July 27
Clocks, a better read, and a cozier place
- There is now a “What's new” page: what changed in the game and when, spoiler-free. After each update the highlights show once in a window, which you can switch off right there.
- Added a “How it works” guide: a plain explanation of how the game runs, plus short hints right next to the sliders and fields.
- The world clock now shows minutes, not just the hour — easier to see how long until sunset or the end of a shift.
- Diary entries are now stamped with a time range instead of a single number — you can tell right away when things happened.
- Added a short interface tour for newcomers.
- Homes and venues got more character — the interior of your place or the local bar is now described with real detail instead of generic lines.
Soon — a journey to a place you couldn't reach before.
July 26
A More Precise World
- The world clock now shows minutes, and journal entries are timestamped by the hour they close ("7:00 – 8:00 PM"), not a moment that always lagged a little behind.
- Vignettes about your hero are now more accurate: what's in his pockets, how much money he has, and which wounds have healed all match what's actually happening.
- City districts now have distinguishing details, homes and venues have interiors, a new home-refit goal appeared, and housing costs more.
- Goals now close on time, even when the event that completed them gets written into the diary a little after the fact.
- A whim's words read cleaner now — narrator's stage notes no longer leak into what your hero actually says.
- A notification about the day's best moment now opens the exact diary entry it describes, not the top of the feed.
- On phones the world clock stays visible while you scroll the feed, new players get a short interface tour, and the legal pages are easier to read.
- Beyond that, things got faster and steadier under the hood.
July 25
The World Finds Its Shape
- Goals now close the moment the player learns of their completion — on checking the diary, strategy, or milestones — not only overnight.
- The World tab now shows a map of Earth with eight cities, plus detailed district plans built from real places.
- On the first of each month the city treasury taxes a hero's cash and property; unpaid tax can lead to debt, seized belongings, or arrest, and criminal records now clear faster.
- Overly bold goals like climbing to the very top no longer lock in for hundreds of days — the ambition splits into a manageable series of tasks.
- At the bar, a hero sometimes orders something non-alcoholic — tea, a coffee substitute, stewed fruit — depending on the hour, temperament, and condition.
- Clock times in the diary and news now follow world time rather than the player's time zone, and always match the time of day described in the text.
- The ragpicker now carries a recycling icon, the Continue button spans the full width, and the feed no longer shows two requests at once.
- Under the hood, things are faster and more reliable.
July 24
The World Comes Alive a Little More
- Towns now offer real work: investigations, buying gear, raising your own crew, patrol duty, buying out a venue, and proper courier runs with cargo and inspections.
- Courier jobs are now real routes: your character first travels to where the cargo waits, then carries it to its destination, and a wound along the way is no longer an obstacle.
- Weather now speaks with each city's own voice and a touch of the season, instead of one line for the whole world.
- Your gathered crew now appears on the Character → Property page — with its spirit, its reputation, and a note when its leader is away — and its name sometimes turns up in the day's entries.
- The streets bring more preachers, fortune-tellers, musicians, and hawkers your way, and a brief chat with a passerby is no longer rare.
- A mission's outcome now shows up in the diary only once it has actually happened — the Missions tab used to jump ahead of itself.
- Mission titles and setups are more varied now, and rarely repeat back to back.
- Small improvements underneath — faster and more reliable.
July 23
Time and Variety
- New friendships and rivalries in the hero's diary now appear at the hour they actually happened, instead of being dumped at the end of the day.
- The "What do you want from your hero?" field now suggests a different example wish each time — simple ones show up often, bold and unusual ones more rarely.
July 22
The Threads Now Visible
- Mission entries now run deeper: you can see the event that triggered the finale, and hiring, references, or recruiting now show up beside the goals that caused them.
- A new "Following" tab in the diary gathers the recent days of heroes you follow, and you can subscribe right from a hero's card.
- A hero's business can now suffer a raid or a fire, or sometimes catch a stroke of luck; a fire spares any business less than a month old.
- The following feed now shows only meaningful moments in other heroes' lives — buying a home, opening a business, founding a gang or a firm — not their daily routine.
- Under the hood, things run faster and steadier.
July 21
Faces of the City
- Names of notable townsfolk in the news and diary are now links — open a figure's card to see their role, city, and story.
