<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
  <channel>
    <title>StoonGame : Ember Worlds — Dev Log</title>
    <link>https://stoongame.com/forum.html#devlog</link>
    <description>Development log for StoonGame : Ember Worlds — a free browser-based multiplayer colony-building game.</description>
    <language>en</language>
    <item>
      <title>Every seat plays by its own rules — and a whole arcade opened</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-29</guid>
      <pubDate>Thu, 29 Oct 2026 12:00:00 GMT</pubDate>
      <description>The player-modes program landed its spine: any seat in a match can now run its own rule preset — flags, free-walk porters or NA-roads transport, camp starts, army control, survey style — through the My-Mode panel with presets and custom dials, without touching anyone else's game. On top of that sits the Play &amp; Test hub: four sibling minigames went live beside the colony — Tower Defense, Stoonie Defense (lane defense), Sudoku and a Quiz suite — plus a shared template for the next ones. Minigame map events can spawn obelisks inside a match that hand you into a linked game and pay rewards back over a signed ticket, and puzzle wins feed XP into your souls. The same week brought the onboarding overhaul — guided tours on every surface, a searchable help hub with deep links, a project-docs shelf for moderators and 👍/👎 helpfulness votes — an opt-in diplomacy axis (treaties, war, gifts and standing tributes), and the first cosmetic collection: loading screens, themes, road styles and badges you earn and equip.

• My Mode: per-seat rule presets + dials — your seat, your rules

• Four minigames live: tower-defense, stoonie-defense, sudoku, quiz

• Minigame map events: obelisks → signed link-out → rewards back

• Guided tours + help hub on every surface; diplomacy axis (opt-in)</description>
    </item>
    <item>
      <title>Eight rooms at ~19 ticks a second — the load-oil campaign closes green, and the labs grew up</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-28</guid>
      <pubDate>Wed, 28 Oct 2026 12:00:00 GMT</pubDate>
      <description>A sustained-load campaign measured the node honestly instead of hoping: eight concurrent match rooms held ~19.2 ticks/second each, reconnects and resyncs survived conditioned packet loss, a spectator joined a 44-million-tick world without stalling anyone, and rooms stay at ~15-30 MB heap. Two findings already shipped as fixes: CPU-aware admission (the node defers new matches when the loop is saturated) and leak-free probe rooms. Meanwhile the check-off hub unified every QA surface into one page, the labs hub grew real bodies — workcycle 2D+3D marker editors, a weather scrubber, the sounds board, the mana sandbox, the FX section — and the join path got profiled down from ~11s to ~3s.

• Soak result: 8 rooms, ~19.2 tps each, conditioned-loss green

• CPU-aware admission — defer match starts when the loop saturates

• Check-off hub + five real lab bodies; join ~11s → ~3s</description>
    </item>
    <item>
      <title>AI seats learned to delve — heroes without humans</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-27</guid>
      <pubDate>Tue, 27 Oct 2026 12:00:00 GMT</pubDate>
      <description>AI seats now field heroes of their own: a delve driver lets computer players descend dungeon floors, fight monsters, loot and extract — and can co-delve alongside a human party. AI seats mint their own soul rosters and personas, milestones can grant souls as rewards, and a new funnel records match events for analysis. Around the edges: the store vault got an enriched catalog, the join path was broken down and profiled, and another round of AI transport and deadlock fixes landed.

• Delve drivers: AI seats descend, fight, loot, extract, co-delve

• AI soul rosters + personas; milestone-granted souls

• Join-path breakdown + more transport/deadlock fixes</description>
    </item>
    <item>
      <title>A mesh suite for the federation — and a block editor for stoonie brains</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-26</guid>
      <pubDate>Mon, 26 Oct 2026 12:00:00 GMT</pubDate>
      <description>The mesh suite landed: an admin surface for the server federation — node health, discovery, quarantine and announcements — next to a thin public status page. Scripted stoonies got their authoring face: the block editor can now fill a rule's target straight from the world (pick a node, done), and the scripting program closed its remaining legs. Plus the debt-days file-size ratchet cut the biggest source files down to size, and store cards render live thumbnails of the actual variant.

