  • 01:32 tutorial-keeper handback: sticky Skip follow-up - probe lines and touched-smoke PASS (14 checks, evasion waived)
  • 00:38 Tutorial: a sticky Skip pays nothing for the lessons it skips; a new game is the way back (Alf 2026-10-15)
  • 00:35 Merge branch 'main' into screens/ios-round (the sticky Skip, check_signing's drill receipt)
  • 00:34 screens (iOS round 2, items 16, 17, 18): every script draws from the bundled fonts, the picker names every language, the archives heading on two lines, two-row tabs read as one strip
  • 00:34 screens (iOS round items 4, 10, 11, 12): scroll and page arrows work by touch, "Grand Rhombi", the catalog sheet in portrait, Survey and Prism in the catalog
  • 00:15 Merge branch 'main' into brief/ios-round
  • 00:15 hud: the brief re-fits whenever it stops fitting, the portrait tour card sits on the situation, portrait teaching cards stand on the ability bar (second iPhone / iPad round items 19, 20, 21)
  • 00:04 rules: sticky Skip - no floppies for skipped abilities, a new game is the way back (Alf 2026-10-15)

2026-10-14

  • 23:54 check_signing: a worktree reads the keystore drill receipt from the main checkout (every lane's smoke FAILed OP-2 e on its own empty build/)
  • 23:52 tutorial-keeper handback: sticky Skip - touched-smoke verdict (teaching, kids, hunt PASS; evasion waived; signing PASS with the drill receipt)
  • 23:21 Tutorial: the Skip is sticky - one Skip ends every remaining teaching step for the profile; "Tutorials on" re-arms (item 5, amends P48-TU-b)
  • 23:47 Merge branch 'main' into brief/ios-round
  • 23:47 hud: the Mission Brief fits one portrait screen, its Get Intel / Deploy buttons pulse, the situation guides (iPhone / iPad round items 3, 6, 7)
  • 23:25 rules + backlog: second iPhone / iPad round (items 14-21, 2026-10-14)
  • 22:58 rules + backlog: Alf's iPhone / iPad first-play round (13 items, 2026-10-14)
  • 22:33 hud: on iOS the corner X fires on the press (the top edge is iOS's gesture zone and swallowed the release); SAFEINSET / HUDX traces for devices without a probe path
  • 21:19 ios: export_ios.py builds for the connected device's UDID (the personal team registers it there), devicectl ids split from UDIDs; the personal team in the preset
  • 19:49 ios: the iOS export preset and tools/mac/export_ios.py (export -> xcodebuild -> devicectl install on Alf's devices)
  • 18:26 telemetry: dev runs never mirror the queue to disk (the --teletest gate counted its own leftovers); --telequeue enables it for the persistence probe
  • 18:22 telemetry: the queue persists; pause flushes with the session's length, levels and orientation flips; the session event names the device class (Alf 2026-10-14)
  • 16:01 ship: 1.0.53 (350) to beta1 from the Mac mini - portrait everywhere, the game never forces an orientation, Text size, the step Skip, the sim retired, the level-1 command center
  • 15:04 Merge portrait/hud: the Mission Brief, end cards and the hunt HUD lay out in portrait (720x1280 and 720x1600)
  • 15:03 hud-lane handback: gates re-run on the branch after the second merge of main (all PASS)
  • 14:49 Merge branch 'main' into portrait/hud (the shell and pages second passes)
  • 14:49 hud-lane handback: portrait brief, hunt HUD and end cards + P48-PC-port-brief/-hunt/-ends proposals
  • 14:34 Portrait HUD on the 720-wide canvas: the top band narrows to a clock column
  • 14:33 Merge portrait/shell (second pass): the real canvases and rotation through CanvasBase verified
  • 14:32 hud-lane: portrait shell second pass at the real canvases (CanvasBase)
  • 14:32 Merge branch 'main' into portrait/shell
  • 14:27 Merge portrait/pages (second pass): the real canvases verified, the portrait probe kit in tools/mac/portrait
  • 14:26 hud-lane handback: the pages' second-pass smoke verdict (PASS)
  • 14:26 Merge main (render_lock owner-pid fix) into portrait/pages
  • 14:26 Portrait pages, second pass at the real canvases + the portrait probe kit (tools/mac/portrait)
  • 14:17 ui_fx: the rotation probe turns only the window; CanvasBase flips the base
  • 14:06 Merge branch 'main' into portrait/hud
  • 14:06 Portrait everywhere, the HUD lane: brief, hunt HUD and end cards lay out in portrait
  • 13:54 render_lock: the owner pid is never the Claude desktop app - parallel lanes in one session shared its pid
  • 13:53 Merge portrait/pages: How to Play, credits, story beats and intro lay out in portrait
  • 13:52 Merge portrait/shell: title, settings and the title overlays lay out in portrait
  • 13:52 Portrait everywhere: the canvas base follows the orientation (CanvasBase autoload); the game never forces an orientation again
  • 13:38 hud-lane handback: the pages' touched-smoke verdict (PASS, 4 checks)
  • 13:37 hud-lane: portrait shell handback + P48-PC-port (shell) proposals
  • 13:28 Portrait everywhere, the pages: How to Play, credits, story beats, intro (Alf 2026-10-14)
  • 13:15 Portrait shell: title, settings and every title overlay lay out on a portrait canvas
  • 12:18 ui_fx: UiFx.is_portrait(ref) - the one portrait question for every screen (Alf 2026-10-14, portrait everywhere)
  • 08:51 ops: the LaunchAgent plists point at tools/mac/ops; install_routines.sh replaces the whole ProgramArguments array

2026-10-13

  • 22:00 Bigger text: the training-step card joins the reading tier (item 4, last surface)
  • 21:14 Tutorial: the training sim leaves the campaign - Level 1 teaches the asset and the droids, Level 2 zoom and spin; floppies granted per lesson (P48-TU-a, TU-9 retired, TU-13 am.)
  • 20:38 Tutorial: a Skip on every teaching step - HUD right column, brief tour in the Environment panel (P48-TU-b)
  • 20:11 Merge ui/text-scale: bigger text, pass 1 (reading tier for the modal cards)
  • 20:11 Bigger text, pass 1: a reading tier for the modal cards - Settings "Text size" (System / Normal / Large / Larger), story dialog, mentor tidbit, field-lesson tip (P48-UI-ts, P48-UI-fs)
  • 19:40 golden: re-bless brief (seeded --seed=7, Mac render at BRIEFFIT room=700; Alf's ruling 2026-10-13)
  • 19:30 Merge world/level1-command-center: level 1 command center (P48-WP-a)
  • 19:30 HUD: the safe-area inset moves the whole top band as one; desktop reads a zero inset (kids Mac HUD, PC-8/UI-27)
  • 19:30 Level 1 command center: the shuttle hovers over the largest building that is not a tall one, clear of its real roof (P48-WP-a)
  • 17:30 rules: ship-ritual step 4 (gamelog.md) historical; the Alien stays as recovery; routine pins kept (Alf 2026-10-13)
  • 12:38 tools/mac: cleanup after the ports - one probelib, a fair render-lock queue, the Meshy manifest rows, W1 armed for the Mac spelling
  • 11:57 tools/mac: probe gates batch 2 - check_hunt, check_kids, check_crowd, check_cover, check_evasion, check_teaching, check_articulated, probe_load_census (+ probelib2)
  • 11:42 tools/mac: the phone gear tools - pull_gear_edits, push_gear_journals, diff_gear_edits
  • 11:41 tools/mac: export_play - the Google Play AAB export, Alf's hand only, with the Mac's signing flow
  • 11:20 tools/mac: touched_smoke (the ship-it smoke) and weekly_check (the full chain) orchestrators
  • 11:15 tools/mac: probe gates batch 1 - check_crash, check_saves, check_story, check_rift, check_flight, check_menu, check_editor (+ probelib)
  • 11:08 tools/mac: the asset and render lane - golden_frames, gen_site_shots, gen_level_shots, audit_assets, the catalog/gear/sheet generators, stage_anims/gear, fill_manifest, gear_defaults, kids_deal_schemes, meshy_* (+ ftnrender, assetlib, meshylib, glb_shrink_textures.mjs, gen_textures.mjs)
  • 10:36 tools/mac/ops: the harness finds content_ledger.py in tools/mac (its home in the repo)
  • 10:31 tools/mac: the eight static gates - check_i18n, check_ads, check_telemetry, check_tuning_rows, check_audio, check_perf, check_web, check_automation (+ gatelib)
  • 10:31 tools/mac/ops: the routines layer for macOS - headless driver, 7 launchd agents, NAS sync, keystore bundle, ledgers
  • 10:28 tools/mac: check_signing (W17), check_service + check_leaderboard (W16 / W-lb), deploy_leaderboard; alien_check guards windowed probes
  • 10:27 docs: handover to the websites session - 1.0.52 (349) to beta1, kids and editor from the Mac mini
  • 10:26 stamp: build_info.gd after the 1.0.52 (349) publish - main, kids, web and editor to webby from the Mac mini
  • 09:32 version: 1.0.52 (349) - sideloaded betas last 30 days, the Editor never expires (Alf 2026-10-13)
  • 03:11 ship: 1.0.51 (348) to beta1 from the Mac mini - stamp, release note, the ported publish lane
  • 03:04 presets: macOS include_filter="*.md" like every other preset (check-signing EDSLIM c)
  • 01:15 tools/mac: alien_check pulls from GitHub over SSH; genesis is out of the loop (its game-repo copy removed 2026-10-13)
  • 01:06 tools/mac: alien_check status runs every probe (cmd find /c returns 1 on a zero count)
  • 01:06 tools/mac: alien_check pulls from origin (genesis) - the Alien cannot reach GitHub over HTTPS from an SSH session
  • 01:01 version: 1.0.51 (348) - first Mac mini build; Python build spine in tools/mac, macOS preset, BOM-less generated files
  • 00:18 docs: branch and patch verdicts for the Mac mini handover (2026-10-13)
  • 00:05 ledger: the six routines disabled for the Mac migration, qnap-sync kept, branches archived, prompts mined
  • 00:04 docs: handover for the 2026-10-09 backlog (command center, tutorial Skip, sim retirement, text size, ads, debug symbols)

2026-10-12

  • 20:39 stamp: build_info.gd carries the 1.0.50 (347) Google Play export
  • 20:30 docs: the Alien pipeline inventory for the Mac mini handover (2026-10-12)

2026-10-09

  • 09:38 rulings: level 1 command center - a large building, never the super-tall one the shuttle clips into (Alf 2026-10-09)
  • 09:35 backlog + proposed v48: retire the training sim, a Skip on every tutorial step, level 1's shorter command center (Alf 2026-10-09)
  • 08:44 Merge the per-edition ad switch: LIVE_IDS_MAIN live, LIVE_IDS_KIDS until the kids listing (Alf 2026-10-09)
  • 08:43 ads: LIVE_IDS split per edition - LIVE_IDS_MAIN stays true, LIVE_IDS_KIDS until the kids listing
  • 08:31 ads: LIVE_IDS back to false after the 1.0.50 (347) Play bundle went to internal testing
  • 08:31 play: LIVE_IDS true for the 1.0.50 (347) Google Play bundle (Alf's flip)
  • 08:28 docs: backlog - native debug symbols for Play crash reports
  • 08:02 docs: backlog - bigger text from the phone's font size, plan for Fable
  • 07:53 docs: backlog - interstitial ads every few levels (planning), the parked first-brief ad fix, the privacy-options row
  • 07:48 ledger: Alf's -IKnow waiver of the full-build gates for the 1.0.50 Play release
  • 00:33 ledger: 2026-10-09 - the first-brief ad gap on hold, the AdMob consent message, safe graphics dormant, check-signing in worktrees
  • 00:11 bump: 1.0.50 (347) - the WAV loop overrun fixed (the campaign-opener crash on Play 1.0.39)
  • 00:08 Merge the crash fix: WAV loop overrun (AudioTrack SIGSEGV), crash breadcrumbs, dormant safe graphics
  • 00:04 crash: safe graphics behind SAFE_GRAPHICS_ENABLED, off by default (Alf 2026-10-09)

2026-10-08

  • 23:58 audio: WAV loops end at frames - 1 (the AudioTrack SIGSEGV root cause), check-crash rows j / k
  • 23:36 crash: phase + ad-pipeline breadcrumbs in the sentinel, the safe-graphics retry, check-crash

2026-10-07

  • 06:28 ledger: 1.0.49 built clean, waiting on the phone
  • 05:44 bump: 1.0.49 (346) - the guard gap closed, on top of the unshipped 1.0.48
  • 05:44 rebuild: the story and privacy bundles regenerate before the version-guard fingerprint
  • 04:58 bump: 1.0.48 (345) - the kids text in fifteen languages, the kids cast cards, the world views re-baked
  • 04:58 Merge branch 'worktree-agent-ad3221ba30e8fd889'
  • 04:55 assets(kids): re-bake the chapter-0 world views with the recolour on
  • 04:55 fix(kids): the level-shot bake passed --kids as characters, not the flag
  • 03:40 Merge branch 'worktree-agent-a9c0c7d888b850faa'
  • 03:40 check-kids: KIDS i / w judge the kids beats in the box's locale, line for line
  • 03:24 Merge branch 'worktree-agent-ad1595cdf3f9dbb31'
  • 03:22 kids: credits cast cards drop the brigade lore (KD-10 / KD-12 amended)
  • 02:55 Merge branch 'worktree-agent-a1c39e2b41c0a6e43'
  • 02:55 golden: bless the two portrait frames (lv1-port, lv1-port-kids) on the render-verifier's read
  • 02:53 docs: mark the kids 7-year-old rewrite translation lines done in pending-translations
  • 02:52 i18n: record source hashes for the 3 kids story masters
  • 02:52 i18n: translate dialogs-kids.md 14 locale siblings (kids mentor beats)
  • 02:52 i18n: translate ending-kids.md 14 locale siblings (kids ending crawl)
  • 02:52 i18n: translate loading-kids.md 14 locale siblings (kids loading card)
  • 02:51 i18n: kids 7-year-old rewrite - translate 17 new CSV keys and Back In to 15 locales, prune 15 superseded orphan rows
  • 02:46 ledger: 1.0.47 built and waiting on the phone, the guard gap narrowed, the portrait frames unblessed, the hint button, the stale worktree base
  • 02:00 bump: 1.0.47 (344) - the portrait HUD, on top of the unshipped 1.0.46
  • 02:00 rebuild: the compiled translations leave the version-guard fingerprint
  • 02:00 Merge branch 'worktree-agent-acf3d51e41795aca8'
  • 02:00 i18n: the compiled translations follow the kids text rows
  • 01:21 hud lane: handover - portrait HUD built (PC-8 / UI-27 amended)
  • 01:21 hud lane: portrait golden baselines (unblessed) + canvas support
  • 01:21 hud lane: PC-8 / UI-27 portrait-HUD probe row in check-hunt
  • 01:21 hud lane: --hudrects probe dump for the portrait HUD (PC-8 / UI-27)
  • 01:21 hud lane: portrait face fit in the surface camera (PC-8 / UI-27 amended)
  • 00:57 Merge branch 'worktree-agent-ae638ba7cbb9a5dfe'
  • 00:57 bump: 1.0.46 (343) - diet B4 and K1, the kids world views, the v47 fold, on top of the unshipped 1.0.45
  • 00:57 Merge branch 'worktree-agent-aa028dde5d26d1430'
  • 00:56 docs: editions lane handover 2026-10-06 (night) - the kids text wired, KD-12 amended
  • 00:55 lanes: editions handover - KIDS v was the probe, not the game; KIDS a/p and the -kids.webp views
  • 00:54 check-kids: KIDS a strips every *-kids.<ext>* token, KIDS p judges the -kids.webp world views
  • 00:54 check-kids: KIDS v plants its own save - kids-clear never wrote one
  • 00:24 Merge branch 'worktree-agent-a5085955a6f13db73'
  • 00:24 Merge local main (1d21c5dd) into the K1 branch - both exclude tokens kept
  • 00:22 Merge branch 'worktree-agent-ad3221ba30e8fd889'
  • 00:22 Merge branch 'worktree-agent-a6fcee378f195cb75'
  • 00:22 i18n: the compiled translations follow the Back In! row
  • 00:07 requirements: fold v47 into the register on Alf's 2026-10-06 rulings (402 -> 419)

2026-10-06

  • 23:51 diet B4: the 15 retired props out of the game - 9.78 MiB packed, vaulted first
  • 23:22 check-kids: KIDS i asserts the amended KD-12, KIDS w the kids ending and loading card
  • 23:22 kids: the four super-simplified mentor beats, KD-12 amended
  • 23:22 kids: the ~50-word kids ending crawl (ending-kids.md)
  • 23:22 kids: the loading card reads "Into the Nerdverse" from its own twin file
  • 23:22 kids: the 7-year-old rewrite of every kids-visible string (17 new keys)
  • 23:09 lanes: editions handover - K1 restricted to structures, props, accessories and trees
  • 23:09 kids pack: the characters keep both files (Alf: keep the original kids colors)
  • 23:00 assets(kids): bake the chapter-0 world views in the kids palette
  • 23:00 feat(kids): recolour the level-select world views for the kids edition
  • 22:59 Merge branch 'main' into worktree-agent-a5085955a6f13db73
  • 22:52 bump: 1.0.45 (342) - the kids afternoon: the ship opener, Let's Play / Back In! / Again!, Zuly spins, the kids updater, the droid guide freed
  • 22:51 Merge branch 'worktree-agent-a045191ad0edd19d8'
  • 22:49 hud lane: handover 2026-10-06 - Zuly spin, one-row kids title, PC-8 orientation
  • 22:45 kids: all four title cards on one row
  • 22:34 Merge branch 'main' into worktree-agent-a045191ad0edd19d8
  • 22:34 WIP job2 orientation - set aside for urgent one-row merge
  • 22:19 Merge branch 'worktree-agent-a127009d9a0c820a6'
  • 22:18 editions lane: handover 2026-10-06 (later) - the kids title re-cut, KD-22 reversed
  • 22:18 check-kids: KIDS v - the three kids title presses and the Back In! card
  • 22:18 kids: Let's Play! is a new game, Back In! continues, Again! selects
  • 22:15 hud: the kids title Nerdette (Zuly) spins under drag, like Alpha
  • 11:28 lanes: editions handover - K1 measured, the look change surfaced
  • 11:28 check-kids: KIDS p holds the K1 addon
  • 11:28 kids pack: K1 - the kids export carries each recoloured texture once
  • 11:16 Merge branch 'worktree-agent-aee2b03ea5d0968fa'
  • 11:14 fix: the droid guide lets you move the screen and tap the droid
  • 10:50 Merge branch 'worktree-agent-ad07cf94ca65d968d'
  • 10:49 editions lane: handover 2026-10-06 - no editor pictures, the kids updater, Let's Play / Again! stopped at KD-22 / KD-23
  • 10:45 Merge branch 'worktree-agent-a402c5ada864fb558'
  • 10:45 kids: the campaign opener plays the ship's arrival from the rift
  • 10:43 kids updater: the kids build compares, describes and delivers its own build
  • 10:43 site shots: no editor pictures on the public page - the five widget bench shots retired, three frames re-shot
  • 08:42 release notes: 1.0.44
  • 08:42 bump: 1.0.44 (341) - the audio night: layers locked, the bus restored, one found sting, five main tracks, kids stings matched
  • 08:40 Merge branch 'worktree-agent-aab5e92b766d0fb43'
  • 08:25 ledger: the kids stings matched as heard - the mono convention measured
  • 08:25 kids music: the two stings matched to the effects they replace, as heard
  • 00:23 docs: editions lane handover - one found sting per catch, measured
  • 00:23 audio: one found sting per catch - the later duplicate in _found is gone

2026-10-05

  • 23:21 docs: editions lane handover - the bus fix and the five main tracks
  • 23:19 check-kids: the main registry is the fifteen main ids
  • 23:19 music: Alf's five favourites join the main soundtrack - fifteen in the picker
  • 23:19 audio: the duck restores the Music bus to its designed +4 dB, not to 0
  • 19:08 ledger: how to judge the web layer start - a null capture, not a listen
  • 19:07 ledger: the web music path is sample playback - the loop-drift warning narrows to the layer start
  • 19:06 ledger: web music layers may drift at every loop wrap - check before the next web publish
  • 19:05 touched-smoke: the kids audio maps to check-kids; ledger: the layer lock merged, what is still unproven
  • 19:05 kids music: the checksum list follows the two re-mastered stings
  • 19:05 Merge branch 'worktree-agent-aafac950b692cd093'
  • 19:02 check-audio: the LAYER LOCK rows - one start, one align under the lock, nothing alone
  • 19:02 music layers: the three stems stay on one sample - no layer stops or rejoins alone
  • 18:20 ledger: the stings are re-mastered, two audio engine findings, the audit's inverted orphan list
  • 18:20 kids music: the win jingle and the time-up sting, re-mastered for the SFX path
  • 05:47 bump: 1.0.43 (340) - the kids soundtrack, Alpha's jump, the first two diet levers
  • 05:40 Merge branch 'worktree-agent-ad3ba34ad356ac917'
  • 05:37 Merge branch 'worktree-agent-a2eec1ecadef2cc33'
  • 04:27 diet B1, settled on the look: the bots keep their shine - 20.50 to 7.19 MiB packed
  • 04:01 diet B1: the twelve bots' textures leave their scenes - 20.50 to 9.91 MiB packed
  • 02:44 diet B3: 35 orphan assets out of the game - 6.05 MiB packed, vaulted first
  • 02:21 tools: the runtime load census - what the game can never load
  • 01:55 docs: the kids stills are on genesis - what was uploaded and what to read first
  • 01:35 build-stamp: wait for a mapped build_info.gd (up to 20 min) and name the holder
  • 01:55 site shots: the kids pickup still is held, two kids captions polished (render-verifier 2026-10-05)
  • 01:53 docs: editions lane handover - the kids soundtracks Alf picked
  • 01:37 size: the kids and Editor APKs are weighed, as REPORT rows
  • 01:35 Merge local main into the kids-soundtrack branch
  • 01:35 ledger: the site stills findings - the shots upload that never ran, the editor bench in public stills, three wrong frames
  • 01:35 build-stamp: wait for a mapped build_info.gd (up to 20 min) and name the holder
  • 01:35 check-kids: KIDS r for the picked soundtracks, KIDS a strips the two music folders
  • 01:35 presets: the kids music folder stays out of five packs, the main tracks out of kids
  • 01:35 kids: the registry is per edition, and no kids gain is left in code
  • 01:35 Merge branch 'worktree-agent-a57d83d96d23d6996'
  • 01:35 kids: Alf's nine soundtracks and three stings replace the placeholders
  • 01:33 docs: editions-lane handover - the site stills (captions, the kids set, the dead upload)
  • 01:30 rules: the kids diet is this session's, the kids audio files the music session's; Alf's rulings of 2026-10-05
  • 01:29 docs: kids diet analysis and handover to the Alien thread
  • 01:27 docs: the reply to the websites session - kids captures, captions, kids facts
  • 01:26 fix: kids title - Alpha jumps instead of cheer-hands (arms bent oddly)
  • 01:25 publish: a kids publish carries the kids stills (kids/shots/)
  • 01:25 check-signing: PUB b - a site-shot caption cannot carry a retired name
  • 01:25 site shots: captions in today's words, -ManifestOnly, and a kids set
  • 01:23 publish: name which scp dropped the shots (Git Bash's, on a wildcard)
  • 01:21 publish: the site shots upload proves itself (it has failed since 2026-09-14)
  • 01:21 probes: --lessonsdone marks the kids teaching chain done too
  • 00:35 waivers: check-crowd until the world lane fixes it (Alf 2026-10-05)

2026-10-04

  • 11:17 ledger: the build-stamp file-lock that keeps stopping the kids and Editor exports
  • 10:16 bump: 1.0.42 (339) - the ground mipmap fix joins the editor, kids title and kids music build
  • 10:16 golden: re-bless lv1-lv8, brief and structs for the ground mipmap fix (Alf 2026-10-04, yes to all three)
  • 10:10 ground: the twelve never-drawn base and wear tiles leave the pack (archived to the vault; Alf 2026-10-04)
  • 10:10 waivers: check-evasion until the world lane fixes it (Alf 2026-10-04)
  • 10:10 Merge branch 'worktree-agent-ae58197fbdb497d8f'
  • 09:23 Merge branch 'worktree-agent-a56860c3857c4e049'
  • 09:19 evasion: am1 excludes the WP-43 target-mingle staged window
  • 08:54 docs: crowd-warden lane handover - the ground mip-chain fix
  • 08:43 bump: 1.0.41 (338) - one commit for main, kids and Editor; the privacy bundle follows the live page, 1.0.39's Play submission noted
  • 08:40 fix: ground tiles get a mip chain, killing the rotating TV-static
  • 08:13 bump: 1.0.40 (337) - the editor as an editor, the kids title and music; notes and gamelog
  • 08:11 docs: editions lane handover - the merged-tree verdicts and the seed check
  • 08:09 Merge local main into the editor-slim branch
  • 02:39 docs: editions lane handover - the Editor APK is an editor
  • 02:39 check-signing: EDSLIM a-e, the Editor APK is an editor
  • 02:39 presets: the Editor preset packs an allow-list, not the whole game
  • 02:39 build: a slim story bundle for the Editor export only
  • 02:39 editor: the Editor build boots straight into the bench
  • 02:38 Merge branch 'worktree-agent-a79ba48fa2cdc3217'
  • 02:38 ledger: findings from the kids music wiring (double found sting, class_name seed shift, kids track list)
  • 02:37 Merge branch 'worktree-agent-a4f1cb135481cf78b'
  • 02:37 fix: kids title dancers aim via Basis.looking_at (no "not inside tree")
  • 02:36 docs: editions lane handover - the kids edition's own music
  • 02:36 check-kids: KIDS r follows the path-loaded kids library
  • 02:36 kids: the kids music library loads on the kids edition only - no class name
  • 02:23 check-kids: KIDS r - the kids music is gated, complete, excluded, and traced
  • 02:23 presets: the non-kids packs exclude the kids music (*-kids.ogg*)
  • 02:23 kids: KidsAudio - the kids siblings play on the kids edition only
  • 02:23 kids: the kids edition's own music files - six -kids.ogg siblings
  • 02:22 ledger: the gear bench column overflow and the per-character seat question
  • 02:22 Merge branch 'worktree-agent-a8c498db420c14810'
  • 02:20 docs: gear-editor lane handover - the 2026-10-04 editor asks
  • 02:20 check-editor: the bench walk for the 2026-10-04 asks, and the paste joins the ED-8.2 scan
  • 02:20 editor: a character change keeps the bench, the mentors sit, and a seat's row copies seat to seat
  • 02:15 Merge branch 'worktree-agent-a79ba48fa2cdc3217'
  • 02:14 feat: kids title - Alpha and the Nerdette dance, logo centred
  • 02:13 archive: retired models, intake thumbnails, UI review shots and texture sources leave git (208 files, 80 MB)
  • 02:13 kids launcher layers at a true 432 px (they were 1254 px masters named 432; the masters are in the vault)
  • 02:12 docs: Play release notes for 1.0.39 in the console's tagged format, 17 languages
  • 02:02 requirements: proposed v47 - the rulings of 2026-10-02 to 10-04 mined (19 new rows, 4 amendments, 3 tensions)
  • 01:55 rules: Alf's asks after the first Play bundle - editor, vault, kids music and title, data deletion
  • 01:48 docs: the Play store listing in the 14 other languages (17 Play language entries)
  • 01:40 ads: LIVE_IDS back to false after the 1.0.39 (336) Play bundle was exported and verified
  • 00:16 docs: websites handovers - delete-data page confirmed by Alf, commit-on-publish request
  • 00:10 docs: handover to the websites session - a data deletion page for the Play Data safety form

