1 252commits
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October 18
15 commits · +10 250 · −521
The Road, the Circle, the Return
- A hero can now buy a car and travel nearby roads in it instead of by ticket. It can be repaired and serves as a bed for the night. A private plane is also within reach.
- Ties with acquaintances now cool if neglected, and the five closest form a tight circle. From the Circle you can ask someone for a favour, which spends some of the bond.
- After two weeks or more away, your return brings a scene: a letter from an acquaintance, an account of what has changed, and ready-made orders to give.
- Townsfolk now cross the hero's path once a day, the buyer and the barman become familiar faces, a friend's departure shows in the feed, and a call from another player is noticed.
- A fair-minded chief or mayor who favours the hero now softens an arrest.
- In the evening you may see an omen, an honest forecast of tomorrow's weather in the city, with an order button. The reminder to return now says what prompted it.
- When an order is refused, the hero now explains why. A hero who sold a home to move no longer buys another where they stand.
October 17
7 commits · +2 384 · −563
A fairer road, mysteries left unspoiled
- In the Road ranking, cities now decide the order: a hero who has seen ten cities no longer ranks below one who has seen seven. Celestial bodies only break ties.
- On the first morning after the change, many Road arrows will show a big jump: the board has been recounted by the new rule.
- A Road entry now reads plainly: "10 cities · 4 celestial bodies".
- The handbook describes the experience board more precisely, so it no longer gets mixed up with the Road.
- The ending of a city's story is no longer printed in the news: each hero now finds the answer on their own, not from a shared note.
October 10
4 commits · +1 050 · −50
Duty and law: patrol officers at work
- A patrolman who takes odd jobs between rounds no longer quits the force a couple of days later. Same with the underworld: while the jobs keep coming, the hero stays in the trade.
- A patrol officer can be ordered to arrest someone by name: they run the name through police records or ask around and usually find the person within a day.
- If the detainee is wanted or lives by crime, a court follows, naming both the charge and the officer who made the arrest. The officer earns a bonus.
- Someone taken for nothing is let go with apologies and money, while the officer is fined and reprimanded. The detainee’s feed names who made the arrest.
- For anyone outside the patrol, an order to “arrest” still means a fight.
October 7
3 commits · +306 · −52
A Trade Without an End
- A new order, “keep working your trade”: the hero stays in a city of their trade and takes shifts more often until you lift the order yourself.
- For a master at the top of their trade, “get hired as a coder” no longer counts as done the moment it's given — it now sends them to work shifts, where the best pay is.
- The new order is among the “what next?” suggestions, in the order builder on the Strategy page and in the handbook.
- For a hero without a job, “go to work” means getting hired. A patrol officer or someone living off the racket gets a note asking to name a trade — otherwise those shifts would pull them off their path.
October 5
7 commits · +8 931 · −2 149
Many tasks, truer endings
- Your hero now works on up to three of your orders at once. The rest wait their turn, and the list holds five at most.
- The order of the list is yours: the higher a goal sits, the higher its priority. A goal dragged below third place is set aside and loses nothing — move it back up and it carries on from where it stopped.
- Two goals about the same thing do not run together: the higher one proceeds and the other waits, and its row says which goal it is waiting for.
- When two running goals need the same money or the same road, the lower one gives way, and its row says which goal it yielded to.
- The list now carries the labels “under way” and “waiting”, and an order can be dragged by any part of its card except the icons and the cross; on a touch screen, after a brief hold.
- The hero now writes one progress note an evening — about the goal that has gone longest without one.
- When a venture grows into a chain, an office or a squad, the goal's ending now says how many venues and people it came to, and the entry about a new signboard names the city it hangs in.
- If the hero gives up selling a home or a partnership falls through, Milestones no longer tell you before you have read the entry in the diary.
- The handbook now says where beyond Earth a home can be bought and sold, and describes the orders to sell your home and to gather a circle of collectors.
October 3
3 commits · +102 · −9
The Way Back to the Feed
- The button for taking up a case in the feed now brings you back to the same place in the feed, not to a page saying there is no road.
October 2
16 commits · +3 649 · −4 038
The day mail came in from the edge of the system
- The diary now names the true reason for a departure: when the hero travels on business, the account rests on the goal that actually called them.
- The departure line in the feed now reads differently depending on what prompted the journey.
- A departure in the feed is marked with the goal the trip was made for.
- The order to get to know someone no longer claims a trip that was made for another assignment.
- The account of a departure no longer invents details about a layover city or the cargo.
- The diary entry for a new goal no longer sends the hero searching locally for something their city does not have: if it can only be found elsewhere, the hero starts thinking about the trip right away.
- Goals to buy a home or rent an office now show how much has been saved out of what is needed — in a line under the running goal in the diary and on Strategy. The same line says what is holding the job back.
- The diary now offers newcomers orders worth following for more than a day. And once a job is closed, it asks: what next?
- Entries about a job in progress now carry a tag with numbers, so you can see how far the goal is.
- The push request no longer vanishes after one visit while a newcomer's goal is running, and it can be declined. Word that your order is done now comes first in the daily push.
- On Kraken, by Titan's methane sea, a case waits for the hero: from the first shift or evening at the bar it's clear not everything at the pier goes where the book says. Five days to solve it.
- Whoever sees the Kraken case through is paid, keeps a memento, and gets a story in the news read in every city.
- The bars of Nadir, the Shipyard and Occator have started talking about mail from Kraken.
- The handbook now mentions the new case.
September 29
5 commits · +231 · −46
Order in staff and belongings
- An order to hire a bookkeeper (or a lawyer, or a head of security) no longer closes when someone else joins headquarters: it waits for exactly the person you named.
- Old weapons, armor and gadgets no longer vanish when a hero finds or buys something better: what comes off stays in the junk pile, ready to sell. The one exception is a pawnshop trade-in.
September 24
4 commits · +1 511 · −264
Hiring Afar, Staying Put
- The order to hire no longer sends the hero off to the venue or the office’s city: hands and headquarters staff are found through contacts, and the deposit goes by transfer.
- An order for the headquarters can now name the post — a bookkeeper, a head of security or a lawyer. If that post is already filled, a note comes back instead.
- Without an order, the hero still hires people only in person.
- Order suggestions: venues with room and open headquarters posts now sit in one “Hire” folder, and when there is only one place to hire for, a single button replaces the folder.
- An order to reach the next rank no longer gets lost on the road: the hero stays where he is known and nearly due for a promotion, and heads first to the city that knows him best.
September 23
4 commits · +669 · −227
A day of strengthening the firm
- Hiring someone for the office — a bookkeeper, a chief of security, a lawyer — can now be ordered outright: the hero puts it first and travels to the city where the headquarters stands.
- A chain of venues no longer risks handing its worst place and a fifth of its money to a rival every day — that threat is gone for good.
September 22
8 commits · +1 890 · −244
A Day of Clarity
- The Grand Bazaar's secret is easier to notice now: the buyer's odd generosity turns up not only when selling scrap, but while digging through junk and over an evening at the bar.
- Take on a city mystery after the morning has passed, and the diary no longer stays silent until tomorrow: the hero notes right away that the work starts in the morning.
- The stray service line with the time and place no longer slips into diary entries.
- The hero's circle now shows ordinary acquaintances beside the city's figures: a bartender, a fixer, a fence — who they talked to, in which city, and how many times their paths crossed.
- The diary no longer mixes up he and she when it speaks of people the hero knows.
- Names of venues and districts now read correctly in the entries that mention them.
- When the diary catches Quarantine's call or something odd about the city, a button now sits under that very entry: take the case without wording an order.
- If the hero already has an order, the new case joins the queue, and the entry says exactly that: queued.
September 18
18 commits · +3 030 · −231
The Day Everything Found Its Place
- You can only shake a venue owner’s hand where they actually are. Someone who keeps a business in one town while living halfway across the system no longer turns up in that room for the evening.
- In return, an owner standing behind their own counter now takes delivery in person — before, some nameless stand-in did it for them.
- A call no longer reads like an evening at the same table: the entry now says whether it was a voice call or messages, and the lines themselves no longer hide that the other person is far away.
- An order to change trade takes effect the same day: the hero starts as soon as they stand where it is taught — and if you named a city, they go there first. It used to wait days for a lucky hour.
- Your hero sells a venue only on your word, or when things have truly gone bad: an owner with money and a well-kept room keeps the keys. Before, a business could slip away for no reason.
- Businesses lost that way come back — same room, same hands, same fittings; the money from the sale that never was goes back to the buyer.
- The more valuable the haul, the sooner it weighs the hero down — now a single costly find can send them to the pawnshop, without waiting for a full bag.
- A craft meet now tells every competitor their place — “sixth of twenty-one” — not just those who made the top three. Cups and prize money still go to three.
- The hour on the ground is easier to spot in the journal: the entry names the meet, the craft and the town, and the judges’ score is read out.
- The entry about going out to compete no longer reads like an ordinary work shift.
- The evening entry about a craft meet now names every competitor’s place — the one who took a cup and the one who came twentieth alike. Before, your own result read as one shared impression.
- A wanted notice now lapses from the day of the deed itself, so it fades when it should and not weeks later. If a city was after you for an old affair, the wait is shorter than it looked yesterday.
September 16
12 commits · +1 632 · −387
A day of stubborn repetition
- A working hero no longer switches profession on their own: in a city without their trade they get by on odd jobs but keep their seniority. Changing trades now takes your order.
- Only a hero without a job joins the police on their own — and never on the way to another city. A working hero gets there only by your order.
- On a journey with transfers, the hero no longer lingers in the city in between: the next flight usually leaves the same or the following day.
- The hero header now spells out a police rank in full: “police cadet” rather than just “cadet”.
- Being wanted no longer lasts forever: go two weeks without a new job in that city and the notice lapses on its own — no fine, no bribe. Every new job starts the clock over.
- If a “settle it quietly” order hadn’t been carried out before the notice lapsed, its closing entry says so: no envelope was needed.
