Development Updates
Checked against current app progress
Real progress. Clear evidence.
The integrated save-and-continue demonstration has passed, followed by accepted Player and Character lifecycle work. UGM Command and custom themes now share an evolving presentation engine; real-app theme acceptance remains the gate before the full Character Editor.
Latest update · 22 September 2026
Your Characters now have a complete path into and out of play.
The integrated table demonstration has passed and the Player lifecycle has owner acceptance. Prepare Characters in your Vault, complete GM review and admission, play with the approved set and choose how to retain permitted final versions.
- Gameset-specific Vaults support creation, copy, archive, restore, portraits and portable transfers.
- Selection, submission, independent GM review, Ready and explicit admission form one Player journey.
- GM-provided Characters, private waiting messages and permission-filtered returns preserve role boundaries.
- Shared themes, responsive controls and real-app acceptance are active before the full Character Editor.
–06
Shared theme engine, UGM Command and custom-theme parity, followed by explicit owner acceptance.
Why This Matters
Keep ownership and permission clear through the whole Game.
A route, record or service is not counted as complete on its own. Each update must make an ordinary customer journey more real, more visible and safer to recover.
Browse a Gameset-specific Vault, manage independent copies and portraits, then select compatible Characters for the intended Game.
GM approval, player readiness and admission are separate steps. Waiting or expired requests do not expose live Character sheets.
Compare local and final Character versions, retain only permitted outcomes and recover an interrupted choice without duplicate imports.
Now And Next
From the accepted Player lifecycle to the shared theme gate.
The first five blocks established the integrated table proof. Block 6 added the Player lifecycle; shared theme acceptance now precedes the full Character Editor.
- Block 1
Campaign product spine and transport decision
Builder-to-Player handoff, persistence, standalone recovery and the provider-neutral LAN/remote direction passed.
Passed - Block 2
Campaign loop and two validation Gamesets
Campaign hierarchy, navigation, reveals and live editing passed through the structurally different internal Adventure and Narrative fixtures.
Passed - Block 3
Interactive Character Sheets
Gameset-defined fields, resources, calculations, actions, persistence and permission-safe projections passed across both validation fixtures.
Passed - Block 4
Realistic physics dice and LAN play
Secure LAN joining, authoritative dice replication, readability and recovery passed through real-device and normal-product proof.
Passed - Block 5
Remote play, Spectator Mode and integrated proof
Reconnect, save/close/continue and the standalone integrated two-Gameset journey have passed bounded technical proof.
Technical proof passed - Block 6
Player and Character lifecycle
Vault management, transfers, review, admission, GM-provided Characters and final returns reached accepted close-out on 13 September.
Owner accepted - UC02–06
Shared themes and real-app acceptance
Complete UGM Command, custom-theme parity, widgets, responsive presentation and accessible input before B07's full Character Editor.
Current
Update Ledger
Recent progress, in plain English.
This is a concise public record of evidence-backed product movement. Technical counts support the story; they do not replace the customer journey being proved.
Gameset variants bring optional rules to each Campaign
The agreed plan adds built-in, user-authored and Package-delivered variants within an existing Gameset. Install one variant or a collection in Library, then choose, combine and customise compatible options in Build. Reusable presets, saved Campaign settings and reviewed Character impacts keep rule changes deliberate. Updates must preserve customisations and active rules. This is planned scope in the Gameset, Campaign and Library work, with no shipped workflow or new release date claimed.
Saved Campaign edits refresh correctly across both themes
The rebuilt Mac candidate verifies saved title, public text and private text refreshing in the selected Campaign Builder item under Command and Paper & Ink. Unsaved title drafts survive returning from Quit, and later saves retain the latest fields. Dense forms, scrollbars, input ambiguity, wider device and OS speech checks remain open. This bounded normal-use evidence does not close the shared-theme acceptance gate.
Shared Worlds connects separate tables through one persistent world
The new optional Module is planned around a World GM and invited GMs, shared mission claims, delegated lore approval, flexible world timing and lasting consequences. Characters can move between eligible tables with one active adventure commitment; accepted adventures can continue offline before their outcomes are reconciled and approved. Larger communities are a later expansion. This is agreed future scope, with no implementation or release date claimed.
More platform possibilities enter the future backlog
Linux desktop, Chromebook/ChromeOS and Steam Deck/SteamOS now have separate feasibility and device-validation items. A possible Googlebook port remains provisional while the intended platform is clarified. These ideas do not change the current Windows, macOS, Android, iPhone and iPad targets or the active delivery sequence.
Shared themes, Library selection and accessible reading advance
The refreshed Mac development player now has bounded normal-use evidence across Command and Paper & Ink. Sampled route-response medians improved from 322 to 171 ms for Command and 276 to 140 ms for Paper; these are not exact display-latency measurements. A pending Paper theme keeps its friendly name through restart and is reverified before installation. One Command Back action needed a second click. Physical-device input, OS speech, broader journeys and explicit theme acceptance remain open; the iPad candidate is still uninstalled.