2026-10-03

  • 23:58 docs: the Play store listing text for 1.0.39
  • 23:36 release notes: the 1.0.0 section moves to its place below 1.0.1 (it sat above every later version, so the site's Latest build read v1.0.0)
  • 23:22 waivers: CG-21 b gear bar, check-crowd and check-golden for 1.0.39 (336), Alf 2026-10-03
  • 22:38 play: LIVE_IDS true for the 1.0.39 (336) Google Play bundle (Alf's flip)
  • 22:38 release: 1.0.39 (336) - main to the phone and to webby's beta1, web re-exported; kids not in this ship
  • 22:06 waivers: check-evasion for 1.0.39 (336), Alf 2026-10-03
  • 21:50 rules: NW-1 and MZ-7 as Alf reworded them, the golden re-bless, beta1 go for 1.0.39
  • 21:49 golden: re-bless lv3-lv8 and brief at 1.0.39 on Alf's word (2026-10-03, re-bless the seven)
  • 19:47 docs: reply to Ada - Play build status, verifier baseline, corrections
  • 19:47 story bundle regenerated from the translated tutorial and dialog siblings
  • 18:33 bump: 1.0.39 (336) - the Google Play candidate; notes and gamelog
  • 18:29 tools: export-play.ps1 - the one command for the signed Play bundle (Alf's hand); release-android.md
  • 18:24 fix: a store build never expires - BuildInfo.expired() answers false on the store feature; check-signing NW-2 s
  • 18:20 presets: permissions/internet=true on both Play AAB presets; check-signing PERM d, PERM c strict on -Play
  • 18:17 Merge branch 'worktree-agent-a270970a11b32a7bd'
  • 18:16 docs: handover for Ada (service contract, cutover checklist, rollback signal) and the editions-lane handback
  • 18:13 docs: service-contract.md - the client-to-service contract as the code behaves, and today's live baseline
  • 18:13 tools: check-service.ps1 - the leaderboard / telemetry / crash service verifier
  • 18:09 i18n: compiled translations regenerated for the full-build CSV pass (572 rows)
  • 18:09 docs(lanes): difficulty-core handover - the campaign resume roll fix
  • 18:09 check-hunt: CAMPAIGN resume rows and the profile fence
  • 18:09 game_state(hunt): a campaign resume never rolls the droids again
  • 17:59 presets: drop REQUEST_INSTALL_PACKAGES from Android, Kids and Editor; check-signing PERM a/b/c
  • 17:55 rules: afternoon rulings - install permission out, campaign re-roll fix, ad id confirmed, kids picks after Play, services on the new servers
  • 17:41 Merge branch 'worktree-agent-a996583e1ee441386'
  • 17:41 rules: Play release day rulings - git holds only what the games use, org account, golden re-bless scope, Android first
  • 17:38 i18n: mark the full-build translation pass done in pending-translations.md
  • 17:32 i18n: prune 20 orphan CSV rows (TX-8 + superseded strings)
  • 17:28 i18n: CSV rows for kids teaching lessons + How to Play body/gestures (17 rows)
  • 17:21 i18n: CSV rows for the kids economy, flashes, bar labels + boosts (19 rows)
  • 17:17 i18n: CSV rows for the kids edition - title, dashboard, celebrate, results, game over (26 rows)
  • 17:14 i18n: CSV rows for difficulty, scoring, leaderboard, update + ad recovery (23 rows)
  • 17:07 i18n: story siblings - tutorial MISSION line + ARBEE bleeps (14 locales)
  • 16:39 bump: 1.0.38 (335)

2026-10-02

  • 11:22 ledger: open items from the kids recolour final read
  • 10:51 Merge branch 'worktree-agent-a5c3d2852138380ca'
  • 10:50 lanes: hud handover - kids look-and-feel round 3 (KD-17 combined-verifier NEEDS-CHANGES)
  • 10:50 i18n: kids round-3 How to Play strings + the missing Help row (pending)
  • 10:50 hud(kids): lift secondary text to 4.5:1 on kids (round 3 item 4)
  • 10:49 hud(kids): the How to Play shows only what kids has (KD-16/KD-18 round 3, item 3)
  • 10:49 hud: a teaching tip never co-displays with an end card (round 3 item 1)
  • 10:49 hud(kids): opaque kids button and panel fills (KD-17 round 3, item 2)
  • 10:40 lanes: editions handover - KD-24 final list, the first-device checklist
  • 10:40 assets: the tweaked characters and the two trees (KD-24)
  • 10:40 kids: plum Anomaly, azure Mirror, saturated Frontier; the grown pieces and trees take kids colours (KD-24)
  • 10:30 ledger: check-hunt depends on the box profile's lesson flags; seeded layouts shift with the script set
  • 10:01 Merge branch 'worktree-agent-a3680ed0726803564'
  • 10:00 tools: the kids scheme dealer joins the repo (KD-24)
  • 10:00 lanes: editions handover - KD-24 rollout stage 3 and the hand pass
  • 10:00 assets: the cast regenerated after the hand pass (KD-24)
  • 10:00 tools: the verifier's hand pass on the auto rows - tighter skin, hats, banded robots, unique schemes (KD-24)
  • 09:54 lanes: hud handover - kids look-and-feel round 2 (KD-17 render-verifier NEEDS-CHANGES)
  • 09:54 hud(kids): recolour the How to Play 3D models through every path (KD-24 round 2, item 6)
  • 09:54 hud(kids): settings lit tab hot magenta + one ring constant (KD-17 round 2)
  • 09:54 hud(kids): lift the title hero lighting so the recoloured hoodie reads vivid (KD-17 round 2, item 4)
  • 09:54 hud(kids): affordability dim, ability-bar accent underlines, solid results panel (KD-17 round 2)
  • 09:54 hud(kids): louder palette, one ring constant, affordability-by-luminance helpers (KD-17 round 2)
  • 09:27 assets: kids siblings for every chapter's structures, the ships and the prop paint bases, at 512 (KD-24 rollout stage 3)
  • 09:27 kids: the ground is a runtime ramp, props are paint bases, structures ship at 512 (KD-24 rollout stage 3)
  • 09:19 Merge branch 'worktree-agent-a5c3d2852138380ca'
  • 09:17 lanes: hud handover - kids look-and-feel pass (KD-17)
  • 09:17 hud(kids): recolour Settings and How to Play to the kids palette (KD-17)
  • 09:17 hud(kids): the kids title - recoloured hero, candy backdrop, themed cards (KD-17, item 3/5)
  • 09:17 hud(kids): recolour the in-game HUD to the kids palette (KD-17, item 2/4)
  • 09:17 hud(kids): finalise the kids UI palette + over-ground/button theme helpers (KD-17)
  • 09:02 lanes: editions handover - KD-24 rollout stages 1 and 2, the pack budget before stage 3
  • 09:02 check-kids: KIDS p accepts siblings of embedded-only models (KD-24)
  • 09:02 assets: kids siblings for the whole cast and the hand gear (KD-24 rollout stage 2)
  • 09:02 tools: kids-recolor auto rows and the whole-cast table (KD-24 rollout stage 2)
  • 08:37 kids: rollout stage 1 - terracotta ground, gear takes the wearer's variant, vivid goggles (KD-24)
  • 08:32 rules: kids gear may carry girl, boy and neutral colours, chosen by the wearer (Alf 2026-10-02)
  • 08:29 Merge branch 'worktree-agent-a3680ed0726803564'
  • 08:06 lanes: editions handover - KD-24 pilot three
  • 08:06 check-kids: KIDS p fails a character row that recolours hair, skin or face (KD-24)
  • 08:06 kids: robots keep a shine on the kids twin material (KD-24 pilot three)
  • 08:06 assets: the pilot-three kids siblings - Alpha, Arbee, Aria, nine back items, ground A (KD-24)
  • 08:06 tools: kids-recolor table for pilot three - clothing only, Aria's dress, the back gear, the grape ground (KD-24)
  • 07:49 rules: kids recolour is clothes only, hair never; robots may change whole body (Alf 2026-10-02)
  • 02:36 ledger: the three resume findings from the Daily droid fix, open for Alf
  • 02:36 docs(lanes): difficulty-core handover - a resumed Daily keeps its droids
  • 02:35 check-hunt: DAILY resume row, and the lock held to the verdict
  • 02:35 game_state(hunt): a resumed Daily keeps its droids
  • 02:30 lanes: editions handover - KD-24 pilot two, the recolour tool, the region tables, the batch recipe
  • 02:30 check-kids: KIDS p holds the two new hooks, the sky's hands off the Environment, and the table (KD-24)
  • 02:30 kids: the built world and the sky take the kids palette (KD-24 pilot two)
  • 02:30 assets: the kids siblings, regenerated per part from the logo palette (KD-24 pilot two)
  • 02:30 tools: kids-recolor - a region recolour tool for the kids edition (KD-24 pilot two)
  • 02:03 Merge branch 'worktree-agent-aed8aae5aaea98cda'
  • 02:02 kids: check-kids KIDS h for the new menu + translations + handover
  • 02:02 game_state(kids): KD-14 brief skip + HUD-call kids wording
  • 02:02 title(kids): KD-21/22/23 - Nerd Kids!, Let's Play!, Again! menu
  • 02:02 hud(kids): KD-15/16/17/18 - wording, palette, simplified cards
  • 01:59 checks: KIDS n sums the level-1 grant without Simple (KD-19); touched-smoke maps the publish scripts and the update page to check-signing
  • 01:59 Merge branch 'worktree-agent-a6485f465679940ab'
  • 01:59 Merge branch 'worktree-agent-a0548b88e5279629d'
  • 01:58 lanes: editions handover - correct the import-churn line
  • 01:58 lanes: editions handover - the update page, publish-all, the answers on the dl/ mirror
  • 01:58 check-signing: NW-1 u (the update is a page) and PUB a (the one-pass publish) static rows
  • 01:58 tools: publish-all.ps1 - every edition staged first, then ONE deploy
  • 01:58 editions: the update is a page - no in-app download, the button opens the tester page
  • 01:56 pending-translations: kids teaching copy (2026-10-02, playful tone)
  • 01:56 check-teaching: kids legs for Simple-at-level-3 (KD-19)
  • 01:55 kids: teach Simple at level 3, not level 1 (KD-19); briefless level-start seam
  • 01:52 docs: the game facts for the website, rewritten against 1.0.37 (shipped vs pending marked)
  • 01:44 requirements: fold v46 into the register on Alf's accept (378 -> 402; HM-27 withdrawn; KD-14..24 accepted)
  • 01:35 Merge branch 'worktree-agent-ac939b6deedebe333'
  • 01:34 lanes: editions handover - KD-21 label, the KD-24 pastel pilot, the filters and the batch recipe
  • 01:33 docs: the websites handover names all six sectors
  • 01:33 docs: handover to the websites session - answers to its three asks, the 1.x facts, the publish flow
  • 01:32 kids: KD-24 KidsPalette resolves the sibling of an embedded model texture (Alpha)
  • 01:32 Merge branch 'worktree-agent-ac57a39f7eed42cfd'
  • 01:31 lanes: difficulty-core round six handover (the Daily stars and two droids, KD-20 verified)
  • 01:31 check-hunt: DAILY rows, the kids PINGARROW row (KD-20), the two-function HM-3 A identity
  • 01:31 hunt: the Daily Mission rates by the five stars and always carries two droids
  • 01:26 check-kids: KIDS p (KD-24 gating, files, packs) and KIDS q (KD-21 label); KIDS a allows the one palette token
  • 01:26 presets: KD-21 the kids label is Nerd Kids! ; KD-24 the non-kids presets exclude *-kids.png
  • 01:26 kids: KD-24 KidsPalette - the pastel siblings replace the regular textures under Portal.is_kids() only
  • 01:26 assets: KD-24 pastel pilot - -kids sibling textures for Arbee, Alpha and the First Light ground tiles
  • 01:25 rules: the kids range confirmed, Drift stays without stars (Alf 2026-10-02)
  • 01:15 rules: v46 accepted, the kids pass is go, KD-24 replaces in kids only, Daily gets stars and two droids (Alf 2026-10-02)
  • 00:44 release: 1.0.37 (code 334) on beta1, beta1/web (+ the CrazyGames zip) and findthenerd.com/kids - the release-day test round
  • 00:42 waivers: check-evasion for 1.0.37 (334), Alf 2026-10-02 by name
  • 00:41 requirements: web telemetry goes on the held list (Alf 2026-10-02), WB-38 to propose

2026-09-28

  • 18:32 bump: 1.0.37 (code 334) - the escape picker fix rides along; two evasion ledger lines
  • 18:32 Merge branch 'worktree-agent-a9c535d60f9507723'
  • 18:31 docs(crowd-warden): handover for the HM-1 c2 escape-leg fix (333)
  • 18:30 evasion: an escape leg never bears at the camera to an OPEN goal (HM-1 c2)
  • 18:25 check-crowd: the trim row wants Impossible at least Hard, not equal (Hard dialed back 2026-09-28, Impossible keeps its column)
  • 17:23 bump: 1.0.36 (code 333)
  • 17:23 Merge branch 'worktree-agent-a86ff7f3db19f067b'
  • 17:22 docs(crowd-warden): handover for the 332/333 voyage replan fix
  • 17:11 check-flight: judge turn radius after the launch bank, not during it
  • 17:10 flight: WIP - voyage arrival-replan + building clearance (332/333)
  • 17:10 weekly: W1b sees entries inside a spin-off folder
  • 10:07 Merge branch 'worktree-agent-a04b153b8c4391888'
  • 10:05 docs(difficulty-core): round-five handback - the Hard dial-back, HM-27 withdrawn
  • 10:05 check-hunt: pin the Hard dial-back and a free wrong tap on every tier
  • 10:05 difficulty: the Hard dial-back and no wrong-tap penalty on any tier (Alf 2026-09-28)
  • 09:52 docs(editions-lane): deploy receipt - item 7 lb_server.py live on webby 2026-09-28
  • 09:46 rules: round-two answers and the flight rulings (Alf 2026-09-28)
  • 09:45 Merge branch 'worktree-agent-acc14adb622946295'
  • 03:57 docs: crowd-warden handover - check-flight voyage SLIP blocker diagnosed (no fix shipped)
  • 02:22 docs(hud-lane): handover for the 1.0.35 render-verifier defect round
  • 02:21 title: drop the level-selector star-explanation line clear of the title (rv 1.0.35)
  • 02:21 hud: drop the mission-summary card clear of the celebration text band + hot-white ping rim (rv 1.0.35)
  • 01:33 check-web/check-kids: the grant rows read the split _tutorial_disk_sum (item 9: the level-1 portion plus the level-4 sweeps)
  • 01:11 bump: 1.0.35 (code 332)
  • 01:11 loading: an empty story body clears the scene's placeholder tip (item 13, the half the 331 build missed)
  • 01:07 bump: 1.0.34 (code 331)
  • 01:07 story: the arrival card says "Entering the Nerdverse" only (Alf 2026-09-27 item 13)
  • 01:05 Merge branch 'hud-release-round-2026-09-27'
  • 00:55 docs: hud-lane handover - release-day round items 10, 5, 4, 12, 3, 17, 7
  • 00:36 Merge branch 'worktree-agent-a1fb5827e23274786'
  • 00:35 hud: move the How to Play STARS line under the title
  • 00:30 hud: level selector - lower the item-4 star-hint clear of the header
  • 00:26 check-teaching: prove mark at L3, sweeps at L4, the split grant and the web mobile chain (W14)
  • 00:26 teaching: mark at L3, sweeps at L4, web runs the mobile chain (Alf 2026-09-27 items 9 + 14)
  • 00:24 hud: editions-lane hooks - offer_ability (item 17), leaderboard kept line, HUDSTATE
  • 00:24 Merge branch 'worktree-agent-a223ea08a00ce0ce8'
  • 00:22 Merge branch 'main' into hud-release-round-2026-09-27
  • 00:13 Merge branch 'worktree-agent-a70544dac5ccff7c9'
  • 00:13 docs: crowd-warden handover for the item-15 same-character fix
  • 00:13 check-crowd: assert same-character spacing (item 15)
  • 00:13 crowd: never stand the same character adjacent on one face (item 15)
  • 00:11 editions lane: check-kids verdict in the handover (PASS off the kids build, KIDS d reported)
  • 00:10 editions lane: handover for the 2026-09-27 release-day round (items 7, 11, 12, 16, 17)
  • 00:08 disks: offer the ability a transmission just made affordable (item 17)
  • 00:08 web: a resumed Campaign never boots into the pause / How to Play screen (item 12)
  • 00:07 requirements: proposed-v46, the release-day test round (14 release rows, 11 held kids rows, 5 tensions)
  • 00:07 web: the boot shows progress and holds the splash until the title draws (item 11)
  • 00:07 leaderboard: two-tier name rules (The Nerdiest passes) + the own-score answer (item 7)
  • 00:04 Merge branch 'main' into hud-release-round-2026-09-27
  • 00:03 hud: release-round items 10, 5, 4, 12 + core hand-offs (summary, ping frame)

2026-09-27

  • 23:57 lanes: difficulty-core round four handback; Bots found row to pending-translations
  • 23:57 check-saves: the SV-2 resume row (Alf 2026-09-27 item 6)
  • 23:57 check-hunt: the release-day block - STARS static + live, PINGARROW
  • 23:57 hunt: the release-day round - five-star sum, honest score rows, the ping arrow, mid-level resume, the ping cue (Alf 2026-09-27 items 3/4/6/10/17)
  • 23:34 rules: the release-day test round (Alf 2026-09-27, 17 items; kids items held)
  • 16:45 release: 1.0.33 (code 330) on beta1, beta1/web (+ the CrazyGames zip) and findthenerd.com/kids - the concept-art icons
  • 16:38 bump: 1.0.33 (code 330)
  • 16:38 Merge branch 'worktree-agent-aff8896efa0990148'
  • 16:38 assets: the kids launcher icon set from the 2026-09-27 concept art (KD-13)
  • 16:37 handover: editions-lane - the concept-art launcher icons and project icon wired in
  • 16:37 icon: the project icon is the new 512 store icon
  • 16:37 presets: Android, Google Play AAB and Editor carry the main launcher icons
  • 16:37 assets: the main launcher icon set from the 2026-09-27 concept art
  • 14:42 handover: 1.0.32 (329), List A landed, the finale-gate bug, what stays open
  • 14:42 release: 1.0.32 (code 329) on beta1, beta1/web (+ the CrazyGames zip) and findthenerd.com/kids - Alf's release-day List A
  • 14:01 bump: 1.0.32 (code 329)
  • 14:01 Merge branch 'worktree-agent-a21102c794ff93d89'
  • 14:00 hud: follow the random known gear slot on Hard+ (HM-31 amended)
  • 13:35 requirements: fold v43, v44 and v45 into the register on Alf's 2026-09-27 rulings (342 -> 378), List B held in held-b-2026-09-27.md
  • 13:13 Merge branch 'worktree-agent-ac92858b83aabc757'
  • 13:11 lanes: difficulty-core third handback - the random known slot, the honest 100, the finale gate
  • 13:03 check-hunt: HM-3 A identity through _b0_shown_chance, DF guide and DF finale rows
  • 12:47 finale: gate the dance party and the Impossible unlock on the LAST chapter, not a literal
  • 12:43 Merge branch 'worktree-agent-a49daba241e1a0cad'
  • 12:42 difficulty: Hard+ reveals a seeded random gear slot; the L1 droid guide's slot is an honest 100
  • 12:38 docs: editions-lane handover - T-v44-c on every edition, the probes, the stale chap == 3 finding
  • 12:36 check-web: WEB h / WEB l follow the rename, WEB n pins the main-game promotion (T-v44-c)
  • 12:36 editions: the difficulty promotion on every edition but kids (T-v44-c, Alf "44c for all versions")
  • 12:22 rules: release-day rulings (Alf 2026-09-27) - list A in one build, list B held
  • 10:03 docs: handover to the genesis project - the 09-27 webby service change and the site payloads
  • 02:35 golden: re-bless the eleven shots that tripped on 1.0.31 (Alf 2026-09-27 "Rebless yes")
  • 02:17 handover: 1.0.31 (328), the guard-order lesson, round two, what stays open
  • 02:17 release: 1.0.31 (code 328) on beta1, beta1/web (+ the CrazyGames zip) and findthenerd.com/kids - the tier fixes and Alf's round-two rulings
  • 01:58 Merge branch 'worktree-agent-a5d1d3f3875b0e89b'
  • 01:58 requirements: proposed-v45 folds the round-two rulings (T-v45-b/c/d/e resolved, UI-56 both finales with the splash, HM-13 rescues 4/3/2/1, NW-9 the Impossible board)
  • 01:20 bump: 1.0.31 (code 328)
  • 01:19 finale: the Impossible clear passes the splash flag to the HUD lane's show_dance_party
  • 01:19 lanes: hud-lane handback - 1.0.30 render-verifier fixes + Impossible splash
  • 01:19 Merge branch 'worktree-agent-a5d1d3f3875b0e89b'
  • 01:19 hud: the Impossible finale gets a red diagonal "Impossible!" splash
  • 01:18 Merge branch 'worktree-agent-aa7292ed493ea861a'
  • 01:18 hud: 1.0.30 render-verifier defects 1-3 - ladder played cue, Impossible-swap portrait flash, web toast clears Skip
  • 01:17 handover: difficulty-core round two - Hard rescues 2, the dance party on both top tiers, the finale-probe save trap
  • 01:12 editions-lane: webby deploy receipt - difficulty 0-3 + the rs fold live on the leaderboard service (Alf 2026-09-27)
  • 01:10 finale: the dance party plays on the Hard AND Impossible final clear (Alf 2026-09-27 round two)
  • 01:10 difficulty: Hard rescue cap 2 - max_rescues [4, 3, 2, 1] (Alf 2026-09-27 round two)
  • 01:04 rules: rebalance rulings round two (Alf 2026-09-27) - dance party on Hard and Impossible with the splash, main-game unlock, free fake taps, Hard rescues 2, webby staged
  • 00:44 handover: the four-tier rebalance ship (327), what 328 carries, Alf's calls
  • 00:43 release: the 327 stamp names the android edition (the store zip export had overwritten it)
  • 00:42 release: 1.0.30 (code 327) on beta1 and beta1/web (+ the CrazyGames zip) - the four-tier difficulty rebalance
  • 00:22 check-menu: the ladder probes pass tier names (the core parser takes easy|normal|hard|impossible, not digits)