- A fight that cost something now says so: if the evening ended with a patrol or a wrecked room, the entry tells you that, instead of praising an honest haul next to a note about your standing taking a hit.
- The money from such an evening is itemised now: the haul, the patrol fine and the bill for the damage, each on its own line. All of it used to hide inside a single number, and the deduction was invisible.
- Patrols no longer take an interest in every fight. A downed machine or something shaped like a person gets written up; a beast put down in an alley does not — no fine, and no bad name in town.
- Fight logs no longer stumble over doubled prepositions — a line like "a scuffle with with a marauder drone" is gone for good.
- Tell the hero to work on one thing and that is what they work on: nearly every training hour now goes where you asked. An evening could previously slip past the order entirely.
- Speech training is now visible in the diary. It happens in conversation and haggling rather than at the gym, and it used to read as idle chat with a neighbor — even though the hero was drilling every word.
September 15
18 commits · +2 829 · −557
A Day of Deals in the Shadows
- The browser's back button now returns you to the exact character tab you were viewing.
- The journal remembers where you stopped: read deep into the past, and next time a button at the bottom brings you back to that entry, loading the chapters on its own. Phone and computer share the spot.
- The text no longer jumps away while you read when a new entry arrives, and chapters loaded with “Read on” no longer vanish on their own.
- Every item in Supplies now carries a note on what it's for, not just what it is.
- The hero no longer jots down prices glimpsed on tickets, housing and gear — they are all already visible on screen.
- The morning paper now reminds readers of an upcoming trade meet every day, from the announcement until the day itself.
- On meet day the city radio reports live from the ground and names those who came out to compete, and the evening column prints the prizewinners of every trade and how many rivals they beat.
- A conviction can now be wiped by someone else’s hands: Strategy has a new “Hire a hacker” button. A contractor from an anonymous board takes the job the very next night.
- The hacker takes 1500 credits up front per conviction, 500 more for each after it, and wipes the whole file. Misfires happen: the money is lost, but nobody comes for the hero.
September 14
26 commits · +15 375 · −3 169
A day of guards, craftsmen, and city secrets
- The office guard is now the head of security; operatives are hired under them by ordering “hire people for security”. With the detail at the office, trouble comes rarer and the home there is safer.
- The Character page, under Business, has a security card: post the detail to a city where you hold a venue or a home. There trouble is rare and the home is never robbed; the detail stays until recalled.
- The detail can watch the mayor or the police chief. It ends with kompromat — with it that person hushes up the hero’s arrest, however clean — or with the people back empty-handed. A spotted tail means a wanted notice.
- Whoever robs the hero is now hunted by a detail with people in it: the head of security alone is not enough.
- The handbook chapter on one’s business has been checked against the game: when the office opens, what a takeover takes, which fines the lawyer softens, how the chain’s stages are counted.
- Trade meets have arrived: the paper announces a contest of one trade in one city, and on the day at two in the afternoon every craftsman of that trade in town competes. By evening — a top three with cups and prize money.
- The News tab carries a notice board of coming meets: the “enter the meet” link enters your hero with an order, and they fly to the host city; words work too. Miss the day — the order is withdrawn with a note.
- Cups stay with the hero — in the dossier and on Milestones — and the town remembers its prizewinners; the evening paper prints the winner. Each trade’s meets are numbered. The handbook is updated.
- Trade meets are now set for one day across all trades at once, each in its own city. The paper announces such a day in a single notice, the notice board lists every meet, and the evening brings results for each.
- Six major cities on Earth now keep secrets of their own. In the first days in such a city, your hero may stumble on something odd in the middle of a shift or an evening at the bar.
- Take up a city mystery with an order or with the button on the Strategy tab while your hero is in that city. It moves one stage a day: a lead in the morning, a find by day, the outcome in the evening.
- A bad day doesn’t set you back — your hero keeps a scrap of the truth. A solved mystery brings a keepsake, and the city radio tells the story with your hero’s name in it.
- The attribute once called Charm is now Charisma everywhere. The handbook has a new Attributes section: what each one does, where it pulls the hero, and how it grows.
- An order to buy a place named by name now sends the hero to the city where it stands, and the purchase counts.
- A training gain is now labelled as a rise in max HP — the second number next to health.
- Hero names and pet names in Russian diary prose now decline properly more often.
- A flight to the Shipyard and beyond is no longer told as a hopper ride somewhere else.
- The diary is less likely to pin someone else's promises or long-closed stories on a person the hero knows.
- A fight with a bird or a worm no longer gets a picture of the wrong beast, and a clumsy line about a familiar diner is fixed.
September 13
11 commits · +7 576 · −300
The day pockets stopped being safe
- The World tab has a new "People" subtab — a morning census of living heroes: five boards of ten, your own row beneath a board when your hero sits lower, and an arrow for movement since the last count.
- Experience is the hero's level; Capital is credits plus what is sunk into ventures, rounded; Craft is a civilian or patrol rank; Venture is places of business and the network's reach; Road is bodies and cities known.
- Departed heroes are not counted, and a criminal trade never enters the Craft board — the world learns about such people some other way.
- Standing in a city can now fall: most for a night at the precinct or a failed bribe, less for contraband or stolen goods on your counter, a little for a patrol fine, a wrecked hall or an unpaid tab. It has a floor.
- The World tab shows how each city feels about your hero — a word by its name, from “known by sight here” to “unwelcome here”. The city card adds the reason for the last drop and a “what this is” hint.
- A journal entry that cost you standing gets a “the city took note” mark, and landing in a town that holds a grudge is met with its own words.
- The player handbook has a new “Standing” section.
- Pets now have a lasting character of their own, which stays in the diary even when you rename them.
- Diary entries about life with a pet are far more varied: every species and every temper has scenes of its own, and some grow into fuller stories.
- Buying a pet and the hour spent with it are now told in the narrator’s own words, not a bare line.
- Order “hire a bodyguard” and your hero takes on a man for a retainer and a weekly wage: he backs you in a fight and fends off robbers, and walks away if he isn’t paid. “Dismiss the bodyguard” parts ways.
- Criminal heroes now rob other players’ heroes in the evenings for a cut of the cash. Experience decides whether the job works and whether anyone notices; if a patrol catches the robber red-handed, the victim keeps all.
- Your own security tracks the robber down within days: a beating and a payback of two to three times the take; what the pocket can’t cover becomes a debt paid off from spare money.
- The order “rob <hero name>” takes your hero to the target’s city and keeps him there until he tries. Now and then the world itself hands out such a job — only to those already in the trade.
- The bodyguard shows on the Character tab, and the handbook has new sections on him and on robberies.
September 11
6 commits · +1 628 · −101
Work, truth, and growth
- A hero's day no longer collapses into one job: two or three shifts are an ordinary day, then the docks, the gym, the yard pull him away. Leaner daily earnings, but no more identical entries in a row.
- The city no longer writes "sold" over a burned-down venue: the news and your circle of acquaintances name the real cause — a fire, a treasury seizure, or a takeover by a rival.
- A trade now has milestones of its own: learner, journeyman, master, legend of the trade. Each step is a diary entry, a card on Milestones, and a solid share of experience.
- Experience grows with the hero: shifts, the gym, and scavenging pay more with rank and level; promotions, a home, a business, and an office pay far more than before.
- A third win in one day teaches next to nothing, and a weak opponent even less. Luck now grows from winning at the table.
- The hero's nature shows in the diary: where strength, wits, charm, technique, or luck at the edge of the scale decided the outcome, the entry says so. The strong seek fights, the technical scavenge, the lucky gamble.
September 10
5 commits · +249 · −49
Order in belongings and society
- The scrap list now shows what an item gives (“+3 to combat”), and a find identical to what the hero already wears is marked: it’s the spare on the counter, not the one in hand.
- Tell your hero to meet the mayor or the police chief and they now look for that person: they go out more often and keep to the one who matters. Before, an evening brought whoever turned up.
- It is no guarantee: society is still society, and who turns up is still up to chance.
- And in a city where that person simply isn't around, your hero no longer burns evenings in expensive halls for nothing.
September 9
5 commits · +325 · −5
The city gained faces
- Couriered cargo now changes hands only with people who are actually in town: an owner who has flown off to the far side of the system no longer “personally accepts the parcel” at their counter.
- Mayors, police chiefs, venue owners and corporates tell far more varied stories about themselves: what keeps them in their chair and what it costs them now rarely matches from one face to the next.
September 8
5 commits · +2 176 · −446
Fresh experience, truer faces
- The people you meet now have shorter, truer stories — about themselves, not about someone else's city.
- Experience grows more for the new: a first flight to an unfamiliar city, meeting someone for the first time, learning an unfamiliar trade, a turning-point deed.
- Beating the same kind of rival again and again in one city earns less each time, while beating someone tougher earns more.
- The best gear in the catalogue unlocks as the hero levels up, not from day one.
- New rivals have appeared in the cities — for heroes who have outgrown the old ones.
September 7
7 commits · +2 622 · −1 483
A day for calling things by their name
- Venue listings now show, alongside the common price, the actual price the owner of a chain would pay to buy the next one.
- The game no longer calls a player's own trade a "sign": everywhere it now says "venue".
- An actual signboard over a doorway is still a signboard — it still goes dark at night and costs more on richer streets.
- A rumour about an empty venue now names two numbers: the price for anyone, and the price for the one listening.
- A wanted notice now remembers the charge behind it, and when the notice is cleared, the feed names that very same charge.
- Someone arrested on an old notice now has the exact charge recorded — pickpocketing, say — instead of a vague mention of a past case.
September 6
7 commits · +4 320 · −1 527
The day of the thousandth soul and awakening roads
- If your hero turns out to be the thousandth to arrive in this world, they receive a keepsake token and a small addition to the purse, and you receive a letter from the Game Master in your feed.
- Supply deals for your shop are no longer an Earth-only affair: there are shippers beyond the Ring too — metal, grain, ice, polymers.
- Passersby on the streets now differ by place: uniforms appear where patrols are strong, and on lawless mining worlds they never show up at all.
