PUBLIC RECORD • POLICY • DEVELOPMENT
Changelog
Ten Thousand Schools started with one character, one week, and a few choices about work and training. It kept growing from there. This is the full breakdown of how it got from that first build to the game that is online now. Alpha 3.0 is the live launch, and anything added after launch will stay under that entry until the next version is ready.
Live launch • July 14, 2026
Alpha 3.0 — The live game
This is the version where I stopped treating the site like something only I would understand. The game itself was already large and working, but a new player could open it, see sixteen sections, and have no idea where they were supposed to begin. So the live launch has been as much about explaining the game as adding to it.
Anything that gets fixed or expanded immediately after launch is staying here for now. I would rather keep one accurate live-launch entry than turn every small correction into a new version number.
The launch itself
- Moved the current build onto the public Ten Thousand Schools subdomain and made it the main playable version.
- Changed the release name throughout the interface from the final review build to Alpha 3.0 Live.
- Moved every current save to schema 29 while keeping the older characters working. Existing saves update when they are opened.
- Created a full production backup before launch, including the source and the live character data.
- Checked the server scheduler after deployment and confirmed that it continued updating on its own instead of only working during a manual test.
- Kept the game account-free for now. A private save ID still handles resume, logout, export, and import.
Making the game easier to understand
- Added a complete Game Guide covering the first week, time, money, fatigue, schools, techniques, competition, injuries, careers, ownership, saves, modes, and the larger legacy systems.
- Added a long FAQ for the questions that kept coming up during testing, especially disabled buttons, low training progress, rent, injuries, competition requirements, and automatic saving.
- Added a plain-language explanation above every major game section. It now tells you what the screen is for and gives a couple of things worth checking before you start clicking.
- Added a Next Steps panel that looks at the current character and suggests useful directions. It reacts to low energy, fatigue, food, money, injuries, school membership, classes, sparring, and competition history.
- Added a visible result box after actions. The last journal result no longer disappears into another panel where a player may never notice it.
- Added a working state while the server processes an action, so clicking a button no longer feels like the interface ignored you.
- Added a Game Guide link to the live header, the landing page, the in-game footer, and every public information page.
- Reworked character creation so the normal start only asks for the important choices. Body details, scenario selection, Legends options, sandbox settings, and difficulty controls are still there, but they are not dumped on a first-time player all at once.
- Added a short explanation of what kind of game this is before character creation: work pays for training, time is the main resource, and there is no single correct career.
- Changed the resume button so it tells the player when a character is actually loading.
- Added a screen finder to the game header. Pressing / opens it from anywhere, and searches such as “injury,” “travel,” “teacher,” or “history” take the player straight to the relevant screen.
- Reworked the sixteen main navigation buttons so each one shows its section family as well as its name. The menu still fits without the old horizontal scrollbar, but it is much easier to scan.
- Added a Today at a Glance panel for the next class, current competition, injuries, strongest relationship, recent progress, and active goals. The information that usually decides the next move is no longer scattered across six different screens.
- Added jump links inside the longest screens. Career now has direct stops for competition, paid work, events, teaching, media, legacy, and the full career catalog; Map, Schools, and People have their own shorter contents bars.
- Fixed disabled buttons showing a permanent loading cursor. A dimmed button now uses the normal unavailable cursor, while the actual action state is the only thing presented as busy.
- Added an explanation beside every section guide that dimmed controls are locked rather than loading. Disabled controls now carry a short reason in their hover text, and the Travel screen gives the exact missing money, documents, language, or location requirement in the card itself.
- Rebuilt international travel cards around decisions instead of raw data. They can be searched and filtered by readiness, show the whole trip cost and travel time together, and separate current, ready, and still-preparing destinations.
Full Alpha playability fixes
- Rebuilt the entire in-game shell after the mechanics outgrew the original dashboard. The old version stacked the character header, two status rows, game mode, Today at a Glance, suggestions, and then the menu. The new version puts the complete menu directly under one compact status bar, so the player can actually begin playing from the first screen.
- Condensed money, energy, fatigue, health, nutrition, morale, stress, reputation, rent, and game mode into one readable HUD. Nothing was removed from the simulation; it simply stopped taking up three separate sections.
- Moved Today at a Glance and What Makes Sense Next into an expandable Character Overview. It still calls out low energy, poor nutrition, health, fatigue, and rent trouble on the closed summary, while the deeper schedule, relationship, goal, and journal information stays one click away.
- Made the game menu stay available while moving through long desktop screens. Opening Life, Schools, Career, or another section now lands at that section instead of making the player scroll back through the dashboard to find navigation again.
- Shortened every section introduction. The basic purpose remains visible, while tips and disabled-control help now live under a small “How this screen works” disclosure.
- Fixed the Life screen columns stretching to the height of the longest journal panel. Actions and condition information now keep their natural height instead of turning into enormous mostly empty cards.
- Fixed the screen finder after seeing its results get crushed into narrow rows on a normal desktop window. Every destination now keeps enough height for its name and explanation, and the list scrolls cleanly without chopping the text in half.
- Moved action results into a fixed result card at the bottom edge of the window. Buying a home, changing jobs, training, travelling, or failing a requirement now gives feedback where the player is looking instead of sending them back up the page to hunt for it.