2026-09-26

  • 23:40 bump: 1.0.30 (code 327)
  • 23:39 check-web: WEB m reads the merged _wrong_tap_penalty(character) call
  • 23:31 lanes: crowd-warden handback - four-tier rebalance (world lane share)
  • 23:25 check-crowd: four-tier rebalance rows
  • 23:25 game_state: THE RULE - the target never changes identity mid-level
  • 23:25 crowd: per-tier trim, and the target joins huddles on Hard and above
  • 23:24 docs: hud-lane handback + queue the four-tier text for translation
  • 23:23 hud: the four-tier difficulty rebalance surfaces (Alf 2026-09-26)
  • 23:17 lanes: editions handback - four tiers on the web, diff 0-3, the rs telemetry field
  • 23:17 telemetry: the level event carries rs - rescue transmissions used in that level
  • 23:17 check-kids: KIDS o (KD-4) - the wrong-tap cost never reaches kids
  • 23:17 check-web: WEB k / l / m - the tier disk factor, the Hard -> Impossible chain, the kids wrong-tap guard
  • 23:16 leaderboard: the contract carries difficulty 0-3 (Impossible is 3)
  • 23:16 web: four tiers - disks pay by tier, Hard clears unlock Impossible, wrong taps cost time (kids never)
  • 23:35 Merge branch 'worktree-agent-a1d90c439ab299d04'
  • 23:34 lanes: difficulty-core handover carries the Hard brief render receipt
  • 23:30 check-hunt: the DF block - four-column tier tables and the live tier, swap, wrong-tap and decay rows
  • 23:26 probe: --wrongtap picks a plain bystander, never a mentor, hologram or crowd droid
  • 23:23 hunt: the four tiers in play - wrong taps cost clock on Hard, marks decay and the target swaps gear on Impossible
  • 23:14 settings: four difficulty tiers - IMPOSSIBLE joins the enum, every tier table grows a fourth column
  • 23:12 requirements: proposed-v45, the four-tier difficulty rebalance (16 rows, 7 tensions) and its ledger lines
  • 22:49 rules: the four-tier difficulty rebalance and its two constraints (Alf 2026-09-26)
  • 20:37 lanes: editions handback - check-kids KIDS b follows _set_bar_label
  • 20:34 check-kids: KIDS b (KD-9) reads the kids bar labels off _set_bar_label
  • 20:29 hud: empty ability slots follow the locale switch (i18n bar labels)
  • 19:55 requirements: OP-27 proposed - the journal's movie clips render in English (Alf 2026-09-26)
  • 19:49 rules: movie clips render in English (Alf 2026-09-26)
  • 18:59 Merge commit '67f9baa5'
  • 18:56 check-signing: KD-7 reads the whole finally block and wants the restore retried
  • 18:54 Merge commit '164a31e8'
  • 18:53 rebuild: retry the kids AdMob app id restore, name the leak if it still fails (KD-7)
  • 18:52 handover: the 1.0.29 (326) ship, the dead phone port, T-v44-d and the kids export restore trap
  • 18:51 release: 1.0.29 (code 326) on beta1, beta1/web (+ the CrazyGames zip) and findthenerd.com/kids - the 09-26 web/kids round
  • 17:41 bump: 1.0.29 (code 326)
  • 17:24 requirements: T-v44-d (the Level-1 droid guide vs HM-3 A) and its ledger line
  • 17:04 bump: 1.0.28 (code 325)
  • 17:04 web: the Hard promotion only under the campaign-clear gate (WEB h)
  • 16:22 bump: 1.0.27 (code 324)
  • 16:21 Merge the tutorial-keeper: the Level-1 droid guide and the web/kids ability run (the keeper's grant and bar stubs dropped for the lanes' real ones; the real grant also prints TUTGRANT for the teaching legs)
  • 16:19 teach: the Level-1 droid guide and the web/kids ability run
  • 16:12 Merge editions task A: the economy batch (game_state.gd hunks resolved: both probe flags, the promote line above the web ending, the toast plus the before/after award line, the promote function without the stale ending comment)
  • 16:03 editions/web+kids: the 2026-09-26 economy and gate batch (DISK_POINTS 250, the teaching grant formula, one pay per droid, the web tap radius, Normal clears to Hard, no developer surface on the web)
  • 15:45 Merge branch 'worktree-agent-a4eaffcfd6caffd01'
  • 15:44 docs/lanes: editions-lane task B - check-kids verdict recorded (PASS, report mode)
  • 15:44 Merge branch 'worktree-agent-accdbe47036e960c4'
  • 15:39 hud: Skip clears the disk counter, an award toast, credits fit, teaching bar API
  • 15:36 Merge branch 'worktree-agent-aa0b15fd76709980b'
  • 15:35 perf(crowd): cap The Block (L4) at 20 bodies a face (238 -> 120)
  • 15:34 editions/web: no site link after the credits, the privacy policy bundled into every build, the web ending on the frozen last level
  • 15:32 requirements: proposed-v44 - the 2026-09-26 web/kids batch (10 new IDs, 7 amendments, three tensions)
  • 15:25 release: 1.0.25 (code 322) kids test APK on findthenerd.com/kids and 1.0.26 (code 323) the first Editor APK on beta1/editor
  • 06:33 bump: 1.0.26 (code 323) - the first Editor APK
  • 06:27 build-stamp: three tries on the build_info.gd write (a just-exited child leaves the file mapped for a moment - the kids export failed three times on it)
  • 06:22 Merge branch 'worktree-agent-acab984f86445bbc4'
  • 06:21 editions/kids: no board write and no Daily door in kids (KIDS j, KD-12.3)
  • 05:48 Merge branch 'worktree-agent-a39ca601d44dba133'
  • 05:47 teaching: --kidstrace pre-marks lessons done so the economy driver reaches Continue (KD-5)
  • 05:41 hud/kids: a How to Play card beside Campaign on the kids title (KIDS h, KD-12.4)
  • 03:30 bump: 1.0.25 (code 322) - the kids test build, rebuilt (the 321 bump had landed on the keeper's dropped branch; cherry-picked back)
  • 04:49 Merge the HUD lane: the kids HUD pass (both pending-translation rows kept)
  • 04:30 hud/kids: floppies wording, lit-ping price tag, freeze tag, brief difficulty, boosts
  • 04:28 kids presets: the launcher icon keys (the perl pass missed them)
  • 04:28 check-signing: the PC-8 block rewritten (a sed had eaten its backslashes and flattened the branches - it passed without checking); kids: a launcher icon set from the kids title painting on both Kids presets (KIDS k); CLAUDE.md typo
  • 04:26 Merge the test-writer: check-kids and the v43 rows (both hud.gd hint-panel lines kept)
  • 04:25 tests: the proposed-v43 rows - check-kids (KIDS a..m), BR-31 in check-signing, ED-20 in check-menu, OP-26 in check-automation
  • 03:58 kids teaching: the brief tour, in-play ability/hint/reward cards, no Tutorial button (Alf 2026-09-26 re-spec)
  • 03:28 Merge the editions lane: the kids re-spec and the Editor APK (rules-log rows from both sides kept; ship ritual step 7 names the editor package)
  • 03:16 editor: its own APK - the Editor preset, Portal.is_editor() as the only door, beta1/editor publish, package-aware gear-journal tools (Alf 2026-09-26)
  • 03:14 kids: the floppy economy from the web at kids prices, three priced abilities, the Hint panel under the asset, the reward unit (Alf 2026-09-26 re-spec)
  • 03:01 requirements: proposed-v43 - the kids re-spec (KD-8..13, four KD amendments), the editor APK (BR-31, ED-20), the four lanes (OP-26), 16 test rows
  • 02:57 rules: the editor is its own APK, never in a game edition and never on Play (Alf 2026-09-26)
  • 02:46 lanes: the four-lane structure (Alf 2026-09-26) - hud-lane and editions-lane defined, crowd-warden widened to the world lane on Opus, tutorial-keeper and routine-runner to Opus, lane handovers under docs/lanes, CLAUDE.md coordination rule

2026-09-24

  • 14:26 hud: near-opaque outline on the level-name flourish for contrast over bright terrain

2026-09-21

  • 14:33 pending-translations: flag the hardcoded settings Help label (UI audit 2026-09-21 finding 7)
  • 00:49 release: 1.0.23 (code 320) on the phone, beta1 and beta1/web - rotation only in the hunt, the ship attitude ceiling 2.5, the 09-20 fold's test rows
  • 00:44 placement-rules: the parked ship noses into its hangar (HM-7 amendment, Alf 2026-09-20)
  • 00:35 requirements: fold Alf's 2026-09-20 evening ballot, register 286 -> 342 (+56), T50 / T70 / T71 / T72 / T73 closed
  • 00:25 check-signing: PC-8 reads the re-ruled rotation rule (sensor-landscape default, the hunt frees the sensor in game_state.gd)
  • 00:05 bump: 1.0.23 (code 320)
  • 00:05 rotation only while hunting, the ship attitude ceiling 2.5, the walk-share floor 40, and the hud.gd continuation fixed (Alf 2026-09-20 evening rulings)

2026-09-20

  • 23:49 docs: handover addendum, the test rows and the ballot
  • 23:49 hud: the bar fit consults BAR_ABBREV when a name still overflows at the floor (the 2026-09-20 edit declared the table and never read it - UI-26 check-menu caught it)
  • 23:47 tests: the 2026-09-20 fold's 22 accepted IDs get rows, plus two new checks
  • 23:11 requirements: the 2026-09-20 ballot (77 decisions, phone-sized) and the test spec for the 22 IDs accepted on 09-20
  • 22:54 ledger: the seam marks stay (Alf 2026-09-20: don't rebake)
  • 13:56 docs: handover addendum for 1.0.22
  • 13:56 release: 1.0.22 (code 319) on beta1 and beta1/web - the 2026-09-21 handover: huddle distribution, the planner owns the nose, Arbee on the bench, the Belt cooled, the rift under the HUD, the web ending, portrait unlocked
  • 13:01 Merge branch 'worktree-agent-a8b3decec0cbabec4' (ledger rows from both branches kept)
  • 12:58 crowd: huddles average one per face, walk-ups join, and the T-pose leftovers are cleaned up (WP-39)
  • 12:58 docs: the journal handover on the probe footage under build (Alf 2026-09-20: fodder for the journal writer)
  • 12:57 Merge branch 'worktree-agent-a4cedc9c348c3ad68'
  • 12:56 ledger: the two W12 flight rows close
  • 12:56 flight: the planner owns the nose, and the crossing reads the same every run
  • 12:06 ledger: close the ED-7.3 / ED-8.4 row against the shared layer list
  • 12:06 Merge branch 'worktree-agent-a0200a91aec93512f'
  • 12:05 editor: the portrait frame holds the body (UI-51), and the lie joins the one layer list (ED-7.3 / ED-11)
  • 11:57 belt + rift: the S3 sun cools with the ambient and the floor drops to x0.84 (the verifier read neutral, not cool: the sun carried the light); the rift rides at 0.20 rad, off the L1 portrait, still under the HUD band
  • 11:35 ledger: close the T64 mirror row (verified in code; the re-fit half stays in v41)
  • 11:34 handover 09-21, the inline items: the Belt ambient cooled and its ground 12 percent darker, portrait rotation unlocked, the web ending is the crawl and the credits, the rift parks under the HUD band, per-locale bottom-bar short forms
  • 02:48 ledger: close five stale rows; handover: the code work from the batch
  • 02:48 requirements: fold Alf's 2026-09-20 ruling batch, register 264 -> 286
  • 02:35 docs: correct the Built-is-not-Shipped rule - three is the complete set
  • 02:35 requirements: v42 records the rebuild, and the gap it exposed in my own dashboard
  • 02:31 docs: rules log - Built is not Shipped (Alf 2026-09-20)
  • 02:31 agents: journal-writer never converts Built to Shipped
  • 02:27 requirements: NW-8 moves to v42, and the contamination is measured
  • 02:27 weekly: W1b fails when the journal index drifts from entries
  • 02:19 telemetry: dev runs stop writing to the production record
  • 02:13 agents: journal-writer keeps INDEX.md complete
  • 01:57 docs: the telemetry dashboard, and which of the three secrets it uses
  • 01:56 requirements: the open-for-ruling sweep, 2026-09-20
  • 01:37 tools: status and recovery for the desktop app's stealth update

2026-09-16

  • 09:13 release: 1.0.21 (code 318) on beta1 and beta1/web - every brief transmission fires on its own
  • 08:56 docs: handover addendum for 317 and 318
  • 08:24 bump: 1.0.21 (code 318)
  • 08:24 ads: one loaded ad per placement, a ten-second wait for a load, and a failed transmission frees its button (Alf 2026-09-16: "I need each ad to activate their respective ad rewards independently")
  • 02:06 release: 1.0.20 (code 317, the FULL BUILD) on beta1 and beta1/web - the web prices, the two-card summary, the level 2 lessons for returning players
  • 01:47 golden: re-bless brief on the 317 full build (the brief rework Alf ordered 2026-09-15: objective, streak and threat lines out, the lineup back, the shorter environment view)
  • 00:45 story: Alf's ARBEE bleeps (found in the tree 2026-09-16, kept verbatim; siblings queued)
  • 00:43 Merge branch 'worktree-agent-af1cc4c45f0e529b9'
  • 00:42 teaching: Tutorials on re-arms the Survey, Prism and hologram lessons too (Alf 2026-09-15, no Level 2 cards on his phone)
  • 00:41 bump: 1.0.20 (code 317)
  • 00:11 docs: the 2026-09-16 handover addendum (Fable at 97 percent)
  • 00:11 web + hud + audio: Alf's 2026-09-15 evening round, items 1-7 (render verification by the render-verifier follows)

2026-09-15

  • 09:24 release: 1.0.19 (code 316) on beta1 and beta1/web - Alf's phone round, the doubled clock, the brief rework, the story idles
  • 08:40 bump: 1.0.19 (code 316)
  • 08:39 Merge branch 'worktree-agent-a7423a9a3a1f3cc05'
  • 08:34 story: the bridge idles deal without replacement, stagger their phase, and lose the stretch
  • 08:31 brief + hud + clock: Alf's phone round of 2026-09-15 (items 1-8)
  • 05:19 story: the bundle regenerated from the translated siblings (315 build)
  • 05:00 i18n: the compiled .translation tables regenerated by the import (the two translation passes)
  • 05:00 release: 1.0.17 (code 314, the FULL BUILD) and 1.0.18 (code 315) on the phone, beta1 and beta1/web
  • 03:59 bump: 1.0.18 (code 315)
  • 03:59 golden: re-bless lv1, lv3-lv8, brief, credits and structs on the 314 full build (Alf 2026-09-15 "accept a re-bless"; render-verifier read all ten - credits after the Skip/ID-card fix); the ledger closes both brief lines
  • 03:57 credits: the Skip moves top-right and the ID card rides higher with a nine-line bio - the bigger type had pushed a role label into the button and a bio off the frame (golden credits trip, the 314 full build; render-verifier UI-1); golden-frames: a Godot exit note no longer joins the frame path (the arrival "System.Object[]" trip)
  • 02:30 i18n: the leftover story siblings - How to Play's four ABILITY sections and PRO MOVE, the 18-step tutorial lines, the b0-t bio in fourteen locales (translator, check-i18n PASS strict)
  • 01:51 i18n: the full-build translation pass - the Kids strings, Deploy, the leaderboard refusals, INTEL, WREN's line in fourteen siblings, the four hologram tells (translator, check-i18n PASS 507 rows x 15)
  • 01:41 reports: proposed-v40 (the 09-14/09-15 rulings, T71 closed, UI-26 amendments); the ledger closes the transmission reward at 10 (the Opus performance review stays local at reports/perf-review-2026-09-15.md)
  • 01:18 bump: 1.0.17 (code 314) - the full build
  • 01:18 golden: the brief target renders the brief (no --seed, which _show_briefing refuses; --jump=3 like the layout probes) - ledger 2026-09-07, Prompt F
  • 01:16 hologram: a tapped fake says its static and plays it - Bzzt!, BZZRRT!, KZZZT! or Bzzzz... (Alf 2026-09-15, T71 ruled)
  • 01:10 release: 1.0.16 (code 313) on the phone, beta1 and beta1/web - the new Nerd Rift, the always-seated ability bar, the disk counter and Skip under the score
  • 00:43 bump: 1.0.16 (code 313)
  • 00:43 hud: every ability button always seated (greyed at zero on mobile, priced on the web), the disk counter under the score and the X, the Skip under them (Alf 2026-09-15)
  • 00:38 audio: the new Nerd Rift (V6 Neon) - three leveled layers in place of the quiet, clipping sines (Alf 2026-09-14, the music project's pick)
  • 00:37 release: 1.0.15 (code 312) on beta1 and beta1/web - the web round, a third less crowd

2026-09-14

  • 23:48 bump: 1.0.15 (code 312)
  • 23:48 story: Alf's rewrite of WREN's opening line (found in the tree 2026-09-14; locale siblings queued)
  • 23:48 Merge branch 'worktree-agent-adeae5ce687c479bb'
  • 23:47 hud: the bar label fits the button's real margins, and the crossing drops the X too
  • 23:38 crowd: a third less people and holograms on every board, one global factor (Alf 2026-09-14: "too crowded ... interfering with the playability on the web version. Woukd be good for all versions")
  • 23:12 web: the transmission pays a flat ten disks, an intel purchase, a wider summary card, the chrome leaves for the crossing, a +100 for every droid (Alf 2026-09-14, web round)
  • 19:26 release: 1.0.14 (code 311) on the phone, beta1 and beta1/web - the type scale, the web tutorial skip, the camera stop
  • 18:39 hud: the field-lesson card never eats a tap (the bigger type reached the screen centre and the mark acts stalled - W14 leg 1 on 310)
  • 18:37 camera: a wall stops the lens dead - the flick dies on contact and the solidity net holds its exact push (Alf 2026-09-14: "When you back into a structure or zoom into it, it should stop you, not glitch")
  • 18:26 ui: bigger type everywhere through one rule (UiFx.fs), and the tutorial is skippable on the web (Alf 2026-09-14)
  • 16:55 release: 1.0.12 (code 309) on the phone, beta1 and beta1/web - the build stamp of the shipped APK; every edition gets its own stamp sidecar
  • 16:39 requirements: proposed-v39 - the 1.0.10 device round (SP-23 one tap one line, UI-48 the brief architecture, UI-49 the game-over card, UI-50 the X on the tap, SC-8 stars on the summary, NW-6/NW-7 leaderboard names, BR-30 web required structures; HM-2/HM-7/HM-19/TU-7/8/9/UI-33/UI-35/WB-6 amendments; T71 the hologram's silence)
  • 16:19 version: 1.0.12 (code 309) - the invisible-Nerd fix rides with the device round; rebuild.ps1 no longer trips over its own -Preset parameter
  • 16:18 Merge branch 'fix/mentor-cone-no-body'
  • 16:17 version: 1.0.11 (code 308) - Alf's device round, the web turret fix, the level 2 lessons
  • 16:16 fix: the crossing hide takes the world being LEFT, not the one flown to - every level after the first was hunted with an invisible Nerd (Alf on 1.0.10 L2: "Alpha wasn't there, it showed me a cone with no one in it")
  • 16:15 Merge branch 'worktree-agent-ae694009298558d5c'
  • 16:15 web: level 2 needs the turret it required - the three turret models leave the diet's exclude list (Alf: "Web version got stuck after level 1")
  • 16:15 feedback: Alf's 1.0.10 device round - the brief rebuilt around a Deploy box and a full supplies strip, one tap one line in the cut scenes, the X on the tap, the ship parked along the hangar, the game-over card, the Settings grid, the card spacing, the centred portrait, the stars on the summary
  • 16:11 teaching: Level 2 teaches Prism and Survey, Level 1 Sonar and Time (Alf 2026-09-14, device 1.0.10)
  • 16:10 signing: the kids alias findthenerdkids is on record - check-signing verifies the kids Play artifact against its fingerprint (BR-29 b, proposed)
  • 15:17 kids: the mechanics Alf ruled - points-only droids, one Super Find from its ad, Hint as the reveal, no wrong-mark count, a one-button HUD (behind Portal.is_kids(); the main game unchanged)
  • 14:57 requirements: proposed-v38 - the kids edition (KD-1 to KD-7: no-ability droids, Super Find capacity one, Hint = intel, wrong mark costs nothing, the kids units, the Families posture, the kids app id at export); T70 against HM-14; three open points for Alf
  • 14:52 kids: the build path - rebuild.ps1 -Preset Kids, publish-apk.ps1 -Kids, the Kids Play AAB preset (Prompt C, Alf 2026-09-14)
  • 14:52 ads: the flip gate, the kids AdMob app and its three units, the Families request configuration behind Portal.is_kids() (Prompt B, Alf 2026-09-14)
  • 14:52 build: version identity by configuration (Prompt A, accepted by Alf 2026-09-14) - the presets tracked, one version source, one stamp for every export, shown and sent
  • 14:48 release: 1.0.10 (code 307) to the phone - the build stamp and the story bundle of the shipped APK
  • 14:38 docs: the engineering handover as the business session finished it tonight - Prompt A accepted, the kids AdMob app and its three units, the kids mechanics Alf ruled, the ftn-groom ruling
  • 14:36 version: 1.0.10 (code 307) - the typo pass, the title column fix and the fit-pass guard, phone only
  • 14:36 story: the eight English slips in the bridge talks and the ending (handover prompt E) - Let's, an old note, the rifts opened, the stray dot, Cosmo put his helmet back on
  • 14:25 title: Time Sync and Hall of Records titles clear their content (UI audit 2026-09-14, UI-1)
  • 14:16 docs: engineering handover from the business session, 2026-09-14 - prompts A to F (version identity, the ad flip and the Kids posture, the Kids build path, branch and worktree hygiene, the dialog typos, the golden re-bless)
  • 14:16 title: the practice chapter column clears the header (UI audit 2026-09-14, UI-1)
  • 14:04 requirements: proposed-v37 - the 2026-09-14 afternoon asks (SP-22 fluid arrival, UI-47 the brief fits, OP-23 capped waiters, OP-24 branch hygiene, BR-28 version identity, BR-29 kids lanes; T69 portrait play vs UI-27)
  • 13:55 release: 1.0.9 (code 306) on beta1 and the phone - the build stamp of the shipped APK, and the ledger line for the brief golden
  • 13:48 brief: the fit pass stops when the brief is freed mid-fit (a rebuilt brief frees the old column between steps; the typed call then raised Invalid type)
  • 13:09 version: 1.0.9 (code 306) - the smooth rift arrival and the fitting brief; the on-device test-ad receipt
  • 13:09 brief: the Mission Brief fits its frame - a measured fit pass tightens type, gaps and portraits before it drops anything (Alf: cut off at the bottom on the phone)
  • 13:09 arrival: the chase lens aims at frame_pre_draw, and a sky launch climbs instead of leaping (Alf: the rift cut scene stutters when the view follows the ship)
  • 12:05 docs: business handover 2026-09-14 - the store, ads, web and content decisions Alf made and the 17 questions still his
  • 04:47 i18n: the 15 imported .translation resources regenerated from the 490-row CSV (the 305 import)
  • 04:47 release: 1.0.8 (code 305) on beta1 - the build stamp, the update token and the story bundle of the shipped APK
  • 04:04 version: 1.0.8 (code 305) - the story rewrite in 15 languages, chat huddles, the web ending, Cass in her own chair
  • 04:04 story: the 2026-09-13 loading tip (the N.U.L.L. Swarm line) in its 14 siblings; every story translation hash current
  • 03:50 requirements: proposed v36 - the 2026-09-14 rulings (web diet WB-18..20, no web Exit WB-21, chat huddles WP-39, the store and ads decisions MZ-11..14, the web ending SP-21 narrowing T59 as T68, the Gradle guards BR-27, the calm bed 1.6 amendment, the translation trigger)
  • 03:49 story: Alf's rewrite of the bridge talks, the ending and the game-over line (the N.U.L.L. swarms, Fulano's name gag, Find The Nerd as the carbon-dated note), the 56 locale siblings re-synced line for line by the translator; credits name Claude Fable 5.1 and The Floating Jelly; the translation hashes refreshed (loading.md stays flagged until its 2026-09-13 tip line is translated)
  • 03:14 check-audio: the gain-floor row is AU-10 (its accepted ID since the v33 fold), not AU-11 - v35 proposes AU-11 for the Music bus
  • 03:07 i18n: the CSV backlog since 2026-09-13 in all 15 locales - 70 rows (the Settings tabs and Performance tiers, Daily Mission, the web droid tiles and captions, mouse-and-keyboard controls, disks, the title crew rows, TO BE CONTINUED); the Auto (tier) caption translates both halves itself (auto-translate looked up the formatted string and missed)
  • 03:05 story: Cass sits in her own chair again - the bridge resolved speakers through the catalog's catch-credit forward, which has sent CASS to Monty's body and name since 2026-09-07 (render-verifier 2026-09-14); Cast.live_info for the stage, the STORYSTAGE dump names each seat's body and SP-20 compares it; the web ending hides the HUD for the rift dive
  • 02:51 merge crowd/chat-groups: chat huddles on every face that can host one and walk-up joins that land, plus the three WP-3 honesty fixes from the 304 smoke (legs credited in 3D on slopes, a popped corner stands a beat on idle, a boxed resume step hands the step back)
  • 02:51 web: the web edition ending - the between-sectors beat at the table, the ship into the rift under TO BE CONTINUED, then the card (Alf 2026-09-14); story_scene reaches the Audio autoload through the main loop so the first line of a beat plays its voice without an out-of-tree get_node error
  • 02:49 crowd: chat huddles on every face that can host one, and walk-up joins that land (Alf 2026-09-14)
  • 02:00 check-audio: AU-11 accepts a trailing comment on the BED_GAIN line (the 1.6 raise carries its date note and false-FAILed the 304 smoke)
  • 01:37 rebuild: two Gradle export traps from the first 1.0.7 build - drop stale *.import sidecars in the Android template res/ (they failed the resource merger) and assert org.gradle.daemon=false (the lingering daemon held Godot's stdout pipe, so the export never returned after the APK was written)
  • 01:22 merge web/diet: the web cast (6 targets, the mentors, 4 drones, 4 aliens, 2 robots), three soundtracks, the CJK fonts fetched on demand from fonts/ next to the page - the Web Store package 300.8 to 201.7 MB, Android unchanged
  • 01:15 web: the diet - the web cast subset, three soundtracks, CJK fonts fetched on demand (Alf 2026-09-14)
  • 01:01 web: no Exit on the web title (a page cannot close its tab); Nerd Rift's calm bed to 1.6 (Alf: raise it again)
  • 00:44 version: 1.0.7 (code 304) - the evasion fix and real rewarded ads
  • 00:42 merge ads/admob-plugin: real rewarded ads through AdMob on Android - consent, the 13+ configuration, Alf's four placements behind LIVE_IDS, his App ID, check-ads; the Android and Kids presets export with Gradle
  • 00:41 ads: the AdMob plugin (Poing v5.1.0) in the Android build - consent first, the 13+ request configuration, one rewarded ad per unit, Alf's four placements (Intel, Droid 1, Droid 2, Continue) behind LIVE_IDS, his App ID in project.godot; check-ads.ps1
  • 00:06 merge crowd/l3-escape-reversals: the evader plans cover with slack and around crowd bodies - a knife-edge cell and a walker on the approach were the 303 smoke's L3 s130 Hard FAIL (crowd-warden)
  • 00:04 crowd: the evader picks cover he can HOLD - goal slack, body-aware cover routes, no ladder-bottom about-face (HM-1 L3 s130 Hard)

