Changelog
What changed, and when. Newest first. Bugs are described as
what they actually were, not as "various improvements and optimisations".
11 October 2026
URETHANE GAME — a new version
- The download is a newer build of the game. It
replaces the one from 7 October, which is no longer available. If you
installed that one, download it again
to get this one.
- What changed: it works better on Windows 10, and
some mistakes in the English translation are fixed.
- The installer has a proper name now: Urethane 3D Game
Setup.exe, inside Urethane-3D-Game-Setup.zip,
instead of finish_game_setup. Same size download, same steps: unzip it,
run it, then More info and Run anyway.
7 October 2026
URETHANE GAME — a download, for Windows
- A new game, and the first one here you download.
URETHANE GAME is a short 3D game about
the rise of AI. It is a Windows program rather than a browser game, so it
will not run on a Chromebook, a Mac, a phone or a tablet. It is first on
the front page.
- It was made with AI, and it is rougher than everything else on this
site. We would rather say so up front.
- It comes as a zip file. The download page walks you through unzipping
it and running the installer, and through the warning Windows will show
— we are students and have not paid for a code-signing certificate, so
Windows warns about it the way it warns about any unsigned program. Click
More info, then Run anyway.
- And something else is being built. Another game for
Windows. A horror game, this time — and not a rough one. No name yet, no
date. You will know when the lights go out.
24 September 2026
白书 — the fish has a voice too
- 鱼夜杀人狂 makes noises now: three ways of being hurt,
its flash cut, its tongue and its ultimate, and two things the pigeon's
set did not have. Nothing was recorded for its jab, heavy or rising cut,
so those are still quiet.
- The sound of its slashes landing. Three of them,
played on the fish's side when something it threw actually connects —
not when it is blocked. They have a channel of their own, so a slash
landing does not cut off the ultimate it came out of.
- The undertow is heard in three parts: a splash where
it goes under, the water while it swims beneath the paper, and the way
back out. That last one was recorded with its big splash most of a
second into the clip, so it starts early, while the fish is still under,
and the splash lands on the frame it surfaces rather than after the move
is over.
- Its jab used to land in complete silence. The game
decided whether somebody had been hit by whether they were stunned by it
— a way of telling a hit apart from a burn — and the fish's normal
attacks are the ones that deliberately stun nobody. So when the fish hit
the pigeon, the pigeon did not make a sound. It goes by the flash every
real hit gives its victim now, which a burn does not.
23 September 2026
白书 — the pigeon has a voice, and there is a theatre
- 拉屎鸽子 makes noises now. Twelve of them,
recorded for it by a friend of the artist: three for the jab (it picks
between them, never the same one twice running), one each for the heavy,
the four skills and the ultimate, and three for being hit. It is the
first sound in the game beyond the bell a parry rings. Everybody else is
still silent until somebody records them.
- They arrived as phone videos, and could not go in as they were. Most
opened on a stretch of room noise — half a second of it before the side
skill — so a clip started with the move would have landed after the
move had hit. And half were recorded at around half the volume of the
rest. Each one is now started at its own first sound, the gaps inside it
pushed down against its own background so that turning the quiet ones up
does not turn their hiss up with them, and all twelve brought to the
same level.
- Each thing is heard once. Online, a late packet makes
the game wind back and play a few frames again, and a sound fired from
inside those frames would go off once for every replay. So the sounds
are chosen by watching the fight, the way the parry's bell already was,
and a move is recognised as one already heard even after a rollback has
rebuilt it. Nor does a burn yelp on every frame it ticks, nor a
three-hit string in a quarter of a second yelp three times.
- A switch to turn it off, under the fullscreen button,
because a good deal of this site gets played in rooms where somebody is
trying to teach. It silences the parry's bell too, and remembers.
- A theatre to fight in: red curtains, a swag across
the top, a wooden stage. It went in unwashed — it is painted rather than
photographed, and a middle tone everywhere a fighter stands, so black ink
reads better on it than on paper. The writing on the screen did not:
measured against the curtain, the clock came out at 2:1 and the key hints
along the bottom at 1.35, which is not faint, it is not there. Every piece
of text that sits straight on the stage has a white halo now. On paper it
is white on white and changes nothing.
- The difficulty list had been half in the wrong typeface since
it went in. The game only carries the characters it uses, and the
file the seven difficulty cards are built from was never in the list of
files it looks in — so seventeen characters on those cards, 师 and
简 and 松 among them, were drawn in whatever your computer had. All
but one are in the right face now. The one is 屌, which neither of
the Chinese typefaces here contains at all.