• Mesh suite: node health, discovery, quarantine, announcements

• Block editor world-pick for stoonie programs

• File-size splits across the largest modules</description>
    </item>
    <item>
      <title>One repo becomes a constellation — and a stoonie learns to follow a script</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-25</guid>
      <pubDate>Sun, 25 Oct 2026 12:00:00 GMT</pubDate>
      <description>The biggest week yet for the project map: the monorepo split into a clean constellation — ember-web (this site, the forum worker), ember-forge (asset pipeline + agent bridge), ember-tools, ember-playtest, ember-plugins-lab, a project hub at projects.stoongame.com, and blocks-node.stoongame.com answering for the Blocks Attack minigame. Assets now distribute through an inclusion manifest — the game ships only what it needs, with a local fallback instead of a bucket. In the engine, stoonies learned to follow scripted programs: porters walk posted duty routes and soldiers hold scripted posts through a content channel that rides the wire and survives saves. Meanwhile the AI lab built its first cloning dataset (25,908 rows over 42 seeds) and kicked off a LoRA run, and shared chrome (gear menu, inspector, feedback) landed on every surface.

• Monorepo split: 7 satellite repos, seams via env vars + vendored contracts

• Assets ship only what the game needs — manifest-driven, no bucket

• Stoonie scripting: porters and soldiers now run scripted posts that survive saves

• AI lab: first cloning dataset (25,908 rows / 42 seeds), LoRA run started</description>
      <enclosure url="https://stoongame.com/devlog/w43-constellation.jpg" type="image/jpeg" length="0" />
    </item>
    <item>
      <title>Scripted stoonies, second leg — posts, recalls and a full command set</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-24</guid>
      <pubDate>Sat, 24 Oct 2026 12:00:00 GMT</pubDate>
      <description>The scripting engine grew its full vocabulary: porters can walk posted duty routes, soldiers hold scripted posts and answer recalls, programs ride the wire into the match and survive saves, and the scriptable command set covers goto/carry, route posting and release. A tuning channel adds stoonie-specific knobs so a script's feel can be adjusted without code. In parallel we made an honest call on infrastructure: paid CI stays paused — everything verifies locally.

• Duty routes for porters, scripted posts + recall for soldiers

• Programs ride wire + save; goto/carry/post/release commands

• Stoonie-tuning knobs; CI decision: local verification only</description>
    </item>
    <item>
      <title>Assets learn to travel light — the inclusion manifest and external modules</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-23</guid>
      <pubDate>Fri, 23 Oct 2026 12:00:00 GMT</pubDate>
      <description>The monorepo split into its satellite constellation (covered in the W43 entry) — the part worth its own note: the asset-inclusion manifest. Bundles now ship only the files a match actually needs, deduplicated per file, with per-asset publish flags and a local-server fallback instead of a bucket. The plugin seam proved itself at the same time: a hello-module loaded from outside the repo ran live in a match.

• Inclusion manifest: bundles ship only needed files, deduped

• Per-asset publish flags; local fallback instead of a bucket

• External module loaded live — the plugin seam holds</description>
    </item>
    <item>
      <title>Mana co-op and the debt-days cleanup</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-22</guid>
      <pubDate>Thu, 22 Oct 2026 12:00:00 GMT</pubDate>
      <description>The mana mode completed its first arc: Secrets-of-Mana-style party combat with a grid, a gauge and charged attacks, same-screen co-op, and a ranged content pass — weapons, armor, consumables and volleys — plus the net-coop design and its balancing and e2e pass. Dungeons got fairer bookkeeping (party souls return to their origin roster on exit; mutual-wipe draws resolve correctly), hero movement got a live e2e suite, and razed buildings now release their garrison properly. In the background, the debt-days campaign split the largest files and restored the lint/cycle ratchets.