- Where the law is far away, a street dealer has turned up: he stops you and offers something, and what exactly it is depends on your luck.
September 5
4 commits · +1 639 · −618
A day of precise words and quiet nods
- A place is named in an entry only when the hero was actually there: a meal with no cafe, a workout in the yard, a bandage tied by hand no longer open with a blank where the name should be.
- The evening scene and the day's summary now know which city the hero spent them in. An order that sent him travelling mid-day used to leave a scene set in the port he had already left.
- A promotion to a rank the hero once held reads as getting his own back, not as the first time.
- A wanted notice in the newsfeed is clearly somebody else's — no longer mistakable for the hero's own.
- Entries about things done with no fixed place read with more variety now.
- Every week or two the hero settles in with an old film — at home off a battered reader, or in a bar that runs it in the background. Space in there is far more convenient than in life, and the hero notices.
- Five new places have opened: a workshop in Detroit, an eatery in the Domes, bars in the Atacama and at the Bazaar, a pawnshop in Norilsk. Careful readers will catch a nod to old stories.
- On the system chart the Sun is a sun at last: a disc with a corona instead of a labelled circle. Bodies you cannot travel to yet are named more quietly than the rest.
- Three new tales do the rounds at the bar — the crane that survived because nobody ever wired it in, and the argument over two copies of the same old reel.
September 4
14 commits · +2 670 · −483
A Day Without Borders: Home, Law, and Light
- Letters and dreams now begin where the hero actually is — not in the city they flew out of the day before.
- The compendium no longer promises a meeting with another hero every day — it now honestly describes how rarely such meetings actually occur.
- Your hero no longer drifts into dark work on their own. Strategy now carries a choice: stay within the law, or live free. Before, even a cautious hero ended up in the precinct — now that line holds.
- Heroes already living by the trade lost nothing. And switching one back to the law is how they quit: no new jobs, honest shifts instead, and after a dozen the old trade lets go.
- Your order outranks the switch: tell the hero to go into crime or pull off a big job, and they will. Nor is it a pardon: warrants and convictions clear as before.
- The world grew more careful too: a law-abiding hero is no longer handed grey cargo they never asked for.
- An errand to meet a mayor or a police chief no longer keeps the hero in the city where it started: the acquaintance counts wherever it happens. And from a place with no society at all he finds his own way out.
- A brawl always came with a picture of a scuffle with some fellow — whoever the hero had really met. Now the frame shows what came at them: feral wildlife, machinery off its leash, or something with no body at all.
September 3
7 commits · +1 284 · −178
The day the diary found its rhythm and truth
- The account of how a trip past the Canaveral wire ended no longer contradicts the entry about the walk back: the wanderer keeps quiet about what they saw, but never denies seeing it.
- Long scenes no longer vanish on the way to the page: where a short dry line used to stand in for one, the whole scene now comes through.
- Meeting other characters is an event again, not a daily fixture: it happens once in a few days now. The longer a hero keeps to themselves, the readier they are for company; sociability shifts this.
- The daytime scene no longer arrives at the same hour every day — it now falls at different times.
- The day's vivid retelling now reaches quiet hours too: a park walk, a book, a gig, a call to an old friend, an hour behind your counter. Before, only shifts, scavenging, fights and drinks got that.
September 2
2 commits · +312 · −20
What the wire gave up stays yours
- What you bring back from behind the Canaveral wire stays yours: a pass like that is no longer sold off with the scrap, taken as a pledge, or handed over against a debt — it stays with the wanderer for good.
September 1
22 commits · +3 512 · −454
Town gossip, fair taxes, and tidy lines
- The hour at the bar is no longer empty: sometimes you hear a tale known the world over, sometimes a memory of a city the hero has actually visited.
- Legitimate success — promotions, a new home, a good deal — is more likely to make the papers, while a criminal career stays hidden, surfacing only through an arrest.
- A well-off, peaceable hero is now far less likely to drift into petty theft out of nowhere — crime follows need, not chance.
- In the circle of acquaintances you can now see how many favors each person has already had done and whether there's still live leverage on them, with names linking straight to their card.
- The conviction mark in the diary header now links straight to that arrest's entry among the milestones.
- Accounts of a venue fire no longer hint at the hero's fault — they speak of the building's age and the neighborhood's ways, and now name what actually burned.
- The day's key diary entry — including that hour at the bar — now speaks in keeping with the hero's actual standing and current pursuits, instead of floating free of them.
- The city levy is now based on what the hero owns — a home, a business — not on their savings: a full purse with nothing to their name is no longer taxed.
- The levy taken from savings on the first of September has been returned: the treasury found the error in its own assessment, and the money came back with an entry in the diary. Tax on homes and businesses stands as paid.
- Your circle reads properly on a phone again: the name and role no longer scatter word by word, and closeness and city sit on their own line below.
August 31
4 commits · +251 · −18
Walked out
- Once enough shady jobs pile up, the hero walks out of the legal work on their own — and the diary says so now. It used to claim he had not shown up in a while, even when he worked a shift that morning.
- While your order about a craft is open — “get hired as a coder”, “work your way up a rung” — shady jobs no longer drag the hero off the payroll, nor set back a goal you have driven for weeks.
August 30
30 commits · +12 552 · −1 324
A day of corrections
- Mars is now visible on the system map — a red dot on its own orbit. There is still no road there: you can look, but there is nothing to fly on.
- A seat on the run to the Sea of Tranquility now costs noticeably less than before. The ticket office does not explain why.
- On the system chart the names of the worlds no longer overlap, whichever day you look at it.
- The city gazette no longer confuses a paid night's lodging with owning a home: paying for a room is not the same as owning it.
- Partnerships can be struck again: an order to team up with another player is no longer rejected for nothing while holding your only order slot.
- An order this world has no way to carry out is now closed at once, with an explanation in the journal instead of a week of silence.
- A mission's outcome is recorded only once — no more two conflicting endings for the same hour.
For three nights now something has been showing up on the air that has no business being there. Radio Statika promises to tell you about it, if it lasts till morning.
August 29
21 commits · +2 838 · −351
The Day Orders Held Their Course
- The trip beyond the wire now unfolds as a five-step chain — from the runway to the far hangar — and the keycard goes not to luck, but to whoever makes it that far.
- On the Milestones page, the whole road beyond the wire is visible at a glance — every stage reached is marked, not just the ending.
- Expedition entries now read like a real investigation: the hero forms a guess, meets a fact, and shifts the question — and even a bad day leaves a new lead instead of a dead end.
- Rumors about the fueled lifter and the manifest at Canaveral now actually lead beyond the wire, instead of trailing off elsewhere.
- Milestones and the mission card read in order: within a day, entries follow the way things happened, not backwards.
- What the hero learns at the end of the road is now genuinely found on the spot rather than recalled out of nowhere, and a repeat trip no longer replays the discovery.
- Progress on the wire chain now shows the right step, and the errand to go past the perimeter no longer lands on someone that city won’t let in anyway.
- An order to go past the wire is no longer knocked off course by someone else’s errand: while the hero is in that city, no request from the world will carry them away mid-task.
- The deed label under an entry now names the deed the hero is actually on the road for, not one that closed the day before.
- The road past the wire is labelled too: that ticket used to carry no deed mark at all.
- An order is no longer knocked aside by someone else’s request: while the hero stands where the deed is done — by a clinic, by a shop up for sale, by a gear counter — no errand from the world will carry them off.
- A mark appears on the Strategy tab when your character is waiting to hear from you: you have yet to give an order, or the last goal has just closed. It fades the moment you look in — even if you decide to say nothing.
- An order to reach the next rank no longer stalls for characters serving on patrol.
- An order given to the hero no longer stalls without a response: if it does not go through the first time, it is settled right away rather than hanging until the last attempt.
August 27
7 commits · +743 · −136
Now you can see what the manhunt is for
- When a job goes wrong, the journal shows what the hero was trying to do — not just how it ended.
- Next to the record it now says plainly what the hero is wanted for — pickpocketing, fraud, smuggling, a raid on their own place and so on — instead of a single bare word.
- Being wanted in several cities no longer runs off the edge of the screen: each city gets its own tag.
- Off Earth, the hero no longer bolts for home on their last credits: they take the ride only if the ticket costs no more than a quarter of all they have.
- Business that calls them down overrides this: with a goal that has an address on Earth, the hero flies.
- Care with the lunar ticket now works both ways: the hero won't fly up on their last credits and land on the base broke, where everything costs more and the way back costs the same.
- Business that calls them there still overrides the rule — both your own order and a seat in the corridor offered by the world.
August 26
18 commits · +5 602 · −3 584
His own people, home, and trade
- You can now hire help for a place of your own — a clerk at the counter, a server in the hall, a keeper at the pawnshop desk, a prentice at the bench. A payment up front, then a wage out of that same till.
- While the owner is away, staff hold the register far steadier than an empty counter — though showing up in person still beats any hired help.
- A workshop that used to sit nearly idle without its owner holds up far better with staff and an office behind it: orders are taken and recorded even when the master is in another city.
- The “hire someone” order can be built right from the prompts: pick which of your own places the hire goes to.
- The hero's home now has its own section under Belongings: type, city, district, condition, purchase date, furnishings and any sale listing. A separate line shows where he sleeps — even when the roof he owns is elsewhere.
- A big purchase now announces itself with a marker in the journal: a pet by name, a home, a business, an office. Such an hour used to read as a bare sum, and a new companion could go unnoticed for weeks.
- The debts line stays quiet when there are none: instead of a permanent “No debts”, it simply isn't there.
- A venue trades in whatever its owner lives by: spend a day at its craft, and the next day’s till is fuller. Salvage sold across your own counter pays half again what a stranger’s would.
- Two businesses in different trades work into each other’s hands, and both tills come out fuller: a workshop mends what leaves a shop’s counter, and a bar shares its crowd.
- Two businesses in the same trade add nothing to the till — but under a name people know, trouble comes around less often and the manager helps himself more modestly.
- The Business tab names which venue feeds which, and an all-time total stands beside the weekly tally.
