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November 2026

Swish Craftv0.15.9

Save fix + underground camera

  • Fixed: a Survival world could fail to open and be replaced by a new world. Food is used up in quarter points, but loading only accepted whole points. Worlds hit by this open again, as long as they were not already saved over.
  • Underground camera: in tunnels, shafts and caves the camera stays in the space with you, never ends up inside rock, and only hides the blocks between it and you. Under a roof you built, the house view works as before.
  • View button beside Bag on phones (F5 on a keyboard) switches between Behind and First person.
  • Ideas: a new page in the Bag fills with short tips as you find things. If you seem stuck, the game gives one quiet nudge, later a plainer one, then stops. Settings > World > Hints turns them off.
  • Early days: through Day 3 in Survival, dying keeps the tools and weapons on your hotbar.
  • New finds: the first time a material for a recipe you have not made reaches your bag, a tip names it; tap it to see the recipes that use it.
  • A soft chime a minute before dusk, and a sun meter beside the day count that turns into a moon at night.
  • Sweep digging: keep holding and slide onto the next block and the dig carries on. Each crack step gives a small hit, with chips flying off the face.
  • Screen shake for nearby blasts, big hits and heavy guns, weaker with distance. Settings > Graphics > Screen shake turns it off.
  • More things to do with what you find: new recipes, fuels, bait and a settler trade for drops that had no use. Creative can search the All items list.
  • Smoother autosave on big worlds.
Swish Bucketsv0.18.8

The other team misses more

  • A player told us the bots make every shot. On Pro, the other team now hits about 49% of its shots instead of 57%, and 38% of its jump shots instead of 49%. Rookie and Hall of Fame were scaled the same way, and your own teammates shoot exactly as before.
Swish Craftv0.15.8

Seas

  • New worlds have seas. Worlds you already have generate exactly as before.
  • Swim under water with an air meter. On a phone, KICK swims you up. Under water the view turns teal and fades with distance.
  • Sea creatures by depth: schooling reef tetras, flounder, tide turtles, spine puffers, trench medusas, gulpers and, deep down, the dread nautilus.
  • Pneumatic Speargun: craft it from iron bars and sticks, and fire spear bolts at what swims.
  • Hydrothermal vents lift you up without using air. Sounding posts on the shoals hold a chest of salvage.
  • New sea blocks: brine stone and bricks, coral, sea sponge, phosphor polyp and the abyssal lamp.
  • Smoother play after digging and building.
Swish Craftv0.15.7

Creature homes

  • New survival worlds start empty-handed. Break a tree with bare hands, make planks, sticks and a workbench, then a wooden sword. Worlds you already have keep their bags.
  • A new player who has found no wood gets a short note pointing at the trees, and a plainer one later if still stuck.
  • Animals and night creatures build homes as you explore: coops, folds, warrens, cairns, kennels, barrows, spires and more. Homes stay clear of anything you have built.
  • Day animals walk home at dusk. Night creatures leave their dens at dusk and head back before sunrise. Light a den's doorway to keep its night creatures inside.
  • Den Snare: set one in a den's doorway and it catches a resident each day while you are away, keeping what it drops.
  • Guns chip blocks: hold an automatic gun on a block and it breaks. Launcher rounds blow out a sphere of blocks.
  • F5 switches between the behind view and first person. Drag the camera round to see your player's face.
Swish Craftv0.15.6

Underworld

  • New worlds: the Underworld is a huge cavern under a rock roof instead of an open sky. The roof hangs spikes and comes down to the ground as walls in places.
  • Molten falls pour from the roof and glowrock crystals hang from it. The cavern is lit from below by the molten sea.
  • The haze is darker: warm low down, fading to near black overhead. This applies to every Underworld made since 0.14.16.
  • Six new Underworld creatures, each in its own biome: Cinder Moth, Cinder Gargoyle, Pyre Core, Brimstone Scavenger, Molten Tortoise and the Pyre Leviathan.
  • Pour water on the magma next to a Brimstone Scavenger and it leaves scrap.
  • Turn the three steam valves on a Pyrite Sinks caldera rim to wake the Pyre Leviathan.
Swish Craftv0.15.5

Keepers

  • Scribe's Lectern: inscribe glyphs on your tools and gear. There are four kinds (kinetic, density, flow, thermal), and matching kinds boost each other. Guns can't take glyphs.
  • Scrap Wheel: take the glyphs off gear and turn them back into Rune Tablets, with nothing lost.
  • Hydraulic Forge Press: repair a tool with metal and scrap. A Forging Die lasts 40 repairs.
  • Stamping Station: copper, gold, cobalt and pyrite foils add resistance to shock, fire, acid or kinetic damage.
  • Alchemical Retort: distil mineral salves and coat your equipment with them.
  • Fishing: when a fish bites, tap or hold Reel to keep the line in the green band until you land it.
  • Humus Aeration Tumbler, Sailmaker's Bench (sails for skiffs) and the Carpenter's Adze, which strips bark from logs.
  • Mastery XP now comes from mining ore, defeating zombies and collecting smelted metal.
  • New worlds get cold biomes: body heat drops in the snow, and woven snowshoes help you cross it.
  • Swift Courser: sprinting uses a stamina meter.
  • On phones, swipe two fingers together across the view to turn the camera. A pinch still zooms. Switch it off in Settings > Controls.
Swish Craftv0.15.4

Spark machines

  • Gantry Crane: lay Gantry Track along a floor or ceiling, and the crane slides along it up to 8 blocks, picking up a whole block and carrying it intact. When its spark stops, it goes back home.
  • Pneumatic Chute: a sealed pipe that moves items one way, 4 at a time every second. It can lift items up to 8 blocks and pulls in loose items lying next to it.
  • Spark Catapult: holds 3 items and throws them in a clean arc, 1 to 16 blocks, with no random spread, so you can aim it at a chest or a chute.
  • Flux Meter: turn its dial to sense a crop growing, a container filling, the light level, or something coming near (up to 6 blocks), and it sends a spark.
  • Spark Relay: passes a spark on after 1, 2 or 3 beats, back at full strength, and only in one direction.
Swish Craftv0.15.3

Night salvage

  • Night drops are useful now. Sinew, tendons, linen and silk make String and Tether; Silver Pelt makes Hide; Glow Motes make torches; Sulfur Powder makes Powder for rounds; fangs, bile and titan marrow make Bone Meal; Mud Clots make Clay.
  • Salvage what the night leaves behind: a Chemist's pressure tanks and valves break down into copper, the Juggernaut's Sarcophagus Relic into gold, and Arbalest bolts into sticks and iron.
  • Grip Prowlers drop Chitin Plate, and Chitin Plate makes chain armour: helmet, vest, leggings and boots.
  • In the YouTube version, build, world and mod codes are switched off; here on shiccup.com they all still work.
Swish Craftv0.15.2

Night creatures

  • New night creatures. The Grip Prowler plants glinting tripwires: walk up close to disarm one, or cut it with a blade. The Miasma Chemist vents gas canisters: shoot a canister to set it off.
  • The Moon Fox appears at night as a guide that leads you to buried ruins, and Glow Wisps drift through dark hollows as harmless ember lights.
  • Red Night: every 28th night a Grave Juggernaut rises, a 180 HP titan with two phases whose ground slam sends out shockwave rings you can jump over.
  • The Dusk Arbalest is a rooted sniper that paints you with a laser tracer before it fires, so you can dodge. The Lantern Caller's viridian frill flares, lights up the area and gives your position away; shoot it from afar to stop it.
  • Most night creatures now wind up before they strike, so you can see an attack coming.
  • Fix: night banners no longer print over the creature hint on a phone held sideways.
Swish Craftv0.15.1