- Made successful results close after nine seconds and errors after twelve. They can also be dismissed immediately, and an error is announced as an alert for screen readers.
- Rebuilt the property section after its heading and ownership details collapsed into one unreadable line. Cash, portfolio value, home, dojo, and compound status now have separate blocks.
- Property choices now show the actual cash shortage before the player clicks. The dojo and compound also say which earlier ownership step is missing, so a locked button is an explanation instead of a dead end.
- Checked all sixteen game sections at desktop width for page overflow and cut-off text, then repeated the important navigation, property, and result-message paths at phone width.
- Added a permanent Alpha button that stays in reach on the landing page, the regular game, events, and combat. It opens a feedback panel without making the player leave the screen they were trying to explain.
- Split Alpha notes into bugs, errors, usability trouble, recommendations, feature requests, and general notes. The form also has room for reproduction steps and the result the player expected, which should make the difficult reports much easier to investigate.
- Connected the form directly to the private Forge feedback hub under the Ten Thousand Schools tab. It does not send an email or expose the internal board.
- Kept feedback anonymous by default. A player can leave a reply address if they want, and can separately choose whether a name or handle may be considered for contributor credit when a suggestion is actually used.
- Limited the automatic context to the current game section and page address. Character saves and private game data are not attached to a report.
- Moved that form into the shared Forge feedback widget instead of keeping a separate copy inside this game. The same centrally maintained widget now supports Alpha, Beta, and Live projects, while Ten Thousand Schools supplies only its project key, Alpha stage, version, and current screen.
- Removed query strings and save-state details from the report context. The shared widget records only the public origin and page path alongside the screen name supplied by the game.
Public pages and settings
- Rebuilt the public header so Changelog, Game Guide, Safety, Privacy, Terms, and Accessibility feel connected to the game instead of looking like a different website.
- Added a clear Play the Game button, a Go Back button, and a direct return to the home page on every public document.
- Expanded the Terms to cover private save IDs, imports, acceptable use, safety, ownership, service availability, and the way the live Alpha can change.
- Expanded the Privacy Policy with the exact difference between game telemetry and ordinary web-host logs.
- Expanded the Safety page with weapons, concussion, emergency care, nutrition, weight cutting, mental health, self-defense law, history, culture, and Legends material.
- Updated Accessibility so it describes the controls that are actually in the game instead of talking about finished features as if they were still planned.
- Moved language and accessibility options into Profile & Settings. The header is a lot less crowded now.
- Added Portuguese, German, Japanese, Korean, Simplified Chinese, Arabic, Hindi, and Filipino. English, Spanish, and French remain the most complete.
- Added right-to-left page direction for Arabic and kept the language choice saved in the browser.
Things cleaned up during launch
- Set up a dedicated Google Analytics account and property for Ten Thousand Schools instead of mixing its traffic into the general Forge numbers.
- Added page titles, descriptions, canonical addresses, social-sharing cards, crawler instructions, and structured game information across the playable site and public pages.
- Published a sitemap for the game, guide, changelog, safety, accessibility, privacy, and terms pages. Private saves, game commands, and the operations area stay out of search results.
- Added the site to Google Search Console so indexing problems and search visibility can be watched separately from the rest of the Forge.
- Corrected three working career paths that were still labeled Planned even though officiating, promotion, and fight choreography already had playable assignments, earnings, progress, and tests.
- Kept the main navigation at sixteen sections so it still fits in a clean eight-by-two desktop grid and two-column mobile grid.
- Removed the horizontal navigation scrollbar that made the older menu annoying to use.
- Made the public navigation and game controls large enough to use comfortably on a phone.
- Checked the launch pages at a 390-pixel mobile width and fixed the sections that tried to push wider than the screen.
- Added visible keyboard focus, skip navigation, live action announcements, and a safer interface recovery screen.
- Added direct links from settings to Privacy and Accessibility, plus a clearer explanation of what an exported save contains.
Going back to the original requirements
- Went back through the master document line by line instead of trusting the earlier completion summary.
- Found that the general equipment catalog had stopped at eighteen entries even though the first-playable target called for twenty-five. Added the seven missing categories, including uniforms, footwear, weapon protection, body protection, training-load analysis, and portable mats.
- Expanded character creation to all sixteen listed motivations instead of the short launch menu. Each motivation now adds an appropriate early goal to the character.
- Expanded the background list from five broad choices to all seventeen backgrounds in the requirements, including military, police, security, performance, historical, family, injury, wealth, and limited-income starts.
- Added the complete eighteen-trait personality list to advanced creation. The shorter list had left out aggressive, arrogant, reclusive, fearful, impulsive, perfectionistic, loyal, and opportunistic characters.
- Finished the missing Sandbox controls for starting skill, starting location, available school arts, starting reputation, and optional supernatural content.
- Made the Sandbox art roster real rather than cosmetic. A striking-only or grappling-only start now marks the other schools unavailable and the server refuses attempts to join them.
- Added a proper Ironman choice. It keeps one automatic server timeline and disables export or import copies; normal saves still use automatic cloud saving plus manual JSON exports.
- Rebuilt all 200 launch-technique records around the fields in the master document: purpose, stance, side, target, range, trajectory, rotation, foot placement, weight transfer, physical requirements, speed, power, accuracy, recovery, energy use, injury and exposure risk, counters, rules, environment, equipment, progress, history, and review status.