- A new goal has appeared — gather a crew or open a firm; it is a long undertaking, and caution only slows it, not ruins it.
- Cities have found their voice: overheard chatter, street noise, and neighborhood details now color scenes and daily summaries.
- The news grew more accurate: names no longer get mixed up between townsfolk, and facts about a figure's influence no longer sprout invented titles.
- On the Path tab, the skill tier once called 'apprentice' is now 'learner', so it is no longer confused with career rank.
- Diary entries can now be liked, and registered readers may leave a short suggestion on any entry.
- The Milestones tab now splits into Milestones and Missions — a record of the hero's assignments with linked diary entries.
July 20
The Diary Finds Its Voice
- The narration now remembers what your hero is carrying, and no longer lets a day's brightest moment get buried under routine details.
- The craft ladder now reads like a lineage: each step carries the date your hero reached it, ranks are named in words rather than numbers, and the newest sits on top.
- Diary entries lived out in pursuit of a goal are now marked, so you can see which undertaking an event served.
- Investigations have found their voice: at decisive hours — when a version of events comes together, or questioning turns to blows — a living account replaces the dry entry.
- Small interface fixes for the phone: chapter titles, chips, and the hero's journal are now easier to read on a narrow screen.
July 19
The World Reaches for the Hero
- Every few days the world reaches out to the hero: an unexpected matter begins on one day, and its outcome — shaped by the hero's traits and skills — arrives the next.
- Once a week the hero receives a letter or a dream from someone in their life in the city; if that person is gone, the diary says so plainly.
- The daily entry now holds two living halves, morning and evening, each telling something the other does not.
- A recurring companion now appears in the hero's story — the person closest to them; if that person leaves the city, the entry names it plainly as a parting.
- City quarters and taverns stand out more in the feed, each carrying its own details and character.
- Major events in the hero's city — a fair, a riot, an attack — now unfold as a separate night scene seen through the hero's eyes.
- Small inaccuracies fixed across adventure texts — grammatical gender, event timing, and the names of matters the hero is handling.
- Under the hood, the game grew faster and more reliable.
July 18
Getting the details right
- The pawnshop can now refine a worn item — sharpening, reinforcing, or reworking it for a small boost. Failure only costs money, never harms the item; selling it loses the upgrade.
- A new goal: save up and buy yourself something at the pawnshop.
- Mission recaps now reflect the hero's situation as you read them — city, money, and level — rather than how things stood at the start.
- Notes about found, gifted, and lost items read smoothly now, whatever the item happens to be.
- News of arrivals, departures, and name changes now matches the hero's own gender correctly.
- News broadcasts no longer get ahead of themselves: each one reports only what has already happened by air time.
- Notification time now saves instantly, without reloading the page.
July 17
A city with more detail
- Junk trading now has a face in every city: pawnshops take goods under local names — "Rigging" in Rotterdam, "Deadstock" in Norilsk — and even a single item is enough.
- A mission's ending is no longer an empty promise: if the hero it depended on vanished from the world, the mission returns to active and earns a new outcome.
- Yesterday's night events — departures, opened roads, first arrivals — now come dressed in words instead of bare log lines.
- On phones, the Missions tab no longer scrolls sideways with large text, and mission details now show the reward.
- Courier jobs no longer send your hero to a city he hasn't grown into yet.
- The sidebar now scrolls on its own, and the hero's biography no longer spills past the edge of small screens.
- Sharing your hero card now means something: messengers show the name, archetype, city, and a fresh line from the diary, and the day's summary can be shared with one button.
- Those gone a long while get a letter with news of their hero; those returning get a short note on what happened while they were away.
July 16
Open Roads, New Whims
- When the hero reaches the level required, his diary now notes that a new city has opened to him.
- The hero has taken up a new pastime — walking the streets: what he sees and hears depends on the city, its quarter, the weather, and the time of day.
- The crowds and overheard conversations along the way have grown far more varied — repetition will be rare.
- The hero may voice a single strange wish, and if it is granted, it becomes its own scene in his story.
- The telling of the hero's whims has grown more precise — time of day, duration, and the scale of what was spent now match what actually happened.
- Fixed a flaw that could let the day following a whim or a shock pass for the hero without a single event.
July 15
A Truer Diary
- The hour of departure now comes with its own account of what set the hero moving — a goal, restlessness, or someone else's call.