2026-09-13

  • 23:40 build: 1.0.6 code 303 stamp (built, held by the L3 s130 evasion check); the web title painting's import file
  • 23:36 store answers: the developer website is spacenerds.com on every listing, one app-ads.txt at the studio root; ads declared from the first release
  • 23:32 docs: handover for the websites project - the three editions, what is live where, and where every painting lives
  • 23:17 rules: the store decisions - Everyone 13+, no purchases in the first release, AdMob rewarded ads from the first release (Alf 2026-09-13)
  • 23:04 ledger: the 303 smoke's evasion FAIL on L3 s130 Hard (1.0.6 held)
  • 22:13 requirements: proposed v35 - the evening of 2026-09-13 (purposeful wander, tabs, clear colour, editor save, the audio bus, symbol glyphs, eight web rows)
  • 22:13 version: 1.0.6 (code 303) - the evening of 2026-09-13
  • 22:12 settings: real tabs on the pause screen's framed panel (rounded tops, open bottoms, the lit tab orange); the Options rows scroll inside the frame; the rules log's evening entry
  • 21:59 merge crowd/purposeful-wander: a crowd leg goes to a point of interest - seats, stations, chat spots, props, structures, the pond, the rim - and dwells there; the 5 u floor is gone (Alf: it should be based on their destination)
  • 21:58 crowd: purposeful wander - a leg goes to a point of interest, the 5 u floor retired
  • 21:23 merge editor/save-keeps-pose: no re-dress in the bench changes the viewed pose or clip phase - the leave guard's Save all was the jump to the carry walk (gear-editor)
  • 21:22 editor: a re-dress never changes the viewed pose or phase - the leave-guard's Save all ran the gear cycle it guarded through _apply_gear and the walk-to-carry nudge flipped the bench; a same-seat gear cycle keeps the view (ED-5); --editwalk gains save, guardsave, guarddiscard
  • 21:16 gear: Alf's evening round - Tank's walk and Pixel's female walk packs on every pose, a tuned carry walk kept (Alf 2026-09-13)
  • 21:08 boot: the engine clear colour is the intro navy - the grey frame between the studio card and the title is gone (Alf: a blank grey or green screen between the logo and the menu)
  • 20:34 merge web/scope-chapter-one: one Campaign card on the web, no links out on the CrazyGames portal, the SDK data mirror for saves, the Web Store preset with a 234-pattern trim (578.8 to 298.4 MB, no content cut)
  • 20:33 web: chapter-one scope - one Campaign card, portal hides links, SDK data mirror, Web Store preset trim
  • 20:30 web: the Find The Nerd Web title painting from the drop folder behind Portal.is_web(); the floppy disk icon re-rendered straight on at 256 px (Alf: it looked weird at an angle)
  • 20:28 merge web/hud-disks-controls: on the web abilities spend disks and fire on one press, a not-enough card offers a rewarded transmission, droids give a disk with two-line names, mouse and keyboard controls with their guide (Alf's 10, 11, 12)
  • 20:28 web: disks spend and fire, the not-enough card, droids give a disk, mouse and keyboard controls (Alf 2026-09-13 items 10-12)
  • 20:18 fonts: Noto Sans Symbols and Symbols 2 ride as fallbacks behind every theme font - the gear, arrows, checks and crosses draw on the web too (Alf: the 2699 boxes)
  • 20:03 audio: the Music bus lives in a static bus layout - the runtime add_bus wired a feedback loop on the web and the game was silent there
  • 18:59 build: 1.0.5 code 302 - the afternoon of 2026-09-13, smoke PASS 16 of 16 on the rerun
  • 18:37 ledger: the hop line is 50 after 25 read 38 on the 302 smoke
  • 18:37 checks: check-perf reads the Options tab builder, check-audio accepts CRLF lines, the hop line 50 (25 read 38 on the 302 smoke)
  • 18:13 version: 1.0.5 (code 302) - the afternoon of 2026-09-13; touched-smoke keeps both static checks (perf, audio) after the merge
  • 18:12 merge tools/unset-lines: the UNSET numbers become FAIL lines on Alf's word - audio gain 1.33, crowd tick 4 ms, oob-loop 5, hops 25, gear bar 0 (Play release only); cover 0.50 and slip 30 stay report-only with findings
  • 18:12 requirements: v32 and v33 folded on Alf's rulings of 2026-09-13 - register 228 to 264, T62 to T67 closed; v34 proposed (the afternoon's rulings)
  • 18:04 ledger: five UNSET numbers closed at Alf's proposed figures, two stay open with the day's findings
  • 18:04 checks: the UNSET numbers become pass/fail lines at the proposed figures (Alf 2026-09-13)
  • 17:47 merge perf/tiers: Auto / Low / Medium / High performance tiers (Alf: per-device tuning, the tier overrides the specific switches, the switches still win when touched)
  • 17:46 golden: re-bless lv1, lv3, lv4, lv6, lv8 and structs on Alf's word (crowd LOD, the seeded arcs, the editor picker); tools/publish-web.ps1 - the web edition under beta1/web; the story bundle with Cass's line
  • 17:46 perf: per-device performance tiers - Auto / Low / Medium / High on the Options tab
  • 17:46 merge editor/t64-mirror-refit: cross-handed copies mirror, every copy refits by body size, and the hand refit was inert (gear-editor)
  • 17:45 editor: cross-handed copies mirror and every cross-character copy re-fits by body size (T64 a1 + b1); Cast.bone_span reads a leaf bone
  • 17:38 records: the rules of the afternoon (tabs, Paste ALL, the roster), pending strings
  • 17:38 web: the web edition never touches the mobile leaderboard (WB-7) - no fetch, no submit, no queue, no Hall, the secret out of the export
  • 17:38 story: the bridge roster is a rule - Pepito's beat goes to Cass, check-story asserts the staged models (SP-20 proposed)
  • 17:38 settings: tabs - Play, Sound, Options, About, and Developer on debug builds (Alf: "lets do C / Tabs")
  • 17:38 reveal: the spotlight cone never shows its apex - a fade to nothing toward the top, cut past the frame or short of the lens; the rift arcs take the level seed
  • 17:28 merge editor/paste-all-slots: Paste ALL by family - hand plus both wrists, back as position and scale (gear-editor)
  • 17:27 editor: Paste ALL per family - back carries position and scale, hand carries the item and both wrists
  • 14:51 menus: no arrows on the Settings buttons, the language value centred, crew rows per day only on the Daily board, the rift's arcs seed-locked
  • 14:51 gear, records: Aria's untuned hand rows take the puzzle grip; the 1.0.3 waiver; the afternoon's rulings; build 301 stamp
  • 14:16 requirements: proposed v33 - the asks of 2026-09-12 and 09-13 (analyst, propose-only)
  • 14:16 version: 1.0.4 (code 301) - the evader's treadmill watch; 300 never left the box
  • 14:15 merge crowd-warden/wp3-nerd-carry-walk-stop: the evader's treadmill watch (crowd-warden)
  • 14:14 crowd: the evader runs the 0.4s net-progress stall watch too - HM-1 ladder response
  • 13:17 intro: the studio card at every launch and a studio boot splash; Neo's seat pack row consistent; version 1.0.3 (code 300)
  • 13:05 build: 1.0.2 code 299 - the ten of 2026-09-13, smoke PASS 14 of 14
  • 12:29 version: 1.0.2 (code 299) - release notes and the gamelog entry for the ten of 2026-09-13
  • 12:29 gear: Aria's idle puzzle row on every pose, her pack on the seat, and every cello case mirrored to the off-hand side (Alf 2026-09-13)
  • 12:29 menus: the ten of 2026-09-13 - lost daily on record, crew rows, kids title, even level rows, back goes home, livelier slots, learn row in Settings, editor as a debug option
  • 11:57 merge editor/pose-nav-undo: pose Prev/Next, undo stacks clear on save, undo keeps the viewed pose, the seven-tap knock removed (gear-editor)
  • 11:56 editor: pose Prev/Next, undo clears on save and keeps the viewed pose, editor entry moves to the debug Settings row
  • 11:45 gear: Alf's device round of 2026-09-13 - 300 edits, 12 seeded wrist rows, walking-pose packs inherited
  • 11:38 build: 1.0.1 code 298 - the six asks of 2026-09-12, smoke PASS 14 of 14

2026-09-12

  • 14:54 merge howto/portrait-centred: portraits centre on the posed body (gear-editor)
  • 14:52 portraits: centre the character on its posed body, never the gear (Alf: the Missing Asset is not centered)
  • 14:50 merge crowd/anim-lod: per-character LOD for the phone (crowd-warden)
  • 14:48 crowd: per-character LOD - off-screen hold, band strides, nerd exempt, --crowdcost
  • 13:58 rules: mentors speak only in the Campaign (Alf 2026-09-12)
  • 13:52 version: 1.0.1 (code 298) - the name counts per build until Play (Alf); the notes since beta1 293 under 1.0.1
  • 13:49 perf: the phone renders 3D at 0.7 scale with 1024 hard shadows (the Note20 sampler of 2026-09-12)
  • 13:47 game: Nerd Rift bed and tense tiers louder, sub-screen titles 38, the Nerdverse tip reworded, mentors mute outside the Campaign (Alf 2026-09-12)
  • 13:27 build: the version code rides beside the name (Alf: so I know what version I am running on the phone)
  • 13:25 rules: the version name counts 1.0.1, 1.0.2 ... until the Play release (Alf)
  • 12:26 build: 1.0.0 code 297 - the menu rulings, the evader loop fix, the seat rule; smoke PASS 13 of 13
  • 12:00 gamelog: code 297 - the evader loop root cause and fix
  • 11:59 Merge branch crowd/evade-oob-loop: the evader never loops on an out-of-bounds waypoint (HM-1, the 296 smoke)
  • 11:58 reports: ledger - HM-1 oob loop root cause and the row 2e threshold (UNSET)
  • 11:58 tools: check-evasion row 2e - the oob-loop belt (5 at one position, PROPOSED)
  • 11:58 crowd: evader oob loop - robust _in_bounds, oob cell ban, spot-streak rebuild
  • 11:27 ledger: the evader loop did not repeat on a rerun - a reachable state, not a regression
  • 11:22 ledger: the evader out-of-bounds waypoint loop caught by the 296 smoke (L8 s13 Hard)
  • 10:55 reqs: v32 part E - the menu rulings folded (UI-34 to UI-36, SV-9, TU-10, MZ-10, five amendments), T65 closed, T66 the Daily Mission rename scope
  • 10:53 settings: the Sound page scrolls its fourteen rows so the header stays on a 720 canvas (verifier)
  • 10:39 notes: the menu rulings and the seat rule in the 1.0.0 section; code 296 in the gamelog
  • 10:38 menu: the rulings of 2026-09-12 - four cards in two rows, the Database folded, the Daily completed screen, Settings to five rows, the intro once, Blackout off the shelf
  • 10:27 rules: the menu rulings of 2026-09-12 in Alf words - four cards, Database folded, Daily completed screen, Settings to five rows, intro once
  • 02:22 build: 1.0.0 code 295 - the Bruno pass, the angle rule, hanging items never sit; smoke PASS 12 of 12
  • 02:11 reqs: v32 part D - OP-22 report-first pull, CG-22 no rotation past a turn, CG-23/24 shared rows for hanging and back items, the WP-12 seat-gate amendment, T65 the menu list
  • 01:57 gamelog: code 295 - the Bruno pass, the angle rule, hanging items never sit
  • 01:56 Merge branch crowd/no-sit-hanging: a viola, briefcase or duffle carrier never sits (Alf)
  • 01:45 check-crowd: WP-12 seat row reports gate refusals, fails only on sitters
  • 01:45 crowd: hanging items never sit - viola case, briefcase, duffle bag
  • 01:13 probe: SEATCHECK rows and the WP-12 seat-gear row in check-crowd
  • 01:06 rules: hanging items never sit (Alf) - the viola case, briefcase and duffle bag keep their carrier off every seat
  • 01:06 gear: Bruno pass (Alf) - device edits, hanging hand gear from the walk row, packs from the carry row, every rotation past 360 loses a turn

2026-09-10

  • 14:25 hud: dance finale title/subtitle get the over-world dark outline

2026-09-08

  • 23:16 gear: Alf editor values, sixth round
  • 22:42 gear: Alf editor values, fifth round (pulled on 192.168.142.13:39847)
  • 14:34 build: 1.0.0 code 294 - the editor picker, sticky state and copy-from-character, smoke PASS 12 of 12
  • 14:20 tools: gear-defaults.ps1 rewritten clean (the copied header broke its quoting)
  • 14:19 reqs: v32 part C (TX-9, OP-21, CG-21, ED-12 to ED-14, T64), the gear-coverage tool, two ledger lines
  • 14:03 gamelog: code 294 - the editor picker, sticky state and copy-from-character
  • 14:01 docs: the hand-only carry precedent is Cosmo (the cape); the Nerdette and Nyla carry both, per cast.json
  • 14:00 Merge branch editor/asset-picker-sticky: cast steppers and drop-down, sticky pose/gear/view/Freeze, copy from another character (Alf)
  • 13:58 editor: Copy item/wrist from another character - same pose, same key, verbatim, refusals named on the Editing line
  • 13:31 editor: cast steppers and drop-down; pose, gear, view and Freeze survive a switch
  • 13:31 editor: the portrait a character switch rebuilds fills the shell's host
  • 13:31 editor: the empty gear slot reads None in every locale (ED-6)
  • 08:01 gamelog: the 1.0.0 entry says the store bundle is still Alf own step, not shipped
  • 07:51 build: 1.0.0 code 293 on beta1 and the phone queue - the seven, the device rounds, the sections back
  • 00:33 gamelog: code 293 - the three device rounds, Pepito on Alpha numbers, the How to Play sections back
  • 00:30 gear: the 19 device-seeded rows of the third round join the table, with the inert completeness rows CG-1 asks for
  • 00:30 gear: Alf editor values, third round (Alf: take all my new values again)

2026-09-07

  • 23:45 gear: Pepito takes Alpha Beta numbers on every row Alf left at its default (Alf: use alpha values in pepito unaltered numbers)
  • 23:44 text: How to Play keeps its sections - carriage returns never reach the splitter (Alf: the how-to went missing as one paragraph)
  • 23:40 gear: the 23 device-seeded rows of the second round join the table, with any inert completeness rows CG-1 asks for
  • 23:39 gear: Alf editor values from the device, second round tonight (Alf: take my new editor values)
  • 22:58 gate: check-menu reads the Database as Alf ordered it on 2026-09-07 - three items in order, the Asset Bay on debug builds only
  • 22:55 gear: the six right-wrist rows CG-1 wants on the left-handed rigs (zeros, inert) - check-tuning-rows PASS
  • 22:55 gear: the 73 wrist rows the device seeded for the plushy, controller, vial and scanner join the table (Alf: take all my new editor values)
  • 22:54 gear: Alf editor values from the device - 147 char-pose rows (Alf: "take all my new editor values")
  • 22:26 reqs: v32 part B mines the seven before 1.0.0 - UI-32, CG-20, TU-9, MZ-9, UI-33, TX-8 and six amendments
  • 22:25 text: the last two him lines say tap it (Alf: don't say catch him)
  • 22:04 hunt: the Survey Droid marks inform and never score (HM-16); code 292 for the seven
  • 22:03 ledger: the TU four-abilities line closes on the tutorial merge; the brief golden renders a level, not the brief
  • 22:03 Merge branch tutorial/four-abilities: the sim, How to Play and the brief teach all four abilities; Alpha Beta trains (TU-7, TU-8; Alf items 1 and 2)
  • 22:00 gate: W14 reads How to Play, drives the sim and walks world one (TU-8)
  • 22:00 teach: all four abilities in the sim, in How to Play and on the brief; Alpha Beta trains (TU-7, TU-8)
  • 21:43 notes: the 1.0.0 section carries the seven changes Alf asked for before the store build
  • 21:42 docs: the hand-only carry precedent is Nyla, not the Nerdette
  • 21:42 docs: Nyla is the hand-only precedent (the Nerdette carries both); the two orphan Catch-him rows flagged for the translator
  • 21:42 menus: the Database order with the Asset Bay debug-only, developer switches in Settings, bigger cards, the suggestions line at the bottom (Alf items 3 to 7)
  • 21:37 Merge branch howto/four-droids-tap-reroll: four droids in the box, a tap re-rolls the asset, no player selectors (Alf item 1)
  • 21:36 howto: four ability droids in one box, a tap re-rolls the asset, no player selectors, no Asset Bay button
  • 21:36 gear: Cast.roll_gear is the one gear draw, the target roll delegates to it
  • 21:07 rules: the seven changes Alf wants before 1.0.0, in his words, with the supersessions
  • 21:02 Merge branch editor/ed-7-3-ed-8-4: one layer list, the scene seats through the rows (ED-7.3, ED-8.4)
  • 20:31 gate: the golden line is 0.975, a score under it means a re-measure (Alf)
  • 20:29 gate: the golden line is 0.95 and check-golden is waived for 1.0.0 (Alf)
  • 20:11 reqs: the v32 ballot says the web-board code lands after 1.0.0 (the rule commit is not the code)
  • 20:11 reqs: the v32 ballot says the web-board code lands after 1.0.0 (the rule commit is not the code)
  • 20:10 reqs: the v32 ballot (10 items, T62 web board vs WB-5, T63 lv4 golden) and the v29/v31 probe specs
  • 20:07 ledger: the lv4 golden noise names its movers - crowd wander phase, asteroid, turret yaw
  • 20:02 gate: W28 list era - a cap or the row reached through the list's walker counts
  • 20:02 results: the dance backdrop walks SCALE_LAYERS (rows honored)
  • 20:02 story: the room seats through the chair-sit row and the layer list (ED-8.4)
  • 20:02 editor: the benches walk SCALE_LAYERS, park through park_hips, seat through seat_point
  • 20:02 crowd: sizing walks SCALE_LAYERS; park_hips is the one hip normalization
  • 20:02 editor: one scale-layer list - FaceDressing.SCALE_LAYERS, walked by scale_stack (ED-7.3)
  • 19:52 release: v1.0.0 - the first Google Play build (version code 291)
  • 19:48 goldens: the corpus re-blessed at 1.0.0 on Alf word
  • 19:21 waivers: check-editor for 1.0.0 on Alf word, the one layer list binds the kids edition too
  • 19:20 rules: the web edition never touches the mobile leaderboard (Alf)
  • 18:50 gate: W2 reads the orbitals station_pool as the sky bodies CG-7 names
  • 18:50 tools: the render-lock heartbeat survives its holder death
  • 18:50 flight: the attitude chase is a swing-twist that follows the ground for free (HM-7 clause 1 on L3 s5)
  • 17:40 reqs: v29 and v31 accepted with Alf restatements - register 215 to 228, the WB category
  • 17:33 i18n: the release translation pass - board headers, the web chapter card, the disk flashes
  • 17:18 reqs: v27 and v28 accepted with Alf's notes - register 197 to 215
  • 17:16 catalog: the evidence print is a portrait - close on the asset, the ship behind (Alf)
  • 17:09 ads: a store build never shows the simulated stand-in
  • 17:05 cast: forward the credit 0.10.180 sent to Cass on to Monty
  • 17:05 cast: Scrap's heir is Monty, not Cass - a mentor cannot hold catalog credit (Alf's question)
  • 17:01 worlds: the waypoint beacon's ball and rings a quarter bigger and a little lower, the outer ring floored off the spire (Alf)
  • 17:00 rules: the ballot rulings of 2026-09-07 in Alf's words - v27, v28, v29 accepted, v31 restated
  • 16:56 worlds: the waypoint beacon's ball and two chaotic rings, from Alf's approved widget
  • 16:47 docs: tonight's todo for Alf - the scene lines to edit, the store answers to keep current
  • 15:26 reqs: v30 accepted in full (Alf: accept v30 items all) - register 189 to 197
  • 15:10 worlds: the Comms Dish and the Waypoint Beacon join their chapters (Alf's drops of Sep 4 and 5)
  • 14:53 reqs: the web edition is the named exception on 13 Android-scoped rows; T59 to T61 close; the v31 ballot on disk
  • 14:38 rules: the web edition is an exception to the Android-era rows (Alf)
  • 14:26 gear: the Archivist's hand and back numbers from the device editor (36 rows)
  • 14:04 release: v0.10.180 - the morning after 179, the first ship since 166 with evasion passing
  • 13:07 web: no story beats on the web, and the sideload updater, telemetry and crash uploads stay home
  • 12:50 web: the web edition behind one switch - portal facade, no brief, ads between worlds, disks (Alf)
  • 12:27 reqs: T56, T57 and T58 folded into the register; the v30 ballot on disk
  • 12:24 boards: the Hall of Records reads as a table (Alf)
  • 12:04 rules: the web edition links to findthenerd.com (Alf), with the portal's constraints beside it
  • 01:55 ledger: Pepito's rows are tuned by measured donors, the UNTUNED line closes
  • 00:59 assets: the tactical drone's extracted textures are tracked; the Arbee bench overflow on the ledger
  • 00:58 Merge branch 'gear-groom-tablet-2026-09-07'
  • 00:56 gear: tablet-led carry tuning for the four new characters
  • 00:19 ledger: the HM-1 park transient closes; the two W18 rows carry the re-sweep numbers for Alf's word
  • 00:19 Merge branch 'crowd-warden/hm1-park-transient'
  • 00:19 tools: diff-gear-edits finds Alf's hand edits among the device journal's seeds
  • 00:09 evasion: a camera cut finishes the cover-field rescan synchronously (HM-1 park transient)
  • 00:07 cast: Cosmo keeps his cape (hand-only carry); Scrap, Daemon and Beez join the crowd (Alf)

2026-09-06

  • 23:58 gear: Alf's cello and tablet numbers from the device editor (ten rows)
  • 23:25 rules: T56 sets the size gate at the Play cap; F6 deferred; the backpack on the ledger
  • 22:16 ledger: the PF-1 lossless-import line closes on F1, F2 and F4
  • 22:15 release: v0.10.179 - the evening after 176, shipped with the crowd and flight fixes
  • 20:56 gate: the W12 seam comment counts its crossings
  • 20:38 gate: the W12 kink window stays inside one crossing
  • 20:30 Merge branch 'crowd-wp3-idle-slide'
  • 20:29 crowd: a stand tick hands its push back, and a leg start clears the near point too
  • 19:33 probes: the floracam park waits for its subject; the flight kink on the ledger
  • 19:14 diet F4: the unused alpha stripped from 583 model textures - APK 534.5 to 424.4 MB (-110.1 MB measured)
  • 19:11 docs: the evening's rulings - the four from the phone, the Bay, the diet acceptances
  • 19:04 bay: every assembly fits the window, and the arrows stay put (Alf)
  • 19:01 worlds: the ship's home hover is the hangar's alone; the found asset and the old world's droids hide for the crossing; the cello takes a carried hand item; flyers are silent (Alf's four)
  • 18:33 diet F2: the 102 colour maps at 1024 import VRAM compressed - APK 581.0 to 534.5 MB (-46.5 MB measured)
  • 18:26 release: v0.10.176 - the ten of 2026-09-06, and diet piece F1
  • 17:48 worlds: the borrowed stations wear a hue per chapter, still metallic (Alf)
  • 17:47 docs: the borrowed stations stay (Alf: First Light, the Frontier and the Anomaly keep the existing ones)
  • 17:23 waivers: the two carried rows name 0.10.176
  • 17:23 worlds: a tracer that would cross the ship's course is held (the 175 smoke's one finding)
  • 17:03 waivers: the two carried rows name 0.10.175, the version that ships
  • 16:42 worlds: a parked ship is not shot; the beacon ring's bob halves with the crystal's travel (the 174 smoke's two findings)
  • 16:33 docs: signature station prompts for First Light, the Frontier and the Anomaly; the 174 waivers on Alf's word
  • 16:33 worlds: the Anomaly's containment pylon is in the game (Alf: "make sure all my models i added in the last 2 days are in game")
  • 14:48 archives: fresh world selection images for all forty worlds (Alf: "take new world selection images for world archives")
  • 14:39 worlds: the beacon's crystal bobs half its height and stays near the base (Alf: "the pylon with the shard has too much up and down movement")
  • 14:38 reqs: v29 ballot draft - the ten of 2026-09-06 (ED-10, SP-17, UI-28, UI-29; WP-30/33/34, UI-19 amendments; T54, T55)
  • 14:18 worlds: the searched grid goes dark by chapter on the Frontier, Deep Field and the Mirror (the verifier's straddle finding)
  • 13:24 docs: prompts for three more original ground variants per chapter
  • 13:23 worlds: the turret on every chapter's even worlds, reskinned; dark grid on bright ground; no story beat off the campaign (Alf)
  • 13:23 worlds: every ground variant a chapter has; First Light on the original terrain (Alf)
  • 13:23 bay: a structure's assembly builds in the Asset Bay (Alf: "should show up on the asset menu, not just the editor")
  • 13:23 worlds: stations and asteroids over every world (Alf: 0 or 1 station at random, 0 to 2 asteroids, the Belt at least 5)
  • 13:23 worlds: the containment pylon's shards bob half as much and ride lower (Alf)
  • 13:23 editor: an Unlock all worlds switch beside Owned view (Alf: "give me an unlock all feature so I can see all worlds")
  • 11:53 diet F1: the 99 roughness maps at 1024 import at 256, VRAM compressed - APK 658.2 to 557.9 MB (-100.3 MB measured)
  • 11:23 release: v0.10.172 - the chapters-and-stores ship, the first full build in a while
  • 11:07 story: every character's twenty things to say in fifteen languages; the pending list cleared
  • 07:14 story: the How to Play siblings refreshed by the translation pass
  • 07:14 story: the cast names and character sheets in fifteen languages
  • 07:13 i18n: 55 interface keys in fifteen languages for the full build
  • 05:20 reqs: v28 ballot draft (13 IDs, 4 amendments, T52/T53) from tonight's batch and the story rulings
  • 05:20 goldens: the corpus re-blessed at 0.10.172 on the new ground, the structure set and the cast
  • 05:18 gear: Pepito's 451 tuning rows seeded from the-nerd-v2 (W6 CG-1 read 423 missing)
  • 05:17 worlds: the Mirror's frozen stone gets the calming pass (the verifier's CALM)
  • 04:15 gate: check-i18n counts the three G.E.E.K. expansion sites (TX-4 clause 5, Juana's roll-call)
  • 03:36 story: the eight beats and the ending in fourteen languages
  • 03:22 story: Alf's four rulings on the pass - Juana and Fulano in the spec, the finale on The Eighty Blades, random tidbits stay, two pictures of one memory
  • 03:16 docs: the story pass review copy for Alf (spine, cover note, cuts, the cards and ending as applied)
  • 02:52 worlds: the Belt's first ground tile; publish can reuse a fresh reshoot
  • 02:47 shots: tablet frames render at the tablet canvas and scale up; the window override is out
  • 02:44 worlds: Alf's ground tiles for five chapters, three natural variants each
  • 02:30 ui: the play field clears the HUD columns on tablets; tablet frames come from a real tablet canvas
  • 02:12 shots: the bench reads --lang; a fast-fire capture flag; no tablet sky cam yet
  • 02:08 docs: the Mirror ground is ice and stone with snow only in patches (Alf)
  • 02:02 docs: the ground prompts carry the brightness rule (Alf: the belt, deep field and anomaly came out too dark)
  • 01:58 story: the structure pass, and twenty things to say for every character
  • 01:54 worlds: the calming pass on First Light, Mirror and Anomaly (Alf: "Maybe the calming pass would be good")
  • 01:52 ledger: the far-face T-pose closed - 0 of 717 bodies after the spawn-pose fix
  • 01:49 worlds: three ground variants per chapter; the ground prompts read as planet ground
  • 01:42 crowd: the spawn pose is a real idle, never the clip0 stub (the pose probe caught it)
  • 01:35 crowd: every rig wears a real pose from its first frame (WP-3, the bug alien's T-pose)
  • 01:31 shots: the code for the Alpha and Zuri shots (--target= capture aid, the rewired shot list)
  • 01:30 shots: the brief and world shots show Alpha and Zuri, never Arbee (--target= capture aid)
  • 01:26 rules: site and store shots always English; testing may use any locale (Alf)
  • 01:26 droids: a portrait body faces the lens, not its heading
  • 01:25 story: mentor bubbles are "..."; a tapped character speaks from its own pool
  • 01:21 ledger: the Belt's ambient warmth and Deep Field's chroma match, both for Alf
  • 01:20 shots: Alf's wish list at build time, plus tablet sizes; a steady hologram capture
  • 01:17 shots: three ship-shot parks; the store launch answers file
  • 01:14 rules: owned view, debug tools off the store, the ship-shot wish list
  • 01:14 build: debug tools only off the store; the owned view is a switch, off by default
  • 01:13 worlds: the Belt and Deep Field ground tiles calmed for the crowd; Settings.debug_tools()
  • 01:05 turret: an opaque hot-orange tracer core with a thin additive halo
  • 00:39 bay: all four droids on the Droids shelf; a --lessonsdone capture flag; shots -Only
  • 00:20 site: the title parses --lang, crops, tiles and later frames; a tracer that reads
  • 00:20 worlds: each chapter wears its own ground and wall textures