- Put that deeper technique information into the actual Techniques screen under a readable mechanical and safety record. It was not enough to have the data hidden in the save file.
- Completed the six launch-art packages with founders or major figures, lineage notes, governing bodies, cultural context, core mechanics, uniforms, linked technique and form material, competition formats, instructor types, variations, misconceptions, internal debates, source notes, and historical confidence.
- Filled out all twelve schools with enrollment, tuition, equipment, facility and safety standards, culture, competition and tradition priorities, commercialization, rank standards, alliances, finances, and political connections.
- Gave every launch instructor a proper profile covering skill, breadth, depth, teaching, communication, patience, ethics, ego, reputation, lineage, competition and self-defense experience, history, business ability, student loyalty, bias, expectations, connections, preferred students, and advanced material.
- Finished the custom-form workshop fields for transitions, symbolism, breathing, directional changes, optional weapon movement, flow, coherence, redundancy, cultural consistency, difficulty, training value, and safety. Revisions now improve the relevant measurements instead of only changing a status label.
- Added regression checks for the full packages as well as the totals. A build now fails if one of the 200 techniques, six launch arts, twelve schools, or twelve instructor profiles quietly loses a required field.
- Moved saves to schema 29 so older characters receive the new navigation records, expanded city, school details, fatigue profile, and style-design package when they are opened.
- Restored secondary motivations from the original character brief. A character can now have a main reason plus three additional reasons for training, and each selected motivation adds its own starting goal.
- Filled in the body model fields that had been collapsed into height, weight, reach, and frame: leg and torso length, shoulder width, hip structure, weight distribution, hand and foot size, and center of gravity. They appear in a readable expandable profile and influence derived tendencies without locking anyone out of an art.
- Separated short-term, muscular, cardiovascular, mental, nervous-system, cumulative, sleep-deprivation, and emotional-burnout fatigue. The Life screen now exposes the whole profile instead of hiding it behind one percentage.
- Added the wealthy district, private training hall, underground venue, professional offices, and residential houses that were named in the city requirements but missing from Bellweather’s location records.
- Added location, taught arts, and reputation to every school record and put those facts directly on the school cards.
- Expanded the global martial-art catalog from 36 to 61 playable reference packages. The missing groups included kickboxing branches, wrestling rulesets, combat sambo, submission wrestling, Jeet Kune Do, Kajukenbo, Kalaripayattu, Taekkyeon, vale tudo, mixed martial arts, broader self-defense systems, and the named weapon-art families.
- Finished the Style Lab design brief. A founder can now document purpose, ranges, defensive and offensive principles, conditioning, sparring and competition rules, ranking, uniform, terminology, weapons, forms, teaching, culture, and ethics, then review all fourteen evaluation categories from the requirements.
July 13, 2026
Alpha 2.6 — Getting it ready for someone else
Up to this point I had spent so much time inside the game that I knew where everything was, even when the interface did not explain it very well. Alpha 2.6 was the point where I went through the live version like I had never seen it before. A lot of this update was boring work, but it was necessary work.
Live testing and recovery
- Opened every game section on the production site and checked the parts that had become extremely long.
- Tested character creation, resume, logout, local character switching, export, import, and older-save migration as one continuous flow.
- Tested the game on desktop and phone-sized layouts instead of assuming responsive CSS meant it was actually comfortable.
- Added a recovery screen for unexpected interface errors. It keeps the server save intact and gives the player a safe way back.
- Added clearer error responses when an action fails because the character is exhausted, unqualified, missing equipment, or short on money.
- Checked all fourteen code-built visual systems for clipped labels, empty states, poor contrast, and strange motion.
Production work
- Added action timing so a slow game command can be separated from a slow page or network connection.
- Added rejected-action tracking without storing the character name, IP address, or browser user-agent in game telemetry.
- Added a public health endpoint for database, queue, scheduler, content review, and recent action status.
- Added a real scheduler heartbeat and connected it to the host cron.
- Checked the queue with real jobs and confirmed that the live worker path completed them without failures.
- Created a production save export before the version went into outside review.
- Finished the first complete Spanish and French navigation pass and confirmed that language choices survived a reload.
- Added semantic labels and document language metadata for assistive technology.
Small fixes that mattered
- Made the footer links easier to tap instead of leaving them as tiny lines of text.
- Stopped the public-page header from sticking awkwardly on narrow screens.
- Added a keyboard skip link to bypass the character header and status blocks.
- Made the active navigation item easier to see without relying only on color.
- Protected the current save when a stale browser pointer refers to a character that no longer exists.
- Confirmed that the game could reload an older character without losing the newer systems that did not exist when that save was made.
July 12, 2026
Alpha 2.5 — A much larger world
The game had already grown past Bellweather, but travel still felt like a list of places attached to the side of the main career. This update made the wider world feel more deliberate. It also finished a lot of the production systems needed to keep that much content organized.
Travel and regional play
- Expanded travel into nine major hubs with their own costs, schools, contacts, opportunities, and local pressure.
- Added travel preparation for transport, lodging, documents, language familiarity, money, and recovery.
