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Tiny RTS Changelog

Read through the update notes and see what changed in each release.

v0.18.1

New

  • Burning forests - Torch Goblins can now ignite trees. Repeated attacks intensify a fire through five levels, consuming more wood as it grows. Established fires can spread to nearby trees, while weaker flames may die out naturally.
  • Monk firefighting - Monks can extinguish burning trees with their normal healing ability. Each completed heal removes one fire level, and idle Monks automatically move between nearby fires when no wounded or cursed allied unit needs them first.

Improved

  • Persistent fire visuals - every tree variety has tailored fire coverage, with stable flame positions that build as the fire becomes stronger. Flames use normal world layering, so trunks, units, buildings, and healing effects overlap naturally.
  • Clearer fire orders - queued Torch Goblin attacks and Monk extinguishing orders use tree-specific command flags, making planned routes through a forest easy to read.
  • Fog-aware flames - tree fires stop emitting and fade away when vision is lost, avoiding stale fire animations beneath the fog of war. Returning vision restores the current fire state.
  • Better firefighting priorities - Monks always prefer wounded or cursed allied units over burning trees, preserving their combat-support role while still handling unattended fires.
  • Clearer Goblin allegiance - recruited Goblins now inherit their player's color tint, making mixed mercenary battles easier to read.
  • More natural movement audio - new footstep sounds, subtle timing and pitch variation, and quieter crowd mixing make both individual units and large formations sound better.
  • Better fleet landings - groups of transport boats spread across nearby shoreline positions instead of crowding the same landing point, while loaded and moving boats pass abandoned neutral boats more reliably.
  • Support from the deck - Monks aboard transport boats can now heal allies already within casting range.

Fixed

  • Fixed stairs sometimes connecting elevations from the wrong side or allowing a stair on the upper level to bridge a cliff incorrectly.
  • Fixed bots avoiding otherwise safe gathering spots because a distant or terrain-blocked defensive tower was treated as covering the entire resource.
  • Fixed the online-player list retaining stale match states or remaining disconnected after a temporary menu connection loss.
  • Fixed a rendering error that could occur while the game window was minimized, hidden, or being resized.
  • Fixed server updates potentially closing matches that were still in progress.

v0.18

New Goblin Units

Something is stirring in the caves. Goblin warbands have arrived with fire, forbidden magic, and an alarming talent for turning farm animals into cavalry. Defeat the guards outside their camp and their whole unruly arsenal becomes available to whoever can pay—whether you need a building burned down, an enemy turned into a Pig, or a spear delivered at high speed from the back of one.

This is more than a handful of new units: the Goblins form a small neutral faction with their own camp encounters, recruitment economy, sounds, spell interactions, editor tools, and wonderfully chaotic combinations.