Cloudreach

  • A new world in the sky: Cloudreach. Build a 5x5 frame of Rose-Gilded Ashstone around a 3x3 opening, then focus sunlight into it with a Dawn Prism to open the way.
  • Floating islands in four regions: Gossamer Meadow, Gilded Crags, Zephyr Drift and Twilight Canopy, with Silverwood groves, Cloud Wool and Dawnstone Lamps.
  • The Feather Cloak lets you glide. Gliding uses stamina, which refills when you land; warm updrafts lift you and the high winds carry you fast. On phones, BOOST and DIVE buttons appear while you glide.
  • Fall off an island and the wind catches you: no fall damage and no lost items, but it costs some health and leaves you dazed for a moment.
  • Cloudreach life: the Dawn-Gazer, a gentle giant flier you can land on and steer; the Aero-Camelid, combed for Cloud Wool; the Gale Prowler, which crouches before it leaps (a shield stops it); and the Aero-Puffer, which bursts with a gust when hit.
  • The Dawnstone Titan guards the Dawn Sanctuary: three phases, ground slams you can jump over, and it drops the Dawn Core.
  • Fixes: the Craft tab fits upright phones (the station button gets its own row, and every button is at least 48 px), and the smallest Button size keeps every button at least 48 px.
Swish Craftv0.15.0

Build codes 2

  • Build codes are much shorter. The game spots the walls, floors, boxes, domes, wedges and repeats in your build and writes them as shapes, so a small house fits in about 27 characters.
  • New worlds get bigger Save and Share areas: 32 blocks each way (was 24). Worlds made before this keep 24.
  • A gauge under Pause shows how long your code will be while you are near your Save area: green is short, then yellow, orange and red. Tap it for tips.
  • Codes show in groups of 5 characters so they are easier to copy by hand, and a mistyped code names the group with the wrong character.
  • Codes made in 0.14.27 and 0.14.28 still work.
Swish Craftv0.14.28

Share a world online

  • On shiccup.com, pause and open Share, then Share online: your world goes to the site with a picture of where you stand, and you get a short code and a link to send.
  • Friends open the link, or go to Worlds > Open a shared world and type the code. The world gets its own card with your land and builds. They start with an empty bag, and nothing they do changes your world.
  • When all three world slots are full, the game asks you to delete one before the shared world opens.
  • Online sharing is only on shiccup.com. Inside YouTube the game stays offline, and build codes work as before.
  • Fix: the code pad shows all its keys on an upright phone.
Swish Craftv0.14.27

Build codes

  • Build codes: every world now has a Save area and a second area beside spawn, marked with corner posts. Build in the Save area, then Worlds > Build code turns it into a short code you can write down or post in a comment.
  • Worlds > Enter a build code fills the second area with any code, typed on the on-screen keys or pasted. One Undo puts the area back. Your Save area is never changed by a code.
  • Blocks placed from a code drop nothing when broken, chests arrive empty and signs blank, and blocks this version doesn't have are left out and counted.
  • Spark wiring with our own rules: levers, buttons, plates, tripwire hooks, spark wire, torches, lamps, the target block and the Delay Relay. Charge runs 0 to 6 and drops by 1 every 3 blocks, all timing runs on one 3-tick beat, and wire climbs stairs.
  • New worlds get the orange Underworld: five regions, glowrock crystals, amber resin, glacial ice and scoria blocks. See-through blocks let light through.
  • Also new: signs and banners, the straw bedroll, pack pouches, skiffs, tracks and railcars, the brush, arrows, and buttons and plates in every wood and stone.
  • Fixes: a saved world resumes with you where you stood; the death card names what got you; if the reward ad fails you simply respawn; a creative pick keeps the item you hold; the Smoker says "to cook"; Leave Bed sits under Sleeping...; Settings > Credits lists every tool and AI model the game uses.
  • Known in this build: new blocks and creatures use stand-in looks until their art is made; build codes carry blocks only.
Counterpoint (early)v0.12.3

Keyboard controls work after one click

  • One click now gives the game your keyboard on YouTube, not a thousand clicks.
  • Game music and sound effects are unchanged.
Haunted House (early)v0.3.0

Real walking animation, and a door at the right size

  • The figure walks with a real stride now. The side walk has eight frames, and the front and back walks are gentler.
  • Standing still, the figure shifts its weight now and then instead of freezing.
  • The front door is drawn at a real size next to the figure, so it no longer looms over them when you walk up to it.
Haunted House (early)v0.2.0

Look around the house, and depth you can feel

  • Drag to turn your view. The house is painted as a panorama, so you can look around the room.
  • Walk toward the back wall and the figure gets smaller and dimmer. Walk forward and it grows and brightens.
  • Lamps throw pools of light across the floor, so the corners stay dark.
  • Works in portrait and landscape on a phone. Every sound still has its words on screen.
Haunted House (early)v0.1.0

First playable: the front hall and grand foyer

  • Three knocks at the front door, and a brass peephole to look through.
  • Hold to slide the deadbolt. Let go too early and the night starts again.
  • Search the hall table for a brass key, then save your place at the grandfather clock.
  • Every sound has its words on screen. Works in portrait and landscape on a phone.
Mixed Media (early)v0.10.3

One click gives the game your keyboard on YouTube

  • One click on the game now gives it the keyboard, so the controls work straight away on YouTube.
  • The game now carries its third-party licence notices, as the open-source licences ask.
Stunt Circuit Zero (preview)v0.37.0

Landscape main menu fits all six cards

  • On landscape phones the main menu shows all six cards at once (three across, two down), down to 667x375.
  • Card blurbs are hidden in landscape, as they already were on portrait; titles and badges stay.
  • Preview build: the Playables listing stays on 0.19.1.
Swish Baseballv0.12.2

One click gives the game your keyboard

  • On YouTube, a click in the game now always hands it the keyboard, so keyboard players never have to click around before the controls work.
Swish Bucketsv0.18.7

One click gives the game your keyboard

  • On YouTube, a click in the game now always hands it the keyboard, so keyboard players never have to click around before the controls work.
Swish Bucketsv0.18.6

A sharper picture when the game turns resolution down

  • On High and Ultra graphics, when the game lowers its resolution to keep the frame rate up, it now rebuilds the picture with a smart upscaler (AMD FSR 1) instead of a plain stretch: sharper court lines, players and ad boards. At full resolution nothing changes.
Swish Craftv0.10.5

Flow

  • Water flows up to 7 blocks and lava up to 3, across solid ground.
  • Water and lava that meet turn to stone: obsidian from a source block, rubble from a flow or a fall.
  • Sand and gravel fall when the block under them is removed. A falling block that lands on your head suffocates you.
  • One click now gives the game your keyboard on YouTube.
  • Known in this build: flowing liquids and falling blocks have not been play-tested on phones yet.
Swish Craftv0.10.4

Lava

  • The Underworld has lava. Its low sea is lava, and lava pools sit low in its ash basins. Pools show up in every Underworld.
  • Walking into lava sets you burning at once, and it hurts every tick you stay in it. Water puts the fire out.
  • Lava Bucket: aim an empty bucket at lava to fill it.
  • Pour water on lava with a Water Bucket to make Obsidian. Diamond digs Obsidian.
  • The Underworld's sea level is recorded as 38. Nothing changes on screen.
  • Known in this build: lava has not been play-tested on phones yet.
Swish Footballv0.16.5

One click gives the game your keyboard

  • On YouTube, a click in the game now always hands it the keyboard, so keyboard players never have to click around before the controls work.
Swish Golf (early)v0.16.2

