CHANGELOG

Every action has a real consequence.

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
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.
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.
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.
Actions ~20 seconds faster
The update phase now runs in parallel with narration.
NPCs no longer answer on your behalf
Dialogue stays in your voice. When a merchant is asked a question, the merchant answers — not you.
Auto-play: 15 personality presets + STOP button
Stoic, Daredevil, Tactician, Diplomat, and more. STOP cancels mid-action.
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
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.
Probability engine overhauled
More balanced outcomes, preparation actually pays off, reckless actions carry weight.
Time passes realistically
A glance takes minutes. A journey takes hours. A feast takes a day.
Deaths are physical only
No metaphorical or emotional deaths — if the story ends, it is because your body cannot continue.
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