- Renaming a hero no longer scrambles the past: old entries keep the name they were written with, and the rest of the diary falls into step with the new one.
- A note explaining a cancelled mission now always reaches the hero, instead of occasionally going missing as it once did.
- Mission endings are now shorter and clearer — no numbers spelled out, no excess detail.
- On phones, the experience bar in the hero's header now stretches the full width instead of cutting off partway.
- The active tab in the mobile menu now stands out more clearly in any lighting.
July 14
The Coder Takes to the Road
- Strategy now saves itself: changes to temperament and priorities reach the diary without a Save button, and an unfinished edit survives even if you leave the page.
- A new trade has entered the world — the coder. The goal "become a coder" now truly leads the hero to study in the right city, with a diary entry foreshadowing the journey.
- The experience bar in the diary header now shows exact numbers: how much has been earned and how much is needed for the next level.
- Breaking into someone else's system is no longer for just any hero: only those with something to lose, and the nerve to risk it, will attempt it.
- A criminal record no longer stays with the hero forever: it fades with time, reopening the path to a higher rank in their trade.
- The evening news no longer mistakes women for men — bulletins now refer to heroines correctly.
- Notifications now reach every device belonging to the hero, not just the last one they enabled them on.
- Life stories have grown more varied: similar fates no longer read as the exact same phrase for every player.
July 13
The city grows faces of its own
- A hero can save up to buy a bar or restaurant, take it over from its former owner, and start tending the counter — the whole city comes to know who runs the place.
- The World tab now reads like a chapter of a book: the day's weather and a passing detail open the city, each district shows its own character, and the way out lists flight time, fare, and the cheapest room in town.
- Cities now have faces of their own — mayors, police chiefs, venue owners, visiting dealmakers — a night out can lead to meeting one, or to a favor asked of the hero.
- The hero's journal now holds together better: yesterday's events echo into today, and each closed day ends with a summary of what was earned, spent, and changed.
- Word of the underworld and its recruiters can now be heard in any city, not only where the law is weak — it just gets whispered rather than posted.
- A player can now set a hero the goal of joining the police or going into crime — an order the hero used to simply fail to understand.
- An active or pending mission now has a small close button — a hero's own goal can be dropped on the spot, without waiting out the week or needing outside intervention.
- A hero's public page now carries a journal — the last few chapters are visible to anyone who opens the link, and hero names in the text link straight to their pages.
July 12
The city gets addresses
- Cities have grown proper districts: each quarter has its own character, history, and standard of living — and its own housing market.
- A home is now a real thing to tend: a place can be rented, not just bought; it wears down, can be repaired, and sometimes robbed.
- On the Strategy tab, temperament is now set with three simple positions instead of a slider, and a new Milestones tab shows how past missions turned out.
- Mobile navigation feels calmer: the open tab's name sits as a heading, icons line up evenly, and the active tab shows in copper rather than an underline.
- If a hero is renamed, the old biography in their file no longer keeps the former name — it gets quietly rewritten.
- An entry from the hero's diary can now be shared: the phone opens its usual sharing menu, the computer copies a link to the clipboard.
- Signing in with Google when the email is already in use now leads into the existing account instead of failing; some evenings the game offers to turn on notifications.
- The rest is small work under the hood: the game runs faster and more reliably.
July 11
New roads, new work, a realer world
- Your hero can now build a career: city jobs with ranks and pay that grows with experience, or a darker path through crime, or a badge on the police force.
- The world is now the real Earth of 2200: Baikonur (nicknamed Nadir), Istanbul, Norilsk, Atacama, Cape Canaveral — cities are now described in words instead of shown on a map.
- Two new cities have arrived, Detroit and Rotterdam, and flights between cities now have a life of their own — fellow travelers, a snack cart, the view outside.
- You can now choose your hero's gender at creation — names, nicknames, and every diary entry reflect it.
- Getting started is shorter now: three ready-made fates to choose from, a quick way back in if you already have a hero, and a feed that reads better on both phone and wide screen.
- You can sign up without a password — an email code or Google sign-in — and save a guest hero at any time; phone notifications and an installable app are here too.
- Hero news is easier to find now — its own feed, hero pages, and meeting scenes with a quieter look, without the loud border.
- Under the hood, things are faster and more reliable.