- Added nine challenges built around competition, cross-training, safe practice, ownership, research, adaptation, travel, and style development.
- Added thirteen historical themes ranging from ancient traditions to modern global exchange.
- Added regional contacts who can remember visits and open opportunities later.
- Added travel fatigue so flying across the world and competing immediately is not treated like a free location change.
- Added local reputation differences. Being known in Bellweather does not automatically make a character important somewhere else.
- Added regional training orientation for the larger global art catalog.
Historical and Legends content
- Expanded Historical mode with maps, equipment context, period rules, research notes, and alternate scenarios.
- Kept documented, disputed, oral, legendary, and fictional material separated in the interface.
- Added eight Legends families instead of treating all fictional martial arts like one generic fantasy mode.
- Added fictional energy, ranks, secret scrolls, impossible techniques, and mythical trials.
- Added repeated disclaimers inside Legends itself, not only on the public Safety page.
- Added historical comparison actions so a character can study how different source types disagree.
Content operations
- Added real content batches for dialogue, news, events, coaching summaries, and historical flavor.
- Added moderation items for unsafe instruction, unsupported history, harassment, medical claims, and missing cultural context.
- Added retry and failed-job handling instead of letting a broken content batch silently disappear.
- Added the review registry for techniques, curricula, events, injuries, history, and Legends material.
- Added deterministic load profiles so save processing could be measured repeatedly instead of guessed.
- Added a production operations view inside the Journal for Alpha testing.
July 11, 2026
Alpha 2.4 — Filling in the life around training
This was one of the updates where a lot of separate systems finally started leaning on one another. A job was no longer just a button that gave money. Housing was no longer just a weekly bill. Relationships, recovery, media, ethics, and long-term choices started changing the same career.
Daily life and money
- Expanded the job list with different schedules, pay, physical cost, stress, and flexibility.
- Added housing tiers with moving costs, weekly rent, stress changes, and recovery benefits.
- Made rent a visible deadline in the character header.
- Connected nutrition and groceries to energy instead of letting rest solve everything.
- Added medical debt, insurance, clinicians, evaluation, rehabilitation, surgery, chronic pain, and training adaptation.
- Added long-term property choices beyond the starting apartment.
- Made work hours compete directly with class schedules and recovery.
Schools and people
- Expanded school membership with tuition, attendance, instructor trust, teaching opportunities, and reasons a school may reject an action.
- Added school culture differences instead of making every instructor a differently named vending machine.
- Added trust, respect, loyalty, fear, obligation, rivalry, boundaries, conflict, and repair to relationships.
- Added family and romance paths with conversations, shared plans, conflict, commitment, and endings.
- Added favors and social costs. Asking someone for help can create an obligation instead of a free reward.
- Added autonomous NPC activity so important people keep training, working, moving, and competing.
- Added recurring news and rumors, including unverified information that should not be treated as fact.
Career and public life
- Expanded competition formats, judging, weigh-ins, preparation, injuries, and event-specific consequences.
- Added professional assignments with qualification checks instead of handing every job to the player immediately.
- Added media strategy, reach, credibility, controversy, corrections, and long-form projects.
- Added ethical choices involving student safety, false rank, hidden injuries, public confession, and restitution.
- Added public identity labels that change as the character becomes known for competition, teaching, business, research, or misconduct.
- Added more complete retirement and succession choices so a career can end without the whole save becoming pointless.
July 10, 2026
Alpha 2.3 — Letting bad choices stay bad
Earlier builds were sometimes too forgiving. You could make a terrible decision, move to another screen, and barely feel it. Alpha 2.3 made consequences stick around. The game still tries to give the player another direction, but it stopped pretending that every problem should disappear after one rest action.
- Made injuries remain part of the character until they are healed, treated, adapted around, or turned into a chronic issue.
- Made debt and missed financial obligations affect later housing and career choices.
- Made public misconduct leave a record instead of only changing one morality number.
- Added accountability and restitution paths so recovery from a bad decision takes work.
- Made damaged instructor and school relationships close real opportunities.
- Added relationship conflict that cannot always be fixed by repeating the friendly conversation button.
- Added failed challenges that remain in the character record while the main career continues.
- Added long-term adaptations for characters whose health no longer supports the same training plan.
- Added retirement decisions that close competitive paths while opening teaching, ownership, research, and legacy work.
- Added a successor system so a school can continue under someone the founder actually prepared.
- Added a generation archive that passes institutions and knowledge forward without handing personal mastery to the next character.
- Improved failure messages so they explain the missing requirement instead of only saying an action cannot be done.
- Added more world events that move schools and NPC careers even when the player is focused somewhere else.
- Made reputation a combined result of several communities instead of one universal popularity score.
July 9, 2026
Alpha 2.2 — Combat that needed some thought
The first combat system worked, but it was easy to find one strong option and keep pressing it. This update rebuilt fights around the actual situation. Range, position, stamina, balance, damage, score, preparation, and the opponent all started mattering at the same time.
- Expanded combat from a small choice set into striking, defense, movement, pressure, body work, clinch, takedown, and ground decisions.
- Added tactical range and position changes instead of treating every exchange like both fighters were standing in the same place.
- Added balance and positional control to grappling.
- Added body damage, head damage, leg damage, stamina, and ethical risk.