  • Goblin Mercenary Camp - the Goblin Cave is an indestructible neutral shop protected by the Goblins camped around it. Defeat every guard linked to the Cave and it unlocks permanently for everyone; it does not need to be captured or held. To recruit, move one of your units within the same 280-unit radius that once held the camp's guards. Seeing the Cave from farther away is not enough. Your new Goblin appears beside the Cave immediately.
  • Shared recruitment cooldown - a camp offers Torch Goblins, Spear Goblins, and Hex Shamans. Buying any one of them puts all three choices on the same 30-second cooldown, shared by every player using that camp. Each recruit also uses one population slot.
  • Torch Goblin - a quick raider made for destroying enemy bases. It has 65 health, deals 10 damage to units, and costs 50 gold and 50 wood. Against buildings, each torch swing deals 25 damage and sets the structure alight for six seconds, dealing another 6 damage each second. Further hits refresh the fire instead of stacking several burns.
  • Pig - a harmless 45-health neutral animal that wanders around its home. Pigs have no attack and flee after being hurt. Besides making the battlefield livelier, they provide mounts for Spear Goblins—and a very inconvenient new shape for victims of Goblin magic.
  • Spear Goblin - a light close-range fighter with 110 health and 18 damage, costing 90 gold and 40 wood. Mercenary Camps always recruit it on foot. Right-click an available Pig and the Goblin will run over and mount the animal. Neutral Spear Goblins can spot free Pigs and do this on their own, even if the chase briefly takes them away from their camp.
  • Pig Rider - when a Spear Goblin mounts a Pig, the pair becomes a much faster cavalry unit with 110 health and 20 damage. Its charging spear knocks ground enemies backward with every hit. Killing the rider defeats the Goblin but leaves the Pig alive, ready to flee—or to be mounted all over again.
  • Hex Shaman - a fragile ranged spellcaster with 80 health and 165 attack range, costing 110 gold and 60 wood. Its regular attack hurls a magical orb that explodes for 25 damage, hitting every enemy within 64 world units of the impact. The Shaman aims at a position rather than following a unit, so a moving target can escape the blast after the orb has been launched.
  • Hex - the Shaman's signature spell permanently turns an enemy into a Pig. It can affect Workers, Soldiers, Archers, Monks, Bomb Fish, Harpoon Sharks, and Paddle Sharks. Goblins, ordinary Pigs, boats, bosses, and other neutral creatures cannot be transformed.
  • How often Hex can be cast - after transforming an enemy, the Shaman must launch three damaging orbs before it can use Hex again. If there is no valid victim when it tries to cast, Hex remains ready rather than being wasted.
  • Living with the curse - a transformed unit stays a Pig indefinitely, still belongs to its player, and continues to occupy its original population slot. It cannot receive orders. An enemy Spear Goblin can even mount the cursed Pig, preventing it from being restored until the rider is killed.
  • Breaking the curse - an allied Monk can restore a transformed unit by completing four heals on the Pig. A counter above the Pig shows how many heals remain. The same magical burst marks both the transformation and the moment the original unit returns.
  • Distinct sights and sounds - Torch Goblins, Spear Goblins, Pig Riders, Pigs, and Hex Shamans have new attack, spell, mounting, movement, and reaction sounds. Hexes erupt in a magical burst, spell orbs visibly explode where they land, and the important effects are sized and layered so they remain readable during combat.
  • Easy encounter building in the editor - Torch Goblins, Spear Goblins, Pig Riders, and Hex Shamans placed within 280 world units of a Cave automatically become its guards. Each chooses the nearest Cave, and dashed lines show exactly which one it protects. Placing a Spear Goblin over a Pig previews and creates a mounted Pig Rider. Erasing that rider once removes the Goblin while leaving the Pig behind; erasing it again removes the Pig.

Coming Soon: Solo Adventures

  • The Pebblebrook Trials are taking shape - an upcoming single-player mode will lead players across an illustrated landscape filled with tutorials, battles, special objectives, and story missions.
  • Not enabled yet - the Solo Adventures button remains deliberately locked while the first adventure and its missions are finished. This is a preview of what is coming, not a currently playable mode.

New

  • See who is online - the main menu now lists online players and shows whether they are in the menu, editing, waiting in a lobby, or already fighting. When possible, you can use the list to join their lobby or watch their match.
  • Expandable map previews - select a map thumbnail in the server browser to inspect a much larger view of its terrain and starting layout before joining.
  • Clearer gathering orders - a resource now flashes when you order workers to gather it, immediately confirming which tree, mine, or food source you selected.

Improved

  • Smarter bot economies - bots pay closer attention to how quickly they are earning and spending resources, how many workers nearby resources can support, and what their current position is missing. They save more reliably for essential Farms, Barracks, Town Centers, and transports instead of accidentally spending those resources elsewhere.
  • Better bot growth - bots build Farms before reaching the population limit, choose more useful gold expansions, recover better when their starting resources run low, and are less likely to let a shortage of one resource stall their entire economy.
  • More dependable bot armies - bots prepare defenders before an attack reaches their base, assemble steadier attack waves, use Monks more sensibly, and are less likely to alternate endlessly between attacking and retreating.
  • Better bot naval warfare - bots coordinate armies and transport boats more reliably, avoid ordering units toward boats that are unreasonably far away, choose more useful gathering points before boarding, and recover better when trapped on an island.
  • Smoother large battles - units search for paths and nearby enemies more efficiently, while Pirate Fish invasions and bot-controlled transport fleets create less server work. The improvement is most noticeable in crowded matches with hundreds of units.
  • Faster loading - game pages and art now download in smaller, more efficient bundles with fewer repeated requests. The offline tutorial also avoids loading bot code that it does not use.
  • Lighter, steadier audio - sounds and music use smaller files, and downloaded audio is reused instead of being fetched again during the same session.
  • Lighter server browsing - map images are reused by the browser instead of being repeatedly included in every server-list update, reducing unnecessary network traffic.
  • Password-manager-friendly login - login now uses a real form so browser password managers such as Bitwarden can recognize and fill it properly.

