Changelog

Public record of decisions.

Mostly harmless. Reverse chronological. Legally a list.

Latest first

Change log

Add new entries directly in this file. The site is static; the ritual is copy, paste, edit, pretend it was organized.

  1. 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.

  2. Upgraded procedural suspect portraits.

    Hair, brows, accessories, and identity variation got a pass so the cast looks less like it was assembled by one very tired witness.

  3. Redesigned the crime scene floorplan.

    The case map became easier to read, suspect routes became more useful, and mobile investigation controls stopped making such a persuasive case against themselves.

  4. Improved Casefile deduction gameplay.

    The investigation flow got cleaner, accusations got better scoring, and evidence now spends more time helping than looking decorative.

  5. Added Casefile: Nobody Panic.

    A procedural murder investigation prototype joined the pile, bringing suspects, timelines, contradictions, and confidence issues.

  6. Added town pulse interactions.

    Local Authorities got a cleaner map, less clutter, and more ways for the town to imply that everything is procedurally under control.

  7. Gave the town a memory.

    The monthly simulation kernel, continuity UI, town history, and newspaper polish helped Local Authorities remember what happened, which feels legally useful.

  8. Added Local Authorities.

    A procedural civic drama prototype arrived with admin routes, public snapshots, scheduled state handling, and a municipal sense of timing.

  9. Reworked the town view several times, respectfully.

    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.

  10. Added another dungeon asset layer.

    Ethically Sourced Dungeons received more visual texture, because apparently the rooms wanted evidence.

  11. Tuned ESD pacing and viewport layout.

    The dungeon interface now spends less time fighting the screen and more time quietly judging the player.

  12. Added paperwork tabs to Ethically Sourced Dungeons.

    Because every suspiciously profitable dungeon deserves admin surfaces that look almost intentional.

  13. Improved ESD hierarchy and room readability.

    Important numbers became easier to read. The bad decisions remain fully accessible.

  14. Added Ethically Sourced Dungeons.

    A dungeon management experiment joined the shelf, looking professional enough to be concerning.

  15. Fixed icons and presentation details.

    Small visual bits were lined up, cleaned up, and encouraged to stop looking like temporary evidence.

  16. Added Cargo Cretins first-shift guidance.

    New players now get a little more help before being trusted with logistics, which feels generous.

  17. Polished Cargo Cretins onboarding.

    The early flow now explains itself with slightly less panic and slightly more believable paperwork.

  18. Improved contract clarity.

    Jobs, risks, and rewards became easier to parse before the inevitable operational incident.

  19. Added external experiment branding.

    NOD//Xtract got its logo on the homepage while remaining politely in its own lane.

  20. Cargo Cretins added to the shelf.

    The first playable mess has a proper spot. Boxes remain unreasonably confident.

  21. Prepared the game lab.

    Seems Fine Games became a real place to park prototypes, experiments, and future explanations.

  22. Registered the questionable idea.

    The lab received a name, a tone of voice, and enough confidence to become someone else's problem.