- Added opponent tendencies that can be scouted and adjusted to.
- Added tactical intentions so an opponent can pressure, counter, stall, escape, or protect a lead.
- Added score changes, judging, fouls, stoppages, draws, and event-specific rules.
- Added corner advice and preparation choices before important events.
- Added combat replay beats that explain how the position and score changed.
- Connected technique familiarity to success under pressure.
- Connected fatigue, injury, weight management, equipment, and travel condition to performance.
- Added separate forms-event judging rather than forcing a performance competition into the fight engine.
- Added historical rule variations and clearly fictional Legends trials.
- Reworked combat visuals with character silhouettes, range changes, motion, and reduced-motion behavior.
July 7, 2026
Alpha 2.1 — Cleaning up the main screen
By this point the game had become much larger than the interface it started with. The old navigation had grown into a long horizontal strip and several screens were just walls of boxes. This was the first large attempt to make the game feel like one place again.
- Reorganized the main navigation into Life, Work, Gear, Map, Calendar, Schools, Techniques, Weapons, Knowledge, People, Career, Ownership, Style Lab, Organizations, Codex, and Journal.
- Put money, energy, fatigue, health, nutrition, morale, stress, reputation, and rent in consistent places.
- Added clear selected states to the navigation.
- Added responsive card layouts for the sections that had become too wide.
- Added empty-state explanations instead of leaving blank areas when the character had not unlocked something.
- Added disabled-action styling and better server error text.
- Added a sticky desktop navigation grid for moving between long sections.
- Removed the separate navigation scrollbar and let the menu wrap into a controlled grid.
- Added code-built visuals for schools, techniques, travel, careers, combat, body condition, and organizations.
- Added high contrast, reduced motion, color-vision support, text scaling, Accessible View, and simplified display.
- Added mobile layouts for the combat screen, event choices, school cards, maps, and long data tables.
- Improved the landing page so modes and character options were grouped instead of scattered.
- Made the Forge footer consistent across the game and public pages.
- Added the first language control and persistent interface preference storage.
July 5, 2026
Alpha 2.0 — Everything connected in one save
This was the first version that felt like the full idea instead of a collection of strong prototypes. A character could begin as an ordinary person, find a school, build a career, become known, teach, own something, retire, and leave part of that life behind.
- Connected work, rent, food, health, recovery, training, schools, relationships, competition, careers, ownership, and legacy.
- Finished the first beginning-to-retirement Career-mode path.
- Added Sandbox mode with money, learning, injury, aging, competition, and economy controls.
- Added Challenge mode with focused goals, deadlines, progress, failure, and rewards.
- Added Historical mode with separate claim categories.
- Added Legends as an explicitly fictional mode instead of mixing fantasy into the realistic career.
- Expanded the competition ladder from local beginner events into regional, open, professional, and championship paths.
- Added teaching, officiating, promotion, research, writing, choreography, security, and other martial-adjacent careers.
- Added school ownership with staff, students, tuition, schedules, insurance, culture, facilities, and finances.
- Added custom styles, forms, standards, pressure testing, ranks, students, and branch development.
- Added organizations, councils, service, influence, votes, rivalries, federations, and player-founded bodies.
- Added retirement, succession, generation archives, and legacy scoring.
- Added a full Journal so a long character did not lose the history of earlier decisions.
- Expanded automatic migration so every older save could receive the new systems with safe defaults.
July 1, 2026
Alpha 1.9 — The Living Dojo look
The interface had been usable for a while, but it still looked like a dark admin dashboard with a martial-arts game sitting inside it. Alpha 1.9 was the full visual rebuild. I wanted it to feel warmer, older, and more physical without turning every screen into a pile of fake scrolls and bamboo.
- Rebuilt the colors around ink, iron, paper, wood, warm light, worn red, gold, and muted jade.
- Added the Libre Caslon display typeface for the larger headings while keeping normal text easy to read.
- Added the grid and paper texture behind the interface without putting it over the actual text.
- Reworked panels, selected states, action buttons, section titles, tags, meters, and empty states.
- Added martial silhouettes to combat and changed their pose with range and position.
- Added the city map treatment, regional hub cards, school portraits, technique pose maps, and career ladders.
- Added a clearer visual separation between the realistic game, Historical mode, and Legends mode.
- Added motion for combat beats and interface changes, plus a reduced-motion version that removes it.
- Added a color-vision palette that changes both color and meter pattern.
- Added a simplified view for players who do not want every supporting panel visible at once.
- Added text scaling without breaking the navigation grid.
- Rebuilt the public pages to use the same basic design language as the game.
- Fixed the menu overflow that originally required a horizontal scrollbar.
- Adjusted the desktop breakpoints so the largest screens use space without stretching lines of text across the whole monitor.
- Adjusted the phone layout so stats, needs, menus, actions, and long lists become one or two columns instead of shrinking until they are unreadable.
June 26, 2026
Alpha 1.8 — Reputation, ethics, and being known
A martial-arts career needed more than skill and money. I wanted the character to be known for something, and I wanted some of those reputations to be uncomfortable. This update added choices where the easy result is not always the good result.
- Split reputation into community, instructors, competitors, public, integrity, technical skill, teaching, business, history, school loyalty, and international standing.
