Changelog

Every release.
Newest first.

What shipped, when, and why it matters. Tracked publicly so you always know what's new.

  1. 🚀 First release

    v1.0 · First Light

    The first public release. Everything you need to design a game, in one project, with everything connected to everything.

    Added

    • Project Canvas. A spatial home for every project: drag, drop, and connect any item to any other on an infinite gold-on-navy canvas. Connections are live and survive page reloads.
    • Map Editor. Drop pins on uploaded floor plans and world maps. Each pin opens a sheet with notes, linked characters, and image galleries.
    • Conversation Graph. Branching dialogue editor with character pickers, conditions, and a visual node graph that scales to thirty-plus branches without becoming spaghetti.
    • GDD Editor. Wiki-style multi-page game design documents with twelve block types: text, callout, image, gallery, table, divider, plus six game-specific blocks (Input Scheme, Object Reference, Color Palette, Progress Tracker, Timeline, Sound List).
    • Live Object Reference cards. Embed a character, item, quest, or mechanic into a GDD page as a card that pulls live from the source. Edit the source once; every card across every doc updates.
    • Structured editors for six item types: characters, items, quests, mechanics, levels, and conversations. Each editor is purpose-built for its type, not a generic database row.
    • Items system. Thirty-five SVG icons across weapons, armour, consumables, materials, and quest items. Six rarity tiers (Common through Mythic) with escalating glow effects, custom stat grids, tags, buy/sell prices, and a concept-art gallery.
    • Quests system. Five quest types with their own colours and icons. Giver and location pickers, objectives with sub-objectives (Primary, Optional, Hidden), and a branching step list with conditional rerouting (`if condition → step N`).
    • Mechanics system. Nine categories (Combat, Movement, Puzzle, Economy, Social, Stealth, Progression, Meta, System), each colour-coded, with explicit Input → Process → Output design surfaces.
    • @-mention chips. Type `@` in any long-form text field to insert a live, type-coloured chip linking to any item in your project. Click to jump. Rename the source; the chip text updates everywhere.
    • Backlinks panel. Every item knows who's referencing it. Find every place a quest, character, or location appears without leaving its sheet.
    • Project Hub. A landing dashboard for each project with at-a-glance counts, recent items, and quick navigation to every editor.
    • JSON project export. One click downloads your entire project as a portable archive. Your data is always yours.
    • Free tier. One project, every editor, every block type, one gigabyte of asset storage. Forever free. No credit card.
    • Founding-member pricing. Indie at five dollars per month, Team at twelve dollars per seat, Studio at twenty-five dollars per seat. Locked in for life if you subscribe during the launch window.

    Improved

    • Hand-painted character portraits across the demo content, replacing generic placeholders with the visual quality you'd actually want next to your work.
    • Sub-second cross-reference propagation. Renaming a character flushes through every chip and embedded card in well under one second on projects with hundreds of items.

    Fixed

    • Nothing yet. It's the first release. Talk to me in two weeks.

More to come. Subscribe to the @ludessy feed for release pings.

Want to shape the next release?

Every paying subscriber gets early access to new features and a direct line to ask for what they need.

Get early access