22 September 2026
白书 — 爱哭鼠 is back, and it had a gun the whole time
- It has a gun. The artist drew a mouse pulling a
small blue pistol and firing a round out of it, and the game had that
written down as the animal spitting — the moves were named for it, the
code said the blue was drool hanging off its mouth, and this page told
you it spat at you. Nobody reading the code could have found the gun.
Everybody looking at the screen could see it.
- And it stood there with its eyes crossed out. There
was no drawing of it simply standing, so its idle was cut from the first
two frames of the clip where it turns red — and that clip opens on the
animal already X-eyed, because the turn is the only thing it is a
recording of. It has stood in every match and on every select screen
looking like something that had already lost.
- The gun kicks now. Both shots shove it backwards,
about twelve pixels on the quick one and thirty on the heavy. It is not
decoration: being pushed out of your own range is a real price on a
fighter that outranges everybody, and it is the only way this one leaves
a corner without spending mana on a roll. Same button, and which of the
two it is depends on where you are standing.
- Turning red is an animation instead of a colour.
Nine frames of it going grey to red had been sitting in the source the
whole time, used for two grey cells at the front and six red ones at the
back and never once for the change in between — the red state was a
tint washed over the grey drawing. The colour now arrives across the
turn rather than being on from the first frame. It is only a drawing: it
keeps moving, keeps its guard, and the turn never takes its own attack
off the screen.
- It throws walnuts. Two of its moves had been
borrowing the gun's drawing because there was nothing else in the set to
borrow. They have their own now: one nut lobbed over the top of you, and
one carried forward and brought down on you head first.
- Its walk, its jump, its guard and its roll are still borrowed from
other drawings, because those drawings do not exist yet.
22 September 2026
白书 — every computer setting is harder, and the top one is meant to
beat you
- All seven went up. Measured against somebody
actually playing rather than mashing — walking in, swinging in range,
guarding when something starts — over twelve matches each. Rounds won
before and after: 轻松 0 → 1, 简单 0 → 2,
正常人 1 → 8, 更进一步 4 → 9, 困难
8 → 12. 屌炸天 was already winning all twelve and now
finishes them on sixty per cent of a health bar instead of
fifty-three.
- 屌炸天 reads the frame that is on screen. Its
reaction delay is zero, where every other setting is still behind. That
is superhuman on purpose — but everything it reads is drawn where you
can see it too, it still has to push its own moves through their own
startup, and it still only presses the same ten keys you do. It takes 69
matches out of 72 off the rest of the ladder.
- It could not see anything thrown at it. The
computer only ever looked at the other fighter, so against half the
roster it was fighting an opponent it could not see — walking into shots
with its hands down. Projectiles now carry an arrival time, including
the warning before each of the eel's lightning strikes, and which
settings notice in time is part of the difficulty.
- And it could not parry, which is the whole thing. A
guard raised in the last three frames before a hit turns it away
completely — through an ultimate as readily as a jab — and leaves
whoever swung stunned where they stand. The computer had been choosing
to parry at exactly the right frame with its hands full: the guard is
not read at all while a move is running, and it was inside an attack it
had thrown eleven frames earlier. It also measured the window against
what it saw rather than what was happening, and what it saw was several
frames old, so 大师 put its guard up early every single time — which is
a block, and throws away the only reason to wait.
- It also blocked things a guard does nothing against.
The fish's tongue is a throw and is marked unblockable in as many words;
the computer stood there with its arms up being reeled in. That was most
of why the fish was the matchup it lost. Ultimates and throws get rolled
away from now.
- The two moves you can charge are held to full instead of being
bought for fifty mana and let go instantly.
- Two sensible-sounding ideas were tried and measured and
taken back out: refusing to commit in neutral, and buffering the
next attack into the end of the current one. Both read as obviously
correct and both made it worse — the first by twelve matches in
thirty-six. In a game where the guard is not read while a move is
running, being free to answer beats landing the third jab.
- Then we spent an afternoon trying to cheese it.
Everything above measures it against opponents that play roughly fairly,
and somebody who loses ten times in a row stops playing fairly — they
find the one thing that works and then do only that. Eight of those
shapes, written out and run twelve times each: running away, jumping
forever, swinging from just outside its range, one button, turtling,
ultimate on sight, rolling through everything, and standing on top of it
mashing the heavy. Three of them worked, and all three were real faults
that nothing else had found.
