Current build
Shows Its Working
v0.5.25-dev · 2026-08-03
A playtest-report pass. Almost every fix here is the same shape: a system that worked correctly while the thing telling you about it did not.
Read the full notes →17 releases
Every build, with the reasoning. These are the real release notes — written for players, not generated from commit subjects.
Current build
v0.5.25-dev · 2026-08-03
A playtest-report pass. Almost every fix here is the same shape: a system that worked correctly while the thing telling you about it did not.
Read the full notes →v0.5.23-dev · 2026-08-03
Every battlefield but one now stands on real ground instead of a tinted box.
v0.5.22-dev · 2026-08-02
Four new battlefields, built to be a testing ground for the height rules — two recreations of real Final Fantasy Tactics maps, each with a compact sibling.
v0.5.21-dev · 2026-08-01
A bug-and-calculations pass over a v0.5.20 playtest log. Six findings, and the two biggest were both the same shape: a second implementation of something the engine already knew how to do.
v0.5.20-dev · 2026-07-28
Playtest drop — covers v0.5.18, v0.5.19 and v0.5.20. The last build testers saw was v0.5.17, so this is three releases' worth. Full per-release detail is in the three sections below this one; here is what you will actually notice.
v0.5.19-dev · 2026-07-27
The follow-up list from v0.5.18, worked top to bottom. Two hardening items with real gameplay consequences, three that make the combat maths legible, and two that stop a decided fight costing a click per unit per round.
v0.5.18-dev · 2026-07-27
A playtest-report pass. Every item here came from Joe playing a 3v3 and reading the match log afterwards. The theme is stats that were working while the interface quietly said otherwise — the hardest kind of bug to report, because the game…
v0.5.17-dev · 2026-07-27
Two releases in one build. v0.5.16 finished Final Fantasy Tactics' status list in the engine; v0.5.17 gave all 38 statuses art. Neither shipped on its own, so they arrive together.
v0.5.15-dev · 2026-07-26
Three things that couldn't speak. Magic defence existed as a number nobody read, the engine refused commands without saying why, and there was no way to talk to anyone until the battle had already started.
v0.5.14-dev · 2026-07-22
The dragoon's Jump stops being a fixed 4-tile leap and becomes a rolled one — the same "you're dealt a fresh hand each battle, and JP buys the ODDS, not a guarantee" mechanic the skill and gear rolls already run on.
v0.5.13-dev · 2026-07-22
Two follow-ups to the v0.5.12 playtest, both from watching another match: the Speed rebalance only half-worked at full team sizes, and the dragoon's Jump still didn't land where Joe wanted it.
v0.5.12-dev · 2026-07-19
The second two-player playtest pass — twelve numbered reports, three battle logs. The title is the through-line: four of these were systems that already worked correctly and were simply never consulted. The aura had been drawing since…
v0.5.11-dev · 2026-07-19
A two-player playtest pass. One of these is the worst combat bug the project has shipped, and it had been live the entire time.
v0.5.10-dev · 2026-07-19
The board finally agrees with the reveal card. Two art purchases (KayKit Adventurers EXTRA, Fantasy Weapons EXTRA — both CC0, licences checked before anything was extracted) went in, and with them the last place where the visuals were…
v0.5.9-dev · 2026-07-19
> Shipped as a single commit, 9c04436, whose message describes only the > death-clock fix — a pre-push hook published it before the message could be > widened. This section is the authoritative record of what that commit > contains; the…
v0.5.8-dev · 2026-07-19
Last release dressed the units; this one arms them. The equipment system, inert for its whole prior life, now actually changes a unit — and a Discord bot went up so the playtest can start.
v0.5.7-dev · 2026-07-18
The board stopped being colored boxes. Units, battlefields, and the ability kit all took a large step in one day.
The version this site describes — v0.5.25-dev — is checked against the game client at build time, so the codex you are reading always matches the build named at the top of this page.