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Shattered Crowns

56 releases

Changelog

Every build, with the reasoning. These are the real release notes — written for players, not generated from commit subjects.

Current build

Pageant

v1.7.0-beta · 2026-10-01

Spells are staged now. Cast Shiva and the field goes dark, the camera finds her, ice falls, and the numbers land last — the way Final Fantasy Tactics staged its magic. Almost every ability in the game has its own cinematic, every weapon and spell has its own sound, statuses announce themselves as they land, and you can read an enemy's charging spell before it goes off. Seven callings have new bodies, and the Druid is a treant.

Read the full notes →

Earlier

  1. Armoury

    v1.6.0-beta · 2026-09-27

    Every weapon in the game has been redrawn, five callings have new bodies, and four new abilities join the roster. The board now shows you what can reach what before you commit to anything — hover a skill, your MOVE, or an enemy — and…

  2. Kindred

    v1.5.0-beta · 2026-09-23

    The biggest release yet. Two new callings join the fight, the Geomancer is reborn as a shapeshifting Druid, and all twenty callings now wear their own bodies — a dwarf, a high elf, dragon-kin, a moth, a crane, a toad, a naga and a weasel…

  3. In Good Order

    v1.4.20-beta · 2026-08-27

    Joe's four-match online 3v3 evening filed eighteen numbered reports; this release answers all eighteen. The through-line is ORDER: the board now tells one story at a time.

  4. Body and Paint

    v1.4.19-beta · 2026-08-23

    The spell-effects release. Every painted spell now has geometry under it, every ability on the board has art that says which ability it was, and how often you see a skill shows in how much it throws.

  5. Cadence

    v1.4.18-beta · 2026-08-23

    The clock release. Five of the ten items in Joe's 2026-08-22 playtest turned out to be the same piece of code, the battle now plays at a speed you can actually read, and a weapon finally decides how far its owner can reach.

  6. Painted Steel

    v1.4.17-beta · 2026-08-20

    The icon release: the whole game learns to speak WC3.

  7. Truer Aim

    v1.4.16-beta · 2026-08-20

    The battle-audit build: fixes surfaced by the 2,000-battle forensic run, a lighter download, and the unit-sheet reading pass.

  8. Last Word

    v1.4.15-beta · 2026-08-17

    Spell Echo has never once gone off. Not in this build, not in any build that shipped it — the ability was wired to a delivery queue nothing emptied, so every echo was cast, paid for, and silently thrown away. Found by a thousand logged…

  9. Second Nature

    v1.4.14-beta · 2026-08-16

    Every class now carries an innate ability it never has to pay for, and twenty-one new skills land across the roster — the thinnest kits get depth, the deepest get something with an opinion. Behind them sits a full balance pass over all 190…

  10. Forewarned

    v1.4.13-beta · 2026-08-14

    The board stops keeping secrets. Hover an enemy and the box now tells you what is waiting behind the swing — "Their Parry blocks — 30%" — and stays quiet when that reaction has nothing to say about the spell you are aiming. Every reaction…

  11. Both Hands

    v1.4.12-beta · 2026-08-14

    Everything in this release came out of one evening of 3-human playtests (2026-08-13, five saved battle logs). Both two-weapon supports finally do what their tooltips promise, charged blade arts and aimed shots chase the unit they were…

  12. Armistice

    v1.4.11-beta · 2026-08-13

    A truce for the battle neither side can win, the way back in after a crash, laurels that pop the moment you earn them, and a body-paint language for every turn-stealing status. MP regen is gone — mana is played for now, not granted by the…

  13. Augury

    v1.4.9-beta · 2026-08-12

    Joe's v1.4.8 battle-log pass: barriers stop stacking, mind control joins the wheel, and a confused unit finally stops taking orders. And every screen in the game becomes a place — nine 3D rooms behind the pages, starting with a Guild Hall…

  14. Company

    v1.4.7-beta · 2026-08-12

    A playtest batch off two v1.4.6 logs. Four bugs and one question, and the question turned out to have the most interesting answer: the ability Joe suspected of hitting too hard is the weakest of its kind in the game.

  15. Regalia II

    v1.4.6-beta · 2026-08-11

    Gear that does something. The registry has been describing mechanics it did not have since v0.5.8 — seven items carried an Element no formula read, and roughly forty descriptions promised an effect that did not exist. This release makes…

  16. Vantage

    v1.4.5-beta · 2026-08-10

    (There is no v1.4.4 release. The critical-hit and damage-breakdown work was built under that number and ships here alongside the height pass, which was built as v1.4.5 — one release, and the code labels are left as they were written rather…

  17. Menagerie

    v1.4.3-beta · 2026-08-10

    ### Your companion is a creature now

  18. Ascent

    v1.4.2-beta · 2026-08-09

    ### Levelling pays you now, all the way to 100

  19. Regalia

    v1.4.1-beta · 2026-08-09

    A playtest batch, from a three-player evening. Every item below traces to something Joe or a tester hit in v1.4.0.