- Added a changing public identity such as unknown beginner, competitor, teacher, owner, researcher, or controversial figure.
- Added the choice to protect students from unsafe pressure even when it costs opportunity.
- Added false-rank sales as a profitable but damaging decision.
- Added injury concealment and the consequences of getting caught.
- Added misconduct records that stay with the character.
- Added confession, accountability, restitution, and longer redemption work.
- Connected ethics to instructors, students, media, organizations, and sponsorship.
- Added media interviews, short coverage, public controversy, and corrections.
- Added non-fighting career work so a character can build a name through research, writing, promotion, teaching, officiating, and choreography.
- Added the first public Changelog, Terms, Privacy, Safety, and Accessibility pages.
- Added the Logan Pendragon Forge identity and footer throughout the site.
- Added a real logout button. It removes the current browser selection without deleting the character.
- Added a local character roster so logout does not mean losing the path back to an older save.
June 20, 2026
Alpha 1.7 — People who remember you
Before this update, instructors had useful progression rules but they still mostly felt like part of the school screen. Alpha 1.7 turned the important people into persistent characters with their own memories, careers, loyalties, and problems.
- Expanded instructors, teammates, rivals, friends, family, promoters, students, and recurring community contacts.
- Added trust, respect, loyalty, fear, obligation, rivalry, closeness, and boundaries as separate relationship values.
- Added remembered conversations instead of treating every social action like the first meeting.
- Added favors, help, refusals, promises, conflict, apology, and repair.
- Added named rivals who can train, win, lose, move, reconcile, and remember previous challenges.
- Added family and romance arcs without making them mandatory for career progress.
- Added instructor movement between schools and later career stages.
- Added students who develop at different speeds and respond to school culture.
- Added persistent NPC health and career changes.
- Added technique lineage, sources, evidence strength, disputed claims, and safety notes.
- Added kata and forms with design, practice, revision, performance, and teaching uses.
- Added lesson planning and student development for teaching characters.
- Added school succession so an instructor or owner can prepare someone instead of naming a stranger at retirement.
- Added autonomous world updates that advance NPC activity after the player's actions.
June 14, 2026
Alpha 1.6 — Training stopped being one button
The early game had several training actions, but the result was still fairly simple: spend energy, gain progress. This update added enough structure that two characters could spend the same number of hours training and get very different results.
- Added session focus for technique, conditioning, strength, mobility, tactics, study, and recovery.
- Added session duration from one to three hours.
- Added intensity, training quality, and risk tolerance.
- Added muscular, cardiovascular, mental, and cumulative fatigue instead of one undifferentiated tired number.
- Added adaptation, diminishing returns, overtraining, detraining, plateaus, and transfer between related abilities.
- Added periodized training blocks with base, build, peak, taper, deload, and rehabilitation phases.
- Added competition camps that work backward from an event.
- Added readiness so the game can distinguish being skilled from being ready today.
- Added training plans for competition, health, teaching, breadth, mastery, and recovery.
- Connected coaching quality, school culture, equipment, housing, nutrition, and stress to training results.
- Added sixteen knowledge areas including history, culture, tactics, anatomy, teaching, ethics, business, and media.
- Added books, seminars, video study, field notes, research, comparison, and publication.
- Added source confidence so study can improve understanding without pretending every claim is settled.
- Added property and training-space choices for characters building a life around practice.
June 8, 2026
Alpha 1.5 — Weapons, travel, and safer saves
This was a wide update. Weapons had been part of the original requirements, the city needed more places, and the save system needed to survive more than one browser session. I worked on all three at the same time because they were starting to block everything else.
- Added weapon families with school access, training prerequisites, equipment, maintenance, history, and safety context.
- Added certification and supervision gates so a character cannot simply buy a weapon and start earning mastery.
- Added blocked unsafe shortcuts with an explanation of what is missing.
- Expanded Bellweather with schools, gyms, work, housing, shops, clinics, libraries, venues, community spaces, and travel points.
- Added local travel time instead of letting the character teleport between every commitment.
- Added regional travel with transport, lodging, cost, fatigue, contacts, and opportunity.
- Added equipment fit, quality, condition, repair, replacement, and use requirements.
- Added installable web-app metadata.
- Added an offline application shell and a safer message when the connection disappears.
- Added JSON export for a complete portable character backup.
- Added validated JSON import that creates a new server save instead of overwriting the original.
- Added a local roster for multiple characters in the same browser.
- Added automatic repair of a stale recent-save pointer.
- Expanded save migration so missing systems are filled in without erasing existing progress.
June 3, 2026
Alpha 1.4 — More events, more rules, more places to go
The first competition worked, but one novice event was not a career. Alpha 1.4 built the ladder around it and started separating martial sports that should never have shared the exact same rules.
- Added amateur boxing, grappling, wrestling, forms, controlled striking, mixed events, exhibitions, opens, and city championships.
- Added event tiers, fees, rewards, records, rankings, eligibility, and experience requirements.
- Added weigh-ins, hydration, body mass, weight strategy, and medical safety.
- Added event-specific scoring instead of using the same win condition everywhere.
- Added judging, fouls, stoppages, draws, and post-event recovery.
- Added matchmaking and opponent records.
- Added purses, expenses, sponsorship, contracts, licenses, and professional bouts.