2026-09-05

  • 23:28 story: glasses on all six new characters; Fulano's slot off the centre axis
  • 23:28 site: seventeen English shots with a captions manifest; --lang never persists
  • 23:28 turret: fires at where the ship was, and always misses (WP-33 FIRE row)
  • 23:03 release: v0.10.171 - the restructure ship
  • 23:01 ship: the ARRIVAL row reads the per-tick step against the lap tangent at the ship
  • 22:32 docs: chapter texture prompts from Alf's palette table
  • 22:19 story: the restructure - Juana and Fulano at the table, one lore line each, Pepito an asset
  • 22:06 rules: the mystery reader is Cuca Corona (Alf)
  • 21:45 rules: the Space History Librarian is Juana (Alf)
  • 21:43 ship: the crossing's nose tracks the path to the end and turns as fast as it flies
  • 21:25 ledger: pipo is not a twin - the staged pepito is the c02 sculpt (Alf: Meshy mislabelled Pipo's sculpt)
  • 21:10 ship: the voyage joins the lane circle and arrives at lap speed (HM-7 clause 14)
  • 20:53 reqs: v27 ballot draft - 10 proposals from the 170 batch (HM-23, TU-8, AU-8, ED-9, SP-13, five amendments; T51 opened)
  • 20:53 waivers: check-story for 0.10.170 closed - the thaw fix landed and W19 passes on main
  • 20:45 tools: Lock-RenderJob never overwrites a live lock; check-articulated waits first
  • 20:45 crowd: flyers spawn at their hover height, so no first-tick pop
  • 20:37 ledger: the three older females are gait=female; the walk-clip gap is the missing fallback
  • 20:36 rules: the story restructure rulings; ledger: walk clips, the pipo twin, lossless textures
  • 20:35 editor: a Dynamic structures category benches every assembly whole
  • 20:33 tools: the ledger prints waiver rows, not their characters
  • 20:33 tools: the render lock resolves to the main repo from a worktree copy
  • 20:33 release: v0.10.170 - the Anomaly ship
  • 20:00 waivers: check-story for 0.10.170 (Alf: "waive check story for now")
  • 19:59 ledger: the evasion rows need one more sweep on the final field
  • 19:42 ledger: the flyer close-read gap
  • 19:38 gate: W32's sensor probe runs 90 s so a lift rolled late in its 45-80 s window still shows
  • 19:36 tuning: Alf's bench rows pulled from the phone (structures, props, crowd); one bench entry per model
  • 19:28 ledger: ship attitude and colour notes
  • 19:26 ledger: the three white droid hulls
  • 19:20 feat: crystals any size - the bench floor drops to 0.02, and in-ground crystals spread around their row
  • 19:17 fix: the dashboard tile stops tinting the Meshy survey and prism bodies (tile matches world)
  • 19:03 fix: grown pieces never set a second material on a one-surface mesh; story scenes play the regular track; --floracam=flyer
  • 19:00 rules: the brief and How to Play list the abilities, not the droids
  • 18:59 rules: abilities are shown in the brief and How to Play before they can appear
  • 18:57 feat: alien ships over every world; a hologram tap says nothing
  • 18:39 ledger: T50, the hologram tap cost
  • 18:39 reqs: fourth fold - 189 accepted; no wrong nerd (HM-14), bodies per droid (HM-15), flyers (HM-22), waivers (BR-19 c), rig and pylon (WP-33), arrival onto the lane (HM-7)
  • 18:36 ledger: the L3 Hard coin flip and the park transient
  • 18:36 gate: W18 re-swept on the grown field - L8 moves to seed 13; L3 s130 Hard is a coin flip
  • 18:10 story: sixty random nerd things a tapped bystander says (tidbits ## bystander)
  • 18:04 text: the how-to no longer says wrong scans cost points
  • 18:04 feat: no more wrong nerd - a tapped bystander says a random nerd thing; waivers are printed by name
  • 17:20 fix: the Meshy droid bodies fly eye-first (their +Z forward turned to the flight's -Z)
  • 17:11 assets: six droid bodies staged - signal, survey, prism, repair, medic, sentinel (5.1-8.3k, 512 textures)
  • 16:54 feat: the droid roster - a body per gameplay kind, and decorative flyers that bleep
  • 15:38 fix: the extraction rig is one per world and turns at 20 / 14 deg/s
  • 15:31 fix: crystal and shard heroes keep their spikes clear of the buildings; Belt glints read at distance
  • 15:18 fix: the crossing noses into its dive - the "sideways" ship was a level nose on a 73 u drop
  • 15:09 feat: the Anomaly's extraction rig - core hovering and turning, ring flat and counter-turning, both reversing gradually
  • 15:04 feat: the nose is capped, not the whole attitude; bank to 40 and fades to level; detour plans; every world grows cover
  • 15:00 reqs: third v26 fold - six rulings amend HM-7, WP-27, WP-29, WP-30, WP-34, CG-7, OP-14, BR-3; ledger closes five lines
  • 14:33 tools: the render lock heartbeat; wall models on the Structures bench; binary share 30%, bank 45
  • 14:21 anomaly: the spire out-towers the observation tower (0.5); flat-sided reads confirmed
  • 14:00 feat: The Anomaly builds from its own eight structures
  • 13:38 release: 0.10.169 build stamp and story bundle
  • 13:38 release: v0.10.169 - the sky-unit ship
  • 13:35 ledger: the voyage corner slide on a first crossing
  • 13:28 reqs: second v26 fold - 188 accepted; OP-16 report-only ledger, TX-1 ship-it clause, WP-33 uplink, WP-34 stations
  • 13:06 rules: the report-only ledger prints at every ship and every full build
  • 13:04 fix: the voyage chooser always returns a plan; W5 ship-it flag, W18 L3 Normal report-only, the report-only ledger
  • 12:03 fix: a station with a named spin axis starts upright, random yaw only
  • 11:56 rules: the uplink motion approved on the widget
  • 11:52 feat: the Mirror's orbital uplink - a two-piece top yawing slowly on its base, reversing at random
  • 11:44 fix: no title card sits highlighted at rest
  • 11:36 gate: W31 stays report-only until the WP-27 filler piece exists
  • 11:35 Merge branch 'w31-cover-census'
  • 11:35 gate: W32 uplink rows, widgets.md mapped to W32, W2 harvests station sky bodies
  • 11:35 gate: W31 per-face cover census (WP-27) - --covercensus probe and check-cover.ps1
  • 11:33 story: the Cuban cast talks Cuban - que bola, chevere, dale, no es facil
  • 11:31 reqs: v26 addendum - CG-7 names station-class sky bodies
  • 11:31 assets: the Mirror's orbital lab and comm array staged (18.6k / 18.5k, 1024 textures)
  • 11:31 reqs: v26 folded - 187 accepted, WP-34 orbital sky bodies, HM-7 belly-always, T49 closed
  • 11:25 feat: sky lanes in ship-clearance units - habitat at 2, asteroids at 3, 3.5, 4, 4.5, 5
  • 11:21 story: Pepito Parsec, Fulano de Tauri and Asere Moonina join the cast as potential assets
  • 11:08 feat: widgets.md - every articulated, sky and ship-attitude number is a tuning row
  • 07:14 reqs: v26 ballot draft (10 items, T49) and a Deep Field chapter-index typo
  • 06:52 release: v0.10.168 - the Mirror-and-beacon ship
  • 06:52 tools: the site-shot renders take the render lock
  • 06:47 gate: W18 re-swept on the wall-free field - L3 moves to seed 130, L8 keeps seed 7
  • 02:53 gate: W32 reads one sensor array's own clock - two on a face interleaved their rows
  • 02:28 tune: the beacon stands inside the landmark band; the spec says 1.35x for the ring
  • 01:59 tune: the beacon's ring closes in to 1.35x the crystal's width, scaled both ways
  • 01:58 feat: The Mirror builds from its own eleven pieces; the Deep Field beacon floats
  • 01:53 release: v0.10.167 - the no-T-pose ship
  • 01:29 docs: the flag and banner ruling in the placement rules (finding 50)
  • 01:28 gate: W32 measures the articulated structures; W19 parks over each mentor; building-hosted consoles are unmanned
  • 01:28 reqs: ballot v25 folded - 186 accepted, T48 ruled, W31 and W32 specced
  • 00:53 fix: the sensor panel is measured in-tree; the array stands about four character heights
  • 00:53 feat: consoles stand against flat-sided buildings where a face has no walls; the beacon's motion
  • 00:23 feat: the Deep Field sensor array - two panels turn around a fixed spire and lift to the sky
  • 00:11 docs: every render takes the lock - the main loop's probes and the verifier's too
  • 00:10 Merge branch 'cw-tpose'
  • 00:10 fix: no rig ever shows the bind pose - the first frame applies at build, the run clip loops

2026-09-04

  • 23:54 release: v0.10.166 - the articulated ship
  • 23:49 feat: the grown wall chains are off - only a chapter's own wall models build chains
  • 23:48 reqs: ballot v25 drafted - cover floor, chapter sets, flags, articulated structures, two OP rules
  • 23:47 feat: Deep Field builds from its own thirteen pieces with its station in orbit; five shared buildings retired; the ship flies belly to the world
  • 23:39 docs: waive, not wave - the ship ritual's escape hatch spelled right
  • 23:25 feat: a chapter bounds its asteroid count - Deep Field's sky is its station alone
  • 23:19 gate: W19's mentor probe moves to seed 8 - seed 7 put Otto behind a structure box
  • 22:50 feat: The Belt's sky goes live - habitat ring, two anchor colours, transport beacon on the ground
  • 22:35 feat: sky bodies take anchor lists and nose-first ships
  • 22:30 feat: The Belt builds from its own eight structures
  • 22:21 feat: grown asteroids for The Belt, the Meshy anchor as the first rock
  • 22:19 feat: The Belt's sky - a habitat ring and one to five asteroids orbit the world
  • 22:09 docs: the hangar hover height and the dish names match what shipped
  • 21:49 tune: the turret stands 2.3 character heights (render-verifier scale call)
  • 21:39 feat: the comms dishes turn to follow the ship; the home hover sits on the roof and stays on level 1
  • 21:23 feat: the Frontier turret - three pieces, two axes, tracks the ship at 15 deg/s
  • 21:17 release: v0.10.165 - the worlds-of-their-own ship
  • 20:52 feat: the watchtower flies the banner, the banner pole hangs it
  • 20:43 feat: the random brick walls are gone
  • 20:41 gate: W2 basename regex escapes the dot
  • 20:40 gate: W2 gives cast-listed structures and wall models a 32k ceiling
  • 20:39 feat: flag cloth - a wind-shader plane that flies from a spike or hangs under an arm
  • 20:36 feat: The Frontier builds from its own sixteen structures, with barriers as its walls
  • 20:29 gate: W18's L3 rows move to seed 133 - the stall fix thinned seed 103
  • 19:57 chore: the comms dish leaves the First Light set
  • 19:48 tune: medical bay and comms dish a notch smaller on the First Light faces
  • 19:47 feat: First Light builds from its own twelve structures, and the ship parks over the hangar
  • 19:19 tweak: crystals go colder blue-white, roots a hair bluer
  • 19:14 feat: brick wall chains drop to about a third on the built chapters
  • 19:11 chore: proc_flora.gd uid sidecar
  • 19:10 assets: the seven cut-scene speakers re-staged at 1024 textures
  • 19:04 feat: Deep Field grows root walls and spore trees, The Mirror grows crystal fins
  • 18:30 reqs: fold ballots v23 and v24, reconcile the v21 weekly-test leftovers
  • 18:14 fix: the evader's progress watch re-arms at every cover corner - no more phantom stalls
  • 17:54 gate: W12's fallback turn ceiling follows the constant
  • 17:54 reqs: v21 and v22 folded - 176 accepted, HM-7 at 0.5 rad/s, the save armor as law
  • 17:50 chore: retire the eight orphan tactical-drone textures
  • 17:40 feat: bar labels shrink to fit their slot
  • 17:36 feat: the cruise turn ceiling is 0.5 rad/s - and the gate reads it from the game
  • 17:23 chore: the campaign's chapter list is gone - World Archives is the only chapter picker
  • 17:19 release: v0.10.164 - the four-findings ship

2026-09-03

  • 23:59 feat: the lane-heading join fades out on short hops
  • 23:59 gate: W12's turn-radius floor is three hull lengths - the number goes to Alf
  • 23:40 reqs: v22 item 7 addendum - the planner as it actually flies
  • 23:40 feat: the voyage picks the widest of eight plans, and short hops get a smaller berth
  • 23:18 fix: the launch turn climbs, and the departure world is a floor not a growing sphere
  • 23:09 reqs: v24 staged - hull colours, the honest sweep, equal slots, the free lesson sweep
  • 22:59 gate: W11's sweep probes guard the box profile
  • 22:59 feat: the Survey and Prism lessons hand you a free sweep
  • 22:58 fix: distinct droid hulls, an honest sweep, and an even bottom bar
  • 08:04 feat: hidden means unseen by the camera - the sampled line-of-sight hustle
  • 07:48 reqs: v23 staged - hidden means unseen by the camera, seen means difficulty speed
  • 07:39 docs: flag game-over.md and results.md for the next full-build translation pass
  • 07:39 chore: retire the cafe-bot story files - the walking server bot Alf pruned
  • 07:38 release: v0.10.163 - the lessons-and-static ship
  • 03:50 reqs: v22 item 7 - the voyage clause as turn radius, cruise duration, launch arc
  • 03:43 feat: the voyage banks like a plane - launch arc, cruise-speed duration, held destination
  • 03:00 gate: W18 reads the hustle trigger - an unseen evader is not a slow one
  • 01:35 fix: the all-access perk goes through the save armor too
  • 01:04 reqs: v22 staged - the save armor as law, and CRLF-tolerant gates
  • 00:57 fix: save armor lives in one place - and the first smoke caught the leak
  • 00:45 build: land the LF pin for Godot text formats on main
  • 00:44 gate: W29 and W11 rows for the newly accepted menu and droid IDs
  • 00:40 gate: W8c learns the static tell - every hologram washes, none mid-conversation
  • 00:38 reqs: v21 staged - chapter 1 for every new timeline, the static tell, six values to set
  • 00:28 feat: the hologram tell is static, not a blink - and the huddles stay quiet
  • 00:27 reqs: v16, v17 and v20 folded - 175 accepted, T41/T42/T43/T47 ruled
  • 00:05 feat: the field teaches the new droids - Survey, Prism and the hologram tell
  • 00:04 fix: a new timeline always begins at chapter 1

2026-09-02

  • 23:46 gate: the touched-area smoke - ship-it builds run the checks the diff touched
  • 08:41 release: v0.10.162 - the device-findings ship
  • 08:39 fix: a moving body always walks - the mentor slide, and W8c's motion-honesty row
  • 08:18 feat: sweeps stock on the bar, and the ship flies like a plane again
  • 08:16 reqs: v20 staged - motion honesty, sweep stock, the plane clauses, and BR-19
  • 08:03 reqs: v19 folded - 155 accepted, UI-25 equal cards, BR-18 admission rule
  • 07:41 gate: W29 learns UI-25 - five equal cards, one bottom row
  • 01:31 reqs: v19 staged - equal cards, the re-bless as evidence, and the admission rule
  • 01:22 docs: the backslashes, for real this time (a stray backspace byte too)
  • 01:21 docs: restore the two backslashes awk ate in the W17 and drill notes
  • 01:21 gate: W17 signing section - the signer is read off the artifact
  • 01:17 reqs: v18 folded - 153 accepted, T44 and T45 ruled
  • 01:06 release: v0.10.161 - the equal-cards ship
  • 01:04 golden: deliberate re-bless of the full corpus at v0.10.161
  • 00:58 ui: five equal menu cards - Archives and Database share the bottom row
  • 00:49 reqs: v18 staged - the signer follows the channel, the drill is the proof
  • 00:38 ops: signing keys settled - debug for beta1, the company key for Play
  • 00:36 ops: keystore bundles carry the time too - no same-day overwrite

2026-09-01

  • 23:03 ops: every routine is headless now - the T26 cutover finishes
  • 19:50 docs: gamelog dates the Nerd Rift title to 159, where it shipped
  • 19:39 ops: the weekly routines go headless - a lastRunAt stamp is not a run
  • 19:35 release: v0.10.160 - the fleet doubles
  • 08:52 fix: the brief tells the truth about its own allies, and B3-T owns its core
  • 08:08 feat: the fleet doubles - Survey and Prism droids, holograms, and the pair roll
  • 00:22 reqs: archive the v14 and v15 ballots - ruled, folded, kept for the record

2026-08-31

  • 21:46 release: v0.10.159 - the evening-session ship
  • 21:45 feat: the sitting bench grows up - touchpad, undo, and a real Save
  • 21:38 feat: cleared kids wear a red X, not a victory check
  • 21:37 fix: the giant sword sheathes - catch poses honor the empty-hand rule
  • 21:33 feat: the title sings Nerd Rift - the classic theme greets the door
  • 21:32 reqs: the stack lands - 150 accepted, three tensions born and buried same day
  • 21:04 docs: the quality bar catches up with the Labs rulings; v16 staged
  • 21:01 fix: labs keep their promises - no tutorials, no phantom twins, a real invitation
  • 20:44 release: v0.10.158 - the save-armor emergency ship
  • 20:42 fix: saves survive a dying battery - crash-safe cfg IO everywhere
  • 08:34 release: v0.10.157 - the morning-feedback ship
  • 08:33 fix: nobody walks into walls, and the last bumps dissolve
  • 07:55 fix: the morning playtest batch - ghost ship, locked lens, louder music, labs saves
  • 02:46 release: v0.10.156 - the overnight batch ships
  • 02:45 test: every lever born watched - W11 grows the difficulty rows, W29 guards the menu
  • 02:25 test: W18 lands - HM-1's deferred mark retires after two months
  • 01:45 feat: the menu finds its hierarchy - four cards, one shelf, two icons
  • 01:45 feat: Hard learns to lie - near-doubles and a sharper evader
  • 01:13 feat: three difficulties, three games - the missing levers land
  • 01:10 feat: reserved lanes - the crowd files a flight plan before walking
  • 00:16 feat: walks that commit, bubbles that wait for you to come close
  • 00:15 feat: Arbee and Alpha find their voices - the whole room mumbles now

2026-08-30

  • 23:55 reqs: v12 ruled - the register reaches 135 and OP-11 is born probed
  • 23:22 test: OP-11 gets its watchdog the hour it was accepted
  • 22:51 test: the bench swears to tell the truth - W28 and W11 rows land
  • 22:15 test: the arrival keeps its scale on record - HM-7 and WP-23 rows land
  • 22:02 test: W8c watches the crowd walk - movement and floor-law rows land
  • 21:43 test: W19 watches the story now - and its first patrol caught two bugs
  • 21:16 ops: every hand checks the law before touching the code
  • 21:10 chore: ignore the machine-local Claude permission file
  • 20:47 ops: OP-10 lands - no agent works on old photocopies
  • 20:47 feat: the pause card learns its manners - MISSING ASSET, and music in its own box
  • 20:37 release: v0.10.155 - the world holds its breath, corridors earn their width
  • 20:33 feat: the level holds its breath, and corridors earn their width
  • 19:07 release: v0.10.154 (code 263) - the game finds its voice
  • 19:05 feat: thirty sounds - the sound plan lands on the music's shoulders
  • 18:59 feat: ten soundtracks - the music plan lands end to end
  • 18:55 refactor: AudioManager becomes an autoload - music Step 0, own commit
  • 18:48 docs: the audio handovers land - ten soundtracks and thirty sounds
  • 18:45 reqs: the weekend stack rules complete - 131 IDs, zero pending
  • 18:23 release: v0.10.153 (code 262) - the ship learns to land
  • 18:20 fix: the ship arrives - the circumsphere floor yields at the hover
  • 17:16 release: v0.10.152 (code 261) - the crowd stands firm and L4 breathes
  • 17:13 Merge the slider conviction and mover budget - crowd-warden round two
  • 17:13 fix: statues stop sliding, and L4 pays the same rent as L5
  • 16:56 reqs: v11 ballot - the droid dice become law, workspaces stay honest
  • 16:53 release: v0.10.151 (code 260) - caught on camera, fixed in the hour
  • 16:52 fix: mentors reset per level, the beam cannot miss its ship
  • 01:15 chore: the brief golden rolls a six - droids were dice all along

2026-08-29

  • 22:37 chore: eight goldens catch up, the title goes sky-proof, brief holds
  • 22:17 release: v0.10.148 (code 257) - the crowd walks, the taps testify
  • 22:17 feat: W23 arms - the check that says whether to believe the checks
  • 22:10 debug: every tap tells its story - the mentor first-tap gets a net
  • 21:31 Merge the movement batch - crowd-warden's legs, reviewed on main
  • 21:31 feat: the crowd earns its legs - poses match speed, walks commit
  • 21:09 feat: the corpus reaches the cinematic, and every gate leaves a receipt

2026-08-28

  • 08:49 reqs: v10 ballot - the phone-debug batch, three inputs one ballot
  • 08:40 release: v0.10.147 (code 256) - the ship measures itself again
  • 08:38 fix: the ship keeps its size through the cinematic - Alf called it twice
  • 08:26 fix: the ship stops scaling against the level, chairs come indoors
  • 01:03 release: v0.10.146 (code 255) - the couch batch flies the fast lane
  • 01:01 fix: the couch batch - anchored gear, present speakers, a nearer miss
  • 01:01 reqs: ship-night rulings fold - seat contact in Alf's words, tiers scoped
  • 00:44 rules: translations batch to full builds - flag, don't translate
  • 00:43 Merge the sitting editor - gear-editor's bench, reviewed on main
  • 00:43 feat: the sitting editor - every seat, every sitter, one honest bench
  • 00:35 rules: two ship tiers - ship it builds fly, full builds prove
  • 00:27 release: v0.10.145 (code 254) - the couch is sat upon, honestly
  • 00:07 Merge branch 'claude/cool-antonelli-c0c306'
  • 00:07 ops: every routine gets a model - the 2026-08-28 assignment lands