- Crews are a thing of the past: nobody gathers a gang or a firm any more. The people who were with the hero have scattered — some stayed on to work the counters of his own places.
- A hand at the counter now lives on a share of the takings, not a fixed wage: on a bad day he earns less, but he never costs the owner more than he brings in.
- The headquarters — once an office — has people of its own: a bookkeeper holds the takings where the hero isn't, a guard makes trouble rarer, a lawyer softens tax, fines and court.
- Outfit, firm and corporation are now measured by the people behind the counters rather than by a crew: a firm means a headquarters and someone minding every counter in the chain.
- Orders to gather a gang, recruit more people or lie low are no longer taken — the world answers them with a note, and older orders of that kind fade on their own and free up a slot.
- The handbook has been rewritten for the new rules in both languages. Diary entries about climbing the ranks now speak of the places and the people in them; everything written earlier reads as it always did.
August 25
7 commits · +904 · −186
Everything in Its Place
- A new order to the hero no longer cuts in on unfinished business — it waits patiently in line until the diary tells how the previous task ended.
- What the diary says about where the hero sleeps now matches reality: a roof of their own, a rented corner, or nowhere at all.
- Named your own place? The whole diary calls it that now: at meetings, in questioning, on the hunt, in the evening summary of the day. The old name no longer surfaces anywhere.
- Entries about your business call it the same thing the city map does — when the room is refitted and when the place goes to a new owner.
August 24
10 commits · +5 333 · −324
A day of voices and roads
- A new "Rename" button next to your business lets you give it a name of your own, which then appears on the city's district map.
- A venue's name can be changed no more than once a week, tracked separately for each business; a newly bought second business can be named right away.
- Restless souls no longer sit still for months chasing a distant goal like rising in rank: the pull of the road now wins out every week or two.
- The stronger the wanderer's streak, the sooner it calls again; the count starts from the last journey or arrival in the current city, so the most settled move first.
- Far from Earth, that pull falls silent — the ticket home costs too much.
- A home no longer has to be lost only to debt — a hero can put it up for sale and find a buyer within a few hours.
- The listing can be placed from any town — a broker finds the buyer, sparing the hero a long journey just to sign papers.
- The sale price falls short of market value but well above a debt seizure, rising with the home’s condition and the hero's skill at bargaining.
- An acquaintance no longer ends when you leave town: now and then the hero gets in touch with someone from their circle — another hero, or a face from a city they left long ago. No shared city required.
- Most of the time the talk is about nothing in particular — that is how a connection holds. It doesn't happen every day, and every hero keeps to their own days.
- Someone the hero has grown close to now asks a favour in person: fly to another city and have a word with a man — the kind that lands — or collect something left there. It pays better than usual.
- A simple-looking favour isn't always simple: sometimes someone else comes for the item the hero was sent to collect. That only becomes clear on the ground.
August 23
18 commits · +3 270 · −377
The Day Everything Found Its Place
- On the system view, Earth finally leads to Earth: for anyone reading the map from the base up top, tapping their home planet used to send them right back to the base. The same fix covers stepping back from a city plan.
- The journal no longer hands your hero a parcel they are still flying to fetch: until the cargo is picked up, the entry says so.
- A delivery that is waiting on a flight now says exactly that, instead of blaming a bruised rib.
- Errands from the world now find your hero where they actually are, not in the city they left the day before.
- Fifteen new consumables have joined the mix — medicine, gifts, and contraband all come in far more variety now.
- An item's price and its worth now line up honestly: medicine pays off on its own terms, a gift is picked to match the gesture, contraband risks for a real payoff.
- You can patch your own place yourself now: a repair kit fixes it for free, if not to a shine.
- On the World tab, next to any vacant venue, it now simply says 'yours for N credits' — in every city, no exceptions.
- The hero now carries a combat ampoule and uses it when a fight turns desperate: harder hits, but for that one fight only — and the whole next day is spent crashing.
- There are also things taken ahead of time that last the day: a clear head makes a shift's craft and the gym stick better, while a painkiller keeps a wound from getting in the way — it just won't heal sooner.
- The hero no longer settles for whatever he can afford: ordered to buy a workshop, he waits for the money to buy a workshop, not the first bar that fits his pocket.
- A trip to buy something now leads to a city where that purchase is actually possible, instead of one where he arrives only to be turned away.
- “Save up” orders are no longer capped at three thousand: you can now name a sum that actually buys a business in this world.
- And if the sum still runs too high, the hero takes on what they can and says so in the very first entry about the case — both numbers in plain sight, no silent swaps.
- Work-shift entries stopped repeating themselves: a hand at the bench now has far more of them per trade, and in Nadir the shift picked up details of its own.
August 22
9 commits · +777 · −58
The day the silence finally spoke
- A place in an expensive quarter now earns to match: the address used to cost more to buy while the register was counted as if it stood in the slums. It shows most under the lunar dome, where everything is shipped in.
- A business on the Moon took twice as long to return what it cost — now it takes about the same time as one on Earth.
- Prices are untouched — a lunar venue costs exactly what it cost before.
- The handbook states the rule: the quarter sets both what a business costs and what it takes, so the payback term is held by the tier of the quarter and the trade, not by the city the door stands in.
- An order no longer trips over the rules of neighbouring pursuits: “make a friend in Canaveral”, “pull a score in Canaveral”, “run goods out of Nadir” are now taken at face value instead of being refused for nothing.
- A one-off run out of the quarantine zone is no longer treated as smuggling by default — the risk comes from your order, not from the address.
- Asking for supply from the capital is no longer refused: the hero picks a source to haul from.
- A conviction has always kept the senior craft ranks shut, but the hero used to simply stop growing — without a word. Now the hour he would have been put in charge says why he won't be.
- Entries about your own venue no longer put the owner behind the bar when they were in another city at that hour.
August 21
16 commits · +4 059 · −372
The city speaks plainly, justice finds its measure
- An arrest and the trial that follows it now read as one story: the arrest entry names the charge, the fine and the time, and hands the case to the duty court; the trial entry opens with who is defending.
- The hour's money is labelled: next to the entries you see what went to the fine, what to the lawyer, what the treasury handed back and what was seized when a bribe failed. It matches the wallet without any sums.
- A failed bribe now says it plainly: the envelope is seized as evidence, and the day's summary no longer mistakes such an hour for luck.
- A conviction no longer has to be waited out — it can be wiped by breaking into the court registry. Strong programmers pull it off; for everyone else the attempt almost always ends with a patrol at the door.
- You can order it in your own words (“wipe my conviction”); the ready-made hint under the input appears only for a character with the hands for it.
- A successful attempt clears one conviction, the same as waiting it out. If it falls apart, the diary says exactly what got in the way.
- Get caught and they come the same hour — and the verdict writes one more conviction into the file, on top of the one you came to erase.
- The world has stopped hiding its prices. Your character keeps running into real ones — a board in the square, a listing on the net, a window on the way: what a room costs, what a blade costs, what a ticket up costs.
- The “scout the place” order now takes an address: “what do guns go for here”, “what do rooms cost in Norilsk” — and the hour of asking around names a real number on your topic.
- A failed attempt at wiping a conviction no longer blames circumstance: if the skill was not there, the entry says so. And an order with almost no chance warns you up front.
- A tribunal that strikes the whole sentence says so outright: no cell time at all. The conviction still stands — the mercy is in the measure, not the verdict.
- The late hour no longer goes to waste: night falls at 22:00, and the hero gets to live it — the diary now shows the night shift, the late bar, the patrol in the dark.
- Morning now arrives almost every day instead of once in a while: the diary marks daybreak as faithfully as it marks evening.
- Now and then a fight turns out to be plainly out of the hero’s weight class — and such a meeting reads on its own: won against the odds, or dropped in time.
- An order that names a city no longer loses it on the way: “buy a workshop in Tranquility” takes the hero there, not to the first city that turns up below.
- If the named city will not let the hero in yet, the search moves to where the road is open — and the diary explains the change instead of staying silent.
- The note on a freshly taken goal no longer argues against it: taken is taken.
August 20
27 commits · +7 733 · −481
A day of trials, partnerships, and the exact hour
- An arrest is no longer a sentence in itself: the tribunal hears the case the same hour, and the journal says exactly what for — pocket theft, hacking, smuggling, an old warrant or a debt to the treasury.
- Someone speaks for the hero in court. If there is money in the pocket, a counsel is hired — noticeably better than the court-appointed one; in a city without police there is no defence at all.
- The verdict usually stands; now and then the defence shaves the term and wins back part of the fine; rarely the case falls apart — no record, no time, the fine returned in full.
- Hacking and other clever jobs finally pay what they are worth: a skilled crew now earns more than a street gang, not less.
- The hero's own people take part in the work: hackers operate from anywhere, street hands only in the city where the crew settled.
- Mayors and police chiefs now have a temper. A crooked chief thins out the patrols in his city and may quietly make a detention go away for someone he knows — the more so with something held over him.
- A gang no longer heats up forever: the heat cools on its own, and the hero can lie low deliberately — on the player's order, even pay for the quiet.
- The first order in the diary now offers a trade, a rented corner, a weapon or a new acquaintance — matters where change shows within a day or two instead of weeks of silence.
- Heroes of different players can now strike a partnership: when their venues are of different trades — a workshop and a shop, a bar and a pawnshop — both tills run fuller.
- You offer a partnership by ordering your hero to approach someone they know; answering an offer takes only a button, not an order of your own.
- An active partnership shows in your venue's card, next to supply lines and the collectors' circle — and the button to break it lives there too.
- A partnership offer can now be accepted or declined right in the diary, not only on the Strategy page.
- The venture's cash summary now notes, in a separate line, how much of the earnings came from the partnership.
- A venue's furnishings now read at a glance, with no extra click.
- A cancelled order no longer lingers in the diary: the next day's entries are not signed with a goal you already dropped.
- A flight to gather your own crew is now signed with the goal the hero is flying for.