Fixed

  • Fixed boats being shoved onto land or becoming stuck.
  • Fixed boats overlapping when placed in the editor.
  • Fixed queued boat construction sometimes failing to begin.
  • Fixed units repeatedly trying to board extremely distant boats and several situations where bot transport fleets could stop progressing.
  • Fixed bots sometimes refusing to construct any buildings on maps with gates.
  • Fixed bots making poor Town Center and expansion choices in team games, misjudging danger near resources, or failing to recover when gold was difficult to reach.
  • Fixed neutral melee units appearing to walk in place while already close enough to attack.
  • Fixed the reconnect overlay appearing in the main menu after surrendering.
  • Fixed published-map thumbnails in Discord announcements.
  • Fixed some hosted lobbies omitting players or spectators from their roster.
  • Fixed the Spectate button disappearing after defeat even though other players were still fighting.
  • Fixed Goblin recruitment triggering a renderer error in editor play mode.
  • Fixed Hex Shamans restarting their casting animation, launching an invisible first attack after a transformation, or releasing spell effects at the wrong moment.

Support Tiny RTS

  • Help keep Tiny RTS growing - a new Support link has been added to the main menu. Contributions support the continued development of Tiny RTS and can help with things such as ongoing server costs and commissioning new artwork from Pixel Frog, the artist behind Tiny Swords. You can find the support page at https://ko-fi.com/tinyrts.

Thank you for your support!

v0.17

New

  • Much smarter AI opponents - bots are no longer just a simple build-up-and-attack opponent. They expand more deliberately, protect important areas, recover from awkward situations, and keep playing deeper into longer matches.
  • AI is still in active development - this is a big step forward, but the new AI can still make strange choices or behave unexpectedly sometimes while it keeps improving.
  • AI understands map regions - bots now pay attention to which parts of the map are connected, contested, resource-rich, or separated by water. This makes their expansions and attacks feel less random, especially on island and choke-point maps.
  • Better AI economy - bots manage workers, farms, resources, and new Town Centers more reliably, so they are less likely to stall because they forgot food, trapped their economy, or spent the wrong resource at the wrong time.
  • More active AI armies - bots can assign armies to more useful jobs, including attacking, defending, clearing camps, pressuring important ground, and supporting expansion instead of only sitting at home or sending one basic wave.
  • AI naval play - bots are better at recognizing when they need boats, loading armies, crossing water, landing near the enemy, and continuing the attack on shore.
  • Spectators in the roster - the player roster now shows spectators, making live games easier to follow.
  • Map unpublishing - you can now unpublish your own maps if you no longer want them listed.

Improved

  • AI is faster in big games - late-game matches with bots should run much more smoothly, especially when many units, buildings, transports, and expansion decisions are active.
  • Less network load - games now send less repeated state over the connection, which should help busy matches feel steadier online.
  • Better map browser performance - map thumbnails and map menu loading have been optimized for larger map lists.
  • Clearer gather commands - resources now flash when you place gather flags on them, making queued resource orders easier to confirm.
  • Smoother shore landings - boat unloading near difficult coastlines is less likely to spike or stall.
  • Better water visuals - water has a new surface effect, and moving boats leave wake trails behind them.
  • Less unit traffic jamming - large groups can move through tight areas a little more smoothly.
  • More reliable AI defenses - bots are less likely to freeze when threatened, less likely to over-defend their base forever, and better at placing towers where fights are happening.