- Stood on top of it pressing the fast button, it guarded one
per cent of the match. It was inside its own attack five frames
in six, and the guard is not read at all while a move is running —
火轮 spent two thirds of that fight in hitstun, jabbed out of
wind-ups it should never have started. It keeps to short moves in the
neutral game now, and saves the slow ones for when you are already
stuck, which is what they were always for.
- Knocked away by 大锅's heavy, it walked straight back
in. The guard goes up when something is nine frames away, which
is the right moment to guard and much too late to stop walking — so it
crossed the gap during the wind-up and arrived exactly as the swing
landed, having watched all thirty frames of it coming. Deciding to close
the distance is a longer-horizon decision than deciding to guard, and it
now gets a longer horizon.
- And it tried to parry a jab that is active on frame
three. The parry window is three frames, so against
火轮's light attack the window is the whole move, and waiting for
the right moment means waiting until after it has already hit you. Fast
attacks get an ordinary guard.
- Where that leaves it: two losses in ninety-six against the eight
tricks, sixty-seven of seventy-two against the rest of the ladder, and
twelve out of twelve against somebody playing properly — finishing
those on seventy-three per cent of a health bar. One thing does
still work: 大锅 against a 大锅 that never stops
pressing the heavy, two times in twelve. Armour stops it flinching but
not the damage, so a long move still costs full price where a guard would
have cost a fifth. Written down rather than papered over.
21 September 2026
白书 — open again, and something to play against
- It is back on the list. It came off while it was
being worked on and was left at an address you had to be given. It is at
/baishu/ again and linked from the front page.
- A computer opponent, at seven settings — 轻松,
简单, 正常人, 更进一步, 困难, 大师, 屌炸天. It plays with the
keyboard. That is not a figure of speech: the script writes the same ten
keys the second player presses, one frame before the game reads them, so
the input buffer, the rising edges, the mana and the guard lock apply to
it exactly as they apply to you. It does not read your inputs and it does
not get extra health.
- What changes between the seven is not damage or health — those make a
fight longer rather than harder and you can feel the difference. It is how
late it notices, how often it changes its mind, how often it is simply
wrong, how much it blocks, whether it knows the end of your move is its
turn, whether it respects its own range, and whether it saves the
ultimate. The delay is real rather than a number subtracted from a dice
roll: it reads the fight out of a ring of past frames, so 轻松 is
answering what you did forty frames ago and changing your mind beats
it.
- 屌炸天 was, on measurement, the worst of the seven.
The block decision was asked before the punish one, and "they are
attacking" was true right through the end of a move as well as the
dangerous part of it — so the hardest setting in the game stood behind its
guard for nearly half the fight waiting for an attack that had already
missed, and did less damage than 轻松. It now tells the two halves of your
move apart, asks about the punish first, and stops being allowed to block
once it has been hiding too long. It hits about three times as hard as it
did.
- It also announced P2 WINS when it won, to a room with one
person in it.
- 电鳗妄人's storm can miss you now. The ultimate runs
three seconds instead of landing on you by decree: what falls is real
lightning, drawn at random from the artist's frames, striking at random
places with twelve frames of warning before each one. It can be walked out
of. Its ring of arcs lasts four times as long, its jab is slower, its
heavy has a two and a half second wait on it, and the wheel it rides up
is worth using now — it cannot be touched for most of it and it stuns what
it hits.
- 火轮 cut back. Its ultimate went from flattening you
to 150 and four seconds of burning, most of its moves are slower, and the
roll it does along the ground now crosses the whole stage rather than a
part of it. Its jab keeps going while you hold the button.
- 灵号大爸 and 爱哭鼠 are off the list for now — not
removed, just not pickable while they are worked on.
19 September 2026
白书 — 火轮, and walls that stopped charging rent
- 火轮 joins: a burning wheel, and the fastest thing here by a
distance. It moves at nearly twice the pot's pace, has a thick
health bar, and fills both meters faster than anyone. Everything it throws
is weak — its jab is worth eight — and the ultimate is the exception it is
built around. It is the sixth fighter you can pick.
- Any skill now interrupts whatever the other one was
doing. Skills used to leave an attack running if the fighter it
hit had armour or could not be stunned, so two people could swing through
each other. A skill takes the move off them, whichever fighter it is.
- Walking into a wall cost you three hundred health.