Keyboard on YouTube

  • One click now gives the game your keyboard on YouTube.
Swish Hockeyv0.33.1

One click gives the game your keyboard

  • On YouTube, a click in the game now always hands it the keyboard, so keyboard players never have to click around before the controls work.
Swish Squadv0.8.3

One click gives the game your keyboard on YouTube

  • One click now gives the game your keyboard on YouTube, in portrait and landscape.
  • Licence notices for the libraries the game uses now ship with it.
Swish Soccerv0.17.5

One click gives the game your keyboard

  • On YouTube, a click in the game now always hands it the keyboard, so keyboard players never have to click around before the controls work.
Swish Cricketv0.17.4

A sharper picture when your phone saves power

  • When the game lowers its drawing resolution to stay smooth (High and Ultra), it now rebuilds the picture with FSR upscaling instead of a blurry stretch.
Swish Cricketv0.17.3

One click gives the game your keyboard

  • On YouTube, a click in the game now always hands it the keyboard, so keyboard players never have to click around before the controls work.
Swish Zombiesv0.71.3

Credits for the open-source parts

  • The game now carries the licence notices for the open-source graphics code it is built on, including the new sharpening.
Swish Zombiesv0.71.2

Sharper when the game eases off

  • On High and Ultra, when the game lowers its resolution to keep the frame rate up, the picture is now sharpened back up to your screen instead of being stretched soft (AMD FSR 1, open source).
  • At full resolution nothing changes, and Low and Medium look exactly as before.
  • One click now gives the game your keyboard on YouTube.
Fart Raiders (early)v0.42.0

Drill Rig

  • A drill rig now stands over the well a Mega-Snoot is drilling, so you can see the boss at work from across the map.
  • The Scrub-Bot brush has its own swish sound now, instead of the splat sound it used before.
Fart Raiders (early)v0.41.0

Scrub-Bot

  • A new robot, the Scrub-Bot, turns up in the Fresh Whiff Market. When you get close it swings a soapy brush at you.
  • It leaves a trail of soap puddles behind it, and soap is slippery: step in one and you slide, on foot or in a walker. Snot still only slows walkers.
  • The sewers drip now. Listen for water plinking out of the pipes as you go.

Tail lights sit on the cars

  • At night, the tail lights and headlights of cars seen from behind or at an angle sit on the car's own lamps, not off to the side in the air.
FlatHead Summer: Tokyov0.7.0

A rotary coupe, and a real six

  • New car: the '68 Meisho Tsukikage Coupe, a rear-drive fastback coupe with a 1.2-litre twin-rotor engine rated 130 PS. Its side and rear views are drawn in anime style, and its engine has its own picture under the hood.
  • The '69 Nikko Ryusei 2000 GT's engine picture is now the real 2.0-litre DOHC six, painted for the car, with its bolts lined up on it.
FlatHead Summer: Tokyov0.6.1

A maker badge on the dash

  • Each car maker now has its own badge on the dashboard: the maker's logo on the empty panel, right of the centre (on a left-hand-drive car, on the left). Your make reads at a glance from the driver's seat.
FlatHead Summer: Tokyov0.6.0

A 1969 GT coupe

  • New car: the '69 Nikko Ryusei 2000 GT, a rear-drive two-door coupe with a 2.0-litre six rated 160 PS. Its side and rear views are drawn in anime style, and its engine has its own picture under the hood.
Stunt Circuit Zerov0.19.1

Settings stay saved on the web, and a paused start no longer stalls

  • On the web, all 26 settings now stay saved after a reload. Before, 19 of the 26 were lost on every reload (measured in our web checks).
  • A game that YouTube opens paused now starts once it resumes, instead of stalling before the title screen (measured in our paused-start check).
  • Engine update: the shared engine moves to its newer version. On touch phones its reflection cube is now capped at 512 px. This game's reflections are already smaller than that, so its pictures do not change.

Redwood bark art and Tempest lighthouses

  • Redwood trunks use the Kiln bark art in the enhanced look.
  • Tempest has 3 lighthouses along the track edge (was 1 in the middle).
  • Includes the 0.19.1 fixes: web settings now save, and a paused start loads.
  • Preview build: the Playables listing stays on 0.19.1.
Swish Craftv0.10.3

The Underworld

  • Build a wall of Deep Stone one block thick, with a gap 2 wide and 3 high. Use Flint and Steel on the wall from the front to light the gap as gateway glow.
  • Walk into the glow to go down to the Underworld. Walk into the glow there to come back up. After a trip the gate waits 2 seconds before it takes you again.
  • The Underworld is ash rock under an open sky. It has no water, ores or caves yet.
  • If you die in the Underworld you come back up in the overworld.
  • Known in this build: chests, furnaces and other placed things are kept by position, so the two worlds share them. A chest in the Underworld shows what is in the overworld chest on the same spot. The Underworld's red sky and fog are not on yet.
Swish Craftv0.10.2

Fire and flint

  • Digging gravel sometimes gives Flint (about 1 in 10).
  • Flint and Steel is 1 Iron Bar + 1 Flint, made in a row.
  • Use Flint and Steel on a block to light the open air in front of its face. The fire burns for 8 seconds, then goes out. If there is no open air there, the game says so.
  • Standing in fire sets you burning for 6 seconds, and burning hurts once a second. Water puts it out.
Swish Craftv0.10.1

Kiln swords and shield

  • The six swords (wood, stone, copper, iron, gold, diamond) have their own pictures in the Bag and on the ground.
  • The shield has its own picture in the Bag.
  • Enhanced visuals Off brings back the drawn icons for these, as before.
Swish Golf (early)v0.16.1

Music and sound volume

  • Pause, then Settings, then Sound: two new sliders, Music volume and SFX volume, set how loud each one plays.
  • Both start at full level, as before.
Swish Golf (early)v0.16.0

New clay textures

  • Grass, bark, leaves, stone and cloth have new clay textures, with darker shading in the cracks between the bumps.
  • Fur, water and wood keep their look for now.
  • The old look is still there: Pause, then Settings, then Look. Turn Enhanced visuals off to see it.
Swish Hockeyv0.33.0

New rink ice

  • The rink ice has new textures: worn paint under the surface, and fine scratches and frost in the skate cuts.
  • The tiles join with no visible seam. The ice still glosses and frosts up as the period goes on.
  • Settings > Graphics > Enhanced visuals off gives the old ice.
Swish Squadv0.8.2

New pictures and sounds, with Old ones selectable

  • New painted pictures for the fighters, items, effects and arenas. They are the default now.
  • Most sounds are new. Selling, the round start and the element sounds keep their old clips for now.
  • Art and Sound buttons in the menu switch between New and Old, so you can go back to the 0.8.1 look and sound any time. Your choice stays after a reload.
  • Your Effects and Music choices now stay after a reload too.
ChipForgev0.72.4

A collet chuck nose to make on the T-11 lathe

  • New order on the T-11 lathe: the Collet chuck nose, a small collet chuck's nose for Kestrel Toolworks. Face the blank, turn and cut the thread, drill the hole, then bore the collet seat on the Taper tab.
  • A wheel held against a stop now says its refusal again on every new press, even right after the last one.
Counterpoint (early)v0.12.2

New textures on the quay and the roofs

  • The quay is paved with flagstones now, not the drawn tiles.
  • The roof slates and the roof lead have new textures with real surface bumps and shading. They were made on our own PC.
  • Settings > Graphics > Classic look puts the drawn textures back.
Fart Raiders (early)v0.40.0

Store Props

  • The Fresh Whiff Market is full of store clutter now: a bean heap, a shopping cart, a checkout counter, a freezer, a produce pile, a pallet, a wet-floor sign and a trash compactor.
  • Some of them block your way and some you can walk over. Each one has its own picture, so the store looks lived in.
Fart Raiders (early)v0.39.1

Helmet Toppers

  • Your raider's helmet can wear a topper now: a propeller, a bean, an onion, a cabbage or a golden one. Pick it on the new Helmet card in the Bunker.
  • Toppers unlock as you play: escape 2 times for the propeller and 6 times for the onion; reach rank 3 for the bean, rank 8 for the cabbage and rank 15 for the golden one.
  • Fixed a crash on devices that can't use their graphics chip: the game now falls back to a simpler drawing mode and keeps playing.
Fart Raiders (early)v0.38.0

The Mega-Snoot

  • The Mega-Snoot is here: a giant drilling robot that sits on the big fart well. From your fourth raid, about half of raids have one.
  • It winds up with a long HUUUU warning, then sneezes a stink cone and sucks you in close. Hit its open nostril while it winds up, and hit its back for extra damage.
  • Its drill has its own sound now, and the first-raid touch hints show real glove and arrow pictures.
  • The first-raid Take all glove stays up while the loot window is open, so it no longer vanishes straight away.