- The diary no longer argues with your dossier: once it says a thing is done — a warrant lifted, a purchase made — the hour it happened in is left untouched.
- The diary no longer confuses the time of day: a noon meeting no longer reads as late evening, and meals are called by their right names, whatever the errand.
- A job gone wrong no longer puts the hero on the wanted list in silence: both the diary entry and the mark beside it now say what for — a pocket, a scam, cargo, a hack, or a job of size.
- The day’s summary got its facts straight: it no longer moves the hero to a city he never visited, and it tells of what actually mattered that day instead of the first small thing that happened.
- An order to get acquainted with someone the whole city knows — a venue keeper, a mayor, a police chief — is no longer turned down: the hero will go looking for that circle in company.
- A pet’s name now bends with the sentence, and the handbook says plainly that an order to save up comes true when the whole named sum sits in the pocket at once.
- The diary no longer confuses failure with success: if the hero tried to buy their way off the wanted list and it fell through, the entry says plainly that they were caught, not that the matter simply closed.
- When a botched bribe ends in arrest, the diary spells out the whole outcome: the money became evidence, and it was the sentence that cleared the manhunt.
- Also: an entry about a goal being closed no longer lingers in the diary when the hour that closed it never happened — such a line could previously claim the wanted list was clear while it plainly was not.
- When a bribe attempt ends in an arrest, the diary tells it as a scene instead of an explanation: the envelope held up to the light, gloved hands on the counter, the belt handed back at discharge.
- The handbook now says more plainly how a botched bribe ends.
- A trial entry now names the court and says what the defense cost: a day that took more than a hundred credits used to be summed up as “same paper, shorter sentence”.
- An arrest entry now describes the arrest itself, not just the line filled in on the charge sheet.
- The handbook now spells out how hired counsel differs from a public defender, and what the first one costs.
- A trial entry now says “lawyer” instead of a faceless “defence”, and names what the money bought.
- The numbers add up now: when part of the fine comes back, the entry names the lawyer's fee, the refund, and what the hour actually cost.
August 19
11 commits · +4 442 · −192
The day a crew learned to drop out of sight
- The night entry now tells the truth about where the hero fell asleep: someone who bolted their own door no longer reads about a paid cot and workhouse linen. A free shelter and a rented corner got words of their own too.
- The road is gone from that entry — no yard, no familiar venue: the night finds the hero right where they lay down, with nowhere left to walk.
- An order given while another is underway no longer vanishes — it joins a queue and waits its turn.
- Up to five tasks can now be lined up at once: the one underway, plus four more waiting.
- Waiting orders appear in their own list: drag to reorder, remove with a cross, or add a new one with the plus button. The one already under way stays first until the hero finishes it or drops it.
- A whim written over a goal already under way waits its turn too: the "right now" happens when its turn comes round.
- An order to open a pawnshop or buy a bar now leads to a business of exactly that trade, not simply the priciest one on offer.
- If the venue the order named isn’t for sale where the hero stands, they will fly to a city where it is.
- And when no such place is for sale anywhere within reach, the hero takes what stands free — and the diary says so plainly, instead of passing it off as what was asked.
- A new order: lie low. The hero pulls the crew out of sight until the patrols lose interest. Under this order they may also pay the right people for a sharp lull — once per order, after which it is free again.
- A gang's notoriety now fades on its own instead of only climbing, and a small crew draws it far more slowly. A quiet outfit is no longer doomed to a raid — a big, loud one still is.
- The character page now has order buttons under the business summary — supplies, crew, sales and more: one click fills in the phrase on the strategy page.
- Raid reports no longer confuse the crew's hideout with the hero's office: they name the sealed venue, and a collapsed firm loses its premises to creditors.
August 18
12 commits · +1 117 · −101
The day the animal got a name of its own
- The World tab’s description of Earth and the write-up of Baikonur still promised a sealed sky. The blockade holds as before, but one ship does thread it — and now those pages agree with the rest of the game.
- The snoring bunkmate belongs to the flophouse now: in a place of one's own, nobody wakes the hero at night.
- A tavern rumor no longer promises a lively evening when overheard first thing in the morning.
- The night no longer robs you twice: there is one incident per night at most, and it strikes in the small hours, not at dawn.
- You can now give your pet its own name right from your belongings — it can be changed no more than once a day, and the diary uses the new name from that moment on.
August 17
11 commits · +285 · −66
A Home, News, and a Risky Address
- Buy a home in the city where you were renting, and the rented room is no longer counted as yours: the World tab now shows only the place you own.
- A "scout the city" order now takes a single day: an hour at the counter, a round for the talker, and the hero comes back with the rundown — who asks what for a venue, and what stands empty. No second attempt needed.
- Break-ins now happen only in a rough district, and even there they became rare: in decent neighbourhoods the neighbours and the patrol keep an eye out. One exception remains — a riot in the city spares no address.
August 16
17 commits · +4 893 · −611
The day the business took shape, ledger and all
- A business now grows through stages: an outfit, a firm, a corporation. An order to build a corporation leads the hero the whole way — venues, an office, people behind the counters.
- A crew is now as large as the business can carry: the wider the chain under an office, the more people stay with the owner.
- One bad turn no longer ruins a whole chain: a rival takes the most neglected venue and leaves the rest — though the people now cost their keep every day.
- A hero's first crew follows the life he leads: one who lives by crime gathers a gang, everyone else hires a firm's staff.
- Goals that call a hero away from home — a big job, leaving town, tending his own trade or property — are now tracked correctly no matter where his base stands.
- A shop no longer takes on new orders while its owner is off traveling somewhere far above.
- The character page now has a Business tab — it opens for anyone who owns a venue, an office or a crew. Venues, office and people moved there from Belongings and Acquaintances, and at last they stand together.
- There too is the week in credits: what came in, what went out and what is left, broken down by heading and with a figure for every venue. Until now that money added up nowhere.
- About your own crew the main thing is now plain: the law either hasn't noticed, or is taking notice, or is about to come down.
- The diary no longer confuses wealth with poverty: a character with money in hand won't claim they spent their last coin.
August 15
11 commits · +3 896 · −300
A day the road to the Moon became visible end to end
- The hero no longer buys a business on a whim: a venue costs more than anything else he takes on in a lifetime, and he now makes that purchase only at your order.
- Money set aside for a goal — a sum, a home, a business, an office, a journey — no longer drifts elsewhere: any other big purchase draws on what is left over and nothing more.
- An order to sell a business is carried out at once: the hero goes looking for a buyer himself, and if the venue stands in another city, he flies there first. Before, he waited until hardship forced his hand.
- A solid craftsman more readily takes a shift than minds his own counter: work elsewhere feeds him better.
- The world calls half as often as before, and waits longer after a finished errand — more room is left for plans of your own.
- Arriving in a new city, the hero no longer bolts back to his own roof the very next day: what he owns calls him home no sooner than his fifth day in the new place.
- The papers have learned to write about what actually happens: every kind of event can reach the page now, not just a familiar dozen, the rare outweighs the everyday, and the same occasion no longer fills the whole issue.
- At the top of the news tab there is now a “What concerns you” panel: what in today's issue is about your hero and his city.
- Radio Static broadcasts city by city now: the hero hears the channel of wherever he is. And the desks argue with one another, remembering what they ran yesterday.
- The clothing style you pick now reaches the hero in days rather than weeks: change it, and the hero re-dresses at the first chance to stop by a shop.
- Dressing to taste is now within reach of a hero of modest means, not only a well-off one.
- While saving toward a major goal, the hero is not left in rags: dressing decently is fine, luxury waits until the goal is met.
- The flight to the Moon is told leg by leg: the climb off the surface, the transfer to the interplanetary ship, the crossing — and a short craft down before landing. The diary shows what the hero boards next.
- The road is two hours longer now — the ticket costs the same. Departures run until evening only: the flight has to land the same day, so from a late hour the hero simply waits for the next one.
- An hour in the void no longer opens with a city street: an entry aboard ship won't start with the dust of a city half a day away.
August 14
20 commits · +4 811 · −514
The Day the Bar Started Talking Business
- An order about work can now name the city: "get taken on as a mechanic at Baikonur" — and the hero will fly there to be hired, not to the nearest place that happens to fit.
- If nobody teaches that trade in the named city, the game says so plainly and drops the order — the slot frees up at once instead of after a week of waiting.
- Told to reach a distant city, the hero saves for the road: until the fares are covered he stops spending on trifles and takes work more readily.
- Food, a bed and treatment are never taken from those savings — the hero saves for a ticket, he doesn't starve for one.
- A clear order like "become a coder" no longer hangs unanswered: the hero gets to work even when the world didn't catch the wish on the first try.
- Diary entries about evening, night, or the small hours now appear only when it truly is that time outside.
- A night at the flophouse no longer brings two or three robberies back to back.
- Whoever reaches the Moon comes off the ramp with a keepsake — it can’t be sold or lost. And for those off the very first ship, the airlock warden cuts a mark no one else will carry.
- The World tab now shows what the cheapest business in each city costs. Own one already? You also see your own price: every next place comes dearer — no longer a surprise at the till.
- A new order: scout the city. Your hero flies out and asks around at the counter — which venues stand empty, where, and for how much. What he learns shows on the city card and goes stale in a couple of weeks.
- Tables no longer play only dice: darts in a bar, pool in a club, cards in a den, backgammon at the Bazaar. The venue picks the game, and each tests something else — luck, a steady hand, counting, a poker face.
- Bar rumors now carry real news: what is happening next door, what the empty venue across the street costs, what this town simply lacks. The old blockade-era gossip is rewritten — the world moved on.
- An order to scout a city still out of reach for your level no longer sits stuck forever — the game resolves it with a note and frees your goal for something new.
August 12
27 commits · +6 609 · −2 826
A day of pawnshops, escapes and honest venues
- A seat on the only run upward now costs nearly three times what it did. A ticket to the Moon is something you save for, not a stop on the way out of Nadir.
- The order to “find out the truth” is no longer taken on, and the world has stopped handing out such errands: the questioning led into a circle of versions with no way out. The mechanic is being rebuilt.