Wall damage was meant for being thrown into one and fired on anything
moving fast enough — the fish moves at exactly the threshold, so holding a
direction against the edge of the stage bled it out in three seconds. It
now only fires on someone who is actually being thrown.
- The lights go down around 火轮's ultimate, and the stage stays lit
enough to see the fighter you are meant to be avoiding.
- The idle animation had been sitting between two wrong speeds — too
slow, then too fast. It is somewhere sensible now.
18 September 2026
白书 — the whole game swept, and the worst bug in it found
- R restarted the match every single time P1 raised their
guard. R is P1's guard key, and the restart was listening on
every frame of every round rather than only once it was over. Two people
on one keyboard hit this constantly and the score went back to nil-nil;
online never saw it, which is why it survived this long. It is only
honoured once the match has ended.
- The forest stage is gone, at the artist's
request.
- The stage was a 960×540 picture blown up on every
screen it has ever been shown on. On a 1920-wide display every
drawn pixel became four. These fighters are pencil lines photographed off
paper, which is the worst thing you can do to one. The picture is now
drawn at the size of the screen it is on, and steps back down on a machine
that cannot afford it.
- A crash that two matchups in forty-nine could reach.
A parry takes the attacker's move away from it while the code paying out
the blow is still reading from that move. One frame in a couple of
thousand, in two pairings, and every other check passed.
- Five attacks had a reach that did not match the
drawing, and three sprites were being drawn standing in mid air.
The sweep that found them is now part of the tests.
- Every small grey line on screen was below the contrast
standard, as was the item text on the fighter cards. The flashing
was measured against the three-flashes-a-second limit, and the game now
answers the system's reduced-motion setting by calming the camera.
- Escape was a key you could bind a punch to. The keyboard now says how
many keys it can report at once, which is what decides whether two people
can really share it. And nobody can be held in place indefinitely.
17 September 2026
白书 — 电鳗妄人
- An eel lying across a pair of human legs. A control
fighter: it does not chase you, it decides where you are allowed to
stand. Live wire, a crawl along the floor, a wheel it rides upward, and a
ring of arcs that keeps electrocuting whatever is inside it.
14 September 2026
白书 — 灵号大爸
- The one whose face comes off. Drawn, named, and
currently shelved while it is worked on — see the entry for 21
September.
8 September 2026
白书 — four notes from playing it
- The fish stopped holding people still. Its tongue
could keep you where you were long enough that there was nothing to do
about it.
- And the pot stopped being held. Something swallowed
whole could be caught again before it had finished getting out.
- The drawn horizon on the stage and the ground the fighters actually
stand on are the same line now, rather than two lines a few pixels
apart.
- The FlipaClip badge was eating a corner of the fish.
6 September 2026
白书 — online play, and six notes from the artist
- Online play was broken after about four seconds, and the way
it broke was the worst one. Remote inputs live in a ring of 256
slots, and the flag saying whether a slot held a real input was never
cleared as the ring came round again. Past that point every slot looked
already known: a frame that had been guessed at was treated as confirmed,
so the correction arrived and nothing was rewound, and the guess itself
quietly became the input from 256 frames earlier. Both machines then ran
on inputs the other had never sent, neither corrected, and each watched
itself win. Slots now carry the frame number they belong to.
- The desync warning was going off constantly because it compared a
hash of the newest frame, which is nearly always a guess and gets
re-simulated the moment the truth lands. It compares the newest frame
both machines have settled now — and still fires when something is
genuinely wrong.
- Killing with an ultimate cost nothing. A knockout
filled the winner's meter, which was decoration while meters reset each
round and became a free ultimate the moment they started carrying
over.
- The fish's undertow hit you while it was under the paper.
Its box was open for all ninety frames of the dive, so you were cut by
something invisible and the drawing caught up later. The dive is the
wind-up now; the damage lands as it comes back out.
- Its roll is its own run gone to a blur, trailing afterimages, instead
of the teleport arc it had been borrowing.
- The sprites are cut again. The pigeon's guard pose
was a hollow outline — a pen line photographed off paper is not
watertight, and one pale pixel lets the background pour into the body.
And the FlipaClip badge was being removed by filling the whole corner
with paper, sixteen times the area it occupies, taking anything drawn
there with it. The badge cannot be picked out by colour, being the same
ink as the characters, but it is the one thing on screen that never
moves — so it is now found by comparing several clips and keeping only
what is dark in every frame of all of them.
