What changed
1 fix2 additions5 changes0 removals
- Performance
- Gameplay
- UI and audio
- Store
changedBig one this cycle. We pushed hard on Steam integration, accessibility, online stability, and performance. Here's everything that landed.
addedSteamworks Integration Achievements are live — Steamworks API fully integrated. (#84) Steam Cloud Save — your local scores and settings now sync across devices. (#85) Steam Friends — invite and join your friends directly from the overlay. (#86) Steam Leaderboards — compete for top scores and fastest answers. (#87) Crash & error reporting added for faster fixes. (#89)
fixedOnline Multiplayer Network optimization — reduced message size and frequency for smoother online play. (#97) Under the hood: event-driven UI initialization (no more per-frame polling on connect), singleton caching for game-manager lookups, and allocation-free lobby sorting. Joiners can now leave a game once it's started. (#59) Joiner-specific in-game menu — joiners now see only Main Menu / Back instead of host options. (#62) Player list redesigned — 2 columns × 4 rows so names no longer overlap; host always shown first. (#61) Fixed: clicking Main Menu sent host and joiner to the wrong screens. (#56) Fixed: rejoining a game kept the old room code and locked the Back button. (#57) Per-user language — scenarios now display in each player's selected language. (#63)
addedAccessibility Colorblind-friendly mode with symbol-based indicators. (#90) Text size and contrast options added to settings. (#91)
changedPerformance & Polish Scene loading optimized across the board. (#96) Localization font application now runs through a registry instead of a full scene scan (~50–90% faster on load). Audio settings now save on a debounce + on close/quit instead of every slider tick — fixes slider stutter and cuts disk writes ~95%. Round feedback uses StringBuilder, deck shuffling reuses a buffer, and timed events moved to coroutines — big GC reductions during play. Debug logging is now stripped from release builds. Visual sparkle gem duration reduced by 1.5s. (#60)
changedQA & Stability Automated regression suite for the core game loop. (#88) Structured bug bash completed with 6+ multiplayer testers. (#88)
Drunk or Baby changes
changedBig one this cycle. We pushed hard on Steam integration, accessibility, online stability, and performance. Here's everything that landed.
addedSteamworks Integration Achievements are live — Steamworks API fully integrated. (#84) Steam Cloud Save — your local scores and settings now sync across devices. (#85) Steam Friends — invite and join your friends directly from the overlay. (#86) Steam Leaderboards — compete for top scores and fastest answers. (#87) Crash & error reporting added for faster fixes. (#89)
fixedOnline Multiplayer Network optimization — reduced message size and frequency for smoother online play. (#97) Under the hood: event-driven UI initialization (no more per-frame polling on connect), singleton caching for game-manager lookups, and allocation-free lobby sorting. Joiners can now leave a game once it's started. (#59) Joiner-specific in-game menu — joiners now see only Main Menu / Back instead of host options. (#62) Player list redesigned — 2 columns × 4 rows so names no longer overlap; host always shown first. (#61) Fixed: clicking Main Menu sent host and joiner to the wrong screens. (#56) Fixed: rejoining a game kept the old room code and locked the Back button. (#57) Per-user language — scenarios now display in each player's selected language. (#63)
addedAccessibility Colorblind-friendly mode with symbol-based indicators. (#90) Text size and contrast options added to settings. (#91)
changedPerformance & Polish Scene loading optimized across the board. (#96) Localization font application now runs through a registry instead of a full scene scan (~50–90% faster on load). Audio settings now save on a debounce + on close/quit instead of every slider tick — fixes slider stutter and cuts disk writes ~95%. Round feedback uses StringBuilder, deck shuffling reuses a buffer, and timed events moved to coroutines — big GC reductions during play. Debug logging is now stripped from release builds. Visual sparkle gem duration reduced by 1.5s. (#60)
Big one this cycle. We pushed hard on Steam integration, accessibility, online stability, and performance. Here's everything that landed.
Steamworks Integration Achievements are live — Steamworks API fully integrated. (#84) Steam Cloud Save — your local scores and settings now sync across devices. (#85) Steam Friends — invite and join your friends directly from the overlay. (#86) Steam Leaderboards — compete for top scores and fastest answers. (#87) Crash & error reporting added for faster fixes. (#89)
Online Multiplayer Network optimization — reduced message size and frequency for smoother online play. (#97)
Under the hood
event-driven UI initialization (no more per-frame polling on connect), singleton caching for game-manager lookups, and allocation-free lobby sorting. Joiners can now leave a game once it's started. (#59) Joiner-specific in-game menu — joiners now see only Main Menu / Back instead of host options. (#62) Player list redesigned — 2 columns × 4 rows so names no longer overlap; host always shown first. (#61)
Fixed
clicking Main Menu sent host and joiner to the wrong screens. (#56)
Fixed
rejoining a game kept the old room code and locked the Back button. (#57) Per-user language — scenarios now display in each player's selected language. (#63)
Accessibility Colorblind-friendly mode with symbol-based indicators. (#90) Text size and contrast options added to settings. (#91)
Performance & Polish Scene loading optimized across the board. (#96) Localization font application now runs through a registry instead of a full scene scan (~50–90% faster on load). Audio settings now save on a debounce + on close/quit instead of every slider tick — fixes slider stutter and cuts disk writes ~95%. Round feedback uses StringBuilder, deck shuffling reuses a buffer, and timed events moved to coroutines — big GC reductions during play. Debug logging is now stripped from release builds. Visual sparkle gem duration reduced by 1.5s. (#60)
QA & Stability Automated regression suite for the core game loop. (#88) Structured bug bash completed with 6+ multiplayer testers. (#88)
Launch & Store Steam store page created and finalized. (#92) Launch trailer (60–90s) recorded and edited. (#93) Press kit & outreach list prepared for EA launch. (#94) Wishlist tracking & review monitoring set up. (#95)
Coming Next Localization — Unity Localization package setup and string extraction in progress (#561), with the top 5 Steam languages to follow (#562). Custom Card creator — write and play your own scenarios. (#565) Thanks for playing and reporting bugs — keep the feedback coming. Cheers!