Fixed

  • Fixed boats getting stuck.
  • Fixed boat attack-move orders against land targets.
  • Fixed boat and building reachability edge cases.
  • Fixed map publishing when spawns were connected by reachable shore.
  • Fixed stale match session updates and stopped abandoned games from leaking memory.
  • Fixed missed building diff messages in game-state updates.
  • Fixed pathfinding bugs found while testing AI and transport behavior.
  • Hid neutral players from post-game stats.

v0.16

New

  • NAVAL UPDATE: Boats are now part of the war - players can use transport boats to move land armies across water, opening island attacks, shore landings, and map layouts that are no longer decided only by bridges and walkable paths.
  • Boat transport flow - land units can board nearby boats, ride as visible cargo, and unload onto valid shoreline space. Boats have limited transport slots, move on water, and use shoreline-aware loading and unloading rules so land units still need a reachable coast.
  • Units keep fighting from boats - loaded Soldiers can still attack enemies that come close to the boat, while loaded Archers can fire from the deck at range. A transport is not just a taxi; it can become a small floating attack platform if you protect it well.
  • Workers can repair from inside - Workers riding in a boat can repair that boat while they are aboard, giving mixed transport groups a way to survive longer crossings or contested landings.
  • Empty boats are neutral prizes - boats do not permanently belong to one player. If a boat is empty, anyone can take it over.
  • Smarter naval attacks - attack-move now works with loaded boats: transport boats can sail toward enemy targets, unload their cargo near shore, and let the army continue the attack on land.
  • AI naval planner - bots can build the boats they need, split armies across multiple transports, embark squads, sail them across water, and continue the assault after unloading.
  • Global menu chat and online roster - the main menu now shows global chat presence and a public online player list.
  • AI map evaluation workflow - new bot map manifest tools and scenario runners help tag, validate, and evaluate maps for AI behavior.

Improved

  • Water navigation - boat pathfinding now has a softer shore bias, making boats prefer useful coast-adjacent routes without getting pinned as easily.
  • Editor boat tooling - boat placement, selection movement, copy/paste, object IDs, thumbnails, and view-mode behavior have been tightened up.
  • Main menu and lobby polish - play actions, event mode flow, Pirate Fish lobbies, signed-out username errors, and smaller-screen menu layout received usability passes.
  • Mobile camera controls - zoom limits and camera behavior were tuned for small screens and map view mode.
  • Profile and end-screen polish - profile badges, avatar unlocks, and game-over UI received presentation improvements.

Fixed

  • Fixed boats failing to appear after the Pirate Fish boss phase started.
  • Fixed archer garrison selection edge cases.
  • Fixed editor dock tooltips being clipped.
  • Fixed map editor export losing some data.
  • Fixed boss music not resetting after game over.
  • Reduced Bomb Fish screen shake so explosions are easier to play through.

v0.15

New

  • Introducing the Pirate Fish - Three new neutral units: Paddle Sharks charge into melee, Harpoon Sharks pressure from range, and Bomb Fish launch explosive bombs that force players to reposition. This is the first AOE (Area of Effect) attack in TinyRTS!
  • Pirate Fish Survival - a new co-op event mode sends ocean waves against the players, ending in a boss phase with the King Of The Fishes, drop-in survivor joining, event HUD, boss music, revive flow, and dedicated Pirate Fish enemies.NOTE: Only available during community events for now.

-- Weather - the first weather in the form of a rainy storm has been added, making the screen dark-blue and showing streaks of rain as well as splashes on land and ripples on the water. Currently on by default in Pirate Fish Survival mode, but you can try it out in your own games using F4.

  • Profile customization - profiles now let players choose an unlocked avatar unit and color, with the profile label paired to the selected avatar. Higher-rank avatars stay locked until earned, and the Paddle Shark / TINY FISH KING avatar is present but locked for now.
  • Replay clip sharing - replay links can point to a specific moment, server-side replay clip rendering is available, and replay timeline markers make shared highlights easier to inspect.
  • Community event integration - community events can now connect to Discord, with improved menu placement and mobile-friendly event presentation.