2026-08-27

  • 23:26 Merge branch 'claude/cool-antonelli-c0c306'
  • 23:26 ops: every Opus worker gets the pin - claude-opus-4-8, max effort
  • 22:52 Merge branch 'claude/cool-antonelli-c0c306'
  • 22:52 ops: the nightly worker gets a pin - night-auditor, Opus 4.8, max effort
  • 22:35 Merge branch 'claude/cool-antonelli-c0c306'
  • 17:37 reqs: v7 ruled - 127 IDs, on-demand forever, nothing touches the API
  • 17:22 fix: the sofa sit earns its couch - bench goes WYSIWYG, kid sits the edge
  • 17:20 locks: render-job.lock learns who holds it - the T27 reclaim lands
  • 07:31 fix: headless runs wait for their subagents - the 600s ceiling falls
  • 01:15 reqs: v7 ballot lands - the intake ruling becomes two properties
  • 01:08 reqs: v4.2 folds in - 125 IDs, 28 steps, every dangling parent closed
  • 00:58 ops: the intake cron dies - model-manager is on-demand only
  • 00:47 reqs: the blanket accept lands - 72 to 90 IDs, four tensions ruled
  • 00:43 config: cutover complete - app twins dark, and the allow rule that works
  • 00:39 ops: headless nightly tasks land (T26 ruled)

2026-08-26

  • 23:49 config: requirements writes pre-approved, the grant joins the repo
  • 23:40 rules+reqs: the analyst writes as it mines, and batch v6 lands
  • 07:51 release: v0.10.144 (code 253) - the ship that outlasted the turbulence
  • 07:50 chore: golden corpus re-blessed - the rift parks, the corpus catches up
  • 07:48 reqs: proposal batches v4.3 and v5 land for review
  • 07:48 i18n: the story speaks swarm - ending, cast and mentors in all 14 locales

2026-08-25

  • 23:20 i18n: the swarm speaks every tidbit - the chip era ends
  • 20:18 i18n: the HUD speaks swarm in all 15 - six chip-era CSV rows retired
  • 20:16 i18n: the swarm speaks every language - dialogs de-chipped, 14 locales
  • 18:49 feat: W12 goes live and catches two real bugs on day one
  • 07:41 feat: W12 flies, the hover clears real trees, W10 warns until Play
  • 07:31 release: v0.10.143 (code 252) - the rift parks, the build stands guard

2026-08-24

  • 23:54 fix: the halo's first frames stay dark - the square was ours all along
  • 23:23 feat: the build refuses stale versions - changed code means a bump
  • 23:16 feat: the rift parks - fixed per level, never follows the view
  • 13:28 fix: W3 gets teeth, the report line stops printing hashtables
  • 13:13 release: v0.10.142 (code 251) - the arrival earns its close-up
  • 13:08 fix: the arrival lands on camera, the wisps warm up quietly
  • 12:50 fix: mentors actually sit, mounts stay on white panels
  • 12:50 feat: the rift arrival is a real scene - the 2D star wipe is gone
  • 12:37 release: v0.10.141 (code 250) - the rift is real, and the gates earned it
  • 12:26 fix: the tuning table catches up with the slimmed rigs
  • 12:13 feat: the rift arrival is a cinematic, and graffiti respects the walls
  • 12:13 feat: the collection flight commits to one planned trajectory
  • 12:13 rules: the requirements analyst mines every batch, standing
  • 09:29 i18n: Otto's promotion lands in all 15 locales
  • 07:37 feat: Otto Oort, Chief Keeper - the money behind the whole search
  • 07:37 feat: chairs in the mentor room, and two mentors actually sit
  • 07:37 feat: the rift is a place - a living portal in every sky
  • 01:38 feat: two chairs staged, and the rulings that seat them
  • 01:38 feat: the mentor room dresses in Alf's 16-panel command interior
  • 01:37 feat: three heavy-set kids join the findable roster

2026-08-23

  • 22:33 fix: the crowd stops walking at the lens, spending bubbles, and popping
  • 22:08 fix: the ship flares - steep descents level out instead of freezing crooked
  • 21:41 fix: the next asset waits for its brief - no more dashboard spoilers
  • 21:25 feat: Kai is male, Scrap is female, two bots retire, and G.E.E.K. seats a fifth chair
  • 20:47 feat: the sit you gave them decides the walk - gait split by Alf's own data
  • 18:59 chore: the day's paper trail - three ballots, build stamps, stray imports
  • 18:58 feat: the 65 MB diet - nothing removed, everything imported smarter
  • 18:33 docs: the week gets a map - and golden vs audit get a border
  • 18:15 feat: nine tension rulings land - T8 through T16
  • 18:12 fix: an empty heartbeat directory is silence, not health
  • 18:06 feat: rifts get their physics - hard in, tearing out
  • 17:16 docs: the tutorial-keeper's charter carries the order law
  • 17:15 feat: the freeze comes before the ping, everywhere anyone is taught
  • 17:02 fix: three chips the sweep missed - the analyst's grep was wider than mine
  • 16:44 feat: chat bubbles go oval
  • 16:41 docs: rulings get a home that survives reworks
  • 16:31 fix: round three from the couch - level hovers, honest furniture, walls that own their terminals
  • 16:21 fix: the clock listens too, mentors tell one story a level, portraits center on the body
  • 16:18 feat: the briefing room gets walls, a narrator, and a camera operator
  • 16:16 feat: the crowd sees each other coming
  • 15:50 fix: the super nerd stops turning his cape on the camera
  • 15:47 chore: v0.10.140 opens (code 249), and the poster lab takes a cast key
  • 15:42 feat: graffiti learns to write like it means it, and the hero faces the camera
  • 14:08 feat: the mentors stand around the table now - and the hatch surfaces
  • 13:59 feat: no blades on the sofa, and bubbles only speak to your face
  • 13:56 feat: the store-mode switch hides where only Alf goes
  • 13:44 fix: big props cut a platform into the hill instead of sinking into it
  • 13:42 fix: statues stop sliding - a shoved dweller walks it off on real legs
  • 13:21 fix: the ship learns which way is up on flat worlds
  • 13:18 fix: phone round 2 - graffiti finds its size, the title card leaves the frame
  • 13:13 feat: one switch to test both sides of the paywall
  • 13:11 feat: there is no chip - there never was a chip (English only)
  • 12:47 feat: the legacy retired statics leave the game (Alf, 2026-08-23)
  • 11:58 release: v0.10.139 (code 248) - the storybook gets its own number
  • 11:41 release: v0.10.138 (code 247) - the Nerdverse Storybook
  • 11:39 fix: TX-3 learns that G.E.E.K. does not end a sentence
  • 11:37 chore: golden corpus re-blessed for the storybook world
  • 07:51 fix: posters were postage stamps - art-bearing panels grow 1.5x
  • 06:47 fix: what the pre-ship sweep caught - invisible ink, absent heroes, overflowing tabs
  • 05:46 feat: six findables get their gear rows, and Kai's cello leans left
  • 05:31 chore: recompile the fifteen translation binaries
  • 05:27 feat: the whole story speaks fifteen languages
  • 04:44 feat: aliens and robots get their bay tabs; Cosmo watches from the walls
  • 04:22 feat: the story plays - dialog scenes, the rift star, and wall graffiti
  • 04:00 feat: the mentors walk the worlds - cameo system + the story lands
  • 03:06 feat: the search has fixed beats - Arbee first, Alpha second, Cosmo last
  • 03:02 feat: eleven fond farewells - the retirees leave the game entirely
  • 03:02 feat: the wave walks - 27 characters wired into the cast
  • 01:23 feat: the four mentors - Status flips from Asset to Mentor, 15 locales

2026-08-22

  • 23:02 feat: three promotions join the roster - the first non-human assets
  • 22:57 feat: the all-access perk - intel and droids on every brief, one-time IAP
  • 22:10 feat: seven new nerds join the roster - sheets, roster lines, 15 locales
  • 00:52 feat: golden-frame corpus v1 - 11 blessed baselines, checked nightly
  • 00:05 feat: the content ledger - weekly proof that nothing is one disk from gone

2026-08-21

  • 01:14 release: v0.10.138 (code 247) - one purpose per leg
  • 01:12 feat: every evasive move has a cover purpose - the field replaces the mix
  • 01:12 chore: commit the regenerated story bundle the 0.10.137 build shipped
  • 00:47 fix: the requirements catalog joins git - it was one disk away from gone
  • 00:47 feat: tier 0 content gets a second home - qnap sync + keystore bundle

2026-08-20

  • 09:37 release: v0.10.137 (code 246) - the asset learns to actually hide
  • 09:35 feat: evasion routes AROUND cover, reads the live camera, never grinds
  • 08:32 fix: terrain pads anchor to the ground as it IS, not as it was born
  • 08:11 feat: benches populate again - seat-adjacent decoys skip the back roll
  • 07:24 fix: what the first weekly check caught
  • 07:24 test: the weekly pre-release check - first five verdicts wired

2026-08-19

  • 23:19 release: v0.10.136 (code 245) - the crowd comes alive
  • 23:16 feat: cast proportion pass - seven characters, Alf's numbers
  • 22:52 chore: sweep the last Quill traces, keep the lessons anonymous
  • 22:41 rules: journal cadence is a hard rule - the throttle is Alf's alone
  • 22:35 feat: the gold mark is a diagonal crosshatch, not just dashed lines
  • 09:00 agents: requirements IDs go categorized (RX-N), and the archive path was wrong
  • 02:30 agents: standing requirements analyst on Opus
  • 02:30 feat: staged crowd poses hold hand gear instead of stowing it
  • 00:20 fix: sitters land on the cushion, and back-gear carriers never sit

2026-08-18

  • 23:22 fix: locked archive tiles held still, and the splash fills the real frame
  • 13:57 feat: the living crowd - rotation, texture, recovery, and a wider awake band
  • 08:32 build: story bundle regenerated with the four new crew (rode the v0.10.135 APK, missed the release commit)
  • 08:17 agents: the effort key is "effort", not "reasoningEffort"
  • 08:11 agents: crowd-warden runs on Fable at high reasoning effort
  • 07:40 release: v0.10.135 (code 244) - proven-innocent steering, four new crew
  • 03:05 fix: staged characters stop sharing one body
  • 01:42 perf: the three 4096 props drop to 1024 - about 78 MB off the APK
  • 01:35 tune: the two back-item template holes close, cast-wide
  • 01:25 tune: every character now covers exactly the poses its rig has
  • 01:19 fix: the leaderboard queue can no longer poison itself
  • 01:14 fix: the mission brief's panels respect the camera cutout
  • 01:02 cast: quill's model actually leaves the repo this time
  • 01:01 fix: back on the bare title no longer eats the menu, plus a pose probe
  • 01:01 story: Aria Andromeda, Neo Nadir, Bruno Bolide, Otto Oort - in 15 locales
  • 01:00 cast: four new posable assets - aria, neo, bruno, otto
  • 00:34 fix: back really navigates now, and one X for every screen

2026-08-17

  • 23:53 tools: a clip fragment can have alternates, and misses are said out loud
  • 23:42 feat: safe areas, and Android back that navigates instead of quitting
  • 20:54 fix: the leaderboard empty-state message was not centred
  • 20:47 fix: the catalog print gallery was under the touch-target floor
  • 20:30 agents: the UI auditor must not be able to hang the box
  • 09:34 release: v0.10.134 (code 243) - what a retirement leaves behind
  • 01:05 fix: the survey probe was measuring untuned gear

2026-08-16

  • 23:49 tools: a batch probe for the full gear survey
  • 23:35 fix: held gear no longer jumps when the world freezes
  • 23:30 agents: a standing UI auditor, twice a week
  • 23:23 cast: drop Quill from the lineup
  • 23:11 release: v0.10.133 (code 242) - device tuning pass, Skyla's reach, menu stars
  • 22:35 tune: the device pass, Skyla's reach, and Nyla inherits her grip
  • 22:35 fix: the star keep-out measures the menu instead of guessing at it
  • 20:12 release: v0.10.132 (code 241) - scoring rebalance, round stars, Archives record chase
  • 19:59 balance: speed pays, and marking is a pot instead of a per-face rate
  • 19:59 fix: the Archives BEST readout carries its own contrast
  • 19:58 fix: the sky's stars are round again
  • 18:32 feat: the World Archives record chase, stars behind the logo, and the brief stops blooming cyan
  • 18:31 refactor: the atmosphere rim gets its own visual layer
  • 18:31 feat: the studio card's stars carry
  • 18:31 fix: empty hands read their @bare wrist rows
  • 17:14 build: v0.10.131 republish stamp from the Alienware box
  • 16:59 docs: pin down what native stderr can and cannot do
  • 16:59 audit: flag assets the importer has never accepted
  • 16:59 build: share the native-command wrapper across the tools
  • 16:25 docs: walk back the cold-cache abort diagnosis
  • 16:25 build: route every rebuild.ps1 native call through Invoke-Native
  • 16:25 chore: delete 56 dead character textures
  • 15:55 docs: audit task runs at 4am, not 3am
  • 14:16 docs: record the Alienware migration verification
  • 10:30 build: v0.10.131 stamp
  • 10:27 release: v0.10.131 (code 240) - Quill wrist propagation + bare hands
  • 10:26 tune: quill tablet wrists apply bare-handed too (@bare pseudo-item)
  • 09:37 tune: quill wrist numbers propagated from tablet to all hand gear
  • 09:22 tools: keep the APK diet weld/simplify script (pass 1)
  • 09:20 docs: migration - scheduled tasks are Claude Code tasks, not schtasks
  • 04:47 build: v0.10.130 stamp
  • 04:44 release: v0.10.130 (code 239) - collectibles arc (136, 138, 139)
  • 04:43 feat: portrait fit for big heads + bios that never clip + rescue card (138-139)
  • 04:18 feat: clean evidence photos + glued-in catalog prints (item 136)
  • 02:16 build: v0.10.129 stamp
  • 02:14 release: v0.10.129 (code 238) - Batch 20 + gold mark outline
  • 02:14 feat: gold mark outline - 1px near-black rim on the dashed tile
  • 02:08 docs: check off 121 + Batch 20 (132-135) with result notes
  • 02:07 feat: labs briefs between every world + radiating panic wave (132-133)
  • 01:53 fix: Easy perk roulette rides one bound tween (found via item 132)
  • 01:44 plan: Batch 21 (136-141) + the machine-migration checklist
  • 01:35 perf: post-win pickups fly at double time (item 135)
  • 01:34 perf: mark overlay mesh cached per face (item 134)
  • 01:32 plan: Batch 20 - Alfs 2am notes (items 132-135)
  • 01:21 build: v0.10.128 stamp
  • 01:18 release: v0.10.128 notes, gamelog, version bump (code 237)
  • 01:18 plan: check off Batch 19 (125-131) with result notes
  • 01:17 fix: Quill has five fingers per hand (item 126, mesh surgery)
  • 01:04 tune: hand girth decoupled from length - Quills wrists sturdier (127)
  • 01:01 feat: X-button navigation + Archives wins return home (129-131)
  • 01:01 fix: editor focuses the selected wrist (item 128)
  • 00:17 plan: Batch 19 - Alfs editor session findings (items 125-131)
  • 00:16 tune: Alfs on-device Quill pass - 445 rows pulled and merged

2026-08-15

  • 23:08 build: v0.10.127 stamp
  • 23:05 release: v0.10.127 notes, gamelog, version bump (code 236)
  • 23:04 tune: longer arms for five (Alfs call) with exact row compensation
  • 23:04 fix: Quill runs with her palms where they belong
  • 22:53 build: v0.10.126 stamp
  • 22:50 release: v0.10.126 notes, gamelog, version bump (code 235) + tree line apostrophe fix
  • 22:02 plan: check off 122-124 with verification notes
  • 22:02 fix: Hall of Mirrors twins - guaranteed, varied, never matching (122-124)
  • 21:55 i18n: Skyla Solaris + auroralis-tree in all 15 locales
  • 21:45 plan: Batch 18 - Hall of Mirrors twin fixes (items 122-124)
  • 21:44 feat: Skyla Solaris joins the cast (Alfs pick, option A)
  • 21:35 chore: drop a stray Godot atomic-write tmp captured by the tree move
  • 21:35 feat: skyla.glb staged - 20 clips merged, zero overrides
  • 21:35 feat: trees are their own category - auroralis-tree joins the maple
  • 21:30 feat: gold marks honest on any target face (item 121, Alfs rule)
  • 20:18 build: v0.10.125 stamp
  • 20:15 release: v0.10.125 notes, gamelog, version bump (code 234)
  • 20:14 plan: check off 114/115/116/118 with verification notes
  • 20:14 feat: multi-signal dashboard, brief fit, pause roster (114/115/118)
  • 20:14 feat: independent target rolls (116) + triple brief text (115) + probes
  • 20:14 build: v0.10.124 stamp
  • 20:07 plan: item 121 - multi-face gold mark scoring is Alfs call
  • 19:52 plan: check off 117 + 119 with verification notes
  • 19:51 test: --multicatch probe - Alfs triple-signal rapid-tap repro
  • 19:48 feat: pickup queue in click order (119) + assets go inside (117)
  • 18:46 release: v0.10.124 notes, gamelog, version bump (code 233)
  • 18:45 plan: check off batches 15-16 + items 107/113 + Quill staging
  • 18:43 fix: floating characters after cross-version resume (item 107)
  • 18:20 plan: Batch 17 evidence logged from Alfs screenshots (item 120)
  • 18:19 plan: Batch 17 - Triple Signal polish (items 114-120, Alfs report)
  • 18:09 feat: Quill hand rows re-derived for the baked wrist frame
  • 18:07 plan: item 107 evidence logged + new item 113 (mark voids)
  • 18:07 fix: mark grid voids on bumpy terrain (item 113)
  • 18:07 fix: wrist bake v2 - length guard + plain walk coverage
  • 16:31 chore: track quill_wrist_bake.gd.uid (editor scan artifact)
  • 15:49 feat: baked per-clip wrist channel for Quill - retires hand_rot
  • 15:42 tune: Quill head 1.95 -> 1.755 (Alf: a little too big, minus 10%)
  • 15:37 feat: Quill gear rows - 409 combinations tuned from Alfs templates
  • 15:29 tune: wave swing 65 -> 80deg for the 0.75 hands
  • 15:04 tune: Quill hands 0.75 of original (Alfs revision from 1.0)
  • 15:04 tune: Quill hands 1.0 - double the 0.5 read (Alfs call)
  • 14:48 feat: phase-weighted wave arm swing - hand clears the 1.95 head
  • 14:25 tune: Quill head 1.95 - measured Archivist parity
  • 13:43 tune: Quill hands 0.5 (Alfs call) + wave swing 20deg, fix in-game no-op
  • 13:22 tune: Quill head 1.3 + wave arm swings clear of the bigger head
  • 13:00 tune: Quill round 2 per Alf - full cast height, head 1.1, hands to half of the previous size
  • 12:52 tune: Quill palms face the body - hand_rot [-30,-110,0], measured
  • 12:20 feat: crowd-warden batch - slab crowd vanish fix, no more statue huddles, screen-watching behavior, relentless visible evasion (items 105, 106, 110, 111, 112)
  • 12:11 i18n: two-part ping lesson + mark act-2 turn instruction, 15 locales
  • 12:04 docs: tutorial-keeper probe note - lessontest needs quit-after 1100
  • 12:03 feat: tutorial-keeper batch - two-part ping lesson with real drain percentages, mark lesson soft-lock fix, tour ring swap, act-2 turn (items 99-102 + 109)
  • 11:54 tune: Quill 25% shorter (ASSET_SCALE 0.75, uniform so gear rides)
  • 11:50 fix: HandTuner compounding - clips that skip the hand bone never reset its pose, so the palm rotation multiplied every frame and knotted the hand (Alfs screenshot)
  • 11:43 docs: Batch 16 grows items 110-112 - scratch-at-screens staging, no-stop evasion while visible, evasion visibility diagnosis
  • 11:31 docs: item 109 corrected to Alfs design intent - marking live from orbit, no range gate; only character selection is orbit-disabled
  • 11:27 feat: HandTuner - per-character hand scale + palm rotation; Quill hands 25% smaller, palms turned in for the walk
  • 11:23 feat: crowd-warden agent (Fable) owns placement + movement; Batch 16
  • 11:17 fix: level out for flat slab arrivals (item 103)
  • 11:16 feat: tutorial-keeper agent (Fable) owns all teaching flows + Batch 15
  • 10:52 i18n: Quill Quasar in all 15 locales
  • 10:43 feat: Quill Quasar joins the cast - the ninth posable asset
  • 10:33 docs: close 61b per Alf - raise only if it becomes an issue
  • 01:11 build: v0.10.123 stamp
  • 01:09 release: v0.10.123 - Batch 14, Alfs evening playtest six
  • 00:55 fix: Batch 14 w10 round 2 - translated headline fit, flee from the camera, wrongtest legacy probe mode

2026-08-14

  • 23:44 fix: nobody stands over the void - rim guards on the three unbounded placement paths (item 92)
  • 23:02 fix: results-windows crowding, the w8 survey top 9 (item 95)
  • 22:27 feat: evasion that reads - longer, faster, and away from the viewer (item 93)
  • 22:26 i18n: neutral wrong-tap hand/back lines in 15 locales (item 97)
  • 22:22 feat: Batch 14 wave 1 - brief env fit, camera no-fly spheres, accurate wrong-tap hands (items 94, 96, 97)
  • 11:24 build: v0.10.122 stamp
  • 11:23 release: v0.10.122 - Batch 13 visual defect fixes (items 89-91)
  • 11:11 fix: star rects to real UI bounds + portrait camera 0.28 (w7 round 2)
  • 10:47 fix: visual defects batch - stars in open sky, centred portraits, flood-fill logo key (items 89-91)
  • 08:02 release: v0.10.121 - Batch 12, Alfs on-device feedback same-morning
  • 07:49 fix: catalog portrait round 2 - typed cams, no PI flip, camera 1.26/1.40
  • 07:28 feat: catalog portraits - torso-up, facing the reader, no turntable (item 88)
  • 07:19 feat: Alfs on-device feedback - silent empty taps, no daily Skip, evidence placeholder, readable paper ink
  • 05:17 release: v0.10.120 - Batch 11 wave 2 (items 71-74, 78, 79, 82, 83)
  • 05:02 docs: check off items 71-74, 78, 82, 83 with verifier results
  • 05:01 fix: voyage attitude round 4 - wide velocity sampling + earlier hold
  • 04:43 fix: wave-2 verifier round-3 findings
  • 04:11 feat: evidence shots + the paper catalog (items 82-83)
  • 04:05 feat: mark field lesson teaches by doing in three acts (item 71)
  • 04:02 feat: brief tour rings pulse + Get Intel step rings the deploys (item 74)
  • 03:58 feat: transparent title logo + twinkling starfield (items 72-73)
  • 03:52 fix: de-clockified tap sounds + sideways-voyage catch-up (items 78-79)
  • 03:42 release: v0.10.119 - Batch 11 first wave
  • 03:41 story: 8 bay-note one-liners in 14 locale siblings + Batch 11 checkoffs
  • 03:13 fix: spark sized for gameplay distance + 8 character Bay notes
  • 02:32 feat: chip spark - flinch blink + Easy periodic tell (item 81)
  • 02:31 feat: catalog one-screen pass + colorblind mark patterns (items 70, 80)
  • 02:27 tune: retro-system grip fleet sweep - 11 characters (item 75b)
  • 01:42 tune: genevieve x retro-system grip across 8 poses (item 75)
  • 00:46 feat: stamp/streak separation + departure spool (items 76-77, verify pending)
  • 00:43 plan: Batch 11 - Alfs playtest + fun pass (items 70-83)

2026-08-13

  • 20:40 feat: pre-stage AdMob real mode behind the SIMULATED flag
  • 20:37 release: v0.10.118 - the chip fights back
  • 20:36 feat: the chip flinches at a close ping - target evasion (item 60)
  • 20:17 release: v0.10.117 - the N.U.L.L. chip canon
  • 20:17 feat: chip canon in the HUD - brief THREAT line, transmission stamp
  • 20:16 story: the N.U.L.L. chip canon - English + 15 locale siblings (item 59)
  • 12:16 release: v0.10.116 - Field Catalog + informative wrong taps
  • 12:16 feat: informative wrong taps v2 - close-up card with intel line (item 58)
  • 11:45 feat: Field Catalog - unlock-on-first-catch cast gallery (item 57)
  • 11:20 release: v0.10.115 - teach-by-doing lessons, ping x anchor fix, orbit-safe taps
  • 11:20 feat: lesson grants, freeze-time arrow tracking, orbit-safe marking
  • 11:20 feat: lesson cards teach by doing - UI branch + 4 locale rows
  • 10:34 release: v0.10.114 - morning cleanup, the side findings close
  • 10:30 fix: item 61a - tall hair clears the portrait frame; 61b parked
  • 08:40 fix: item 66 - the pond waterline stays inside its banks
  • 08:13 tune: item 67 - shed hysteresis kept, pop claim withdrawn
  • 07:27 triage: item 68 closed - not a bug, the verifier misread the level
  • 07:20 release: v0.10.113 - the audio pair for Alfs ear
  • 07:16 feat: item 52 - per-sector ambience beds behind the music
  • 06:34 feat: item 51 - the flyby whoosh, verified as a ship going past
  • 05:43 release: v0.10.112 - dawn patrol: pond life and honest dusk
  • 05:39 fix: item 50 - the sun handoff finally fades for real
  • 04:34 feat: item 49 pond life - decorrelated sparkle on the water
  • 03:56 release: v0.10.111 - transitions flow
  • 03:56 fix: item 65 lands - the corner latch, verified over eleven rounds
  • 03:04 wip: item 65 round 8 - corner rest replaces the vertex hop
  • 02:09 wip: item 65 round 4 - transition probe + three edge-crossing fixes
  • 01:36 release: v0.10.110 - the triple heist ships
  • 01:36 plan: items 62-65 - triple batch checked off, edge-transition loop queued
  • 01:36 feat: the triple heist - per-catch ship pickups, riders, compact triple UI