6 September 2026
白书 — something to do other than swing back
- A guard you hold. It is free, it is always there,
and it takes a fifth of the damage — and none of the burning, freezing,
slowing or knocking down a move might also have carried. The price is
that you cannot move behind it, cannot attack from it, lose six frames
when you let go, and get your mana back at half rate while it is up.
- It does not stop everything, on purpose. A throw
goes straight through it — the fish's tongue always was one and now says
so — and an ultimate breaks it for the whole amount. Those two are what
the roll is for.
- A roll. Ten mana, three units of ground, fourteen
frames of which the first seven cannot be touched and the last seven very
much can, then four frames before you can roll again.
- And a parry, which is the interesting one. Raise the
guard in the last three frames before a hit and nothing lands at all: no
damage, no shove, no block stun, five mana back, and the one who swung is
bounced off and stunned for ten frames while you have eight to answer in.
It works on an ultimate, which is the only thing in the game that
does.
- The parry was specified as a white flash and a white ring. On a sheet
of white paper a white ring is nothing at all, so the ring is drawn in ink
with a white core and it is the ink that carries it; the flash stayed, and
earns its keep on the new photographic stage. The ding is
the first sound this game has ever made — synthesised rather than played,
because there was no audio in the project to play.
- Two new keys. They could not be Shift and Space as suggested: two
people share this keyboard and both Shift keys report as the same key, so
one player's guard would have been the other's. Guard and roll sit beside
each player's own hand and can be rebound like everything else. A binding
you saved before today keeps working — the two new actions fall back to
their defaults rather than to nothing.
- 鱼夜杀人狂 is drawn. Every move it has, apart from the
rising cut, which was never drawn and borrows the teleport's arc. It is
the only fighter drawn in colour, and it is staying that way: flattened to
ink like the other two, its head turned to grey mud. The pigeon and the
pot also stop borrowing a pose for being hit, and the pigeon has a drawn
knockdown at last.
- Two more sheets of paper to fight on — a blank page
and a photograph — picked per match from the same seed both machines in an
online game already agree on, so nobody has to send it. Both arrived dark
and both are washed most of the way out towards paper: every fighter here
is drawn in black ink and the interface is dark text, and on the untouched
pictures neither could be seen.
- Ten buttons no longer fit in the one byte an online input used to be,
so an input is two bytes now.
- Checked the same way as last time and then some: every number above
against the document it came from, every drawing of every character driven
across the whole length of its move and checked against the file on disk,
and four hundred frames of four match-ups played twice and then again
rewinding seven frames out of every thirteen — with guard and roll pressed
on purpose — every frame identical both ways.
6 September 2026
白书 — everyone comes back down to the ground
- Jump heights are roughly halved, for all four. Four
body heights put the pigeon's head near the top of the screen, and that
made the floor optional: any exchange you did not fancy could be answered
by leaving, and the size of the stage stopped meaning anything. At about
two body heights a jump is a commitment again. There are still two of
them.
- The pot is properly heavy now — slowest on the ground
and lowest off it, by a clear margin rather than by a hair.
- The dog's arc of piss is a stream you hold down. It
was one shot for 55. Hold the key and it keeps arcing until you let go,
run dry, or somebody hits you. Each drop is worth a fraction of the old
shot, because at eight drops a second the old number would have emptied a
health bar in three of them, and it bills by the drop rather than up
front, so a tap is cheap and leaning on it is not.
- Mana refills at three a second rather than five. At
the old rate a skill paid for itself while you walked back into range,
which made the bar decoration.
- The ultimate meter now survives the end of a round.
What you save in the first game of a best-of-three is still there in the
second. Resetting it made the last thirty seconds of a round the only time
it was worth spending anything, because whatever was left evaporated.
- Online, holding a button did nothing. Your fighter
took a single step per press and stopped dead. The keyboard and the
netcode's input buffer were the same store: every frame, the buffered
value was written back over the live keyboard state, and a key you are
already holding sends no second press to restore it. So the button read
as released one frame after you pressed it, for as long as you held it.
The two are separate stores now, which is what they should have been.
- If the matchmaker put you second, none of your keys worked.
The game read whichever side you had been given, so a player handed the
second slot had to move to the arrow keys without being told. You now
always play on your own bindings, whichever side you are, and the bar at
the bottom says which side that is.
- An ultimate refilled the meter it had just spent.