Head up over the dash

  • On the cars you drive, your head sits 12 cm higher, so the road shows over the dash and hood. The dashboard stays where it is. The gauges still show: sideways they sit at the bottom edge, and the speed stays on screen.

Painted bus dashboard

  • City buses have a painted dashboard now, like the cars and pickups: the two main dials sit in the middle of the dash, with the speedometer on the right and the tachometer on the left, and the rear-view and left side mirror show what is behind and beside the bus.

Scenery props on Tempest and Dragstrip

  • Tempest and Dragstrip now have 3D scenery props beside the track, made for this game, like the other circuits.
  • Props are placed the same way every time for a given circuit, so a track looks the same on each visit.
  • This is a preview of the reworked game; the main version is unchanged.
Swish Craftv0.10.0

Hurt by the world

  • Falling hurts now. A drop of up to 3 blocks is free; each block past that costs 5 health, so a 23-block drop takes all 100, as it does in the base game.
  • Armour does not reduce fall damage.
  • Under water you have 15 seconds of air, shown as a bar on screen. When it runs out you start drowning, and you lose health every second. Coming up for air refills it in about 4 seconds.
  • A fatal fall or drowning shows its own message on the death screen.
Swish Craftv0.9.33

Ammo Pack

  • A pack to wear on your back, made at the gun tables: Copper holds 3 rounds, Iron 6 and Gold 10.
  • Rounds go into the pack before the Bag, and a reload takes from the pack first.
  • On a phone, a double tap on a pack round moves its rounds to the Bag.
  • Taking the pack off, or breaking it, puts its rounds in the Bag. A death puts them in your pile, and keeping your things brings them back.
Swish Craftv0.9.32

Gun tables

  • The Gun Bench is now the Copper Gun Table. Iron and Gold Gun Tables are new too, and each one needs the table below it.
  • A table makes its own tier's guns and every tier under it. Rounds can be made at any table.
  • The LMG class arrives with the Windlass at the gold tier (round 14), and its forge is made at the Gold Gun Table.
Swish Golf (early)v0.15.2

Long putts finish sooner

  • A long putt that has slowed to a crawl now finishes its last stretch faster, so a long downhill putt no longer creeps on screen for half a minute.
  • Where the ball stops, and how the putt breaks, are exactly as before.
Swish Golf (early)v0.15.1

Stone wall fix

  • The stone wall on hole 4 no longer shows thin green lines along the joints between its blocks. Each block now has a dark backing behind it, so the gaps read as shadow instead of grass.
Swish Idlev0.5.2

Gym machines make their own sounds

  • Each gym station now has its own sound when a member starts a session: treadmills, bikes, rowers, and the weights bench and squat rack. Jump ropes, the climbing wall and the pool keep the old ding.
  • Pouring a drink from the cooler now plays a recorded pop.
  • Settings → Sound style → Classic brings back the old synthesized sounds. New is the default.
Swish Squadv0.8.1

Names clear of the ability label

  • Names you can read: in battle, each side's name now sits below the ability label that pops up under a row, so that label no longer covers it in portrait or landscape.
Swish Squadv0.8.0

Music, a Music button and names you can read

  • Music: a calm loop plays on the title, in the shop and on the result screens, and a livelier one in battle. Both repeat without a seam, and they go quiet when YouTube mutes the game or an ad plays.
  • Music on or off: a Music button in the menu turns the music off and on, and it stays as you left it.
  • Names you can read: in battle, each side's name sits under its row with a dark edge, in portrait and in landscape.
  • No negative health: a fighter that takes an overkill hit shows 0 health, never a minus number.
ChipForgev0.72.3

The VMC-1's control pendant comes alive

  • The VMC-1's control pendant now works with the machine: its screen shows what the machine is doing (handle jog, auto run, cycle, feed hold) and where X, Y and Z are.
  • The pendant's handwheel turns when you turn the jog handwheel.
  • Cycle Start lights green while a program runs, and Feed Hold lights amber while it is held.
ChipForgev0.72.2

Closer views of the grinder and the V-36 grooves on phones

  • On a phone, the Surface Grinder's work view draws the part bigger: the camera keeps less empty room above and below it, and the wheel's edge still shows where it meets the part.
  • The V-36's Side head view now frames the cut and the jaw turning past the tool, not the whole table, so the V-belt grooves on the rim read clearly on a phone.
ChipForgev0.72.1

Hold to wind, and a tidier coach strip

  • Hold + or - on the T-11 Taper dial, the Contour Saw guide or the drill press belt to keep stepping, just like a real crank.
  • The coach strip shows the two newest messages and keeps them clear of the Start order button.
  • The lathe's Bit labels wrap onto two lines instead of being cut off on phones.
  • Start the part over on the Contour Saw now tells you to stop the blade first, or that nothing is cut yet.
  • Pausing the game freezes every animation until you come back.
ChipForgev0.72.0

The Contour Saw's blade speed is a real handwheel

  • The Contour Saw has a new Speed tab with a real handwheel for the blade speed, like the wheels on the mill and the lathe.
  • Use +1 and -1 for one mark at a time, Fine for small steps and Fast for big ones, or hold a crank button to wind it.
  • The wheel makes a sound as it turns and tells you once when it reaches its fastest or slowest speed.
  • When the coach talks about blade speed, it opens the Speed tab for you.
Counterpoint (early)v0.12.1

Vesper's own sounds

  • Vesper and the Tide Bell have their own sounds now: her three-strike String, the Lunge, the Toll you answer on the beat, the flood, her stagger and the bell at the end. Before, she borrowed other fighters' sounds.
  • The slag channels in the Foundry are a glowing photo crust now (Settings > Graphics > Classic look keeps the drawn one).
  • The Stalls, chapter 2's first fight, is a little gentler: its third wave has one fighter fewer. It was the hardest ordinary fight in the story, harder than Saffron herself.
  • Most other sounds have tighter endings (a few tenths of a second less tail), so quick exchanges stay clear.
DressForgev0.10.0

Real studio sounds, music, and an oak-and-floorboard studio

  • New sounds made for DressForge on our own PC: shears, the sewing machine's stitches, the shop door bell, pencil and paper, coins, and new sounds for a happy client and a miss.
  • Music: a warm studio tune, and a light one while you sew.
  • With Enhanced visuals on, the cutting table and sewing bench show real oak, the dress form stands on old floorboards, and the sewing machine's enamel shows its wear. The fabrics' weaves were remade from cleaner pictures.
  • Settings has two new switches: Enhanced sounds (turn it off for the original sounds) and Music.
  • On phones held upright: the cutting table's buttons and the dress form's seam rows are bigger and easier to tap, the fabric shop shows which amount you picked, and the bottom sheets no longer hide their last rows below the screen.
Fart Raiders (early)v0.37.1