• Mana mode: party combat, same-screen co-op, ranged content

• Dungeon fairness: souls return home, draw race resolved

• Debt-days: file-size splits, restored quality ratchets</description>
    </item>
    <item>
      <title>Privacy week — self-serve data rights and a rewritten privacy page</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-21</guid>
      <pubDate>Wed, 21 Oct 2026 12:00:00 GMT</pubDate>
      <description>A full data-rights pass, end to end: self-serve export and erasure endpoints, sealed signup storage, rotating hashes, and an unconfirmed-signup purge — then the privacy page was rewritten to describe what actually ships, including where an optional LLM touches the game (with a dismissible first-use notice in the map editor). Also this day: a rebuild-from-scratch runbook for the stack, a live triage of the whole sign-off queue, and fixes for failover ghost-entities and a debris-flag ware loss.

• Self-serve GDPR: export + erasure endpoints that work today

• Privacy page rewritten to shipped reality; LLM disclosure

• Rebuild runbook + sign-off queue triage + failover fixes</description>
    </item>
    <item>
      <title>Flag-free logistics proven end-to-end — plus a top-to-bottom audit</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-20</guid>
      <pubDate>Tue, 20 Oct 2026 12:00:00 GMT</pubDate>
      <description>The flag-free circle closed: free-walk porters and NA-roads transport are proven end-to-end as alternative logistics, joined by a survey pick for flag-free expansion and a ruleset gate for the edge-ring road/wall rule. Carriers got honest WYSIWYG loads and occupancy blocking, loading screens gained a stock of concept tiles with multi-pick rotation, paused shipyards refund planks on evacuation, and a drop-folder routes incoming assets into the right category. In parallel ran a project-wide audit whose remediations landed the same week — security headers, tighter rate limits, database hardening and a coverage ratchet.

• Free-walk + NA-roads logistics proven; flag-free survey

• Loading-screen rotation; shipyard refunds; incoming router

• Audit remediations: headers, rate limits, DB hardening</description>
    </item>
    <item>
      <title>The AI learned to breathe again — factions go user-made</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-19</guid>
      <pubDate>Mon, 19 Oct 2026 12:00:00 GMT</pubDate>
      <description>A proper post-mortem fix: the AI had collapsed because of a movement-speed and junction interaction — reverted and bounded, with military spacing exempted correctly, and the recovery verified by simulation. User-created factions landed in the in-game test panel with a working starter loadout, the homeworld gained a flag-free transport toggle on the strict-classic reset card, portal round-trips went green in e2e for guests and registered players, and the state serializer moved into core where it belongs.

• AI collapse root-caused + fixed; sim-verified recovery

• User factions with starter loadouts in the test panel

• Portal e2e green; serializer relocated to core</description>
    </item>
    <item>
      <title>The Player Slice — personas, a creator hub, and a 91 MB asset diet</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-18</guid>
      <pubDate>Sun, 18 Oct 2026 12:00:00 GMT</pubDate>
      <description>The player-experience slice reframed the client around personas — who you are shapes what the chrome shows — plus a unified gear-menu law across surfaces and the first creator hub. Under the hood: a GLB diet that slimmed 35 oversized models in place (−91 MB), faction documents that can pick per-building GLBs, a reworked faction editor, and the sim-host boundary work that will let simulation run where it fits best.

