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Steam News19 April 20262mo ago

New Features Roadmap

It's been a little over a week since our hasty release (I'll explain the reasons for that someday).

Full notes

Full Final Sentence update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions2 changes0 removals
  • UI and audio
  • Gameplay
  • Balance
addedIt's been a little over a week since our hasty release (I'll explain the reasons for that someday). As you may have noticed, we've already delivered a couple of updates during this time, mostly focused on matchmaking stability. I'll start posting proper patch notes beginning with the next update. We've also added ~100 new prompts for English. The same prompts for other languages are on the way.
addedThe first feature, which I briefly mentioned in one of the previous posts, is Advanced Player Stats . We've been gathering your typing stats since the release, and starting next week you'll be able to check them in the main menu. There will be a notebook on the table with a bunch of parameters showing how you perform in matches. You'll be able to view stats globally, per game mode, per text, or even per match. We also wanted to add some fancy graphs, but those will come in future updates.
changedFor the last week of April and the first week of May, we plan to introduce a sort of "skill-based" matchmaking . It won't be a full ELO/MMR system-unfortunately, there just aren't enough players online yet. We do have some marketing plans that should bring in more players by the end of May. For now, we'll split matchmaking queues into three skill categories based on your level, WPM, and accuracy. This should help avoid extreme mismatches.
addedAnother part of this improvement is bot difficulty . We don't like the idea of bots auto-scaling, but the current implementation still needs work-especially since difficulty is nearly the same across all game modes. This leads to long waiting times in modes like Knockdown. We'll be improving this alongside the new matchmaking system.
changedLeaderboards are exactly what you'd expect-but more advanced in how information is presented. You'll be able to choose timeframes (daily, weekly, global), groups (global, your country, friends, within your language), and sort by around 8 parameters like number of wins, WPM, and more.

It's been a little over a week since our hasty release (I'll explain the reasons for that someday). As you may have noticed, we've already delivered a couple of updates during this time, mostly focused on matchmaking stability. I'll start posting proper patch notes beginning with the next update. We've also added ~100 new prompts for English. The same prompts for other languages are on the way.

The release of multiplayer isn't the finish line. It's just a milestone on the road to a (hopefully) bright future. Today I want to share what's coming over the next two months.

The first feature, which I briefly mentioned in one of the previous posts, is Advanced Player Stats. We've been gathering your typing stats since the release, and starting next week you'll be able to check them in the main menu. There will be a notebook on the table with a bunch of parameters showing how you perform in matches. You'll be able to view stats globally, per game mode, per text, or even per match. We also wanted to add some fancy graphs, but those will come in future updates.

The second notebook is about the texts themselves. The most important info here is whether you've ever won a match with a given text and the maximum progress you've achieved on it. For example, if a text is 1000 words long and you were eliminated after typing 600 characters, your progress would be 60%.

So that's what's coming next week.

For the last week of April and the first week of May, we plan to introduce a sort of"skill-based" matchmaking. It won't be a full ELO/MMR system-unfortunately, there just aren't enough players online yet. We do have some marketing plans that should bring in more players by the end of May. For now, we'll split matchmaking queues into three skill categories based on your level, WPM, and accuracy. This should help avoid extreme mismatches.

Another part of this improvement is bot difficulty. We don't like the idea of bots auto-scaling, but the current implementation still needs work-especially since difficulty is nearly the same across all game modes. This leads to long waiting times in modes like Knockdown. We'll be improving this alongside the new matchmaking system.

Later in May, we're planning two more features: Leaderboards and Leagues.

Leaderboards are exactly what you'd expect-but more advanced in how information is presented. You'll be able to choose timeframes (daily, weekly, global), groups (global, your country, friends, within your language), and sort by around 8 parameters like number of wins, WPM, and more.

I'll make a separate post explaining how Leagues will work, along with other things you may have seen on the roadmap image. Please don't treat it as something set in stone. We're terrible at planning ːchuchelsmileː. But this is our current direction, and we're actively working on all of it.

Cheers!

Source

Steam News / 19 April 2026

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