Store & Sewer Pictures

  • The Fresh Whiff Market has real store pictures now: a tiled floor, stocked shelves, and every fourth aisle stacked with bean cans.
  • The Underground has its own pictures for the manholes, the secret grate and the fart wells.
  • 23 new sound effects play in raids now, so the store and the sewers sound less empty.
Fart Raiders (early)v0.37.0

Fresh Whiff Market

  • A second place to raid! From your fourth raid, pick Cabbage Creek or the new Fresh Whiff Market on the Raid tab.
  • It's a giant store: nine aisles of tall shelves you can climb by ladder (the best loot is up top), fridges in the Dairy Freeze, produce, checkout lanes, a bakery, and the manager's safe in the stock room.
  • It's all indoors, so no storms or cabbage rain in there. A night raid there is the Night Shift: the lights are off.
Fart Raiders (early)v0.36.0

Night Raids

  • From your third raid, about 3 raids in 10 now happen at night.
  • Robots see less far in the dark, so it's a great raid for sneaking. Only the Tattle-Snoot's searchlight sees as far as ever.
  • The town goes moonlit, a warm lantern lights the ground around you, fireflies drift by, and robots' eyes glow: yellow, orange when they're getting suspicious, red when they're after you.
Fart Raiders (early)v0.35.0

Crew Tactics

  • Fairer fights: at most two of a crew's raiders blast at you at once. The others keep moving and wait their turn.
  • When a rival spots you, it calls nearby crewmates over, and one shouts back ("Coming!") so you know company is on the way.
  • Friendly raiders and the other crew never answer the call.
Fart Raiders (early)v0.34.0

Bomb Aim

  • When a stink bomb would hit someone, a purple ring now shows exactly where it will land, with dots along the throw.
  • If it would catch two or more, the ring gets brighter and the bomb button glows: a good moment to throw!
  • When nobody is close enough, no ring shows, so the screen stays clean.
Fart Raiders (early)v0.33.0

Cabbage Rain

  • Some raids now get a Cabbage Rain: for about 18 seconds, cabbages fall from the sky around you.
  • Hurt? Walk over a cabbage on the ground to eat it: CRUNCH! and you get back a little health.
  • A cabbage that lands next to a robot bonks it dizzy for a moment.
  • Cabbages you don't eat rot away after a while. The minimap shows the ones on the ground.
Fart Raiders (early)v0.32.0

Splats & Soft Spots

  • Popped robots now leave a gooey splat on the ground in their own colour. It fades after half a minute.
  • Some robots have a soft back: Sniffer-Wasps, Tattle-Snoots, Honk-Copters, the Vacu-Tron and the Gas Hauler. A gold arc on the ground behind them shows where it is.
  • Stand in the gold arc and it lights up: your shots hit their back for extra damage. The first one shows SOFT SPOT!
  • The Bunker's robot list and the Toot-Dex now say which robots have a soft spot and how much extra it hurts.
Fart Raiders (early)v0.31.0

Helper Hints

  • If it's time to escape and you're not getting any closer to a way out, the game helps, gently at first.
  • After a few seconds the arrow to the nearest fan glows and the minimap sparkles. If you're still stuck, green dots show the way around the buildings. If that's not enough, Sparks shouts one tip.
  • Head toward the exit and the help steps back. Fighting doesn't count as being stuck.
  • Don't want help? Settings has a new Hints switch that turns off these hints and the raid tips.
Fart Raiders (early)v0.30.0

Sound & Feel

  • Far-off sounds now sound far off. A blast, a robot or a door across town gets duller as well as quieter the further away it is, while everything close to you stays crisp.
  • Pickups chime by rarity: common, uncommon and rare finds ring a little higher each step, epic finds get the bright rare chime, and legendary finds add a sparkle on top. You can hear a good find without looking.
Fart Raiders (early)v0.29.0

Blaster Mods

  • Sparks can now build four blaster mods in the Workshop, each once, from parts and coins: Long Nozzle, Big Tank, Hush Sock and Quick Valve.
  • Every mod gives something and takes something. The Long Nozzle reaches 25% further but toots a bit slower. The Big Tank holds half as much again but reloads slower. The Hush Sock means robots can't hear you, but your hits are a little softer. The Quick Valve reloads a third faster but holds less.
  • Any blaster you own can wear one mod. Pick it under the blaster in the Workshop, and the Raid tab shows what each blaster is wearing.
  • A mod that would do nothing won't fit: no Big Tank on a one-shot blaster, and no Hush Sock on the Shush Shooter, which is silent already.
Fart Raiders (early)v0.28.0

Fart Trails

  • Five new looks for your Toot! dash: Classic Toot, Bath Bubbles, Rainbow Blast, Glitter Gas and Golden Toot.
  • Each one opens at a set milestone: Bath Bubbles after 3 escapes, Rainbow Blast at Rank 5, Glitter Gas at Rank 10, Golden Toot at Rank 20. No random boxes, no timers.
  • Pick your trail in the Bunker's Raid tab. Locked ones show what opens them, and the results screen tells you when a raid opened a new one.
  • Only your own raider wears it: the puffs behind your Toot! dash come out in your trail's colours, with sparkles on the fancy ones.
Fart Raiders (early)v0.27.0

Fan Wind

  • A spinning escape fan now blows a strong wind. Any gas cloud near it gets pushed out across the ground, faster the closer it is to the fan.
  • A robot's pine spray or a rival's stink cloud gets blown off the pad, so it can't trap you there while you wait to escape.
  • Drop a stink bomb on the pad and the wind carries the cloud out toward the robots coming for you.
  • White wind streaks blow out from a spinning fan so you can see it working. Clouds slide along walls and never blow through them.
Fart Raiders (early)v0.26.0

The Big Pod

  • From your third raid on, a big robot pod sometimes comes down partway through the raid. You get a warning, a big ring on the ground and a pink ping on the minimap.
  • Out steps its Chief: a Honk-Copter, Sniffer-Wasp or Sneeze-Bot grown big, gold and tough, with two Sniffles. It hits harder and has its own health bar.
  • The Chief never leaves its pod for long, so you can pull back, heal and come at it again.
  • Pop the Chief and the pod bursts open: rare parts, a blaster plan if you're missing one, and gas canisters.
Fart Raiders (early)v0.25.0

Fart Wells

  • From your second raid on, Cabbage Creek has three fart wells: bubbling green craters out on open ground.
  • Every so often a well bubbles for a couple of seconds, then blows a big geyser. Stand on it and you get blasted through the air, a handy way to escape or jump into a fight.
  • Robots caught in a geyser get hurt and dizzy, and small ones pop. Lure them over and time it right.
  • A geyser leaves a short stink cloud and sometimes spits out a gas canister. Wells show on the minimap and pulse while they bubble.
Fart Raiders (early)v0.24.0

The Underground

  • From your third raid on, Cabbage Creek has three manholes on its dirt roads. Stand on one and tap DOWN to climb into the sewer underneath.
  • The sewer is a maze of dark brick tunnels with its own robots, crates and fridges, and no rival crews. Everything you carry comes with you, and the raid clock keeps running.
  • A ladder in a shaft of daylight sits under every manhole. Tap UP on one to climb out of that same manhole in town.
  • Somewhere in the farthest dead end is a secret grate. Stand in it for a few seconds to slip away quietly with your loot.
Fart Raiders (early)v0.23.0

