Made the mystery less accidentally honest.
Casefile clues leak less, the deduction loop pushes back harder, and the wrong answer has to work for its alibi now.
Changelog
Mostly harmless. Reverse chronological. Legally a list.
Latest first
Add new entries directly in this file. The site is static; the ritual is copy, paste, edit, pretend it was organized.
Casefile clues leak less, the deduction loop pushes back harder, and the wrong answer has to work for its alibi now.
Hair, brows, accessories, and identity variation got a pass so the cast looks less like it was assembled by one very tired witness.
The case map became easier to read, suspect routes became more useful, and mobile investigation controls stopped making such a persuasive case against themselves.
The investigation flow got cleaner, accusations got better scoring, and evidence now spends more time helping than looking decorative.
A procedural murder investigation prototype joined the pile, bringing suspects, timelines, contradictions, and confidence issues.
Local Authorities got a cleaner map, less clutter, and more ways for the town to imply that everything is procedurally under control.
The monthly simulation kernel, continuity UI, town history, and newspaper polish helped Local Authorities remember what happened, which feels legally useful.
A procedural civic drama prototype arrived with admin routes, public snapshots, scheduled state handling, and a municipal sense of timing.
The Local Authorities map moved through diorama scenes, top-down experiments, unified building art, and a final version that looked least likely to start an urban planning argument.
Ethically Sourced Dungeons received more visual texture, because apparently the rooms wanted evidence.
The dungeon interface now spends less time fighting the screen and more time quietly judging the player.
Because every suspiciously profitable dungeon deserves admin surfaces that look almost intentional.
Important numbers became easier to read. The bad decisions remain fully accessible.
A dungeon management experiment joined the shelf, looking professional enough to be concerning.
Small visual bits were lined up, cleaned up, and encouraged to stop looking like temporary evidence.
New players now get a little more help before being trusted with logistics, which feels generous.
The early flow now explains itself with slightly less panic and slightly more believable paperwork.
Jobs, risks, and rewards became easier to parse before the inevitable operational incident.
NOD//Xtract got its logo on the homepage while remaining politely in its own lane.
The first playable mess has a proper spot. Boxes remain unreasonably confident.
Seems Fine Games became a real place to park prototypes, experiments, and future explanations.
The lab received a name, a tone of voice, and enough confidence to become someone else's problem.