- Investigations already under way close themselves: the order slot frees up, and the diary keeps a line about there being no one left to ask.
- The game's description and the handbook no longer insist the sky is sealed shut. The blockade stands where it stood, but the Nadir-to-Moon run is part of the rules now.
- An order to leave a city now works: your hero understands “get out of here” and moves.
- Where to flee is the hero's own call — the nearest open city, favoring one where no one has heard of the manhunt.
- The diary closes the matter by naming both cities, and admits plainly that the wanted notice stayed behind in the city they left.
- Your pet no longer disappears overnight: the cat, dog, songbird, rat or gecko is still there in the morning, and a week later.
- Anyone whose pet went missing has it back — the same animal, same name, same day it first turned up.
- And the hero no longer buys a second pet having forgotten the first: the corner now holds one animal, for good.
- Craft ranks on the Character screen were renamed: shop foreman for mechanics, shift boss for miners. A post and a skill no longer share a word, so it is clear which is which.
- A pawnshop can now be bought and run like a bar, an eatery or a shop. It lives on pledges, unredeemed goods and old things, and the price here is said once, with no haggling.
- Its troubles are its own: stolen goods spotted at the counter, a former owner back for his pledge, a forgery taken in as the real thing.
- At a pawnshop of one's own the hero stops being a customer: pawning on a bad day and buying used gear happen only at someone else's counter.
- A circle of collectors gathers around the pawnshop: they bring their errands to that counter and no other. It holds about a month, and there is always something to fly for.
- Some of these pieces travel with no papers — an inspection can take them. What becomes of one you learn after the fact: a museum for some, an ashtray for others.
- The hero's sudden whims now play out at once — waiting for them used to take up to a day and a half.
- The order slot frees up the same hour: the next goal can be set right away, without waiting to see how the stunt ends.
- Three pictures a day instead of two: the hero's day is illustrated more generously.
- Illustrations no longer disappear from the part of the day already lived — a picture that used to vanish until the next morning now returns to the feed the same day.
- Money set aside for a goal no longer leaks away on small spending — the order to save now truly keeps it untouched.
- The street trader gives a saver a wide berth: there is nothing to discuss with someone whose cash is all spoken for.
- Upgrading gear, a night at the club, dice, and a wager on the road all come out of spare cash — what is set aside stays set aside. Food, a bed and a doctor still draw on the whole purse.
- Two people who buy the same place on the same night no longer end up sharing one counter — the venue goes to just one of them.
- A city has only so many venues, and the world no longer hands out "get a place of your own" errands: from now on a hero takes over a counter on your order or by his own choosing.
- Anyone who was sharing a venue with another owner has moved out: one keeps the old place, the other takes a free one of the same kind nearby — contracts and all.
August 11
46 commits · +8 768 · −701
The day the diary found its face and its word could be trusted
- The hero's diary now carries illustrations: up to three a day — unique ones for major events, ready-made scenes for routine moments matched by city, time of day, and hero.
- Images are now cropped more carefully — a wide frame on desktop, a clean square on phones, and ships finally match their routes: atmospheric craft between cities, a landing ferry on the Moon.
- The player's word in an order now shapes the hero's effort more than the world's own assignments: the diligent push harder, the reckless lose discipline.
- The introductory tour is shorter: the last card drops its pitch, and finishing it leaves the hero on the Diary rather than the map.
- A cancelled goal no longer leaves an evening diary entry about work that was already called off.
- The note about saving your hero is laid out more cleanly.
- Two entries from the same day no longer share one illustration: when no fresh image is free, the entry simply stays text.
- Diary illustrations now appear for every hero, not only those whose feed was read recently: come back after a break and the diary looks just as rich.
- The diary shows two illustrations a day instead of three — they go to the biggest events of the day.
- Encounters, the closing of a case and a first arrival in a new city still come with a picture of their own.
- Suggestions now sit under the order field on Strategy: open a direction — work, money, housing, business, the road, people, the hero — and take a ready-made wording. It lands in the field; edit it as you like.
- Only what the hero can actually attempt shows up: cities that would turn them away and property they do not own stay out of the list.
- The "one more venture" goal no longer confuses dream with fact: if the hero already owns a place, the game speaks of a new one instead of urging him toward a bar counter that is already his.
- Already-written entries about a deal in progress have been re-read and fixed where the hero was credited with someone else's dream.
- The diary now names the true reason for a flight — the player's order or a world errand — instead of confusing it with an unrelated goal of the hero's.
- The diary now names the true reason for flying: the hero heads toward something he means to build, not toward a place already waiting for him.
- Bribing your way out of a warrant now costs a share of your money, not a flat fee, and can fail — losing the money, leaving the warrant standing, and getting you arrested. One attempt a day.
- The order to clear a warrant by bribery now looks at every city where the hero is wanted, not just today’s events: a hunted hero is no longer turned down with “nobody is looking”.
- Rotterdam has an unclaimed-freight broker now: he files as lost whatever has found a new owner. So the port finally has someone to pay off a warrant with — before, the only option was to fly out.
- He also turns up in questioning when the hero is chasing a disappearance, and he pays better for what gets brought in.
The diary no longer only tells — now it shows.
August 10
23 commits · +6 490 · −1 392
The Hero Settles In
- Entries about errands and goals no longer act out their own heading: the hero is busy with what they are actually doing — the work, the training, the road — instead of a scene invented from the title.
- A few of the errands about the hero needing to grow have new names: the old ones read too literally.
- The card inviting you to keep your hero safe now appears very early — within the first minutes of play.
- Linking an account now brings a gift to your journal — a keeper's charm and fifty credits — promised right on the card and in the Account tab.
- Pets now truly share the hero's life — waiting at home, riding along in a carrier, and asking for food off the shelf.
- An order like “get a cat” is now taken literally: the hero will find the right counter, even if that means flying to another city.
- A pet can be bought at the shop or trading house of any city that keeps that kind.
- Only one pet at a time: taking in a new one means finding the old one a good home.
- Five kinds in all, each with its own range and price — a cat or bird brings quiet nights at home, while a dog breaks up nighttime break-ins.
- The record of haggling over a pet now names the creature bought, not just the price and the handshake.
- A goal you drop no longer reports its progress: an evening entry could still call the matter alive hours after the hero walked away. The goal now clears from the header at once, too.
- A pet is now rarely acquired on the very first day — the urge to get one tends to arrive only after weeks of living.
- When directly ordered to get a pet, the hero does not wait for the urge — it happens right away.
- The hero has finally learned to save: part of the day's earnings now goes into a reserve, and a workshop or a place of one's own becomes something within reach, not a mirage.
- The shelves now hold goods worth a week's savings — new clothes, better weapons and gear, costly gifts: the gap between cheap trinkets and big purchases is empty no more.
- A new handbook page gathers every rule of the world and every order the hero can be given, with a table of contents and plain explanations instead of dry numbers.
- The "share entry" link now leads straight to the right page of the diary, not just to the hero's page.
- Gifts are more considered now: the hero won't offer a prized item for a trivial occasion, nor bring home one more of something the pockets already hold.
August 9
4 commits · +580 · −45
A day of things finally connecting
- An order to deliver a parcel no longer vanishes without a trace: name no city and the hero picks the cargo up where they stand and runs it to the nearest neighbour.
- And an order to a city that still turns the hero away comes back with a refusal and a reason, instead of holding the one open errand for good.
- The Subscribe button on a hero's page is now visible and usable by any reader — even a random guest arriving by link, with just an email to confirm.
August 8
34 commits · +10 760 · −1 341
From First Venue to an Honest Refusal
- A hero can own more than one place — but only one per city: nobody stands behind two counters at once, so growing means flying somewhere new.
- Each new venue costs more than the last: the register takes its cut up front, and the more places you hold the pricier the next one gets. The city's levy on a chain is heavier too.
- Past a certain point one pair of hands is not enough: you need an office with people to keep the books. Clerks draw wages every day — but places left without their owner sag far less.
- An order that cannot be carried out as written no longer vanishes without a word: asked for a venue where one already stands, the hero explains it in the diary and takes on what he can.
- The hero now has clothes: pick a style on the Strategy tab, and he will buy something new himself.
- On the first day a ready-made order waits right in the diary feed, not only on the Strategy tab.
- The order to gather your own crew no longer stalls in refusal when you already have one — your hero simply grows it to full strength.
- Refusal still stands only where the obstacle is real — no business of your own, or the wrong temperament for the job.
- Asking to open or buy a place — a shop, a stall, a warehouse — is now read as a purchase, however shady the place is meant to be.
- When the goal was a shop for shady dealing, the purchase now tells of a smuggling channel — not the honest supply route it used to mention.
- A smuggling supply route pays double or more what an honest one does, but every day carries the risk of a raid — a search, a fine, a broken deal, even arrest or expulsion from the city.
- A supply contract — any of them — is not offered to just anyone: it takes a name in the trade and a knack for haggling, or the wholesaler will not talk. The purchase now says plainly what is missing.
- Having bought a business, the hero now notes in the diary that the shelves stand empty and goods could be brought in by a steady supplier.
- The urge to open another establishment now leads the hero to a city where the purchase is actually possible, instead of shuttling him back and forth for nothing.
- Whether a deal is affordable now accounts for the cost of travel, so the hero no longer arrives without enough left to close it.
- When the shop was asked for because of the goods, the hero says so from day one: the counter first, supply after. The opening entry used to describe a shop he did not yet own.
- When the shop was asked for because of the goods, the hero buys a shop — not the priciest room in sight. He used to fly out for a stall and come back with a kitchen: goal closed, nowhere to haul goods.
- If no counter is on offer, he takes what there is: the hour to buy comes rarely, and leaving it empty-handed is worse.
- The road to a new venture now leads where it can actually be opened, and keeps him there instead of shuttling him about.
- The diary now has a “read more” button that loads earlier chapters, opening up more of the hero's past than before.
- The diary's opening chapter no longer breaks off mid-day — it now reads through to the end.
