Changelog
Milestones only, written by hand. Small changes live in the repository history.
2026 · October
Every planet has its own fauna. A living planet's climate is sampled by zone — at its extremes, not its averages: an animal of a desert with hot days and cold nights needs something different from one of a temperate plain. Colonists evolve under those conditions for hundreds of generations, and a species grown on one planet never appears on another. The first such planet is a scorching desert with an ocean and a shelf: thirteen species.
Animals differ from place to place. A herd takes its species from the place, its guild and the world's epoch: an archetype from the planet's catalogue plus its own variant of colour and size. Neighbouring valleys hold different animals, and a few years on the same places hold new ones.
An animal's look follows from its anatomy. The head is built on the skull in its genome, the legs on their muscles.
Rivers on screen became water. One continuous channel surface, ripples, reflections and wet banks.
2026 · September
The sky became measured. Stars took their places from Gaia DR3 parallaxes, 4,536 ICRF3 quasars hold the fixed frame of the sky, and Sgr A* sits at the centre of the Galaxy. Real named nebulae appeared — Orion, the Lagoon, the Helix and thirteen more.
Water came alive. The sea got a wave spectrum, shallows, breaking crests and surf; water got volumetric light, ripples and a response to motion, and different liquids behave differently.
The client updates itself. On launch it checks the portal, downloads the new build, verifies its hash, swaps itself and restarts — in plain sight.
Weather is computed from causes. Heat, circulation, moisture, precipitation, thunderstorms and cyclones are a field over the whole globe, not four numbers. The world has its own clock, wind is a force, snow falls by climate, clouds and lightning are visible from orbit. The cycle is closed: as much water falls as evaporates.
Water flows along the terrain. The server builds a drainage network for every planet: rain gathers into streams and rivers, basins become lakes, salt flats and swamps. Rivers cut valleys, meander and drop over waterfalls. The ocean gained currents, temperature, ice, salinity and dissolved oxygen.
Terrain follows from the interior. Planets gained geology: a core and a magnetic dynamo, a tectonic field, plumes and the volcanoes above them. Mountains and plains are computed from that field.
Life got a genome. Heredity and an appearance compiler: trees, shrubs and animals are assembled from genes. The spruce became photoreal — bark, whorls, baked needles — and forest stays visible to the horizon in three levels of detail.
Animals live in herds. Near a player a herd turns into individuals, grazes its pasture down and moves with the seasons to where the weather lets it live. The map gained a "life" layer.
The world keeps a chronicle. The server remembers each planet's life history — who was born when and to whom, and when they died out — and once a planet-day writes a revision: what changed, why, and what it led to. The ecosystem screen shows the species, their genomes and the tree over time.
Accounts live in the client. Sign-up happens right in the client with email confirmation, so the download needs no site login. The interface was rebuilt — theme, panels, menus and settings — and the login screen opens with a continuous flight over the world of your last session.
Creatures learn to walk on their own. The creature core was rewritten in C++ and runs on a GPU server: bodies mutate, are selected by energy, and learn to walk in physics — first MuJoCo, then our own, which also runs on GPUs. A successful species travels into the world as a pack with skin and motion.
2026 · August
The server went public. The game server moved to PostgreSQL, gained encrypted transport without TLS, and became reachable from the internet over two links at once. External login verified over the encrypted channel.
The client became distributable. The macOS build is packaged as an app, with the production address and server key compiled in.
An account area appeared. Sign up on the site, create a game profile, and download the client — only once you are signed in.
Deploys became automatic. The server and the site build on a separate machine; only finished binaries travel to production. Every deploy ends with a real handshake probe, and rolls back if the probe fails.
You can visit someone else's world. A player invites another into their world, and they see each other.
2026 · July
The world learned to survive a restart mid-flight. An A→B transition resumes from the same point after the server dies: leases, fencing tokens and immutable revisions.
A wish became 42 bytes. The canonical WINT v1 format is frozen, and the decoder accepts nothing else.
The release date is the only fiction on these pages. There isn't one yet.