- Added media attention and career momentum after important results.
- Added regional and international travel requirements.
- Added historical campaigns with documented, disputed, and fictionalized parts shown separately.
- Added the first two Historical scenarios around Kōdōkan judo and changing boxing rules.
- Added Legends as a separate fictional branch with its own resources and progression.
- Added event consequences that continue after the results screen.
- Added the first real path from local novice competition into a professional career.
May 28, 2026
Alpha 1.3 — A character with an actual body
The character creator used to ask for a name and a few broad choices. That was enough for the prototype, but not for a long life simulation. This update made the character more specific while still leaving room for the player to decide who they are.
- Added age, background, motivation, handedness, dominant leg, build, height, weight, reach, frame, and body composition.
- Added player-defined pronouns, gender, nationality, cultural background, hometown, education, family background, personal history, appearance, and injury history.
- Added natural flexibility, speed, strength, and coordination ranges.
- Added physical, technical, and mental attribute groups.
- Added balance, endurance, composure, discipline, mobility, perception, tactics, and teaching development.
- Added derived weight class, recovery capacity, and baseline injury risk.
- Added body-region injury locations instead of treating every injury as the same health penalty.
- Added acute and chronic injuries, pain, treatment, rehabilitation, and recovery days.
- Added stance, guard, movement, range, rhythm, and tactical preferences.
- Added forms and personal technique sequences.
- Added NPC profiles with skills, goals, relationships, health, schools, and careers.
- Connected body dimensions to competition and tactical profiles without making one build universally best.
- Added medical and safety language around injury results.
- Added a more complete character summary inside the Life section.
May 22, 2026
Alpha 1.2 — Building a career after the fighting
I never wanted the game to end at champion or retire. Martial arts can become a job, a school, a research interest, a community role, or something a person passes on. This update built those paths before the main competition system was even fully finished.
- Added long-term competition careers with records, rankings, titles, setbacks, and retirement.
- Added teaching sessions, lesson plans, student progress, and assistant-instructor opportunities.
- Added coaching, officiating, promotion, security, choreography, writing, and research work.
- Added career qualifications, levels, contracts, earnings, and failures.
- Added school ownership with a starting facility, student roster, staff, tuition, classes, and expenses.
- Added upgrades, marketing, insurance, culture, community work, and school reputation.
- Added branch schools, delegated locations, head instructors, and network finances.
- Added style creation from techniques the character actually understands.
- Added style coherence, pressure testing, forms, standards, ranks, and governance.
- Added media work and sponsorship pressure.
- Added local councils, organizations, service, influence, and votes.
- Added player-founded organizations with officers, elections, recognition, and sanctions.
- Added retirement plans, successor selection, and legacy records.
- Added the first inheritance rules for schools and knowledge without inheriting personal skill.
May 16, 2026
Alpha 1.1 — The world kept moving
The first complete career was still too centered on the player. If you did not visit a person or school, they basically waited in place. Alpha 1.1 added the background simulation that made Bellweather feel less like a menu.
- Added scheduled city events and a world tick after player actions.
- Added NPC training, work, competition, injury, recovery, movement, and retirement.
- Added school growth, decline, staff changes, rivalries, cooperation, and community activity.
- Added news based on actual world changes.
- Added rumors that may be incomplete or wrong.
- Added recurring events with choices and remembered outcomes.
- Expanded sleep, fatigue, nutrition, stress, morale, illness, injury, treatment, and aging.
- Expanded equipment with quality, condition, repair, and purpose.
- Added historical research, libraries, seminars, sources, and claim comparison.
- Expanded the economy with tuition, transport, medical cost, event fees, equipment, moving, and property.
- Added failure results that lead to another decision instead of ending the save without explanation.
- Added relationship changes caused by world events, not only direct player actions.
- Added calendar records for bills, classes, competitions, and major milestones.
- Added journal entries for background changes the player should know about.
May 11, 2026
Alpha 1.0 — The first full career
This was the first version where I could start a character, find schools, train, work, compete, teach, own a school, and reach retirement without manually editing the save. Plenty was still thin, but the entire spine of the game was there.
- Finished the first beginning-to-retirement playable path.
- Established six main starting art families: boxing, judo, Muay Thai, karate, Brazilian jiu-jitsu, and wrestling.
- Expanded the technique structure past two hundred entries.
- Expanded the instructor and school roster with different schedules, prices, cultures, and progression.
- Connected work, rent, food, recovery, training, relationships, competition, teaching, and ownership.
- Added persistent server saves addressed by a private random ID.
- Added automatic schema migration for older characters.
- Added Career and Sandbox starting modes.
- Added responsive desktop and mobile layouts.
- Added text values next to the important meters.
- Added the first complete competition and retirement records.
- Added goals and achievements for early direction without turning the whole game into a quest list.
- Added enough failure handling that a player could recover from low money, fatigue, injury, and a loss.
- Added automated tests for the complete career path instead of only testing isolated actions.
May 5, 2026
Alpha 0.5 — A game that remembered the character
The simulation was getting long enough that losing a character or forgetting the save link was no longer a minor problem. This update was mostly about making the game safe to come back to. It also added the first public information pages because the game was already dealing with injuries, combat, history, and personal data.
- Added a browser roster for recently used characters.