  20. Portents

    v1.4.0-beta · 2026-08-09

    You can see it coming now. Two changes that are really one idea: a charged spell should be a thing both sides can read and play around, and the eidolon you called should actually arrive on the thing you called it onto.

  21. Tidings

    v1.3.2-beta · 2026-08-09

    Everything the game already knew and never said. An evening of 5v5 and 3v3 against a real human produced four match logs, and almost every bug in them was the same bug: something happened, and nobody was told.

  22. Daybreak

    v1.3.1-beta · 2026-08-08

    The battlefield finally has light in it. Every fix here came out of one playtest log and two screenshots.

  23. Muster

    v1.3.0-beta · 2026-08-07

    The pre-battle experience, rebuilt end to end — from the moment you open a lobby to the moment the first turn starts, every screen is new.

  24. Chronicle

    v1.2.0-beta · 2026-08-07

    The replay system, whole — REPLAY-CLIP-DESIGN.md phases 2 through 4, on top of the recorder that shipped in Laurels. Every match already writes a .crown; now you can watch them, cut them, and film them.

  25. Laurels

    v1.1.0-beta · 2026-08-07

    Ranked MMR + Guilds + Teams — the whole RANKED-AND-GUILDS-DESIGN.md program in one batch. Server-side; live once deployed.

  26. Verdict

    v1.0.2-beta · 2026-08-06

    The three-battle playtest batch. Every entry traces to Joe's logs from the first beta night — two humans, quickmatch with AI fill, three games.

  27. Verdict

    v1.0.1-beta · 2026-08-06

    The table studies together. Same-evening patch on Joe's rule for multiplayer ceremony pacing:

  28. Verdict

    v1.0.0-beta · 2026-08-06

    Out of alpha. Thirty-six point releases after the first prototype, the core loop is feature-complete — 18 jobs, 190 abilities, the full status / equipment / per-battle roll stack, online play with accounts, progression, cosmetics,…

  29. Chorus

    v0.5.35-dev · 2026-08-05

    ### The zodiac steps into the light

  30. Sidestep

    v0.5.34-dev · 2026-08-04

    ### Sword arts ride the weapon, and guns hit like guns

  31. Reliquary

    v0.5.33-dev · 2026-08-04

    > Housekeeping: this is also the first shipped build to carry v0.5.32's > engine work (ultimates are one-shots; Ether) — that section's notes > published at 19:15 local and the code landed at 19:29, so the v0.5.32 > zip predates it by…

  32. Countdown

    v0.5.32-dev · 2026-08-04

    ### Ether — the Apothecary carries mana now

  33. Lock On

    v0.5.31-dev · 2026-08-04

    ### A cast aimed at somebody follows them

  34. See Through

    v0.5.30-dev · 2026-08-04

    ### Aim through the scenery

  35. Over the Edge

    v0.5.29-dev · 2026-08-04

    The first release checked by looking at it: every change here came from rendering the boards on screen, reading the screenshots, and fixing what they showed.

  36. The Wide World

    v0.5.28-dev · 2026-08-04

    Four new battlefields, each in a large and a skirmish size — the catalog goes from eleven traced boards to nineteen, and every one is a different tactical problem.

  37. The Painted Arsenal

    v0.5.27-dev · 2026-08-03

    The other half of the art pass. v0.5.26 painted the sixteen summons; this release paints everything else a spell can throw — every element, and every ultimate. Between the two, no magic in the game resolves as an abstract shape anymore.

  38. Sixteen Eidolons

    v0.5.26-dev · 2026-08-03

    An art pass. Every summon the Eidolon Caller can roll now arrives as a painted plate instead of an abstract bloom, and the moment it arrives lasts long enough to look at.

  39. 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.

  40. Solid Ground

    v0.5.23-dev · 2026-08-03

    Every battlefield but one now stands on real ground instead of a tinted box.

  41. The Long Way Up

    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.

  42. Two Brains

    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.

  43. Set in Type

    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.

  44. Show Your Work

    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.

  45. Say the Number

    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…

  46. The Rest of the List

    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.

  47. Say Something

    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.

  48. Leap of Faith

    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.

  49. Even Footing

    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.

  50. Nobody Was Asking

    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…

  51. Now You Can Miss

    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.

  52. Show Me What You Rolled

    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…

  53. Three Turns to Rise

    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…

  54. Dressed to Kill

    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.

  55. Dressed for Battle

    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 — v1.7.0-beta — 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.