Every hit builds meter, and nothing said an ultimate's own hits should
not: the dog's twenty licks at five apiece handed back a full bar, so the
correct way to play it was to never stop. Throwing one now builds nothing
for you. Being on the receiving end still builds yours — that is the
comeback, and it stays.
- The fish settles its ultimate in one stroke. Ten cuts
used to come off the health bar as ten separate deductions, which read as
a bar flickering under a strobe. They are counted as they land and taken
together at the end, along with the knockdown. Same total.
- The pot's ultimate cooks for longer. The boil is the
reason to pick the move and it was over before the drawing had gone round
once; it now runs about four times through. The damage is unchanged — the
interval between ticks was stretched to match, so a longer hold is not
also a bigger one.
- Every ultimate gets a close-up. The camera pushes in
on whoever threw it, holds while it plays, waits a beat after it finishes
and eases back out. It is a camera and nothing else: it never touches the
fight, and online it is left out of the rewind entirely, because where the
lens is pointing cannot be allowed to change who wins.
- Checked with a script that plays the same match twice and compares the
world frame by frame, then plays it again rewinding seven frames out of
every thirteen: four match-ups, four hundred frames, twenty-nine rewinds
each, every frame identical. That is the test that says two machines will
see the same fight.
5 September 2026
白书 — online play
- Two ways to find someone: random, against whoever is
waiting, or a four-letter room code you send to a friend.
No account, nothing installed.
- It uses rollback netcode — the same approach fighting
games use, and for the same reason. It never waits for the other machine:
your fighter moves on the frame you press the button, and the game corrects
the other player's position when their input actually arrives. You feel
your own inputs land instantly.
- The two computers connect directly where the network allows it. Where
it does not — school wifi frequently does not — the inputs go through our
server instead. The corner of the screen says which you got and the delay.
- Getting there meant making the fight reproducible to the last decimal
on two different machines. Two things were in the way: the pot's random
food, and the explosion radius test, which used a function browsers are not
required to answer identically — a blast that landed on one screen and
missed on the other would have split the match in two.
- Tested between two real browsers over the live server: every sampled
frame identical on both sides after more than a hundred rollbacks between
them.
4 September 2026
白书 FIGHT WHITE TO DIE — a fourth game
- A two-player fighting game drawn in pencil on white paper, which is
where the name came from. Four fighters, best of three, ninety-nine seconds
a round. How it plays.
- It needs a keyboard and a second person. Both players
share one board, there is no computer opponent, and a phone cannot run it.
It says so on the title screen rather than after you have picked a fighter.
- Every number in it — health, mana, each move's damage, startup and
recovery — comes from a written design table, and every move was measured
against a practice dummy to confirm it lands on the number it was given.
- Mana is a real resource: five a second, and not until two seconds after
you last spent any. Being thrown into the wall costs fifty health; walking
into it costs nothing, which took some care to keep true.
- Five bugs found while getting it ready, four of them older than the
rework. The game had no clock — every duration was a count
of animation frames, so on a 144Hz laptop the whole thing ran at two and a
half times speed and two people on different screens were not playing the
same game. Keys stayed stuck down if you switched tabs mid-dash. On any
window narrower than 960 pixels the entire stage sat pushed to the right
with P2's health bar off the edge of the screen. The page had no viewport
tag, so a phone laid it out at desktop width. And multiplying every damage
number by ten pinned the impact freeze at its ceiling, so a jab shook the
screen as hard as a super.
4 September 2026
Gull Force One — a hunt for the bugs nobody reports
- Your high score could stop recording, permanently. If
the save file ever held the wrong kind of value in that one field, every
later comparison against it quietly failed, so no score ever beat it again
— and nothing on screen said so. Every saved number is now checked before
anything reads it.
- Fixed a save holding a bird that does not exist. It slipped past the
check because an unknown name fell back to the first bird, so the flock
screen showed nobody flying and no bird trait applied.
- One key could end up doing two jobs, for good. Bind
Climb to Space and Drop It — whose only key was Space — was handed it
straight back, so one key flew and fired at once, saved, and stayed that
way. Defaults now only return for keys nothing else is using, and an
action left with nothing says so on its own row.
- On a 320-pixel-wide phone the key screen ran off the bottom of the
screen: the last rows were not clipped, they were drawn outside it. If
that was your phone, you could not rebind Pause at all. Rows give up
height before they give up existing.
- Screen titles were drawn straight through the back button on short
screens, long hints ran off both edges, and a bird's description could
spill out of its card and across the one beside it.