- Added a Resume Previous Character button on the landing page.
- Added logout without deleting the server save.
- Added recovery when the browser remembers a save that the server cannot find.
- Added JSON export containing the character name and complete simulation state.
- Added validated import that creates a separate save.
- Added migration checks before returning an older save to the interface.
- Added the first Changelog page.
- Added the Terms, Privacy Policy, Safety Disclaimer, and Accessibility Statement.
- Added the Logan Pendragon Forge name and links.
- Added a consistent footer to the landing page and the live game.
- Added automated tests for public pages, saves, actions, validation, import, and migration.
- Added clearer validation when an imported file is missing required character data.
- Stopped browser storage from being treated like the actual save. It only remembers how to find the server character.
- Added a private random identifier instead of using the character name in the save URL.
April 30, 2026
Alpha 0.4 — The first real fights
The game had training, but there was nothing meaningful to train for. Alpha 0.4 added controlled sparring and the first competition. It was much smaller than the combat system that exists now, but it proved that preparation and learned technique could feed into an actual result.
- Added the first turn-based tactical combat screen.
- Added stance, range, initiative, attack, defense, stamina, score, and a combat log.
- Added opponents with different strengths and basic tendencies.
- Added technique familiarity to attack and defense results.
- Added fatigue and injury effects inside a fight.
- Added controlled sparring as a step between classes and competition.
- Added instructor requirements before a student can spar.
- Added the first novice boxing event.
- Added an entry fee, opponent, score, win, loss, draw, reward, and record.
- Added post-fight energy, fatigue, health, morale, reputation, and recovery changes.
- Added readable narration instead of showing only the numbers from an exchange.
- Added reasons when a combat choice is unavailable in the current range.
- Added a basic preparation requirement so a brand-new character could not enter immediately.
- Added the first career milestone for completing a competition.
- Added tests that prepare a character, enter the event, run the fight, and save the result.
April 24, 2026
Alpha 0.3 — Schools, instructors, and actual training
This was the first update where the project started to feel specifically like a martial-arts game instead of a general life simulator. The main idea was simple: knowledge comes from somewhere, and different schools should not all feel the same.
- Added discoverable schools around Bellweather.
- Added school names, teachers, tuition, schedules, culture, specialties, and membership.
- Added instructor relationships and experience.
- Added class attendance and a record of how many sessions the character completed.
- Added boxing, judo, Muay Thai, karate, Brazilian jiu-jitsu, and wrestling foundations.
- Added the first structured technique catalog.
- Added technique names, art, stage, experience, prerequisites, range, and difficulty.
- Added observed, introduced, familiar, practiced, reliable, and mastered progression.
- Added supervised classes with money, time, energy, and fatigue costs.
- Added focused drills outside class.
- Added instructor trust gains from attendance, questions, and service.
- Added teammate relationships and the first rival.
- Added training injury risk when fatigue becomes too high.
- Added the first school-specific unlock requirements.
- Connected time, energy, money, schedule, and membership so the best training option was not always available.
- Added journal entries that name the school, teacher, and material studied.
April 18, 2026
Alpha 0.2 — Work, rent, food, and the city
The original prototype let a character train and rest, but there was no real pressure behind either choice. Alpha 0.2 added the ordinary life that the rest of the game is built around. Training became more interesting as soon as it had to fit beside a job and a rent deadline.
- Added days, weeks, time of day, and actions that take different numbers of hours.
- Added a starting job and paid work shifts.
- Added several jobs with different pay, hours, energy use, stress, and schedules.
- Added weekly rent and a visible due day.
- Added starting housing and different housing choices.
- Added groceries, meals, nutrition, and the need to keep food available.
- Added money, energy, fatigue, health, nutrition, morale, stress, and local reputation.
- Added sleep and deep recovery.
- Added roadwork, strength work, mobility, and breathing practice.
- Added the first Bellweather locations.
- Added exploration as the way new places enter the character's map.
- Added basic transport time between parts of the city.
- Added rent consequences instead of letting the due day pass without an effect.
- Added journal entries for work, meals, rest, exploration, and training.
- Added simple goals for finding a school, attending classes, sparring, and competing.
- Established the main balance of the game: the character can do many things, but not all of them in the same day.
April 13, 2026
Alpha 0.1 — One student and one week
This was the first working prototype. It was extremely small. There was no world map, no competition ladder, no ownership, and none of the larger career material. The point was to see whether an ordinary character with limited hours could still make martial-arts decisions that felt interesting.
The answer was yes, so this became the base for everything that came afterward.
- Created the Laravel application and the first MySQL-backed game save.
- Created the React and TypeScript interface.
- Added a character name, age, motivation, and background.
- Added the first private save identifier.
- Added a very small starting profile and set of attributes.
- Added one week of time tracking.
- Added simple work, rest, and introductory training choices.
- Added energy and fatigue.
- Added a starting amount of money.
- Added a basic journal so the player could see what happened.
- Added server-authoritative actions instead of letting the browser decide the result.
- Added request validation for character creation and actions.
- Added a save response that the browser could reload.
- Added the first automated character-creation test.
- Established the browser-based direction instead of requiring an installable desktop game.
- Established the main idea that still drives the game: an ordinary person has to build a martial life around everything else they are responsible for.