- Telling your hero to get well is now a goal of its own: it ends when he is healthy again, not when he grinds out another level.
- He travels for treatment only when badly hurt: a scratch that a night's sleep would mend is no longer worth a day on the road. Detroit, Atacama and Canaveral have no clinics, so the goal never sends him there.
- Give the order to a hero in good shape and it comes back as a brief diary note: there is nothing to treat.
- Every goal is now judged by how things stand AFTER the order was given: what was true before it no longer counts as done.
- The diary now speaks day by day about how a goal is progressing, instead of falling silent between its start and its end.
- An order that cannot be carried out as written no longer hangs for weeks: the hero explains why in the diary. Asked for a shop with supply where there is nothing to trade, he says so plainly.
- And if it simply did not work out — ten days without a single new place — the hero drops the idea himself and says what stood in the way: nowhere left to grow, no counter to be found, or the money never came together.
- Refused goals now appear in Milestones along with the reason: such an order used to vanish without a trace, leaving no way to tell what went wrong.
August 7
16 commits · +3 148 · −333
A Day of Honest Reckoning
- City news now shows the whole past day: a rush of newcomers no longer crowds out the desks' bulletins.
- Same-shaped notes about arrivals and departures fold into one line — tap it to read them all.
- An owner away on a journey no longer gets swept into brawls or raids back at their own place — such trouble only touches them while they are actually there.
- In the news, a person's name now leads to their page everywhere it is mentioned, whatever shape the sentence gives it.
- The diary now offers three new kinds of goals: one decisive heist, training a trait up to a chosen level, and building your crew to a set size.
- A heist is a single big score, not a permanent slide into crime — it can even lead the hero to a free city.
- Weighing a goal, the diary now accounts for the hero's business, home, and crew, and no longer swaps in a different city without an honest reason or a whim.
- The 'still being weighed' notice and the option to call off a goal now agree on whether it can still be undone — no more stuck, confusing notices.
- In the English version people's names now read in Latin script — in the diary, the news and the letters. A name you typed in yourself stays exactly as you gave it.
- A mechanic with an outfit now grows real craft through it: the crew's days feed the same skill as their shifts — the one on the character page, the one that earns ranks. Recruiting and takings count by it too.
- A goal to gather or grow your own crew now brings the hero home — to the city where their venue stands: that is where people gather, and away from it there was nobody to call.
- An order that never got anywhere the hero drops on their own: called for weeks with no takers — or nowhere left to gather. The slot frees up, and Milestones keeps a "didn't work out" card.
- Only a living crew can grow — a scattered one cannot be built back up out of nothing.
August 6
13 commits · +3 068 · −972
An Honest Start, a True Name
- The entry about the hero taking on something new no longer hands them what they lack: a revolver, a full wallet, a crate already loaded. And the thing itself has not begun — the hero has only just decided.
- A few such entries from the last days have been rewritten.
- A stray line with the clock time no longer opens the entry.
- Norilsk, Rotterdam, and the Domes gained a mechanic's trade, Detroit a coder's, and Norilsk a docker's — fewer reasons now to scrape by on odd jobs or drift into someone else's line of work.
- A job closed by a scene of its own no longer gets a second entry about the same hour: the diary keeps the scene, with the note about the finished goal right under it.
- A courier parcel looks the same from start to finish — what was picked up is what gets delivered.
- Milestone entries for an ongoing job now run newest to oldest, so there's no more scrolling to the bottom of the card.
- Names now bend to fit the sentence, in diary entries and in descriptions alike, instead of standing fixed in the nominative.
- Women's surnames no longer take a man's ending by mistake — entries about heroines now read true.
- Compound names and inherited nicknames keep their true shape even as the case of the surrounding phrase shifts.
August 5
46 commits · +16 331 · −1 180
The City Came Alive, the Hero Drew Near
- Cities now have parks and back-yard courts. The hero sits out a quiet hour, falls into a bench conversation — and plays whatever this city plays: hoops in Detroit, backgammon in Istanbul, a rink under lamps in Norilsk.
- An evening need not involve a glass: a gig at the club (what plays depends on city and hero) or karaoke, which lifts the weight. At the bar, tea and coffee come up more often — and before noon, more than a drink.
- The hero reads: a battered novel, somebody else’s manual with notes in the margins, poems in foul weather. Once in a while something of it sticks.
- A fight is no longer easy money. The opponent fights back, now and then someone is out of the hero’s league, and a win almost always costs health. A battered side and a third fight in a day tell on the next one.
- Fight entries say more: what the hero swung, whether the armour took the hit, and how it ended. An evening brawl in a bar can end with a bill for the furniture; a street fight in a policed city, with a patrol fine.
- Once in a while the hero takes to keeping a notebook and writing the day down in it.
- Subscriptions now show a hero's day instead of a single line from it: several events from the day — work, meetings, an evening out, the road.
- Everyone you follow now gets their own block: a name, and their entries beneath it. Before, other lives ran interleaved by the clock, and following any one of them was impossible.
- A hero's latest day is shown in full, earlier ones briefly: the feed stays readable even when you follow several people at once.
- The assignment now comes with an address, and the city is no longer one place: today's shift is in one quarter, tomorrow's in another. The entry shows where the day went — riverside warehouses, dock ramps, a back yard.
- The higher the hero stands in a trade, the less the shift looks the same. An apprentice holds the lamp, a senior hand runs the assignment, and whoever reached the top never picks up a tool all day — and tires more.
- Work entries stopped coming back around every third day: each trade has three times as many, and city, quarter and hour show through in all of them.
- Courier jobs no longer complete themselves: the cargo really has to be picked up, carried and handed over — the pay comes from the recipient.
- A machine shop has opened in every city. Gear is upgraded there now, not at the pawnshop, and the work depends on what the hero carries: a barrel gets zeroed, a blade honed, a club weighted.
- You can buy the shop and take the bench yourself. Orders pay better the more the owner actually knows the trade — a shop without its master just stands there.
- The pawnshop and the workshop no longer disappear from a city: when one venue goes dark, another opens in its place, and the city is never left without a pawnbroker or a repair bench.
- A stranger’s crate from a street story no longer lands on the same day as a courier delivery, and in the journal such a story now carries a name of its own — so yesterday’s entry and today’s are visibly the same thread.
- The Character tab now has an “In your keeping” section: what the hero carries for someone else — mission cargo with its route, and a stranger’s item taken for safekeeping.
- An order to go crooked now takes the hero where such work is possible: under thick patrols he gets collared long before he earns a name. Cities differ in earnest on how tightly the law is kept.
- The goal’s progress is now visible: jobs both clean and botched, arrests, joining the trade and swearing the patrol oath are marked in the diary and gathered onto a card under Milestones.
- And if it never works out, the hero drops the idea himself: Milestones keep a “didn’t work out” entry, and the slot frees up for a new order.
- When the hero is taken in the act where the law is strict, the desk explains which city handles the same thing without paperwork.
- Small inaccuracies on the store page were fixed — the world’s year and the cover image.
- The diary no longer stumbles mid-entry: a sentence inside a record now opens with a capital letter — be it an opponent, the weather or a rank.
- Market stalls and trading houses have opened around the cities. You can buy one the way you buy a bar and stand behind the counter yourself — the better the hero haggles, the better the day's takings.
- A shop owner can be told to set up supply: the hero flies to a supplier and strikes a month-long deal, and the takings run richer throughout. No shop yet — the order turns into shuttle work instead.
- New gear now comes from a shop, secondhand from the fence: only he takes your old piece against the price, but nothing above the middle of the scale ever turns up on his shelf.
- Trade has its own troubles instead of barroom brawls: shelves picked clean, a till come up short, an inspection at the door. Which one calls depends on the owner: the careless get robbed, the tight-fisted pay more.
- A fire in a shop no longer leaves only ashes: whatever was carried out comes back as money.
- The hero drops into other people's shops too — for a soda, some odds and ends, a ration for the pocket or a small gift, and when the money allows, something rather more serious off the shelf.
- The journal now names the hour when the hero was put on the wanted list — and the hour it was lifted. Before, you could only guess from hints in the text.
- A goal you set now shows up in the diary within the hour: the hero decides to take it on, and you read about it right away — not in a single closing entry a week later.
- The hero also says, in their own words, what they took on instead when the original was out of reach.
- The biography in the dossier now keeps to the size of a caption under a name: shorter, plainer, no sprawling retelling of the past.
August 4
18 commits · +3 101 · −213
A new pursuit at the edge of the world
- The line about the veteran’s badge in the hero’s dossier now reads as a proper sentence of its own.
- The hero sits down to a game of dice no more than once a day — an evening at the table is now an event, not background noise in the feed.
- Whether he plays at all comes down to temperament: an inveterate gambler finds a table almost daily, a hero indifferent to risk only now and then. The gambling slider and his character speak as one.
- A fair calls him to the tables and a set goal can steer him away — and that now shows in how many evenings he spends playing.
- When a skill grows — say, "+1 code" — you see it right in the diary entry itself now, not only in the day's summary.
- The day's summary is now shorter and sharper: first what the hero gained or lost and why, then the day's real events; weather and small details stay in the background.
- Once your hero sees a goal through, the rest of the day is their own again: the “done” entry used to arrive at midday while the hero kept at the very same thing till nightfall — now the day moves on.
- A night out is no longer described as an evening when the hero went at noon: the late light of the hall and talk that runs long now arrive only when evening truly comes.
- Friendships and feuds on the Character tab no longer run ahead of the diary: an acquaintance changes sides exactly when you read about it in the feed.
- A few entries slipped on the heroine's gender and left a speaker's role uncapitalized — both are fixed.
- The notes you leave under diary entries are read by a real person. Several of these fixes came from exactly there — thank you.
- At the far edge of the world there is a new, risky pursuit — the kind those who return don't talk about. The daring may come back with loot, with bruises — or with a weight heavier than any bruise.
- Fresh rumours are making the rounds of the bars. Listen to what's whispered over the counter — and don't be quick to believe it.
