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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.

Alpha 3.0Alpha 2.6Alpha 2.5Alpha 2.4Alpha 2.3Alpha 2.0Alpha 1.9Alpha 1.5Alpha 1.0Alpha 0.1
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

Making the game easier to understand

Full Alpha playability fixes

Public pages and settings

Things cleaned up during launch

Going back to the original 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

Production work

Small fixes that mattered

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

Historical and Legends content

Content operations

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

Schools and people

Career and public life

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.