This list is maintained by hand from the project history. It covers changes a player would notice, in plain language, and leaves out internal work. Earlier work was groundwork you would not see.
- Heroes can have names of several words, in any alphabet, and the strip of saved heroes has been redesigned.
- Heroes are built from their own character sheets and kept in a long-term hero library.
- The TV lobby shows all six seats, and a player who drops out can take their seat back.
- On the TV, the speaker gets a close-up, a thinking indicator shows before someone answers, and narration is read once. The scroll bars are gone.
- Free-roam adventures: you can explore a generated city instead of the fixed harbor story, and the game prepares the next place while you play.
- People you meet remember the names they have learned, keep their own manner of speaking, and give more concrete answers.
- Market stalls keep the market's people and now have owners.
- Scene pictures give more attention to the item you are looking at.
- The desktop launcher's Play page shows the play time and the heroes at the table.
- A desktop launcher starts the game from one window.
- Generated video is now off by default.
- A new picture model is supported. When a picture provider fails, the message says what went wrong and what to do.
- The game only receives the provider keys for the features you turned on, and keys never appear on the launcher's Play page.
- The launcher animates the switch between Play and Settings, and has a setting to turn animations off.
- Fights announce how they start before anyone acts, and the ending is told one line at a time.
- The finishing blow of a fight is shown whole. An optional kill-shot video can follow the killing blow.
- Every hero on the battlefield is drawn in their own picture, and the battlefield stays readable while the camera moves.
- After a fight the story carries on: the room, searching the fallen and talking to witnesses.
- More SRD foes (challenge ratings 2 to 5), Action Surge as its own action, and a clear group initiative for identical monsters.
- Fights start where the story stood, keep their fighters when they spill into a new place, and recover if the game restarts.
- The battle die sits away from the fighters.
- Room photographs are checked for people who should not be there, and retried when they fail.
- Optional: battles can play out in generated 3D worlds when that provider is set up.
- A hero who leaves is no longer addressed, the party moves on, and no line is dropped.
- Fixed: the game server could refuse to start because of the character clip providers.
- Every picture is a photograph. Scenes, people and places are made to look like a live-action fantasy TV drama, and the TV shows them as the camera made them.
- Rolls show as dice on the TV, and the party can leave a place through its real exits.
- Every place has its own music.
- The storyteller keeps a memory of what has happened, so people remember what you told them.
- Merchants haggle, offer services, ask before you try something on, and notice thefts. An accepted quote becomes a purchase, and a merchant's price is checked before it is spoken.
- Your line and the roll appear for scene interactions, and gifts are answered by the person who receives them.
- Your typed lines go to the person you are speaking to, and the narrator no longer speaks for another player's hero.
- An unanswered reaction expires after 17 seconds.
- The character sheet shows what is inside your starting pack, and heroes can use it.
- The phone shows readable condition badges and names the target of your attack.
- The TV keeps the last scene picture up while the next one is made, and shows one reconnect notice instead of two.
- You can travel the country from places the game created, and look around without rolling.
- Fixed: restoring a game could leave the TV out of step or silent.
- Everything a player says shows on every phone, while private asides stay off the shared table.
- Lines can be addressed to your fellow heroes.
- A hesitant person can be persuaded with a roll, and a person who refuses answers in character.
- Questions to people who have nothing prepared now reach the storyteller instead of getting a stock non-answer.
- Merchant quotes can be accepted from the phone, and what you buy is named.
- Scene pictures edited from a fresh render stay photographic.
- Long dialogue stays on the TV, and speech bubbles keep clear of each other.
- Check results queue up so each roll can be read.
- Scene pictures crossfade, and cast members keep a consistent photographic look.
- Reconnect notices sit out of the way of dialogue.
- Dialogue music follows the tempo of the scene.
- Making a hero reads like a game rather than a form, and a hero can be described in words and confirmed.
- The phone says plainly what it did with your line.
- The phone and the TV show a short waiting message from the first moment instead of a blank page.
- The phone shows a fight's rulings as they happen, and its fight panel and roll card report what really happened.
- The TV shows a check as a roll and ends on one composed card.
- People answer from the facts of this adventure.
- Each hero has their own Hit Point Dice, spent or kept at a Short Rest, and a fallen hero takes no turn in the aftermath.
- A generated adventure has a reachable ending with a reward and experience points.
- Every picture, clip and screen shares one film look.
- The TV shows every blow of an enemy's turn in order, each under its own heading.
- Enemies can make opportunity attacks.
- After The End, a seated player can start a new adventure.
- Second Wind warns you when you are at full hit points.
- The game says why a stored game will not load.
- TV scenes have a living camera, and fighters stand on a thin ring that shows their side.
- Fights on scanned battlefields use the scan's real ground.
- The phone's page before joining shows the lobby's picture.
- Fixed: one refused command could shut down the whole room.
- Thrown weapons land where they fall and can be picked up.
- Choices are disabled while a request is in flight, and join retries are limited.
- Narration longer than the voice limit is spoken in parts.
- The phone shows a private clue once rather than on every later screen.
- A defeat scene with dialogue is no longer labelled a victory.
- The phone's fight panel shows resources as chips.
- Downed fighters are named and marked in the turn order.
- The finale music waits for the last fight beat.
- An initiative roll call with dice, camera stops and order badges opens each fight.
- A typed line and the speaker's reply show on the TV as they happen.
- Fights can play on real 3D scans of places.
- The battlefield shows props, arrows, cover and status effects.
- 38 combat sound clips.
- The impact shot holds after a damaging hit.
- The TV can show generated scene art as a live backdrop.
- A session that gets stuck heals itself, and says so when it cannot.