Improved

  • Map editor event tools - Pirate Fish maps can define ocean lanes, boss spawns, wave rates, boss deploy rates, and boss-only starts. Event tools are admin-only, easier to place, and covered by editor round-trip tests. NOTE: This is admin-only for now, but sets the stage for more event scripting on custom maps in the future.
  • Smarter combat targeting - target acquisition, projectile sorting, melee follow-through, neutral ranged attacks, and attack-move continuation have been tightened up.
  • Profile progression polish - progression unlocks are easier to reach, the profile badge shows clearer rank context, and custom avatars now persist through profile and lobby identity surfaces.
  • Menu and map-link polish - instant /host/<map id> hosting links are more reliable, old host links are preserved, map links can auto-start map view, and the menu layout has better mobile behavior.

Fixed

  • Pirate Fish pathfinding is more efficient and less likely to get events stuck.
  • Tutorial completion, edge panning, map browser scrolling, post-game overlay layout, and event menu spacing received small reliability fixes.
  • Bomb/projectile visuals, punch sounds, default footstep sounds, and boss music are wired into the sound system more consistently.

v0.14

New

  • Queued commands and rally flags - you can now queue movement, gather, and build orders, with new player-colored flags marking each destination or job. The flag sprite is a custom asset commissioned from @PixelFrog just for TinyRTS!
  • First jobs for trained units - newly trained units can now inherit an initial order from your queued rally commands, so you can line up where fresh troops or workers should go before they step out of the building.
  • In-game chat - matches now have a lightweight live chat overlay. Press Enter to chat, press Tab to switch the send channel, send to All/Team/Spectator where available, and read every channel you have access to in one combined feed.
  • Post-game chat - after a match ends, chat stays available on the results screen so players and spectators can talk before leaving. Eliminated players get a centered Spectator chat while the match is still running, then everyone moves to All chat once the game is fully over.
  • Map sharing in chat - lobby chat supports /map commands with autocomplete and map cards, making it easier to share and inspect maps without leaving the lobby.
  • Victory fireworks - wins now get a celebratory fireworks effect and sound on the end screen.

Improved

  • Clearer command feedback - if a queued order cannot be placed, the game shows the reason, such as blocked terrain or an unreachable target.
  • Better live match info - the roster overlay now shows match time and a live spectator list.
  • Spectator resource context - spectator resource panels now call out map-reserve scarcity so observers can better understand late-game resource pressure.
  • More useful host tools - hosts can filter maps by supported player count and swap lobby slots with a right-click context menu.
  • Smarter chat UX - live chat closes after sending, keeps keyboard focus out of gameplay when open, hides keyboard hints on mobile, and moves mobile controls away from the minimap.
  • More reliable Quick Play handoff - Quick Play starts should transition into matches more consistently.

Fixed

  • Team mode now clears correctly when disabled before starting a match.
  • Replays are more deterministic again after removing a source of random variation.
  • End-of-match audio no longer keeps looping after the match is over.
  • Destroyed buildings now play their explosion behavior correctly.
  • Garrisoned archers are removed from selection and type-select hotkeys once they enter a building.
  • Soldier retaliation is more reliable when attacked.
  • Match result stats now preserve army counts correctly for defeated players.
  • Damage flashes are clearer and more consistently red.

v0.13

New

  • Rooftop archers - archers can now take elevated positions on supported buildings, firing from roof slots with height-aware range and projectile arcs.
  • Bears feel alive - bears now have dedicated aggro, swipe, idle, footstep, and death sounds.
  • Better map editing - the editor supports all buildings and units, shared range overlays, and clearer building icons.
  • Editor timelapse - select maps will be showcased regularly with a timelapse of how the map was built (https://x.com/zebleckAI/status/2043419537756868869).
  • Player stats - player profiles now surface more match history and stat context.
  • Watch replay from the match end screen - jump into the replay after a match wraps up.
  • Lobby join alerts are back - opt-in browser notifications can alert you when players join your lobby.
  • Published map sharing - newly published maps will be announced by our discord bot with a short LLM-generated description.