Rival Walkers

  • From your fourth raid on, a rival crew can call down its own Junk-Walker, painted in its crew's colours. A horn and a ring on the ground warn you where the crate will land.
  • It hunts you down the streets and blasts its Tuba Cannon, and it stomps when you get close. It can't climb, so a roof is a safe spot. Its armour shows at the top of the screen, and the minimap always shows where it is.
  • Wreck it and the rival is thrown clear. Its scrap is yours, and your own walker's meter fills up a big chunk.
  • Sneeze-Bots stopped walking into Junk-Walkers to get flattened. Now they hang back and spit slippery snot under yours. SKRRT!
Fart Raiders (early)v0.22.0

Junk-Walker: On Guard

  • Hold Toot! to hop out of your Junk-Walker and it now stays behind on guard, blasting any robot it can see with its Tuba Cannon until its gas runs out. Walk back in to climb aboard with the gas and armour it had left.
  • The meter at the top shows how many seconds of guard duty it has left.
  • Robots fight back now. Sniffer-Wasps buzz, then dive-bomb the walker's top fan. CLANK!
  • The Vacu-Tron sumo-shoves your walker away when you get close. Stomp-hop right onto it to stagger it and shove it back. SUMO!
Fart Raiders (early)v0.21.0

Stink Storm

  • From your second raid on, a Stink Storm can roll in partway through a raid. A warning and a pulsing green edge on the minimap tell you which side it's coming from.
  • A few seconds later a wall of green stink rolls across the whole town, hangs around for about 20 seconds, then blows over before the Big Clean.
  • Down on the ground in it you slowly lose health and the screen edges turn green. Climb a ladder onto a roof or run up a hill: up high you're above the stink, and a see-through green layer shows where it stops.
  • Robots down in the storm can barely see and move slower, so it's a great time to sneak past them. Your Junk-Walker is sealed against stink.
Fart Raiders (early)v0.20.0

Zero-Reading First Raid

  • Your first raid now teaches itself with no reading. It starts quiet, with no robots close by, and a dotted trail and a bobbing green arrow show you where to go.
  • The trail leads you through four steps: search a box, pop one Sniffle that comes your way, bounce on a whoopee cushion, and escape through a fan. A chime plays when each new step starts.
  • On phones a fingertip shows each move: drag the stick toward the trail, tap Take all, hold to fire at the Sniffle, or tap Dash when you're stuck. The written tips stay out of the way while it runs.
  • Only the very first raid gets the guide. Every raid after that is the full game.

Grain elevators

  • Rice's Point has its grain elevators: rows of round concrete bins about 34 m tall with the covered gallery along their tops, the big steel bins, and the headhouses standing 42 to 46 m over the slips. They were 6.5 m sheds before. The old silo kept at Pier B stands too, and the harbor's storage tanks.
  • Big buildings the map gives no use are no longer drawn as houses: the convention centre, the harbor's warehouses and some 1,000 others stood 6.5 m tall in house siding. They are works in the industrial yards, apartment blocks among the yards, and brick blocks of shops and halls elsewhere, at their real floors where the map has them.

School bus stop arms

  • A school bus stopped with its red lights flashing now swings out its STOP arm on the driver's side, painted like the stop signs, and the crossing arm out in front of its bumper. The painted buses never showed either before.
  • Car lights sit on the painted cars: tail lights, headlights, turn signals and roof lights were placed by each vehicle's length on paper, up to 80 cm past the painted bumper; now they follow the painting.
FlatHead Summer: Tokyov0.5.61

Bolt-off sound

  • Loosening a bolt on a car now has its own sound: a seized bolt breaking loose, low and muffled. Tightening keeps its click.
FlatHead Summer: Tokyov0.5.60

Ghost race boards

  • On shiccup.com, Online ghosts → Boards shows the ten best times on each course in each class, one row for each driver's best, with your own row marked. If you're further down, your place shows underneath.
  • Uncle Ken's practice runs are on the boards too, under his own name.
FlatHead Summer: Tokyov0.5.59

Online ghost races

  • On shiccup.com the Night Stop has a new button, Online ghosts: race a see-through recording of another player's run on the Harumi loop, Tenjin Pass or the zero-yon, picked to match your car's class.
  • Finish, and shiccup.com races your run again on its own copy of the game to check the time, then keeps it as a ghost for other players to race. Uncle Ken's practice runs are there from the start.
  • A ghost race has no money on it, no win or loss, and doesn't use up the night's three races. Your car still wears and burns gas, and the police still patrol.
  • On YouTube nothing changes: ghost races need shiccup.com.
House Flippingv1.0.26

Turn your phone any time

  • Turning your phone while a house is in the air no longer leaves it landing on a floor you can't see: the ground under it catches up at the next landing.
  • If your phone's graphics reset, the glow, shading and painted pictures come back instead of going blank.
House Flippingv1.0.25

Cleaner edges

  • The building site's backdrop now reaches the right edge on phones, with no strip of plain sky at the side.
  • Cleaner edges on the tire swing, the debris and the coaster car: no pink tint, no thin white rims, no crack in the tire.
Mixed Media (early)v0.10.2

Collage gets its own look and sound

  • Each of the eight endings now has its own painted picture, in place of the portrait.
  • The opening VS screen has a painted hall backdrop, and the Collage fight has its own painted title card.
  • Collage has its own music loop, and a tearing sound when it tears into a new look.
  • Benday gets a new balloon in one of its poses, and Vellum's far background is repainted.
Mixed Media (early)v0.10.1

A cleaner match end

  • With the New sounds, the end of a match now lands as one clean hit, instead of a drum build that faded out just before its last beat.
Mixed Media (early)v0.10.0

Collage, the final boss

  • Arcade now ends with Collage, a figure glued together from torn scraps of all eight styles. It walks out of the gallery's back room after your rival.
  • Collage fights with moves borrowed from the other fighters. At two-thirds and one-third of its health it tears into a new look and a new set of moves.
  • It has its own stage, The Back Room, a line for each fighter before the fight, and one more when you beat it.
  • On a tall phone, the opponent's name on the VS screen no longer hides behind the story lines.
Mixed Media (early)v0.9.5

Arcade story

  • Arcade now builds to your rival: you meet the other six fighters in a random order, then your rival last. The mirror match is gone.
  • Your first fight opens with your fighter's own line, and the rival fight opens with a short exchange between the two. Tap after two seconds to start sooner.
  • Clear the arcade and press ENDING to see what the world looks like when your fighter wins.
Mixed Media (early)v0.9.4

Small paint fixes

  • Dither's battered block no longer has a dark lump stuck to his shoe.
  • Sfumato's gallery: the pink smudges at the foot of the rope posts are gone.
Mixed Media (early)v0.9.3

Supers sound on time

  • Vellum's and Sfumato's super cues and Sakuga's fired-up sound now land with the moment they mark. Before, each built up for up to a second and a half and peaked after it.
  • Settings > Sound > Sounds still switches back to Classic.
Periodicav0.5.3

Sodium gems are new

  • Sodium Splash's eight gems are new pictures: one clean shape per colour (round rose, octagon sky, triangle mint, star gold, hexagon violet, square teal, hexagon orange, droplet ultramarine). They read apart at a glance on the board.
  • Prefer the original gems? Settings, then Visuals, then Classic.
Spin Paradev0.3.1

Hand-made pictures and sound

  • Hand-made pictures for the reel symbols, the machine backdrops, the card backs and the table cloth.
  • Hand-made sound effects for spins, stops, wins, coins, cards and bonuses.
  • Looping background music in the lobby and on every reel machine.
  • New Look setting in Settings: Hand-made (the default) or Classic, which uses the built-in pictures and sounds from 0.3.0.
  • The pictures and sounds load after the game has opened, so the first screen is not held up.
Spin Paradev0.3.0

The premium look

  • A new look everywhere: dark velvet, polished gold and chrome frames, glass buttons and new lettering.
  • Reels with real weight: they lift, blur as they race, and land with a soft bounce, one after another.
  • When two bonus symbols land, the next reel spins longer under a spotlight.
  • Winning symbols light up and lines trace across the reels; bigger prizes climb from Big to Huge, Mega and Epic with coins, confetti and fireworks. One tap skips to the end.
  • Free spins open with their own show.
  • New upgrades for your tickets: a bigger spin meter, Turbo spins, and hands-free auto-spin. Tap Upgrades in the lobby or the spin meter at a table.
  • Richer sounds: a warm spin, a soft landing, chimes that climb as prizes count up.