2026-08-12

  • 23:42 release: v0.10.109 - true atmosphere, honest intel portraits
  • 23:38 plan: item 61 - portrait framing residuals from the intel-fix verify
  • 23:37 fix: intel/dashboard portrait framing - measure gear at the displayed pose
  • 22:07 tune: item 46 atmosphere rims DONE - impact-parameter falloff (round 7)
  • 20:19 release: v0.10.108 - the visual polish wave
  • 20:00 tune: items 47/48 verified DONE; rim power 1.5, teal blob unhidden
  • 07:22 tune: rim strength 0.35 -> 0.5 (verifier pairing for the hue shift)
  • 07:21 tune: rim gated space-only (Alfs call) + verifier round-2 fixes
  • 00:00 plan: Batch 9 - Alfs engagement directives (items 54-60)

2026-08-11

  • 23:42 feat: title nebula drift (item 48)
  • 23:42 feat: atmosphere rims + two-shell star parallax (items 46, 47)
  • 23:36 fix: Marin Cove is male - text gender corrected, 15 locales
  • 23:16 feat: beam-up polish - riser halo + departure ring (item 45)
  • 23:06 tune: item 44 verified all-tier PASS + two verifier nits
  • 23:01 fix: the floating lightblade - 16 lefty wrist rows (item 53)
  • 22:35 docs: legacy meshy folder migration map (model-manager evening pass)
  • 22:19 feat: streak-tier celebrations - the burst scales with the flair (item 44)
  • 22:16 release: v0.10.107 - two new nerds, the audio polish batch aboard
  • 22:16 plan: item 53 - the floating lightblade diagnosed
  • 22:16 feat: Genevieve Codella (Geneticist) and Marin Cove sheets, 15 locales
  • 22:16 feat: Genevieve and Marin join the posable cast - wiring
  • 15:27 tune: the mix pass - measured tiers, nothing vanishes (item 43)
  • 15:23 feat: music ducks under the found moment (item 42)
  • 15:18 feat: the urgency layer - musical pressure, never a second clock (item 41)
  • 15:08 release: v0.10.106 - solid camera, single clock
  • 15:04 fix: one clock voice, ever (item 40)
  • 14:50 plan: Batch 7 - the quality dozen approved, 2-hour auto-ship cadence
  • 14:49 assets: stage Genevieve Codella and Marin Cove (model-manager intake)
  • 14:49 fix: the lens never enters a planet or a wall (item 39)
  • 12:55 release: v0.10.105 - doorways, skips, and a ship that flies right
  • 08:57 feat: Time Sync slots can be cleared (item 38)
  • 08:50 fix: statues stand, they never glide (item 37)
  • 08:21 tune: the whip hunt, instrumented - six discontinuities fixed (item 36)
  • 07:28 feat: the whole post-find presentation is skippable (item 35)
  • 07:22 fix: a chapter clear is a doorway, not the ending (item 34)
  • 01:55 fix: edge rolls stop fighting the drag on the underside (item 33)
  • 01:01 tune: pickup pacing pays for the slower flight (item 32)
  • 00:57 tune: the ship accelerates like a plane, not a cut (item 31)

2026-08-10

  • 23:58 release: v0.10.104 - the aviation update
  • 23:39 feat: stubby wings - Alf picked 25% span from the ship-lab lineup
  • 23:38 feat: the ship flies like a plane - belly down, yaw-led, slight bank
  • 23:11 feat: Time Sync columns + World Archives (rename, per-level overwrite)
  • 23:10 dev: ship lab - wing-stub variants side by side for Alf's pick
  • 23:10 fix: the ship always orbits - never through the planet
  • 22:38 fix: mission brief fits the screen in every locale
  • 22:38 fix: the starship flies nose-first and enters orbit on arrival
  • 22:07 feat: Space Nerd Studios intro card before the title screen
  • 22:07 chore: catch up the regenerated story bundle (Helena bio, missed in v0.10.103 release commit)
  • 21:31 release: v0.10.103 - ship cinematics, honest streaks, gear in hand
  • 21:28 feat: idle gear held in hand + carry_local fully retired + bench fit
  • 21:23 feat: Time Sync slots wear their streaks
  • 21:21 i18n: Current Streak brief line + bare tier qualifiers in 15 locales
  • 21:20 feat: mission briefs show where you stand in your streak
  • 21:16 i18n: streak flair tiers in 15 locales
  • 21:13 feat: streak stamp levels up - flair tiers plus a scope receipt
  • 21:09 feat: streak scopes - difficulty and slot everywhere, per the spec
  • 20:33 docs: Batch 3 - the approved streak spec becomes checklist items
  • 19:16 fix: streak stamp says N in a row, not N sectors clean
  • 18:56 feat: laptop retires from hand gear - clutter prop only
  • 09:08 tune: the hanging-pose gear pass - 1226 rows stamped, carry_local gone
  • 03:27 feat: the ship flies the voyage - camera follows it between worlds
  • 02:52 feat: the pickup - ship flies in, beam-up replaces the blip-out
  • 02:08 feat: Hall of Mirrors builds the intel reveal into the mode
  • 02:06 i18n: tutorial choice strings in 15 locales
  • 02:03 feat: new-timeline tutorial choice + verified infinite lesson gating
  • 01:59 feat: no tutorials outside the campaign
  • 01:52 feat: per-mode streaks - no mode credits another mode
  • 01:06 i18n: Helena bio simplification in all 14 locale siblings
  • 01:03 docs: loop respects the render-job lock while the gear sweep runs
  • 01:03 feat: Batch 2 checklist + Helena bio simplified to plain worlds line

2026-08-09

  • 23:36 docs: tester accounts belong to the Hermes agent - three-way contract
  • 23:20 docs: note the genesis deploy guard in the coordination rules
  • 23:06 docs: server/web coordination rules for the two Claude projects
  • 22:47 tune: Note 24 gear session - energy-sword, phantom-catcher, spaceblade
  • 22:18 fix: rebuild.ps1 fails loudly on a failed export instead of blessing a stale APK
  • 17:51 release: v0.10.102 - the quality-bar batch ships
  • 16:22 tune: transitions trimmed 15% - voyage 3.0s, tighter win-to-next gap
  • 15:56 feat: found-moment camera settle - a breath before the burst
  • 15:22 feat: haptic vocabulary - distinct patterns per game beat
  • 15:18 feat: soft ripple + tick on empty-space taps; lesson blocks suspect taps
  • 15:07 feat: privacy policy refresh - page covers live features, Settings link
  • 14:59 feat: crash sentinel - unclean-exit detection with log-tail upload
  • 14:51 feat: anonymous telemetry - client events, privacy toggle, server route
  • 14:39 docs: Counter-Spin feasibility note - deferred per its own timebox
  • 14:36 feat: Labs - Blackout, the lights fail in waves
  • 14:25 feat: Labs - Panic Ping, sonar the crowd can hear
  • 13:15 feat: Labs - Triple Signal, three assets one world
  • 13:07 feat: Labs - Lightning Round, thirty seconds a world
  • 13:00 feat: Labs - Hall of Mirrors, the first live experiment
  • 12:10 feat: N.E.R.D. Labs strings in 15 locales - shelf UI + six experiments
  • 12:07 feat: N.E.R.D. Labs skeleton - experiments shelf + throwaway launch
  • 12:01 feat: per-sector lighting identity - sun tint + ambient + yaw
  • 11:07 feat: lighting lift - brighter space, ambient-lifted shadows
  • 01:34 docs: lighting survey - the darkness is the backdrop, not the lights
  • 01:14 feat: field lesson strings in 15 locales
  • 01:09 feat: progressive tutorial - 3-step first contact + field lessons
  • 00:59 feat: suspect-eliminated markers - wrong taps become information
  • 00:30 docs: six Labs experiments + lighting moved up - the loop list is 19 items
  • 00:26 docs: lighting survey + global lift + sector identity join the loop list
  • 00:24 docs: quality bar + tonight's polish checklist for the /loop

2026-08-08

  • 01:42 release: v0.10.101 - live boards, Daily saves, comfier couches
  • 01:40 tune: space-sofa x1.32, sitters forward and down onto the cushion
  • 01:40 feat: Daily save/resume, board Exit, Hall of Records browser
  • 00:45 docs: leaderboard nginx step done - submits live and verified
  • 00:14 release: v0.10.100 - Helena Helix joins the hunt
  • 00:09 feat: stage Helena as the ninth posable asset, gear matched to Gem
  • 00:09 feat: Helena Helix, Astro-Paleontologist - sheet, roster, Bay note, 15 locales

2026-08-07

  • 22:40 release: v0.10.99 - the Infinite Initiative saves your place
  • 22:39 feat: resume-depth and welcome-back strings in 15 locales
  • 22:39 feat: Infinite Initiative save/resume + free deploys spend the button
  • 22:11 feat: site shots move to Thirty Mirrors
  • 22:06 release: v0.10.98 - the Infinite Initiative
  • 22:04 feat: Infinite Initiative and N.E.R.D. Campaign in 15 locales
  • 22:00 feat: Infinite Initiative, N.E.R.D. Campaign, open endless modes
  • 21:30 release: v0.10.97 - locked doors you can see
  • 21:28 feat: the unlock hint in 15 locales
  • 21:24 fix: the endless modes are always visible - locked, with the reason
  • 08:29 release: v0.10.96 - the Daily Directive
  • 08:28 feat: Daily Directive and leaderboard strings in 15 locales
  • 08:21 feat: Daily Directive + leaderboards, and the infinite-tap fix
  • 02:48 release: v0.10.95 - The Drift
  • 02:46 chore: all 40 level thumbnails rebaked for the new ladder
  • 02:22 feat: Drift strings in 15 locales + the campaign game-over line localized
  • 02:13 feat: The Drift - the endless ladder, and the Daily Drift
  • 02:09 feat: the anomaly system - Twin Echo, Double Signal, Signal Malfunction
  • 01:59 release: v0.10.94 - six sectors, forty worlds
  • 01:58 feat: level names and sector names for the new ladder
  • 01:52 feat: three solid families and the like-with-like chapter ladder
  • 01:32 release: v0.10.93 - the menu finds its final shape
  • 01:31 feat: menu rework strings in all 15 locales
  • 01:28 feat: menu rework - Time Sync is home, chapters live in Practice Worlds
  • 01:15 docs: the Drift spec - endless mode, daily leaderboard, chapter rework
  • 01:11 release: v0.10.92 - Time Sync
  • 01:10 feat: Time Sync and Practice strings in all 15 locales
  • 01:06 feat: Time Sync save slots, campaign/practice split, exact resume
  • 00:55 release: v0.10.91 - Kai, measured
  • 00:53 fix: Kai carries template gear - measured hand_fix goes live
  • 00:50 release: v0.10.90 - the vanishing Nerd and practice mode
  • 00:46 feat: hand_fix groundwork + --posekey capture flag (inert)
  • 00:46 feat: level-select runs are retry runs - no continues, no starting kit
  • 00:46 fix: the hunt target can never fail to spawn

2026-08-06

  • 09:08 release: v0.10.89 - templates across the cast
  • 09:06 feat: gear-groomer pass 2 - Alf templates across the cast
  • 08:12 fix: level-select worlds rotate out of step
  • 08:10 feat: arm_scale for undersized rigs - Nyla gets 15% bigger arms and hands
  • 08:06 feat: pull Alf template edits - star-chart, field-journal, briefcase, duffle
  • 02:22 release: v0.10.88 - the groomed wardrobe
  • 02:20 feat: gear-groomer pass 1 - 129 tuning rows across hand and back gear
  • 01:15 fix: complete the thumbnail rebake - levels 23, 27-32
  • 01:07 release: v0.10.87 - the licenses page and rebaked previews
  • 01:06 chore: rebake all 23 level-select thumbnails (level-previewer)
  • 01:06 feat: Licenses page - Godot MIT text + third-party attributions
  • 00:50 feat: level-previewer and gear-groomer agents join the crew
  • 00:37 release: v0.10.86 - ponds at true size
  • 00:34 fix: ponds at Alf's true size - the phantom 13u face exposed
  • 00:21 release: v0.10.85 - visible ponds, naked trees, Gem's head
  • 00:18 fix: naked trees, guaranteed ponds, Gem's head
  • 00:01 release: v0.10.84 - ponds, the signal maple, Alpha Beta and Gem Galatea

2026-08-05

  • 23:56 feat: Alpha Beta in all 15 languages
  • 23:53 fix: pond polish from the verifier's 25-pond survey
  • 23:38 feat: Gem Galatea, Anomaly Chemist - ninth posable asset, 15 locales
  • 23:04 fix: one tap, one step - emulated input duplicates dropped by device id
  • 23:03 feat: the signal maple - first full-size tree, trunk-smart
  • 23:03 feat: ponds - dug water with sloped banks, strict 25% face cap
  • 22:34 docs: gamelog names the right tag - good-build-3
  • 22:30 release: v0.10.83 - editor camera guard, phone-canvas fit, good build
  • 22:27 fix: site shots re-render on every publish
  • 22:27 feat: perk banner reads Free Perk - Easy Mode
  • 22:26 fix: editor camera reachability + column fits the phone canvas
  • 22:06 feat: Kai and Zack heads +10%
  • 22:06 feat: on-device tuning pull - Monty and Penelope learn their gear
  • 21:47 docs: gear-editor is on-demand only, background, concurrent
  • 21:45 release: v0.10.82 - cross-item paste, banner yields, gear-editor on Fable
  • 21:43 feat: editor clipboards paste across items - stamp a setup anywhere
  • 21:38 feat: model-manager and gear-editor agents join the crew
  • 21:33 fix: perk banner takes the header line, caption yields
  • 21:22 fix: dead CSV row deleted, hash check line-ending-proof, bonsai textures tracked
  • 20:48 release: v0.10.81 - the multilingual reading room, resume-to-pause, native heads
  • 20:45 feat: the reading room speaks 15 languages
  • 20:11 feat: resume lands on the pause screen; simpler secret codes
  • 20:11 fix: Monty and Penelope keep their native head proportions
  • 09:35 release: v0.10.80 - Monty, the named cast, the reading-room bay, the bonsai
  • 08:47 feat: the bonsai - first surface-decor prop, tabletops only
  • 08:30 feat: crowd runners + posables-first staging
  • 08:30 feat: Asset Bay reading room - Assets + Droids tabs, bios and blurbs
  • 08:29 feat: alliterated space names + backstories for all 27 characters
  • 08:29 feat: Monty staged as the eighth posable asset
  • 01:12 release: v0.10.79 - the Archivist, Copy ALL, honest wrist axes
  • 01:10 feat: the Archivist joins as the seventh posable asset
  • 01:10 feat: editor wrist-axis unification + Copy ALL / Paste ALL
  • 01:10 feat: on-device tuning pull - 24 char-pose rows, 12 structure scales

2026-08-04

  • 23:43 release: v0.10.78 - three tables, prime gear spots
  • 23:42 feat: the new tables are the prime gear spots
  • 23:40 fix: table textures downscaled 4K to 1024 - APK diet
  • 23:39 chore: imported textures + import metadata for the three tables
  • 23:39 feat: three tables - engineer workbench, holo table, orbital bridge
  • 22:49 release: v0.10.77 - the performance cull
  • 22:48 feat: performance cull - 17 heavier twins leave the game
  • 22:40 release: v0.10.76 - decisions from the road
  • 22:39 feat: party finale, cool ambient, banner card-centering, journal push
  • 17:56 release: v0.10.75 - the full-inspection harvest
  • 17:54 fix: inspection harvest - seats usable, height caps, no twin faces
  • 16:51 fix: asset height band - nyla normalized 1.2u to 1.55u
  • 16:44 release: v0.10.74 - the sit-down-properly pass
  • 16:43 feat: pause freezes the crowd; sequential stamps; one-move Mishap
  • 16:43 fix: one size in every pose; wall-shy steering; carry hold unified
  • 16:43 feat: chair-sit tuning - sitters ON the cushion, facing out, editable
  • 16:29 release: v0.10.73 - the placement-rules pass
  • 16:27 feat: B1-T Time Droid billing + Easy perk banner sweep
  • 16:27 feat: bench orientation buttons + kind labels; wall-safe staging
  • 16:27 feat: prop-orientations table - how gear LIES as scenery
  • 16:27 feat: poster art pool, vehicle cart, placement rules, 90-degree walls
  • 14:55 chore: recompiled translation binaries + story bundle for v0.10.72
  • 14:55 release: v0.10.72 - the dedupe reckoning and the tour rebuilt
  • 14:53 feat: asset audit tool; captures move to the nightly 3am Opus task
  • 14:53 i18n: 8 tour rows + de-lookaliked brief line, all 15 locales
  • 14:53 feat: brief walkthrough rebuilt - buttons, clean steps, 7 lessons
  • 14:53 feat: manned stations; look-alikes removed from the core game
  • 14:52 feat: five wall-decor kinds, structure-side mounts, drifting cart
  • 14:52 feat: retire seven duplicate models from circulation
  • 14:52 feat: device tuning pass - 13 new rows, 6 adjusted

2026-08-03

  • 07:28 release: v0.10.71 - the lived-in pass
  • 07:25 feat: seated assets and chat huddles; walk-lib guard kills 222 errors
  • 07:25 feat: lived-in worlds - wall gear, furniture-top clutter, chairs
  • 07:25 fix: bench crowd cycle no longer bounces between shared-GLB variants
  • 07:25 feat: 35-row device tuning harvest - gear, props and crowd sizes

2026-08-02

  • 23:37 release: v0.10.70 - gear clutter, omnivorous bench, clean stamp stack
  • 23:37 chore: archive Meshy thumbnails under scrubbed genre names
  • 23:36 fix: win stamps stack cleanly on a nat20; bench still pose + pair fit
  • 23:06 feat: Structures bench goes omnivorous - gear + crowd, orbit, pair fit
  • 23:06 feat: crowd characters honor the bench scale multiplier at spawn
  • 23:06 feat: loose gear on the ground - accessories scatter as level clutter
  • 23:06 feat: apply device structure tuning - 7 clutter props scaled up
  • 22:27 feat: v0.10.69 - the intel-line diet ships
  • 22:27 feat: short gear names, Back/Hand intel labels, honest prize wheel
  • 22:13 chore: ship ritual pushes to the private GitHub backup
  • 22:01 feat: v0.10.68 - the feel batch ships
  • 21:58 feat: the feel batch - eight fixes from the play session
  • 21:58 feat: viola, tech-scanner and pocket-console tuning harvest
  • 21:28 fix: portrait walk-merge guard checks the library OBJECT, not the name
  • 20:14 feat: the ending speaks 15 languages; retire the inline i18n script
  • 19:40 fix: ping-cost how-to line catches up in all 14 locales
  • 19:34 chore: ship ritual keeps the journal stub step alive
  • 19:33 chore: CLAUDE.md + four Opus agent charters
  • 18:22 feat: v0.10.67 - homage pass round two ships
  • 18:21 feat: homage pass round two - four items and the secret code
  • 18:12 feat: v0.10.66 - the homage pass ships
  • 18:11 feat: homage over IP - Retro System and Spaceblade
  • 17:51 feat: v0.10.65 - hand-gear sync ships
  • 17:50 feat: hand-gear harvest + carry-scale and carry_local sync
  • 15:24 feat: v0.10.64 - back gear correct in every pose
  • 15:23 feat: propagate carry back-item tuning to every pose
  • 15:13 feat: v0.10.63 - the tuning harvest ships
  • 15:12 feat: duffle bag becomes a hand item hanging from its straps
  • 15:12 feat: back-gear tuning harvest from the device
  • 14:36 feat: v0.10.62 - Easy prize wheel ships
  • 14:36 feat: Easy prize wheel, visible droid rolls, culling fixes, stable sizes
  • 14:16 feat: v0.10.61 - the brief tour ships
  • 14:15 feat: the brief teaches itself - guided tour, hint line, intel fix, counts
  • 14:05 feat: v0.10.60 - ship plume, kinder pings, brief and tutorial polish
  • 14:03 feat: tutorial explains Pings, Anchors and edge crossing - 15 languages
  • 14:03 feat: settings sub-pages in a 2x2 grid; Environment assets toggle
  • 14:03 feat: brief polish - sector header, difficulty tag, no more overflow
  • 14:03 feat: gentler Signal Ping cost - 10/20/30% by difficulty
  • 14:03 feat: the starship trails a real propellant plume
  • 13:49 feat: v0.10.59 - the dopamine batch ships
  • 13:48 docs: endless-play design draft (Patrol, Daily Contract, rank ladder)
  • 13:48 feat: the dopamine batch - found burst, streaks, near-miss drama, star slam
  • 13:18 feat: v0.10.58 - editor polish, Performance menu, shadow handoff fix
  • 13:17 feat: editor polish - centering, wrapping buttons, guards, structures bench
  • 13:17 feat: Performance menu - per-family shadow toggles with blob fallback
  • 13:17 fix: shadow-sun handoff waits until the old shadows have faded
  • 01:09 feat: v0.10.57 - real shadows for everything, Nyla texting walk
  • 01:08 feat: real shadows for everything the player sees
  • 01:08 feat: Nyla's carry walk is the real Texting_Walk
  • 00:25 feat: v0.10.56 - the ship casts the only real shadow; big-head profiles
  • 00:23 feat: the starship casts the game's only real shadow; head_scale dial

2026-08-01

  • 13:44 fix: v0.10.55 - drop 100 orphaned gear textures, APK 237 MB -> 211 MB
  • 13:26 fix: v0.10.54 - in-place carry walks, viola on its true handle
  • 13:25 fix: detrend baked locomotion in clip translations; viola handle side
  • 13:21 feat: v0.10.53 - honest Mishap, cosmic surnames, grounded blobs, visible suns
  • 13:20 feat: slope-conforming blob shadows; the suns shine in the sky
  • 13:20 feat: cosmic surnames for the whole cast - meet Milo Quasar
  • 13:20 feat: translucent Mishap with the asset beamed in view; quick Give Up
  • 12:46 feat: v0.10.52 - Kai Wu, real difficulty tiers, ping arrows, sectors, world names
  • 12:45 feat: difficulty tiers, ping guide arrow, sectors, world splash, shade clamp
  • 12:45 feat: Kai Wu in the cast - left-handed Star Cartographer
  • 12:45 asset: Kai Wu via the Meshy API; Nyla re-merged without root motion
  • 11:39 feat: v0.10.51 - Nyla gear parity, viola handle pivot, opaque brief
  • 11:37 feat: Nyla gear parity, item pivots, opaque brief backdrop
  • 01:19 feat: v0.10.50 - far-side sleep, tiered anim, blob shadows, ship shadow
  • 01:17 feat: the starship drags its shadow across the world
  • 01:14 perf: far-side face sleep, tiered animation strides, blob shadows
  • 01:14 fix: starship flies nose-first on a closer lane
  • 00:45 feat: v0.10.49 - copy-from-item and the Structures bench
  • 00:43 feat: copy-from-item and the Structures bench
  • 00:34 feat: Nyla joins the cast; carry slots honored everywhere
  • 00:34 asset: Nyla - canvas rigged biped with her full 20-clip library

2026-07-31

  • 23:27 feat: v0.10.47 - all gear on Meshy 4k remesh meshes
  • 23:27 data: the nerd flies a jetpack in all 19 poses; local carry lands on every asset
  • 23:24 asset: all 25 gear items on Meshy remesh 4k meshes
  • 22:31 feat: v0.10.46 - eight new gear items in the field kit
  • 22:30 feat: the new gear joins the kit - intel rolls, how-to, editor bench
  • 22:30 asset: eight new gear models - cameras, headphones, puzzle, charts, packs
  • 22:20 feat: v0.10.45 - the starship in orbit; new-account Meshy inventory
  • 22:20 feat: a starship circles every world in orbit
  • 22:20 asset: the starship - remesh-rescued from the new Meshy account
  • 21:26 feat: v0.10.44 - copy from any pose on every bench
  • 21:26 feat: copy gear placement from ANY pose - hand, back, and wrists
  • 20:27 fix: token refresh skips the current dir - self-copy stderr killed publish
  • 20:25 feat: v0.10.43 - editor values everywhere, view-stable character switch
  • 20:25 feat: editor keeps the working view across character switches
  • 20:25 fix: tuned gear rows apply on every screen, not just in-game and editor
  • 20:06 data: the nerd claims the local carry walk - tablet row plus wrist curl
  • 19:57 fix: v0.10.42 - row integrity: no stray-tap snap, no silent retarget
  • 19:16 feat: v0.10.41 - bench seats cycle their gear
  • 19:14 data: zuri shrug personalized - tablet off the template, new wrist curl
  • 18:59 fix: v0.10.40 - equivalent poses carry across character switches
  • 18:56 data: tablet spreads into the gaits and gestures across the cast
  • 18:26 fix: v0.10.39 - the inert free hand: both wrists bend on every character
  • 18:23 feat: v0.10.38 - full four-asset tablet fitting from the field
  • 18:03 feat: v0.10.37 - wrist-decoupled gear, freeze toggle, field merge
  • 17:41 docs: gear editor wrist bench reference
  • 17:40 feat: v0.10.36 - wrist bench seats, per-character curls, unified undo
  • 08:13 feat: v0.10.35 - per-character tuning rows, save manifest, wide paste

2026-07-30

  • 23:11 feat: v0.10.34 - view-side gear buttons, axes toggle, character twist
  • 22:53 feat: v0.10.33 - handed gear defaults, field tuning merged, card fix
  • 22:35 feat: v0.10.32 - explicit save, gear-persistent browse, per-item wrists
  • 21:56 feat: v0.10.31 - undo/redo, axis gizmo, split axes, pinch view, wrists
  • 08:27 fix: token refresh never worked - PS 5.1 stripped the quotes
  • 08:12 feat: v0.10.30 - item framing, explicit axes, pose copy, wrist tuning
  • 07:47 fix: v0.10.29 - touchpad edits show live in every pose, half-screen bench
  • 00:47 feat: v0.10.28 - gear touchpad + real party dancers
  • 00:35 fix: v0.10.27 - self-update really installs