Improved

  • Archer and tower range previews now account for elevation, making high-ground and roof shots easier to understand.
  • Projectiles arc more cleanly over terrain instead of clipping through raised ground.
  • Quick Play fills Team A first for more player-teamups.
  • New-player hints now appear for fresh accounts, and easy/normal bot attack timing is gentler.
  • Fog and state updates were optimized for smoother matches and fewer network hiccups.
  • Pathfinding now cools down repeated failed path requests, reducing stutter in crowded or blocked matches.

Fixed

  • Bears now retaliate correctly when first attacked by an unreachable unit, then by a reachable one.
  • Melee units that are attacked by a garrisoned unit can retaliate against the host building instead.
  • Team games now correctly mark every winning teammate as a winner.
  • Right-clicking an unbuilt Town Center no longer sends workers into the wrong command.
  • Joining and auth recovery are more reliable after session hiccups.
  • Several lobby and menu overlays now close and layer correctly.
  • HUD hitboxes no longer steal clicks outside their intended areas.
  • Bear removal in the editor now plays the dust sound along with the dust animation.

v0.12

  • 8-PLAYER MATCHES ARE HERE — the roster jumps from 5 to 8, with a fully extended player color set and atlases rebuilt to support the bigger lineups. Go wild this weekend.
  • Heads up: this is a temporary preview, live through Monday 2026-04-13. After that we're pulling 8-player mode back while we optimize the game around the larger matches, then bringing it back for good.
  • Meet the bear 🐻 — the first neutral enemy has arrived. Wild bears roam the map and will maul anything that wanders too close. Map makers get a dedicated Neutrals tab in the editor to place them.

New

  • Shareable game-over highlight cards: a Share Result button, redesigned share card overlay using the game asset pack, and a share card preview on the UI test page
  • Replay sharing with cleaner highlight exports
  • Replay view tracking for normal replays and the replay viewer
  • Saved match performance reporting
  • Legal pages and improved lobby sharing
  • Community map generator by frederikho available in the map editor dropdown
  • Admin panel: replay and metrics download buttons, plus highlight max timing
  • Disconnect warnings surfaced to players on unintended disconnects

Improved

  • Match report upgrades, refined match cards, and admin header stats
  • Spectator teams handling and map slot remapping
  • Privacy: reduced analytics identifiers and wired up a privacy config
  • Tutorial boot reliability and lobby lease refresh
  • Editor symmetry placement anchors
  • Stricter walkability check when publishing maps
  • Quick Play lobbies now show a consistent map to all players
  • Water color restored beyond the map edge
  • README updated with camera panning controls

Fixed

  • Reconnect overlay no longer appears when the game is already over
  • Replay sharing for spectators
  • Quick Play lobby kick bug
  • Minimap color for the purple player

v0.11

New

  • Team mode in lobbies and matches: drag-and-drop team assignment, shared-team gameplay rules, team-aware UI sounds, and synced spectator slots
  • Quick Play mode, a persistent 2v2 lobby with a shared countdown that hands off cleanly into the normal match-start countdown, plus Discord pings when a match is forming; use /quickplay-notify on to opt in and /quickplay-notify off to opt out
  • Rank progression UI with an animated level-up sequence
  • In-lobby map swap flow for hosted games, including a selected-map thumbnail and embedded map viewer
  • "Host this map" button directly from the map viewer
  • Alt+drag box-select for military-only units
  • Opt-in lobby join alerts (browser notifications when someone joins your lobby) and lobby chat message notifications
  • Dedicated deselect button for mobile

Improved

  • New shared terrain scene renderer with live atlas-based WebGL terrain across menu, matches, replays, and the editor (legacy 2D path removed)
  • Gameplay atlas split into multiple atlases for better mobile compatibility
  • Tree and ground variation tuned for more visual variety
  • Main menu background now fetches and renders much faster
  • Replay and spectator experience: better catch-up and badge visibility, unified drag-to-pan on mobile, unified replay API endpoints and URL handling, cleaner in-replay UI
  • Training queue now stalls at the pop cap instead of refunding resources mid-train
  • Build and train hotkeys take priority over WASD camera movement
  • Bots: monks stay closer to their combat cluster, and bots properly resume paused buildings
  • Tutorial polish on mobile: added camera joystick, more noticeable skip button, smoother unit movement, larger resource highlight padding, and fix for getting stuck without a farm
  • Mobile play: tap commands align with desktop right-click semantics, tapping a building when units are selected now selects the building, and lobby button placement was tightened
  • SEO-friendly landing and map viewer pages
  • Fresh players land on public maps by default, and initial map selection favors official maps
  • Profile match history fetching speed optimized