Scenery props on the circuits

  • The circuits now have 3D scenery props made for this game, placed on the ground beside the road and off the racing line.
  • Props are placed the same way every time for a given circuit, so a track looks the same on each visit.
  • This is a preview of the reworked game; the main version is unchanged.

A night sky over the Dragstrip

  • The Dragstrip now races under a real night sky, with clouds and distant floodlights.
  • Boost, trick, wall-hit and drift-hop sounds start right on the moment instead of a beat late.
  • This is a preview of the reworked game; the main version is unchanged.
Swish Baseballv0.12.1

Real, even grass

  • The grass is new: thick, even turf you can see the blades in, without the pale band it had across the middle. Turn Enhanced visuals off in Settings for the classic look.
Swish Bucketsv0.18.5

Real walls and blacktop

  • The old gym's walls are real painted block, the Yard's blacktop is worn asphalt, and the city buildings around the courts have real facades. Turn Enhanced visuals off in Settings for the classic look.
Swish Bucketsv0.18.4

Lob passes have their own sound

  • A lob now has its own rounder, hollow sound, different from the chest pass, and catches are crisper, both made for this game. Settings, Sound, Sounds: Classic keeps the old ones.
Swish Bucketsv0.18.3

Outdoor courts sound like the city

  • Chainlink Yard, Sunset Deck and Voltway now have a quiet city air under the crowd during a match, made for this game. It follows the Crowd volume. Indoor courts stay as they were.
  • The smallest labels on screen (the YOU tag and the stamina label) are bigger, so they are easier to read on a phone.
  • Settings, Audio, Sounds: Classic still brings back the old sounds, with no city air.
Swish Bucketsv0.18.2

The ball sounds like a basketball

  • A real bounce when you dribble (the dribble had no sound before), a firm catch, and a chest pass, pickup and crossover that each sound different, all made for this game.
  • Settings, Audio, Sounds still switches to the Classic set.
Swish Craftv0.9.31

Melee, beetle and creature sounds

  • Swinging, sweeping and critical hits have real sounds now, and so does blocking with a shield.
  • Beetles hiss before they burst, spitters spit, and their globs splat.
  • Shriekers shriek, hounds howl and snarl, leapers skitter and pounce, brutes grunt, crawlers drag and runners breathe hard.
Swish Craftv0.9.30

Real sounds

  • Eating, tilling, planting and pouring have real sounds now.
  • Animals have real sounds too: shearing, milking, calls, bites, hurts, births and taming.
Swish Craftv0.9.29

Caseless rounds

  • Ammo is made by hand now: one Powder and one cheap block (Dirt, Sand, Gravel, a Clay Lump or Rubble) make 16 rounds. Rounds stack to 128.
  • Five rounds change how a gun shoots: Dirt is cheapest and hits a little softer; Sand reaches further and fires faster; Gravel scatters wide and knocks zombies back, but falls off sooner; Clay slows what it hits; Stone hits harder and goes through one more zombie, but fires slower.
  • Zombies drop Powder 4 times in 5 when they die, whatever killed them.
  • Tap the ammo chip (or press T, or D-pad right on a pad) to load the next round. When one type runs out, the next loads by itself. Settings > Controls > Rounds can use your Bag's order instead.
  • A new world starts with a Peacekeeper loaded with 8 Dirt Rounds, 40 more Dirt Rounds in the Bag, and 2 Powder. Old metal rounds become Stone Rounds, and metal rounds are no longer made. Wall-gun shops refill the round you have loaded, and village, temple and ruin chests can hold rounds.
Swish Craftv0.9.28

Hound nights and Shrieker

  • Hound nights: every seventh night from night 14 (14, 21, 28...) is a hound night, and the banner says so. Packs of four hounds hunt with the usual zombies: lean, dark, four-legged beasts with amber eyes that run faster than you walk. A sprint still gets away, and a wall stops them.
  • A new night creature from night 15: the Shrieker, a tall hunched thing with a long neck and a frill folded down its back. It does not bite. It keeps its distance, and when its frill fans out and its throat glows, it shrieks, and two more zombies come out of the dark. Shoot it first; hit it while its frill is out and the shriek is stopped.
  • Red edge marks now also point at a Shrieker up to 20 m away.
Swish Craftv0.9.27

Leapers

  • A new night creature from night 10: the Leaper, a low six-legged hopper of pale plates with a cyan glow down its back and big folded hind legs. Leapers come in packs of three.
  • Its tell: close to you it stops and crouches low, its glow pulsing, then springs at where you stood when it crouched. Step aside while it crouches and it lands short; stand still and it bites for 10. Hit one while it crouches and it loses the jump.
  • Leapers climb: a wall two or more blocks high does not stop them, they walk straight up the face and over the top. A lip on top of a wall (one block sticking out over the outside) knocks them off, so build your walls with an overhang.
  • Other zombies still cannot climb: a two-high wall keeps them out as before.
Swish Craftv0.9.26

Spitter

  • A new night creature from night 9: the Spitter, a squat mushroom on two stubby legs with a magenta cap and glowing green gills. It does not bite: it keeps about 8 m off and backs away if you come close.
  • Its tell: it leans back, its cap swells and its gills flash bright, then it lobs a glowing green glob in a slow arc at where you stand. Step aside and it misses; stand still and it takes 10.
  • A wall in the way stops a glob, and a raised Shield facing the Spitter blocks it. Hit a Spitter while it winds up and it loses the shot.
  • Red marks on the edge of the screen now point at any creature coming at you that you cannot see, and at any glob in the air. They grow brighter when one is about to strike.
  • A Cinder Beetle's fuse now stays lit when you jump or step up a block next to it; it goes out only if you climb well above it or back off.
Swish Craftv0.9.25

Cinder Beetle

  • A new night creature from night 7: the Cinder Beetle, a low black beetle with glowing orange cracks in its shell. It does not bite.
  • When it gets close it stops, hisses and swells, and its cracks flash white-hot. About a second and a half later it bursts.
  • The burst hurts more the nearer you are and pushes you away. Back off and the fuse goes out; hit it and the fuse goes out too. A raised Shield facing it blocks the burst.
  • The burst breaks the soft blocks right next to it (dirt, sand, gravel, leaves and plants) and they drop as if dug. Stone, wood, glass and metal never break, so a stone or wood wall keeps you safe.
  • Settings > World > Creatures break blocks: switch it off and a burst breaks nothing.
  • A Cinder Beetle you kill leaves one or two Powder.
Swish Craftv0.9.24

Night types

  • Three new kinds of zombie join the walker as the nights go on, each rare on its first night and more common after.
  • Runners, from night 3: fast and frail, pale with a red shirt and yellow eyes. Walking away will not lose them.
  • Crawlers, from night 5: low on all fours and slow, but they squeeze through one-block gaps that keep walkers out. Close the gaps in your walls.
  • Brutes, from night 11: broad and slow, three and a half times a walker's health, hardly pushed back by hits. A bite takes 30 and shoves you back, and a Brute drops three times the usual loot.
  • The first night each new kind comes out, a line says what it does. A night still brings the same number of zombies: a new kind takes a walker's place.
  • Sword swings aim at the middle of each body, so a crawler is as easy to hit as a walker.
Swish Craftv0.9.23