2026-07-29

  • 23:47 fix: v0.10.26 - the editor knock always answers
  • 21:16 chore: build stamp + bundle regen from v0.10.25 export
  • 21:16 feat: v0.10.25 - full-screen gear editor, per-pose offsets, char overrides
  • 20:53 chore: build stamp + bundle regen from v0.10.24 export
  • 20:52 feat: v0.10.24 - editor follows gear, edits journaled, scanner field-tuned
  • 08:44 chore: build stamp + bundle regen from v0.10.23 export
  • 08:44 feat: v0.10.23 - hidden gear editor, gear-mounts doc, placement pass
  • 08:24 chore: build stamp + bundle regen from v0.10.22 export
  • 08:24 feat: v0.10.22 - the brigade activated: finale IDs, crowd sheets
  • 08:09 chore: build stamp + bundle regen from v0.10.21 export
  • 08:09 feat: v0.10.21 - gear at real-world scale, viola per direction
  • 08:02 chore: build stamp + bundle regen from v0.10.20 export
  • 08:02 feat: v0.10.20 - seventeen gear pieces join the rotation
  • 01:16 chore: build stamp + bundle regen from v0.10.19 export
  • 01:16 feat: v0.10.19 - viola perpendicular under the wrist, previews reversed
  • 00:31 chore: build stamp + bundle regen from v0.10.18 export
  • 00:31 feat: v0.10.18 - T-pose banished, sit hides back gear, viola walk grip
  • 00:24 chore: build stamp + bundle regen from v0.10.17 corrected export
  • 00:24 fix: Zack and Zuri get the device-safe import overrides
  • 00:19 chore: build stamp + bundle regen from v0.10.17 export
  • 00:19 feat: v0.10.17 - Zack and Zuri join the assets
  • 00:03 docs: the animation set is 19, not 20 - the canvas refuses plain Idle

2026-07-28

  • 23:44 chore: build stamp + bundle regen from v0.10.16 export
  • 23:44 feat: v0.10.16 - pose and gear rules, with the doc to match
  • 23:01 chore: build stamp + bundle regen from v0.10.15 export
  • 23:01 feat: v0.10.15 - how-to browse polish + the hand-held viola
  • 12:14 chore: build stamp + bundle regen from v0.10.14 export
  • 12:14 feat: v0.10.14 - the menu Nerd breathes and looks around
  • 12:02 chore: build stamp + bundle regen from v0.10.13 export
  • 12:02 fix: v0.10.13 - device-only mesh and texture corruption cured
  • 08:29 chore: build stamp + bundle regen from v0.10.12 export
  • 08:27 feat: v0.10.12 - internet permission on, assets on their true rig
  • 08:27 chore: purge texture/buffer spills from the failed staging attempts
  • 08:26 fix: assets rebuilt on the remeshed-biped rig - the library plays clean
  • 08:06 fix: one-tap update actually survives the next publish
  • 08:00 chore: build stamp + bundle regen from v0.10.11 export
  • 08:00 feat: v0.10.11 - previews at a 30-second lap, site gallery goes public
  • 07:59 feat: the animation library goes live - 17 Meshy moves per asset
  • 07:59 feat: animation staging pipeline - Meshy clips into character GLBs
  • 01:37 chore: build stamp + bundle regen from v0.10.10 export
  • 01:35 feat: v0.10.10 - level previews slow to a 10-second lap
  • 01:35 feat: daily site screenshots - four canonical shots, auto-refreshed
  • 01:11 chore: build stamp + bundle regen from v0.10.9 export
  • 01:11 feat: v0.10.9 - The Nerd, Rift Runner (update-flow test)
  • 01:11 fix: serve the self-update mirror as update.bin to clear the auth wall
  • 00:59 feat: rotating self-update token + animation order sheet + animate tool

2026-07-27

  • 23:32 chore: build stamp + bundle regen from v0.10.8 export
  • 23:31 feat: v0.10.8 - rotating previews, poisoned-pipeline cure, cast calls
  • 21:45 chore: build stamp + bundle regen from v0.10.7 export
  • 21:45 feat: v0.10.7 - bigger worlds, double crowds, unique casting pool
  • 21:22 chore: build stamp + bundle regen from v0.10.6 export (159 md bundled)
  • 21:22 feat: v0.10.6 - Centuri and Starling, tutorial skip, self-update, i18n
  • 20:56 chore: build stamp + bundle regen from v0.10.5 export
  • 20:56 feat: v0.10.5 - the texture diet: all non-asset models at 512
  • 16:33 chore: build stamp + bundle regen from v0.10.4 export
  • 16:33 fix: v0.10.4 - restore B0-T's body, tutorial droids in reach, brief polish
  • 07:01 chore: build stamp + bundle regen from v0.10.3 export
  • 07:01 chore: v0.10.3 - prune six orphaned GLBs the catalog caught
  • 06:46 chore: build stamp + bundle regen from v0.10.2 export
  • 06:46 feat: v0.10.2 - intel-aware in-game how-to, eight walkers removed
  • 06:22 feat: asset catalog + snapshot tooling

2026-07-26

  • 23:35 chore: build stamp + bundle regen from v0.10.1 export (139 md bundled)
  • 23:35 feat: v0.10.1 - character sheets go live, brief bystanders always walk
  • 23:24 chore: build stamp + bundle regen from v0.10.0 export
  • 23:24 feat: v0.10.0 - named cast, staged loiterers, brief polish, char sheets
  • 23:02 chore: build stamp + bundle regen from v0.9.99 export
  • 23:02 feat: v0.9.99 - cases sling toward the carry arm, per-wearer scales
  • 22:42 chore: build stamp + bundle regen from v0.9.98 export
  • 22:42 feat: v0.9.98 - case orientation flip, lefty sling, Vex posture knobs
  • 22:18 chore: build stamp + bundle regen from v0.9.97 export
  • 22:18 feat: v0.9.97 - viola higher and bigger, case tops tilted off the head
  • 21:43 chore: build stamp + bundle regen from v0.9.96 export
  • 21:43 fix: v0.9.96 - rest-independent carry pose, Vex arm restored
  • 21:25 chore: build stamp + bundle regen from v0.9.95 export
  • 21:25 feat: v0.9.95 - retirement review, Vex promoted, one asset per level
  • 21:25 chore: gear-placement probe renderer
  • 20:42 chore: build stamp + bundle regen from v0.9.94 export
  • 20:41 feat: v0.9.94 - the library lands: 19 walkers, 18 props, 5 buildings
  • 20:41 chore: archive failure report + runtime glb thumbnail tool
  • 18:39 chore: build stamp + bundle regen from v0.9.93 export
  • 18:36 fix: v0.9.93 - Zuly's left wrist, probed not guessed
  • 18:27 chore: build stamp + bundle regen from v0.9.92 export
  • 18:24 feat: v0.9.92 - left-handed Zuly, the dangle grip, leaner crowds
  • 18:09 feat: gamelog.txt - the full commit log, published for the site cron
  • 18:02 feat: gamelog becomes the full build log - all agents, all days
  • 17:49 feat: gamelog.md - the journal condensed, published with every release
  • 17:40 chore: build stamp + bundle regen from v0.9.91 export
  • 17:36 feat: v0.9.91 - the bots take flight
  • 16:32 chore: build stamp + bundle regen from v0.9.90 export
  • 16:28 fix: v0.9.90 - intel double-portrait, gear sizes, labeled difficulty
  • 16:25 chore: build stamp + bundle regen from v0.9.89 export
  • 16:21 feat: v0.9.89 - What's New notes, public update files
  • 16:08 chore: build stamp + bundle regen from v0.9.88 export
  • 16:05 feat: v0.9.88 - live version check, geared intel portraits, no twins till Hard
  • 15:50 chore: build stamp + bundle regen from v0.9.87 export
  • 15:45 feat: v0.9.87 - betas expire after a week
  • 15:40 fix: publish actively scrubs secret/ - beta1 is the only APK home
  • 15:34 feat: v0.9.86 - readable hand gear, split gear buttons, centered ladder
  • 15:23 chore: post-build regen
  • 15:20 feat: v0.9.85 - anchored menu, the Gear button, a proper still, viola case
  • 14:57 chore: post-build regen
  • 14:53 feat: v0.9.84 - LTC Zuly Spaceman, and the whole crowd goes posable
  • 14:45 chore: 3D-texture import variants for idle-clip and nerdette textures
  • 14:42 feat: v0.9.83 - the Asset Bay, posable-only targets, tighter menu
  • 14:11 chore: story bundle regen
  • 14:08 feat: v0.9.82 - Dr. Alf Spaceman, gear as intel, the Asset Bay
  • 13:17 chore: story bundle regen
  • 13:14 feat: v0.9.81 - dressed title Nerd, pose browser, cleaner menu, tutorial flow
  • 13:14 feat: the attachment system - back items, carry pose, six new decoys
  • 12:21 chore: story bundle regen + idle-clip extracted texture
  • 12:17 fix: sentence caps in the story markdowns, all 15 languages
  • 12:13 chore: regenerate story bundle for cast-names change
  • 12:12 fix: assets everywhere, and every sentence starts with a capital
  • 12:12 feat: v0.9.80 - the new Nerd takes the hero slot; the original retires
  • 11:38 fix: borrow the-nerd's idle clip for the two new cast members
  • 11:18 feat: v0.9.79 - Nerd Mk II and The Nerdette join the cast
  • 04:29 feat: import the new Meshy accessories; archive the whole account
  • 04:08 fix: publish to beta1, where the testers actually are
  • 03:54 feat: v0.9.78 - level select shows the real level, twice the size
  • 03:53 feat: --shotcam, a capture camera that frames a whole world
  • 03:53 fix: the how-to calls the nerds ASSETS, not SUSPECTS

2026-07-25

  • 22:52 feat: capture-only debug flags for video b-roll (--seed, --nohud, --orbit)
  • 13:07 chore: optional dev-journal capture hook in rebuild.ps1
  • 03:04 feat: v0.9.77 - buildings-only dance backdrop, genuinely bold stars
  • 02:52 feat: v0.9.76 - dance stage dressed like a real level; brighter stars everywhere
  • 02:43 fix: v0.9.75 - dance party guests stream in (first-run freeze fix)
  • 02:34 fix: v0.9.74 - dance party is ONE real 3D scene with the whole cast
  • 02:23 feat: v0.9.73 - three nerd variants, dance floor on L1's underside, calmer dance
  • 02:08 feat: v0.9.72 - variants promoted to new characters + two more hue trials
  • 01:57 feat: v0.9.71 - 3D dance moves, cast recolor variants, good-build-1 tag
  • 01:14 fix: v0.9.70 - konami codes now register reliably on device
  • 00:48 feat: v0.9.69 - Final Chapter unlock celebration + Hard-finale dance party
  • 00:07 feat: v0.9.68 - chapter stars = level average, per-difficulty unlocks, honest rescue respawn

2026-07-24

  • 23:18 feat: v0.9.67 - level select w/ 3D previews, finale konami, d20 rumor, menu fixes
  • 22:47 feat: v0.9.66 - Chapter 3 (Archimedean solids) + The Final Chapter, tutorial polish
  • 22:22 feat: v0.9.65 - relaxed Perfect, Nat 20 bonus, per-difficulty chapter gates, continue-row fix
  • 21:45 feat: v0.9.64 - drone-probe B0-T only, clear-spot spawns, tutorial locks, konami dev pass
  • 21:13 feat: v0.9.63 - phantom-droid fix, brief on skip, Perfect +200, chapter-complete banner
  • 20:00 feat: v0.9.62 - freeze taps, Perfect!, chapter row w/ scores, name entry
  • 19:29 feat: v0.9.61 - Chapter 2 (Platonic ladder x2) + chapter select
  • 19:07 chore: i18n generator Signal Droid rename + refreshed hashes
  • 19:07 feat: v0.9.60 - honest droid odds, Signal Droid, ad-only rescues x3
  • 18:29 feat: v0.9.59 - deployments are sighting odds, shown and sold honestly
  • 17:51 feat: v0.9.58 - instant deploy rewards, Mission Mishap caps, even buttons
  • 17:26 fix: v0.9.57 - deploys verified + random faces, brief layout breathes
  • 16:55 feat: v0.9.56 - no more em dashes, deploy rework, B0-T lesson, mishap
  • 16:17 feat: v0.9.55 — B0-T the Ping Droid, droid economy, visible fake ads
  • 13:45 feat: v0.9.54 — ad surfaces everywhere, B1-T sightings, tutorial fixes
  • 03:41 feat: rewarded-ad system (simulated) — rescue continue + ping restock

2026-07-23

  • 23:23 fix: title buttons now translate; Settings no longer crowds Back
  • 23:19 chore: track lang_test uid
  • 23:19 feat: bundle Noto fonts — all 15 languages now selectable
  • 22:46 fix: gdignore the android gradle template (its project.godot broke the import step and aborted rebuild.ps1) + regenerate story bundle with the 98 localized markdowns
  • 22:44 chore: bump to v0.9.50 (Android code 59)
  • 22:44 feat: 15-language localization
  • 22:44 feat: Resume button + SITUATION panel in the Mission Brief
  • 20:31 chore: track android build template version stamp
  • 20:31 feat: Google Play AAB export pipeline + release doc
  • 17:25 perf: texture diet — 217 MB APK down to 68 MB
  • 17:04 chore: regenerate story bundle (mark credit wording)
  • 17:02 chore: bump to v0.9.48 (Android code 57)
  • 17:02 fix: Skip really skips the brief; marks only pay when correct
  • 16:43 chore: regenerate story bundle (tutorial gold steps + wording)
  • 16:42 docs: how-to-play wording tweak (ampersand escape -> "and")
  • 16:41 chore: bump to v0.9.47 (Android code 56)
  • 16:41 feat: title menu rework + bigger haptic switch
  • 16:41 feat: gold mark pins, x5 start clocks, Skip skips the brief
  • 16:41 fix: wall-bump haptic re-fires on every approach + camera state doc
  • 15:55 fix: strip UTF-8 BOMs (settings.tscn broke import) + bundle tutorial.md
  • 15:53 chore: bump to v0.9.46 (Android code 55)
  • 15:53 feat: tutorial guided callouts, green-check steps, editable wording
  • 15:53 feat: Settings sub-pages, per-item sliders, edge/bump haptics
  • 13:36 chore: v0.9.45 bump (code 54) + regenerated story bundle + uid
  • 13:35 feat: Tutorial UI — title button, HUD instructor card, settings flag
  • 13:35 feat: reveal beam is now a spotlight cone; Tutorial training sim core
  • 13:35 fix: How to Play tap-to-walk — jitter tolerance + double-fire dedupe
  • 00:21 chore: bump to v0.9.44 (Android code 53)
  • 00:20 feat: difficulty in Settings, airy title, tap-to-walk, drop 2 models

2026-07-22

  • 23:53 chore: bump to v0.9.43 (Android code 52)
  • 23:53 feat: unified How to Play panel; brief waits for READY, no OPORD
  • 23:30 chore: bump to v0.9.42 (Android code 51)
  • 23:29 feat: Mission Brief OPORD, shared panel style, UI consistency pass
  • 20:53 chore: bump to v0.9.41 (Android code 50)
  • 20:53 feat: L2 briefing tumbles vertically; quieter faster coins; 15 s freeze
  • 20:25 chore: bump to v0.9.40 (Android code 49)
  • 20:25 feat: level briefing card, Mission Summary header, marked-face bonus
  • 19:56 chore: bump to v0.9.39 (Android code 48)
  • 19:56 feat: energize/de-energize sweeps for face marking
  • 19:44 chore: bump to v0.9.38 (Android code 47)
  • 19:44 feat: roll-latched controls, golden reveal beam, prop pads, people collision
  • 19:22 chore: bump to v0.9.37 (Android code 46); sweep generated files
  • 19:22 fix: rim escape/entry, edge-climb clamp, coin cadence + results title
  • 19:02 chore: bump to v0.9.36 (Android code 45)
  • 19:01 fix: edge-roll ping-pong, rim camera hold, and the fringe frame
  • 17:11 chore: bump to v0.9.35 (Android code 44)
  • 17:11 fix: fly-focus is a surface WALK with edge folding (slab bounce fix)
  • 16:15 chore: bump to v0.9.34 (Android code 43)
  • 16:15 feat: rim borders with inertia, altitude close-up, earnings table + coins
  • 15:34 chore: bump to v0.9.33 (Android code 42)
  • 15:34 fix: reveal focus/LOS, forward rolls, ping early-off, bonus wording
  • 14:41 chore: bump to v0.9.32 (Android code 41)
  • 14:41 fix: forward edge crossings, terrain dips, and exact-contact zoom
  • 14:29 chore: bump to v0.9.31 (Android code 40)
  • 14:29 feat: blocking camera collision, uniform close zoom, exit autocorrect
  • 14:10 chore: bump to v0.9.30 (Android code 39)
  • 14:10 feat: Save & Quit with full world snapshot; quieter marks; Load Save
  • 14:10 feat: fly-focus rides the solid surface and rolls over edges
  • 13:49 chore: bump to v0.9.29 (Android code 38)
  • 13:49 feat: per-level starfield
  • 13:49 fix: camera collision + the endless-rotation close-up bug
  • 13:49 fix: remove legacy origin slab and dressing/crowd scene nodes
  • 13:31 chore: bump to v0.9.28 (Android code 37)
  • 13:31 feat: intuitive close-up camera (heading + zoom tilt) and reveal fix
  • 12:18 chore: bump to v0.9.27 (Android code 36)
  • 12:18 feat: geometric pan/rotate threshold + gentle recenter
  • 12:06 chore: bump to v0.9.26 (Android code 35)
  • 12:06 feat: sectioned how-to text + pulsing scroll arrows + droid headroom
  • 12:06 feat: close-up auto-aligns square onto the face
  • 12:06 fix: separate SIGNAL PING and TIME ANCHOR buttons
  • 11:48 chore: bump to v0.9.25 (Android code 34)
  • 11:48 feat: true save-state resume, timed pings, fly-pan camera, margin fixes
  • 11:01 chore: bump to v0.9.24 (Android code 33)
  • 11:01 feat: slab worlds + face marking + save slot + consumable sonar
  • 07:59 chore: bump to v0.9.23 (Android code 32)
  • 07:59 feat: new title art larger with 3D nerd beside it; pet sizing; iOS-safe Exit
  • 01:02 chore: bump to v0.9.22 (Android code 31)
  • 01:02 feat: Exit button on the title screen
  • 01:02 fix: quadrupeds (gecko-drone, robo-cat) stand still
  • 01:02 fix: drone-probe hovers above the terrain crest
  • 01:02 feat: live score top-right with animated bonus hand-off
  • 00:53 chore: bump to v0.9.21 (Android code 30)
  • 00:53 feat: painted logo art on the title screen
  • 00:45 chore: bump to v0.9.20 (Android code 29)
  • 00:45 fix: engineer flap is his wrench arm - damp only that chain
  • 00:25 chore: bump to v0.9.19 (Android code 28)
  • 00:25 fix: shrink drone-probe clutter prop to 30%
  • 00:25 fix: score flashes say Bonus, not pts
  • 00:25 fix: calm arm swing for tool-carrying walkers (engineer, exobiologist)

2026-07-21

  • 23:52 chore: bump to v0.9.18 (Android code 27)
  • 23:52 feat: completion+speed scoring and time carry-over
  • 23:52 feat: Nerd re-plans against the player view every 1-2 s
  • 23:52 feat: walls are always 2-5 segment chains at varied angles
  • 23:34 chore: bump to v0.9.17 (Android code 26)
  • 23:34 fix: terrain saw-tooth edges and straight blend crease
  • 23:34 feat: visible scoring feedback + droid catch points + clear droid spawn
  • 23:34 fix: droid bounces off footprints instead of entering them
  • 23:12 chore: bump to v0.9.16 (Android code 25)
  • 23:11 feat: Final Nerd finale, unspent-anchor bonus, credits label fix
  • 23:11 feat: smoothed terraced terrain + finer skin grid
  • 23:11 fix: pause how-to — droid spins with target, scrollbar hugs notes
  • 23:11 fix: cast browser keeps spin angle across suspects
  • 23:11 feat: procedural droid thruster + wall avoidance
  • 22:31 chore: bump to v0.9.15 (Android code 24)
  • 22:31 feat: pause-screen droid moves beside the field notes, larger
  • 22:31 feat: menu how-to shows only nerd candidates, droid as constant sidekick
  • 22:31 fix: per-pose Companion scale + tighter portrait framing
  • 21:37 feat: full crowd re-scatter + camera pull-back on continue (v0.9.14)
  • 21:28 feat: per-level fail reveal + nerd escape on continue (v0.9.13)
  • 21:14 feat(v0.9.12): fail reveal, cast-browser how-to, live droid everywhere
  • 20:56 feat(v0.9.11): cast identities, droid on dashboard, celebration, terrain polish, dramatic Turn (9 items)
  • 20:29 feat(v0.9.10): terrain reads — height tinting; grazing-angle seams closed
  • 19:50 fix(v0.9.9): terrain VISIBLE — winding restored by experiment; slab floor replaced by heightfield
  • 09:27 fix(v0.9.8): terrain you can actually SEE — noise contrast + amplitude
  • 09:20 content(v0.9.7): find flash reads 'You Found The Nerd!'
  • 08:27 fix(v0.9.6): terrain actually renders — winding + signed edge falloff
  • 08:04 feat(v0.9.5): mild per-face terrain, buildings firmly anchored
  • 02:53 chore: rebundle story markdown (v0.9.4 build)
  • 02:51 content(v0.9.4): story markdown coherence pass
  • 02:30 feat(v0.9.3): free-roaming crowds, target rotation + dashboard, pause/help overlay
  • 02:06 feat(v0.9.2): quit X, anchor stacking, flicker-free smaller robot, closer arrivals, evasion that shows (a-f)
  • 01:39 feat(v0.9.1): robot companion + Time Anchor; evasive Nerd + faster Hard
  • 01:01 chore: publish-apk script — hidden download on findthenerd.com
  • 00:50 feat: version 0.9.0, shown in Settings
  • 00:45 chore: one-shot rebuild script (edit markdown -> APK -> phone)
  • 00:41 feat: app icon — the Nerd peeking, robot sidekick (Option D)
  • 00:20 feat: credits cast showcase, rotatable title Nerd, stun shake, far spawns, denser+bigger walls (e-batch)

2026-07-20

  • 23:31 feat: difficulty slider, UI click/slider sounds, wider+shallower crawl, more buildings (d-batch)
  • 23:03 feat: UI theme + consistent buttons, screen music set, sonar face-gate, taller walls, bigger structures (c-batch)
  • 22:15 feat: 3 new walkers + 5 structure buildings staged into the cast (b5, b6)
  • 21:57 feat: structure placement + true-extent sampling on poly faces (b6 prep)
  • 21:45 fix: breathing room on title + game-over screens (b2)
  • 21:43 feat: reaction blocks input; lazy slab crowds; collision steering (b1, b3, b4)
  • 21:18 feat: seamless 24s OGG music + OGG gesture loops — kills the click (items 3, 5)
  • 21:16 feat: results screen rebuilt — big rank, drawn stars, labeled table (item 6)
  • 21:13 feat: Signal Ping drains the timer 3x (item 10)
  • 21:13 feat: real difficulty spread across time, crowd, and decoys (item 8)
  • 21:12 feat: non-overlapping walls + drop random floor patches (items 4, 7)
  • 21:11 feat: longer wrong-Nerd reaction + real hands-together found pose (items 1-2)
  • 18:02 Revert game to v7 (last Fable version) — Opus updates broke Android
  • 18:00 fix(android): mix audio at device-native 48kHz to stop AudioTrack SIGSEGV
  • 17:44 v9: fix Android crash — revert audio to v7 config (keep all v8 gameplay)
  • 12:53 v8: fix audio-loop click (QOA), longer wrong anim, hands-together find, robust walls, results table, difficulty spread
  • 09:53 feat: v7 — md bundle ships text on Android, close orbit inspection, settings menu
  • 07:27 feat: v6 — audio overhaul for clicks, volume sliders, twist inertia, denser worlds
  • 01:18 feat: v5 — Signal Ping economy, graphical how-to, inertia, avoidance, walls, loading
  • 00:41 feat: v4 — md export fix, focus-pivot twist, ground textures, ranks, scan toggle
  • 00:33 docs: fill in real credits (names, music by Emily & Khloe)
  • 00:27 chore: floor_panels_0 reimported for 3D (VRAM compression + mipmaps)

2026-07-19

  • 23:33 feat: v3 — title screen, 10 levels, giant worlds, scoring, texture variety
  • 22:16 feat: full 5-level run — twist gesture, polyhedra, audio, haptics, stars, credits
  • 19:27 feat: real Meshy cast integrated — rigged walkers, static bots, dressed faces
  • 19:10 chore: complete asset manifest (categories + Nerd-cue traits for all 48)
  • 18:04 feat: v2 controls + plane levels — drag/pinch/tap, the Turn, wandering crowd
  • 17:38 feat: Meshy remesh+rig pipeline proven — rigged Nerd walks in Godot
  • 17:16 chore: Meshy bulk-pull tool + manifest draft; gitignore raw GLBs
  • 16:23 docs: spec v2 — playtest-driven redesign (controls, art, level ladder)
  • 05:13 feat: Phase B reveal + Phase C drone flight (full slice loop, placeholder art)
  • 04:56 feat: Phase A flat search — cube, ortho camera, trait-based crowd, Wrong Nerd
  • 04:25 docs: add build/setup guides and Fable kickoff prompt
  • 02:35 chore: scaffold Find the Nerd repo (spec + Godot skeleton + build setup)