Fixed

  • Quick Play lobby chat now clears between rounds
  • Quick Play countdown displays 3:00, not 3:05
  • Buildings under construction no longer look brighter than finished ones
  • WebGL bottom-edge occlusion culling
  • Starting camera coordinate-space mismatch
  • HUD intercepting clicks it shouldn't
  • Path previews now match the path units actually walk
  • Replay exit bug and stray WebSocket connections during replays
  • Replay spectator roster and hotkey handling
  • Practice-vs-AI enemy selection and join errors
  • Tutorial end overlay font

v0.10

Changelog

New

  • Full standalone tutorial flow with scripted onboarding match, victory/defeat overlays, skip handling, and a dedicated Play Tutorial entry point
  • Tutorial editor with guided steps, playtest runtime, cinematic actions, letterbox bars, highlights, condition checklists, and per-step restrictions (only admin-accessible for now)
  • Admin tutorial analytics tab with overview cards, exit reason breakdowns, post-completion action counts, and per-step funnel stats (only admin-accessible)
  • Guest-first play flow with guest account creation, device-based guest reuse, and account claiming after play
  • Reconnect and session-takeover improvements,
  • Public CCU endpoint (used for https://webgamedb.com/)
  • Idle worker shortcut button near the worker hotkey
  • Press ESC to deselect selected units
  • Mobile camera joystick above the minimap

Improved

  • Tutorial guidance expanded with gather-specific highlights, drag-select filters, camera guidance, fog control, controlled-player selection, enemy building highlights, tower/repair/gathering triggers, per-step train speed, mobile-specific toast text, and cinematic sequencing
  • Guest login and claim flow polished with username prefills, post-win claim prompts, and clearer admin visibility into guest state
  • Match reporting, disconnect/reconnect handling, and high-ping diagnostics were tightened up
  • Bot-controlled monks now position themselves more intelligently in fights
  • Worker gathering now uses gather-specific run animations

Fixed

  • Disconnect/surrender error handling and spectator reconnect edge cases

v0.9

New

  • Full replay system with deterministic replay capture, replay verification, checkpoint-based seeking, and an in-client replay viewer
  • Added account recovery email with verification, resend flow, and password reset support
  • Editor decoration brush with radius control, spawn symmetry support, and map revision tracking for timelapses
  • Discord bot integration for live match listings and status updates
  • Keyboard contextual command targeting in matches, making it easier to issue attack, gather, and heal orders without relying only on right click (Key presses A, H and G)
  • Worker combat support, including knife combat animations and direct attack commands

Improved

  • Major server browser redesign with a dedicated host panel, larger map picker modal, cleaner cards, and mobile-friendly hosting flow
  • Mobile play usability improved across tap commands, building selection, deselect flow, HUD sizing, minimap placement, and spectator/replay drag panning
  • Replay controls polished with better timeline behavior, mobile dock layout, unified URL/API handling, and animation speed syncing
  • Bot behavior improved with better target prioritization, stronger monk support positioning, and smarter town center defense
  • Visual polish updates including varied farm sprites by position, new tree stumps after depletion and faster background loading
  • New players now land on public maps by default, and map selection defaults were tightened toward official maps

Fixed

  • Replay issues including fog handling, exit flow bugs, spectator roster/hotkeys, unnecessary websocket connections, and an infinite recursion bug
  • Practice-vs-AI issues around enemy selection and join/navigation behavior
  • WebSocket state backpressure problems under heavy update load
  • Mobile Safari HUD scrolling issues and multiple mobile HUD overlap/layout regressions
  • Host panel sizing issues in the redesigned server browser
  • Bottom-edge occlusion culling errors in the WebGL renderer
  • Client path previews and tap/attack targeting mismatches

v0.8.1

New

  • Map JSON import and export support in the editor and test-play flow
  • Global browser chat with a tabbed lobby panel
  • Lobby alert panel and map browser improvements, including clearer empty-state messaging
  • Practice-vs-AI matches now persist to the database