August 3
12 commits · +1 550 · −460
The journal grows sharper and clearer
- The diary now says why the hero was picked up: caught in the act, taken off the gangway on an old warrant, or collared by their own inspection. A dismissal names its cause too.
- Returning to an old trade no longer reads like a first hire. With a live record it is said plainly: no rung above the second until the file lapses.
- A shared hero page no longer lags a day behind: city, trade, traits and marks now show the same hour the diary does.
- The note about where the trade you fancy is taught no longer gets the hero's gender wrong.
- The “while you were away” recap now links straight to the diary entry: tapping it clears the recap and carries you to the entry itself.
- The entry you land on is marked in the margin — you see it at once, without hunting for it.
- In your own diary, the Share button now sits in a row with the like button, beneath the entry text.
- In someone else's diary, in daily summaries, and in milestones, Share stays where it always was — in the margin.
- Pursuits outside the ordinary trades — say, a dream of becoming a wrestler — now show up in the journal regularly, instead of vanishing from view for weeks.
- These pursuits now surface not only in journal entries, but in brief moments between tasks and in meetings with other people.
August 2
33 commits · +10 668 · −1 803
A world that knows its heroes by name
- The hero now trains for the trade the goal leads to, not the one that pays today: told to become a coder, the hero sharpens the mind at the hall, not the fists.
- The craft ladder now has six rungs instead of four, and the top two open through a city's regard and years spent there, not raw skill.
- Returning to a familiar trade no longer sends you to the very bottom — you resume one step below where you left off, not from scratch.
- A criminal record still caps how high a return can reach — with a mark on your name, the second rung is as far as you go.
- Someone returning to service is no longer mistaken for a raw recruit — the oath and rank on return reflect who they actually are.
- The city now goes about its own business around the hero — passing scenes and strangers fill the streets, and each quarter is recognizable by its small details.
- An investigation is no longer about nobody in particular: a case now has witnesses, a go-between and the person being looked for — all named, and those names hold until the case is closed.
- Investigations move twice as fast: versions come together sooner, and the goal actually reaches an end instead of dragging on for weeks.
- When a missing-person case closes, the hero is named alongside the person they were looking for — and the newsrooms pick it up.
- Work entries no longer trail off into blank text on shifts that bring no gain in skill.
- Diary entries now repeat noticeably less often from one day to the next.
- When the hero takes up a pursuit the world has no place for, the diary now explains how the hero makes sense of it — and how it turned out.
- Heroes who lived to see the five-hundredth update received a letter from the Game Master, credits, and an unsellable Veteran’s Badge.
- A place of your own no longer costs the same as a slum room: a venue in a decent district is now priced like one, and the top of the range is something to aim for rather than window dressing.
- Balloons in the celebration letter show up right away instead of half a minute late.
- The diary entry buttons — like, suggest, share — are now always visible and no longer blend into the page.
- A quest to find someone now leads to an actual living hero — the diary names them; if no one matches, the job unravels into a note instead of a brawl with a stranger.
- How the search goes depends on the bond: a friend gets a call and word within the hour, a stranger gets asked around, and hunting an enemy takes twice as long with the risk of running into his people.
- How the meeting ends is set by the order, not by chance: talk, drink, dice, make peace or attack. The entry shows up in both heroes’ diaries — and an attack puts the attacker on the city’s wanted list.
- The person may move on while the hero is still travelling: the trail goes cold, part of what was gathered is lost, and the search starts over.
- Quest banners atop the diary now carry the same marks as the goal line on Strategy: a note on where the quest came from, and a link to its entries in Milestones.
August 1
41 commits · +10 978 · −1 426
The day the world grew clearer
- The hero's diary gained nearly two hundred and fifty new entries about everyday things — dice, the tavern, work and crafts, food, lodging, forays, fights, rumors, and walks — each one longer and more alive than before.
- The hero now has a new section called Circle, showing his acquaintances and friendships with other heroes in the world, including those who are no longer among the living.
- Establishments have become places worth recognizing rather than nameless dots on the map, gyms have appeared in the cities, and training now actually happens in them.
- Moving between errands and city districts is now its own small scene — how the hero got there, what the weather is like, and what the new street looks like.
- Entries more often name where things are happening and tie one event to the next, rather than reading like a stack of unrelated postcards.
- Weather in the entries is now mentioned more precisely — only when it actually changes, not in almost every line.
- Small rough edges in the writing have been smoothed out — gender agreement, case endings, and other text glitches.
- A mission goal no longer drags the hero back and forth between cities once the right one is reached; and the weather is now announced along the way.
- Telling the hero to hit the gym now really decides the kind of training, instead of leaving it to chance; a goal set without details follows the craft, and there is a sixth kind — talking and haggling.
- A goal to take up the trade or to put on a badge no longer collapses by chance: while the goal stands, the opposite road is shut.
- Dark deeds are finally visible: a tally now sits above the chronicle, and the first job is marked as a milestone.
- Past mission cards are folded into a single line — the goal in progress is visible at once, and old ones no longer take up the screen.
- When hired back into a familiar trade, the hero is sometimes reminded of the old rank — the hands remember the work.
- Roll captions under a trait are simpler and clearer now: just the trait and the item's bonus, with nothing extra.
July 31
3 commits · +659 · −19
An Hour Behind Your Own Counter
- A hero who owns a business has a new pursuit — an hour spent tending their own counter, up to twice a day, while they are in the city where the place stands.
- That hour pays less than an ordinary shift, deliberately: a place of your own is worth having not for the money but for what grows around it — standing in the city and a room that stops decaying.
- In their own establishment, the owner drinks on the house.
- The takings report no longer claims the hero spent the day behind the counter when they were a thousand kilometres away: a business run in absence now has its own entries — a share sent on by the manager.
- The Character tab now explains how a craft skill grows: not every job adds to it, and the higher the skill, the rarer the gain.
July 30
8 commits · +1 681 · −63
Of pull toward home and a shorter feed
- A place of one’s own and a business of one’s own are no longer forgotten: the longer the hero is away, the stronger the pull back — and what has been left untended calls louder still.
- The diary now explains such flights: pulled back home, or time to see whether the counter is still standing.
- Your orders still outweigh habit: if the goal leads to another city, nothing will turn the hero homeward.
- On the phone, the hero's biography in the feed now fits in three lines — tap to read it in full.
July 29
15 commits · +1 381 · −246
The day time, money and goals fell into place
- Diary chapters now follow real days — midnight to midnight. The date above a chapter means exactly what it means on a calendar.
- The day's tally arrives at midnight and opens its own chapter — together with the story of that day, as a single entry.
- That entry leads with the story and puts the numbers underneath: money, experience, what grew, where the hero moved.
- Pay finally depends on the city: wages run higher where it is harder to settle or costlier to live. Rotterdam pays above average — but no longer «best of all», as it used to claim.
- The World tab now says, under each city map, how the place pays: generously, above average, about the same as anywhere, or stingily.
- A goal now carries a “?” mark: it tells you whose order this is — yours or one the world handed over — and for yours it shows the very words you wrote.
- Once the diary has entries about a goal, a second mark appears beside the first and takes you straight to them in Milestones.
- The “What do you want from your hero?” section is rearranged: the field for your order comes first, the note on how the hero reads it sits under the field, and the world’s errand goes last.
- Journal entries no longer start with a lowercase letter — even when the line opens with a name, a detail or a time of day.
July 28
30 commits · +3 533 · −767
A World, a Journal, and a Life Made Clearer
- The World tab now has a history: a century and a half of events — how the cities lost their work, where the money came from, and what happened to the sky. Map and history now sit in separate sub-tabs.
- The history has people in it: the engineer who ran the lift figures, the woman who ran a far colony, a union leader and a dealer — with dates, deeds and habits that outlived them.
- The map no longer mistakes scrolling for a tap: the finger you scroll with won't pick a district or open a city.
- The place name moved below the map, so the page no longer jumps when you go from the world to a city.
- In Account, “start over” and account deletion moved down next to the terms, and the notifications block is hidden in browsers that can't do them.
- The day's tally no longer mistakes an upgrade for a loss: the smith improved the thing, not took it. And the diary now names that very thing, not a lookalike.
- The “How it works” guide got more restrained: less kitchen, more of what the character has to find out for themselves.
- Diary entries feel tighter now — the reaction line and the gain numbers now share a single row, while buttons stay just as easy to tap.
- Paragraphs from the same hour now sit closer together, and a new hour is marked more clearly — the diary reads as one continuous story rather than scattered fragments.
- The what's-new window now remembers the specific note you read, not just the day, and looks back three days — evening updates no longer slip past unseen.
- Those who enable geek mode now see more detail — color for gains and losses, extra figures, and precise numbers behind each entry.
- The world map shown in full no longer holds your finger: a swipe across it scrolls the page on. Zoom in and the gestures are the map’s again — and a tap on a city always works.
- When several updates land on the same day, What’s New now shows them as one entry in order, instead of splitting into duplicates with the same date.
- The road into crime is now measured by real jobs pulled off, not by stealth alone — the goal of becoming a thief no longer stalls, whatever trade the hero actually works.
- That tally of deeds stays with the hero through any change of trade and survives a criminal record — it belongs to the person, not the job.
July 27
12 commits · +5 518 · −715
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
53 commits · +19 462 · −2 001
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.
July 25
46 commits · +19 511 · −5 195
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.
July 24
25 commits · +12 906 · −1 174
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.
July 23
4 commits · +349 · −108
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
5 commits · +2 018 · −165
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.
July 21
15 commits · +6 985 · −525
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
8 commits · +1 329 · −186
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
18 commits · +5 356 · −844
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.
July 18
7 commits · +1 610 · −129
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
13 commits · +3 740 · −186
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
13 commits · +3 050 · −256
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
9 commits · +2 198 · −352
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
37 commits · +12 512 · −1 254
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
43 commits · +18 835 · −1 922
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
55 commits · +24 359 · −3 368
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.
July 11
26 commits · +23 582 · −1 238
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.