• Persona views + shared chrome law + creator hub

• GLB diet: 35 models, −91 MB in place

• Per-building faction GLB picks; sim-host boundary</description>
    </item>
    <item>
      <title>Draw the building — the Glade Sculpt designer lands</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-17</guid>
      <pubDate>Sat, 17 Oct 2026 12:00:00 GMT</pubDate>
      <description>Buildings are now shaped, not assembled: a new spec kind plus a designer that works like a sketchbook — draw the ground outline in one stroke, bend the walls point by point, pull the roof from spire to bell, drop windows and doors that merge when they touch, and grow round towers from a blob brush. It runs in two places: a sculpt tool in the Forge and an in-game designer that opens over the live match behind an experimental flag, with themed material sets (viking, german, log, timber, tent). Saved designs flow into the content vault and render in matches like any pack variant; touch got its own pass (one-finger drawing, two-finger orbit, long-press for windows) and per-instance overrides already work locally.</description>
    </item>
    <item>
      <title>The reskin toolchain — restyle anything, from stoonies to smoke</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-16</guid>
      <pubDate>Fri, 16 Oct 2026 12:00:00 GMT</pubDate>
      <description>The object-reskin campaign closed: one toolchain now restyles every visual class in the game. The objects editor covers zone fills, pixel paint and attachments — props, lights, smoke, animations — on buildings, wares and map objects, with a day/dusk/night preview that runs the real in-game lighting rig; publishing writes straight into the content vault. The faction editor grew up: new factions come prefilled with all ~50 professions, live previews and a full cloud seed. In-game, a floating faction test panel swaps assets at runtime, and the renderers consume reskin fields for instanced and grouped objects — so a reskinned variant actually shows up in a match. All surfaces also ride the Forge rail and a cloud mirror, so they work from a phone while the dev box sleeps.</description>
    </item>
    <item>
      <title>The feel circle — sound, water, debris and dockable panels</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-15</guid>
      <pubDate>Thu, 15 Oct 2026 12:00:00 GMT</pubDate>
      <description>A sustained polish pass across feel and world logic: audio cues got per-cue gating with voice caps, the panel layout engine learned dock regions and a reserved build-menu zone (rolled out across 26 panels), free-walk porter logistics got bounded and cached, map generation gained lowland flattening, meadow settling and mineral quotas, rivers learned flow overlays, ocean-side deltas and fjord promotion, water rendering killed its chunk seams, debris became honest ground piles that civilians fetch themselves, and the shared ⚙/🐞 chrome started landing on every surface.

