Six historical periods. Probability tuned to what the record says should happen. Death permanent, no plot armour, no second chances within a run. Every significant change that shapes what happens to you — tracked as it ships.
39 changes tracked
APRIL 2026
2026-04-18
Pamphlets shortened; long narratives now scroll in place
Period pamphlets capped at two short paragraphs. Long responses no longer get clipped — the narrative box scrolls independently.
2026-04-13
In-game dialogue no longer triggers the rules response
Speaking in character about time-travel is now understood as in-world roleplay, not a question for the narrator.
2026-04-11
Starvation paced against real in-game time
Hunger can no longer decay a full day in a single glance — decay is capped per action so you never get a sudden game-over.
2026-04-04
Actions ~20 seconds faster
The update phase now runs in parallel with narration.
2026-04-04
NPCs no longer answer on your behalf
Dialogue stays in your voice. When a merchant is asked a question, the merchant answers — not you.
2026-04-03
Auto-play: 15 personality presets + STOP button
Stoic, Daredevil, Tactician, Diplomat, and more. STOP cancels mid-action.
2026-04-03
Narrator can no longer invent items or skills you don’t have
If it isn’t in your inventory or your history, it can’t save you.
MARCH 2026
2026-03-31
Auto-play plays as a time traveller, not a game character
Aware of hunger, weather, constraints, and recent world events. Cautious by default, decisive when pressed.
2026-03-31
Probability engine overhauled
More balanced outcomes, preparation actually pays off, reckless actions carry weight.
2026-03-31
Time passes realistically
A glance takes minutes. A journey takes hours. A feast takes a day.
2026-03-31
Deaths are physical only
No metaphorical or emotional deaths — if the story ends, it is because your body cannot continue.