Improved

  • Large rendering and networking performance pass: smaller match snapshots, reduced server path debug payloads, viewport culling, fewer WebGL allocations, fog throttling, and redundant post-processing/sorting removal
  • Bot behavior rebalanced across difficulty naming, attack timing, army targets, base defense, retaliation, flee behavior, and monk escort/healing logic
  • Lobby and host-game flow polished with deterministic collapse behavior, faster asset preloading, clearer AI setup guidance, and server browser responsiveness fixes
  • Camera handling improved with better gameplay padding, corrected zoom-out clamping, and test-play camera interaction fixes

Fixed

  • Solo lobby start regressions and periodic map fetching while already in-game
  • Mobile map browser positioning and initial map background loading
  • Browser-safe test-play match import and file-system errors on map view
  • Game-over state when a player dies
  • Footer clickability and in-game footer visibility behavior
  • Lobby chat delivery across duplicate sockets
  • Duplicate host-collapse listeners in the host panel
  • Buildings under construction taking damage incorrectly

v0.8

New

  • Practice AI opponents with difficulty-based behavior
  • Per-slot bot configuration, including mixed bot difficulties
  • Touch-friendly tap-to-command controls for units on mobile
  • In-game ping display and lobby ping display
  • Disconnected player status shown during matches
  • Expanded how-to/tutorial content with video clips, carousel navigation, and updated menu entry points
  • Editor support for 3-point, 4-point, and 5-point symmetry modes
  • Editor copy/paste for the selection move tool

Improved

  • Bot economy and military behavior tuned across farm timing, barracks timing, tech unlocks, monk production, and monk healing support
  • Spectator flow improved for AI matches and explicit spectator joins
  • Building construction progress bar moved below buildings for clearer readability
  • Game over screen now shows the winner name
  • Host panel and lobby flow behave more consistently on mobile
  • Server browser map cards and how-to UI received additional layout polish

Fixed

  • Unit build hotkeys only queue one unit per key press
  • Placement failure now surfaces proper toasts
  • Building placement validation is unified between client and server
  • Official/community map vote sorting issue fixed
  • Lobby/admin scrolling and logger-related 404/server issues fixed
  • Spectator resource panel sizing fixed on mobile
  • Symmetry handling for stairs and mirrored placement indicators fixed

v0.7

v0.7 — 2026-02-28

New

  • Lobby chat — players can message each other while waiting for the game to start
  • Press Tab in-game to show a player scoreboard overlay
  • Double-click a unit to select all units of that type visible on screen
  • WASD camera panning when no units are selected
  • Map editor symmetry mode — paint terrain symmetrically for balanced competitive maps
  • Solo play — start a lobby alone and control all player slots yourself
  • Beyond-map areas now show a seamless water background instead of black void

Improved

  • Lobby UI rewritten with DOM API for better performance; chat panel adapts to mobile/desktop
  • Zoom limits unified across game, editor, and spectator — can't zoom out past the full map
  • Maps in the server browser now show their player count
  • Defeated players can now spectate the rest of the match
  • Matches auto-finish when the last real player leaves
  • Editor test-play lets you control all players for easier solo testing

Fixed

  • Fog of war no longer leaks enemy building progress or resource counts
  • Pathfinding avoids routes that cross under elevated terrain (obscured paths)
  • Stair tiles now mirror correctly in symmetry mode

v0.6

v0.6 — 2026-02-26

New

  • Hovering over units and buildings now shows a tooltip with their info
  • Building placement and construction now has a squash-and-stretch animation
  • Start games solo — other player slots get an empty Town Center (stats not recorded)

Improved

  • Workers gather range increased
  • Server browser works better on mobile devices
  • Tree positioning more accurate

Fixed

  • Clicking on trees now works properly — click areas match what you see
  • Movement paths display correctly when going up or down elevation
  • Updated the Offscreen attack warning sound effect