• Panel dock engine across 26 panels; audio voice caps

• Mapgen: lowlands, meadows, mineral quotas; river deltas

• Debris ground piles + fetch errands; chrome everywhere</description>
    </item>
    <item>
      <title>The degree-3 road rule, HQ self-defense, and the end of the night flicker</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-13</guid>
      <pubDate>Tue, 13 Oct 2026 12:00:00 GMT</pubDate>
      <description>Three fixes in one sweep. Roads, walls, palisades and rivers now obey the classic rule — at most three non-adjacent edges per node, enforced by direction-aware pathfinding, flags included. HQs defend themselves with their own garrisoned soldier stock. And a join-room leak that doubled the game:tick stream — the real cause of the day/night lighting flicker — is closed. Alongside: a model-scale adjustment panel with server persistence, per-stoonie model/anim picks, camera centering on HQ placement, and a model-optimization pass that shrank the animal and stoonie GLBs by roughly half while refreshing porters, the wolf and the dragon.</description>
    </item>
    <item>
      <title>The Meshy fleet docks — 88 models into the game</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-11</guid>
      <pubDate>Sun, 11 Oct 2026 12:00:00 GMT</pubDate>
      <description>The AI-model pipeline produced its biggest intake yet: batches 4 and 5 delivered rigged, animated porters and vehicles, and 88 GLBs were intaken into the game in a single pass — including UI icons derived from the same art and a dedicated lock-in icon slot. To keep it honest, a new size-budget guard test now fails the build on raw, undownsized models. The run also surfaced a real pipeline lesson — skinned meshes must skip the blender cleanup path — now written into the docs and the bug log.</description>
    </item>
    <item>
      <title>The bake-off learns curation</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-10</guid>
      <pubDate>Sat, 10 Oct 2026 12:00:00 GMT</pubDate>
      <description>The art bake-off grew its moderation layer: admins can remove or quarantine entries, a Models group handles the GLB submissions, and unrated filters surface what still needs eyes. Lock-in v2 gives every object five media slots with per-asset rate, comment and note fields; a live GLB-viewer manifest regenerates with every model batch and feeds the hub; and a media-queue workbench ties the stages together. A cleanup pass also dropped the models that had been promoted by mistake — the atlas only keeps what earned its place.</description>
    </item>
    <item>
      <title>Lock in — the atlas that decides what ships</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-09</guid>
      <pubDate>Fri, 09 Oct 2026 12:00:00 GMT</pubDate>
      <description>Between generating art and shipping it there is now a canonical step: the lock-in atlas. An objects inventory board shows every thing in the world with its comic and realistic candidates, mesh status and queue state; the combiner generalized into a builder for every asset category, with a directed cast mode for targeted variants; and the lock-in picker got the full kit — browse-all tab, animated GLB previews on hover, bulk apply, an audit view, procedural placeholders and swap picking. The lock-in page is now the source of truth for which asset each object actually uses.</description>
    </item>
    <item>
      <title>A media pipeline, and an admin panel for everything</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-08</guid>
      <pubDate>Thu, 08 Oct 2026 12:00:00 GMT</pubDate>
      <description>The art machinery got an engine room: a media-jobs pipeline now runs generation stages serially — with capability probes, a library, and upload + promote paths — watched over by a media-atlas admin surface. The game client grew admin panels for tuning, SFX alignment, media and playtest gates; the wardrobe gained garment models; a combiner lab opened on the asset server for multi-reference trait mixing; and the bake-off hub learned to show GLBs, not just images. The asset taxonomy rules became canon in the system rules the same day.</description>
    </item>
    <item>
      <title>Vote on the art — the bake-off hub goes public</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-07</guid>
      <pubDate>Wed, 07 Oct 2026 12:00:00 GMT</pubDate>
      <description>bakeoff.stoongame.com is live: a public voting site where anyone can help pick the game's look — a &quot;pick the good ones&quot; multi-select mode, an optional comment on every vote, ties that split into both-good/both-bad, an offline outbox that retries when the connection drops, and an apex API route with a pages.dev fallback so voting survives outages. The pipeline bore its first in-game fruit the same day: Meshy-generated woodcutter and sawmill models dropped into the client.</description>
    </item>
    <item>
      <title>Pocket-sized colonies, an art foundry, and a handoff-ready project</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-10-06</guid>
      <pubDate>Tue, 06 Oct 2026 12:00:00 GMT</pubDate>