Paired OBS layouts frame camera feeds with UGM presentation
The planned broadcast workflow pairs an opaque UGM background with a transparent foreground around cameras managed by OBS. Scene changes coordinate through a confirmed blackout, with visible synchronisation and recovery states. This remains later broadcast work; it does not change the current theme acceptance gate or establish a finished integration.
The Player and Character lifecycle is accepted
B06 close-out received explicit owner acceptance after two-Gameset solo, encrypted LAN and private remote journeys. Character Vault, portraits, portable transfers, GM review, readiness, admission, waiting messages, GM-provided Characters and permitted returns are covered. Full-editor work and wider physical-device, screen-reader and release gates remain separate.
Keep permitted Character outcomes after the Game ends
The GM reviews final Character versions at End. Players receive permission-filtered returns and explicitly keep, copy or update eligible Characters, with comparison, prior-version backup and recovery after interruption. Repeated collection does not create another copy; denied retention provides no editable Character.
Joining now includes Character review and explicit admission
Players select compatible Characters, submit them for independent GM review and mark the approved set Ready. The GM explicitly admits that set or assigns permitted GM-provided Characters. Waiting players can send a private, bounded message to the GM; this is not general persistent chat.
A personal Character Vault, portraits and portable copies
Players can inspect installed Gamesets, create and edit Characters through the bounded Gameset-driven editor, copy, archive, restore and manage portraits. Portable Character transfers preserve declared source and redistribution rights. The full twelve-section editor remains later work.
The integrated standalone table demonstration passes
Both internal validation Gamesets completed Builder → Player → sheet → physics dice → permitted spectator view → Save and quit → full exit → Continue. Real LAN and private remote peers ran in separate processes on the same Mac. This technical proof is distinct from physical second-device and public-release acceptance.
Academy, Session Simulator and Membership join the product plan
Academy brings Search, Help and Learn together with individually selected content Packages. Session Simulator covers automated GM play and simulated Players for human-GM practice. Membership brings account, membership, ambassador and future purchase information together. These are planned contracts, not released workflows or pricing announcements.
Player reconnect has evidence; spectator recovery is the current gate
Local and remote spectator joining, useful shared presentation, GM-selected focus and role-authorised state delivery now have evidence. A separate-process remote player reconnect has passed. Spectator recovery navigation is corrected; final rebuilt-player and live reconnect confirmation remain open before the integrated save-and-continue demonstration.
Signed Content Directory delivery is published
Test and Production delivery 0.1.75 passed exact-byte, signature, catalogue/archive and cache-policy verification across five runtime tuples. Application version 0.1.73 is separate; store distribution and Production-player hosted recovery remain open.
Real-device LAN play and shared physics dice passed
Block 4 closed with secure physical-iPad LAN proof and a corrected Mac participant journey. A Character action produces the same ordered, host-authoritative settled dice results on both permitted views.
Character actions now finish as persisted authoritative physics dice results
B04.02 to B04.07 passed the Gameset-neutral dice boundary, full-screen tray-free overlay, Unity Physics simulation, typed expressions, Character action launch and atomic permission-filtered result records. At this checkpoint the proof was local; network delivery passed in the later Block 4 close-out.
A physical Mac and iPad LAN test pair is prepared
A Development-signed iPad Air and a separate Apple-silicon iMac host now have isolated containers, logs and screenshot capture on a representative local network. This prepares B04.08; it does not yet prove discovery, joining or shared results.
The Interactive Character Sheet block passed
Two structurally different validation Gamesets now drive interactive fields, resources, calculations and actions through saved Character state and permission-safe views. Block 3 closed with the full 3,235-check suite passing.
Two internal validation Gamesets now drive different Campaign Builder shapes
UGM Adventure Starter and UGM Narrative Starter now supply different terminology, hierarchies, actor and content roles, rules summaries and authoring palettes through one neutral Core contract. They are internal fixtures rather than public/product Gamesets. Six fixed 16:9 captures passed visual review.
The Campaign Builder-to-Player product spine passed
A GM can create and edit playable content through Home → Build, save it, open that exact Campaign in the table-first Campaign Player and continue from the saved position without developer tooling.
Still Open
Theme progress still needs real-app and device acceptance.
The latest source checks and development builds do not close the theme gate. Normal-player response, physical keyboard and touch, OS screen-reader speech and explicit owner review remain open.
Command and Paper & Ink must preserve selection, drafts, navigation and protected fallback across shell, editor, sheet and live surfaces.
Native reading and focus checks are useful evidence. Physical input, rotation, OS speech and acceptable player response require their own proof.
B07 adds the twelve-section editor after UC06 acceptance. Wider platform, store distribution and public-release checks remain separate.
Stay Close To The Build
Follow the next block as it becomes a real table journey.
The Roadmap shows the full sequence. Discord is the place for shorter progress notes, questions and future testing opportunities.