- Escape now leaves the loadout screen, which was the one screen it
did not.
- Checked and found clean: 20,000 frames without a single fault, a full
fleet at 0.36ms a frame with no drift, shop prices, and every tap target
on every screen.
4 September 2026
Gull Force One — the charge, and the language it comes in
- The red bar is gone. Everyone said the same thing
about it and everyone was right: while charging you are watching the bird,
so a readout up in the corner is one nobody reads, and red read as damage.
It is a ring around the bird now — pale blue as it fills, gold with a halo
when it is ready.
- The bar had also been drawing backwards, which is why some weapons
looked like they could not charge at all. They all could.
- English and Chinese no longer leak into each other.
Forty-six lines still came out in English while the game was set to
Chinese, not because the translations were missing but because those
places forgot to ask for them. Asking is no longer optional — text is
translated on its way to the screen, so no future line can forget.
4 September 2026
Gull Force One — six things a player reported
- The Throne never did anything. It is the fastest
weapon in the game, and nothing ever actually put it in your hands — so
all you got was a shell that soaked two hits. Riding one now arms it and
getting off gives back what you were holding. It is tougher, and ordinary
shots are free, because at one point a shot a held trigger destroyed it in
under half a second.
- New food displaced the wrong weapon: it overwrote whatever was in hand
and left the starting turd sitting in the belt. The house blend is now
always the first thing to go.
- Rebinding was a one-way door — binding an action replaced its whole
key list with no way back short of wiping every key. Backspace now
restores just the one row.
- Dropping something that heavy shoves the bird now. Small, capped, and
heavier on a charged shot.
- A charged shot costs less cooldown than it did. Paying the squeeze
and then the full wait made charging worse than just tapping.
- The seventy-two Chinese lines the thirty-sea expansion forgot — every
new upgrade, fusion and boss — are in.
4 September 2026
Board rules
- The chat board has written rules now, and a
summary sits above the box you type into.
- They say what gets removed, and how it is enforced: a word filter, rate
limits, and the fact that anything can be taken down.
4 September 2026
The site carries ads now — the games still do not
- Advertising was added to the pages around the games. Not to the
games. They still load nothing from anyone once they start, and
there are no ads inside them.
- The chat board and the report page carry no advertising either.
- The privacy page was rewritten the same day to
say exactly what that means, including how to opt out of personalised ads.
3 September 2026
Gull Force One — the thirty-sea expansion
- The run now stretches across thirty named seas instead of a repeating
palette. Fifteen stretches of water, two depths each, from the Shallows to
the Final Passage — each with its own sky, water and weather.
- Ten new bosses, and the boss pools were rebuilt: five pools now, one
every six seas, so the back half of a run stops repeating itself. Older
pools still show up occasionally to keep the mix honest.
- Twenty new upgrades, each levelling to five. Levelling one costs no
extra slot, so the belt decision stays about breadth, not stacking.
- Ten new fusion recipes, taking the total to twenty.
- Fixed a belt that could quietly creep past its own six-slot cap when
taking a two-slot epic.
2 September 2026
Gull Force One — the trigger, and three real bugs
- Holding fire is rapid fire again. It had been changed so
that holding only built a charge and nothing fired until you let go, which
took rapid fire out of the game entirely and made every weapon feel broken.
Charging now lives on its own input — the E key, the right mouse button, or
a SQUEEZE button on screen — so the two can never eat each other.
- Fixed a hard freeze when entering a new sea. A stray line threw an error
the moment an enemy shot existed, which killed the animation loop outright
and locked the picture in place with no explanation.
- Fixed the swap screen dropping the wrong upgrade. It only drew the mouse
hover state and never the keyboard selection, so hovering one card and
pressing Enter dropped whatever sat first in the belt instead.
- Fixed a treasure room that could be farmed forever by walking out and
back in, and a charged shot on the Throne that was impossible to pay for.
30 August 2026
Gull Force One — first public build
- Twenty birds, all free, unlocking by how deep you have ever been.
- Thirty-three weapons, each with a charged second form.
- Seventeen room types, twelve bosses, forty upgrades and ten fusions.
- Full touch support — every menu, dialog and choice works with a finger.
August 2026
CHEERS and FOUR
- CHEERS went up with a complete chess rules engine, verified against
known-correct position counts sixteen million nodes deep.
- FOUR replaced an earlier duelling game, and is now the running game on
the beam.