      <description>The mobile campaign is done: every game mode now plays properly on a phone — device-aware layouts, sheet grips and chip docks, per-mode touch passes for economy, military, heroes and ships, zoom caps, FX budgets, a keyboard that docks instead of covering your colony, and a reconnect flow that forgives a flaky cell link. In the art foundry, the text→image→model pipeline grew up: a bundled SFX set and a first music bed shipped, Meshy rigging and animation clips are wired into the batch tooling, and a live bake-off gallery lets us compare art-direction variants while the generators run. Under the hood the endless world got faster and kinder — paced terrain appends, federated incremental streams, and a multi-cycle soak to prove it. And because good projects outlive their sessions, we ran a handoff campaign: a curated telemetry vault, a human-team onboarding path, and a community-launch plan pointing at a Steam page, a public demo and a Discord.</description>
    </item>
    <item>
      <title>The Stoonies found their voice — 42 bark triggers and counting</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-30</guid>
      <pubDate>Wed, 30 Sep 2026 12:00:00 GMT</pubDate>
      <description>The speech-bubble system grew from 16 to 42 triggers, and the settlement finally narrates itself: Stoonies remark on thirst, exhaustion and wounds; carriers now distinguish a full flag from a long jam from a stranded ware; geologists celebrate deposits or lament empty surveys; a founding gets the builder's bark plus news spreading back home. Disasters (quake, flood, fire, disease, storm) draw cries from whoever stands near, monsters and portals get spotted on approach, and idle Stoonies muse about the forest, river, coast or mountain actually in front of them. Soul bindings, era advances, discoveries and finished research all get their moment too. Tiered per-trigger cooldowns, never-repeat-the-same-line dedupe and a global bark budget keep it charming rather than spammy — and the Emberfall and Aztherion scenario packs carry their own themed lines for every trigger. All presentation-only: the sim fingerprint is byte-identical before and after.</description>
    </item>
    <item>
      <title>AI strategies become editable genomes — Forge editor, lobby picker, mid-match programs</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-29</guid>
      <pubDate>Tue, 29 Sep 2026 12:00:00 GMT</pubDate>
      <description>The deterministic AI's brain is now a file: strategy genomes live in content/ai-strategies/*.json, rescan at match start, can shadow presets, and stamp a provenance hash into match reports so a replay knows exactly which genome drove a seat. Editing rides FileViewer v2.0 — one shared editor mounted in-game (design tools + the lobby ✎) and on Forge, with a schema-pinned knob catalog, typed widgets and snippet insertion — and program genomes can swap a seat's strategy mid-match on closed-catalog triggers (settle → rush → naval). Underneath, the clean-core campaign landed its enforcement substrate: a domain-boundary lint for the core packages, a single home for save migrations with golden pre-rename fixtures, fully seeded sim RNG, and a seeded snapshot/diff fuzz that already caught a real silent-drop bug in stoonie restores.</description>
    </item>
    <item>
      <title>One stoonie system — the soul board, night lights, and a six-fix perf hunt</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-28</guid>
      <pubDate>Mon, 28 Sep 2026 12:00:00 GMT</pubDate>
      <description>The old settler-professions model is gone: one unified stoonie system now owns every body — porters and soldiers are assignments in the same book, not separate species. On top of it landed a soul progression board, worker-slot UI, a worlds panel and night lights on the map; portals gained destination-class rift colours and their T3 roaming lifecycle. Then the perf campaign went hunting event-loop starvation and found it: six fixes ranging from dirty-gated animal overlap resolution and bound A* probes to phased periodic systems and client-side dead-reckoning on diff underruns.</description>
    </item>
    <item>
      <title>Cliffs are real now — and the game gets its whole shape on paper</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-27</guid>
      <pubDate>Sun, 27 Sep 2026 12:00:00 GMT</pubDate>
      <description>Two kinds of progress today. On the map: slope-gated edges — steep rises and cliff faces now genuinely block Stoonies and road building, so the terrain finally pushes back. On the meta level a v2 docs layer landed: a rewritten project brief, requirements-as-they-stand, an honest state assessment, the world-fiction canon, and a release plan that re-baselines versioning to product releases (0.5 → 1.0 → 2.0). The biggest shape in it is the homeworld hub — your own persistent world becomes the lobby, and portals carry your soulbound Stoonies everywhere else; its server half is already implemented.</description>
    </item>
    <item>
      <title>The creator loop closes — Forge suite, a real store, and a lobby that launches modes</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-26</guid>
      <pubDate>Sat, 26 Sep 2026 12:00:00 GMT</pubDate>
      <description>forge.html is now a genuine tool suite: kitbash model composer, interior painter, faction themes and variants, obj-specs plus animation clips — with a voxel modeler next. Authored work lands in a persisted vault and in user packs, and the store opened its shelves with the first two DLC packs (The Void, Poisoned Lands) plus a detail page per pack. The lobby gained a game-modes launcher, a game-test hub and a design-tools panel with an experimental quickstart; factions are on by default everywhere. Underneath, the scenario ecosystem closed out: a generic completion harness plays every player-facing scenario to victory, campaigns now branch on choices and failures, and golden traces catch regressions. Also in: an embodied camp craft loop with a Stoonie task UI, selection rings for bound units, and a local chat channel anchored to your camera view.</description>
    </item>
    <item>
      <title>The whole spine is built — every prototype P1–P5 is now implemented</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-25</guid>
      <pubDate>Fri, 25 Sep 2026 12:00:00 GMT</pubDate>
      <description>A milestone worth a log entry of its own: EmberFrontier (P4 — omnidirectional map growth, tiered tick rates, world ops) and EmberAtlas (P5 — building wear &amp; repair, and the presence lifecycle where untended regions freeze, reclaim to void and re-materialize on approach) are both implemented. That makes all five prototypes feature-complete; what stands between the code and the v1.0–v5.0 stamps is now mostly human — one batched live-QA session, the closed playtest, and the sign-offs. The site roadmap finally reflects that, and the status legend grew two honest states: &quot;in development&quot; and &quot;concept&quot;.</description>
    </item>
    <item>
      <title>The mode shelf fills up — Emberfall, the Everything World, and three tracks in flight</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-25</guid>
      <pubDate>Fri, 25 Sep 2026 12:00:00 GMT</pubDate>
      <description>Beyond the prototype spine, the parallel mode tracks have quietly grown teeth: the Emberfall spine campaign (settle → scripted catastrophe → dungeon descent → Armageddon → exodus into the shared world), the StoonGame everything-world (one canonical never-ending map per server), and the Civilisation Evolution era ladder all run in the game behind toggles. In active flight: the Diablo Tribute descent mode, the Shattered Shards pair (visible cursed lands + real holes in the world), and the Artisan Economy craft tier. All of them are now cards on the ideas board — tagged so you can tell playable experiment, work in progress, concept and pure idea apart.</description>
    </item>
    <item>
      <title>How this game is being built — a note on our vibe-coding workflow</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-24</guid>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <description>For everyone asking what's behind this pace: Ember Worlds is built almost entirely with AI pair-programming. Most of the codebase came out of Windsurf's SWE-1.7 on an early-joiner Devin subscription; the heavy lifting lately is SWE-2, which we rode hard during its free phase. Our scarce weekly/daily credits go to very rare GPT-6 ASTRA runs for the trickiest architecture calls. Honestly, we're still a bit overwhelmed ourselves at how far this got in barely more than a month of development — every system on this page, from the transport economy to the dungeon floors, started as a prompt.</description>
    </item>
    <item>
      <title>Config as content, an outage-proof forum, and the first animation framework</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-24</guid>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <description>Every gameplay, balance and ops tunable moved into versioned config tables shared by client, server and headless sims — one precedence rule (env &gt; ruleset &gt; table &gt; fallback), gated by behaviour-fingerprint diffs. The net-resilience pass shipped: joins retry on flaky links, terrain builds off the main thread (a 256² map join dropped 2.5 s → 4 ms of main-thread work), congested sockets get a resync valve, and map fingerprints stop same-seed collisions. The forum got an outage-proof replica on Cloudflare Pages + D1, so it keeps working even when the game servers are down. And a new animation/FX framework landed its first slices — the woodcutter finally swings his axe on screen.</description>
    </item>
    <item>
      <title>We're on the internet — landing page live, first public serve over the tunnel</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-23</guid>
      <pubDate>Wed, 23 Sep 2026 12:00:00 GMT</pubDate>
      <description>StoonGame crossed the home-network boundary: stoongame.com plus play./hub./node. are live through a Cloudflare Tunnel to a home Mac mini — the first time the game was served to the public internet. A net-experience campaign then followed the bytes: ambient animal updates now ride a 5 Hz cadence (~75% smaller), the join-time map baseline is built once per room instead of per player (23.6→0.6 ms per join), and map loading dropped from 4.4 to 2.6 s. Static bundles are prepped for Cloudflare Pages so even the download leaves the home uplink alone.</description>
    </item>
    <item>
      <title>Full-cycle test campaign: everything at once</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-22</guid>
      <pubDate>Tue, 22 Sep 2026 12:00:00 GMT</pubDate>
      <description>A whole-day campaign ran the full stack — unit suites, browser e2e across device profiles, headless AI matches, a real-player session probe and a docker multi-node mesh. It caught — and fixed — an AI caravan retry loop, a recurring 40-tick analysis spike, and out-of-reach expedition targets (now bounded, with a reach ring in the UI).</description>
    </item>
    <item>
      <title>Admin console, command palette, building wear — and the federation begins</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-20</guid>
      <pubDate>Sun, 20 Sep 2026 12:00:00 GMT</pubDate>
      <description>A new tabbed admin console lands in the lobby and in-match: a live dashboard with per-room tick rates and stall warnings, server + database health and sanity checks, user roles, feature-vote aggregates, evaluation stats with mapgen-fidelity results, AI leaderboards and the feedback inbox. Under the hood the tick loop consolidates scans and sheds ambient work under overload; buildings accrue wear and can be repaired by engineers (auto-repair toggle included). For players: Ctrl+K opens a searchable command palette, keys are remappable in settings, a procedural ambient bed follows the game clock, the first real art assets ride the new manifest pipeline, and a curated five-scenario learning path guides new players. First federation plumbing links servers into a shared world mesh — control plane only for now.</description>
    </item>
    <item>
      <title>Edge walls, the soul vault, and prototype toolbars</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-18</guid>
      <pubDate>Fri, 18 Sep 2026 12:00:00 GMT</pubDate>
      <description>Walls are now true edge-based structures — fence lines node to node with gates, breach combat and AI integration. Soul vault UX: bound/free souls, empty bind slots, soul details. EmberSim and EmberFrontier toolbars, always-on 🐞 feedback button, camera terrain clamping, rivers enforcing multi-spring origins.</description>
    </item>
    <item>
      <title>EmberHeroes lands: souls, heroes and dungeon floors</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-17</guid>
      <pubDate>Thu, 17 Sep 2026 12:00:00 GMT</pubDate>
      <description>The whole P2α loop shipped: soul types and the vault, binding, the hero layer with XP/perks/equipment, direct unit control, death-and-extraction write-back, portal shards — and procedurally generated dungeon floors (both grids) with monsters, loot, chained depths and co-op. Plus the EmberSim megaplan and the Aztherion story campaigns.</description>
    </item>
    <item>
      <title>Scenario engine, campaigns and server persistence</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-16</guid>
      <pubDate>Wed, 16 Sep 2026 12:00:00 GMT</pubDate>
      <description>A data-driven scenario-v1 engine (triggers → effects → objectives) with story campaigns and a built-in editor — plus a big i18n sweep and server-persisted profiles, saved games and friends.</description>
    </item>
    <item>
      <title>Rivers, boat-ways and bridges</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-15</guid>
      <pubDate>Tue, 15 Sep 2026 12:00:00 GMT</pubDate>
      <description>Rivers became real water infrastructure: springs and tributaries, lakes and carved channels, boat-ways for inland couriers, and bridges as buildable structures — plus the map editor's water-level slider and profile refinements.</description>
    </item>
    <item>
      <title>Production sounds, worker progress and Stoonies research</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-12</guid>
      <pubDate>Sat, 12 Sep 2026 12:00:00 GMT</pubDate>
      <description>Every production building got a fitting sound and worker progress bars became toggleable. Detailed concept documents for Settlers II, III, IV and New Allies were added to guide the ruleset mixes.</description>
    </item>
    <item>
      <title>Colony logistics and the Charring Kiln</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-10</guid>
      <pubDate>Thu, 10 Sep 2026 12:00:00 GMT</pubDate>
      <description>Sea colonies now receive generic stoonies from the home colony. Added the Charring Kiln (Köhlerei) producing coal from logs.</description>
    </item>
    <item>
      <title>Day one: first prompts, first lines of code</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-08-22</guid>
      <pubDate>Sat, 22 Aug 2026 12:00:00 GMT</pubDate>
      <description>The project started here: a pnpm monorepo, the plugin API, the triangular node map system and the first Three.js terrain renderer — followed the same day by the network protocol, the A* pathfinder, the transport system and the first buildings. Every feature on this site grew from that seed.</description>
    </item>
  </channel>
</rss>