Shield and Anvil

  • A Shield: make it at a Workbench from six planks and one iron bar, and wear it in the new shield slot under Wearing in the Bag.
  • Raise it by sneaking (Shift, or the right stick button on a pad). On a phone the Sneak button turns into SHIELD while you wear one: hold it.
  • Raised for a quarter of a second, it stops every zombie bite from the front and pushes the zombie back; a bite from behind still lands. Each blocked bite costs the shield a little wear, and swinging lowers it.
  • You can see it on your left arm, and up in front of you when raised.
  • The Anvil can now combine two of the same worn tool, weapon or armour: Combine adds the uses of both plus a bit extra, up to new, and uses up the more worn one.
  • The number beside your hearts is now called Armour.
Swish Craftv0.9.22

Swords

  • Swords: Wooden, Stone, Copper, Iron, Gold and Diamond. Make one at a Workbench from two of the material over a stick. A Diamond Sword downs a first-night zombie in three full swings.
  • Every swing charges up: a small bar under your aim fills after each swing, and a full swing hits hardest. Fast tapping still works, but each tap waits for half a charge and hits softer.
  • A full sword swing on the ground sweeps: zombies right beside your target take a quarter of the hit. Jump and swing on the way down for a critical hit, half again as much.
  • Axes, picks and shovels hit too (an axe hard but slowly), and your bare hand can punch. A sword costs one use a hit; digging tools wear twice as fast on bodies.
  • On a phone, tap a zombie to swing at it, or hold your finger on it to keep swinging; taps on the ground still place and holds still dig. Other touch layouts show SWING on the fire button; with a mouse, click.
  • While a zombie or animal is in reach, swinging never digs the block behind it by accident.
Swish Craftv0.9.21

Worlds

  • Keep up to three worlds. Worlds, on the title and in the pause menu, shows each one with its name, Survival or Creative and its day, with Play, Code and Delete. Each world keeps its own land, builds and bag.
  • Your world from before this update is World 1, with nothing lost.
  • Every world is named from the land where it starts, so a forest start might be Mossy Hollow and a desert Red Dunes.
  • World codes: Code shows a short code like WORLD-08P4-M2Z8-B. A friend picks New world, then Land from a code, and gets the same land to explore (not your builds or your bag). A mistyped code says so.
  • Delete asks first. A meter shows how much save space your worlds use; worlds you are not playing are packed small, so three busy worlds fit easily.
  • Each world now remembers the land you have explored, so a later update with new kinds of land can put them only where you have not been yet.
Swish Craftv0.9.20

Furnaces

  • Every Furnace, Smoker and Hot Furnace has its own screen: something to smelt on top, fuel below, what it made on the right. Raw iron and coal make an Iron Bar every 10 seconds (a Smoker or Hot Furnace every 5).
  • It keeps going when you close the screen or walk away, and each furnace keeps its own items and fire in your saved world.
  • Fuel burns only while something is smelting: coal or charcoal smelts 8 things, timber 4, planks 2, a stick 1. A flame shrinks as the fuel burns, an arrow fills as each item cooks, and the screen says how many smelts are left.
  • One tap from your Bag drops an item in the right slot. Coal will not go on top and nothing goes into the output by mistake; the screen says why.
  • You can see a furnace working from across the room: fire in its opening, a warm light on the floor and smoke from the top. It goes dark when it runs out.
  • Breaking a furnace drops everything inside it, and the heat you had saved from the old way of cooking goes into the first furnace you open.
Swish Craftv0.9.19

Crafting screen

  • Crafting has a real grid now: 2x2 by hand and 3x3 near a Workbench, with an arrow to what it makes. Tap Make (hold to keep making) or Make all.
  • The recipe book is pictures. Tap one and its items jump from your Bag into the grid in the right shape; tap again for one more set. Anything missing shows as a faint picture in its cell.
  • You always see what you have: each recipe shows its needs as pictures with have / need and a tick or a cross, and your items sit right by the grid with the ones it needs lit up.
  • Tap an item to put one in the grid, tap a grid cell to take it out. With a mouse, drag a stack onto a cell or Shift-click for the whole stack.
  • Items in the grid stay in your Bag until you make something, so closing the screen never loses anything.
  • Furnace, Gun Bench, Stone Saw, Forge, Smoker and Campfire recipes open as a card with pictures, the heat, and Make and Max.
Swish Craftv0.9.18

Looks

  • Real sunlight: the side of a block facing the sun is lit warm in the morning and evening and white at noon, while the shade takes a cool blue from the sky. The moon lights the night in silver blue, and caves are darker.
  • Soft shadows: trees, houses, hills and you cast shadows on the ground, long at sunrise and sunset. Medium draws them close by, High and Ultra further out.
  • Water mirrors the sky when you look across it, sparkles where the sun hits it and ripples gently.
  • Far land fades softly into the air, and colours get a gentle lift.
  • Torch light breathes a little, and grass and flowers sway in the wind.
  • All of it is part of Enhanced visuals (on by default). Turn it off in Settings > Graphics to keep the old look exactly.
Swish Footballv0.16.4

Your team is always blue online

  • Playing a friend online, the player who joins now sees their own team in blue as YOU, and the other team in red as THEM, the same as everyone else.
Swish Footballv0.16.3

The camera stays on the field

  • On a phone held upright, a pass near the goal line no longer swings the view into the stands. The view stops at the end of the field and follows the play again from there.
Swish Footballv0.16.2

Bigger on computer screens

  • On a computer monitor the score, play cards, buttons and menus now grow with the screen instead of staying phone-sized. Phones look exactly as before.
Swish Footballv0.16.1

Photo grass on the pitch

  • The pitch in the themed stadiums is now photo grass, made for this game. The lines, numbers and end-zone paint sit on top as before.
  • Settings, Graphics, Enhanced visuals Off brings back the classic grass, at once.
Swish Golf (early)v0.15.0

Course music

  • Music on the course: a gentle loop plays on the title and the final score, and a livelier one runs through every hole. Both were made on our own PC.
  • With sound off, or YouTube muted, the music goes quiet too, and a pause holds it.
Swish Golf (early)v0.14.2

Rounder Pip, crisper cup rattle

  • Pip has a rounder back: the kid golfer's red jacket now curves in at the hem and over the shoulders, so from behind Pip reads as a soft lump of clay instead of a box.
  • A firm putt that rattles in now plays a new cup sound made on our own PC. The club strikes, putts and the soft cup drop keep their old sounds for now. Prefer the old sounds? Pause → Settings → Sound → Sounds: Classic.
  • A pause holds everything: when YouTube pauses the game, the swing word, the swipe trail, the score banner and the hole card's countdown now wait too, instead of vanishing or teeing off while paused.
Swish Hockeyv0.32.0

A taller view on phones held upright

  • The camera now uses the whole screen above your buttons, so you see much more ice in front of you.
  • The ?, PAUSE and CAM buttons moved up into a column under the settings gear.
  • With play deep in your own end, the empty dark strip under the rink shrinks from nearly half the screen to under a quarter.
  • The small camera name on the CAM button is a little bigger and easier to read.
Swish Soccerv0.17.4

A softer ball swish

  • The ball's swish is softer, without the harsh hiss on top. Classic sounds are still in Settings → Audio → Sounds.
Swish Soccerv0.17.3

Rattle and feint you can hear on a phone

  • The rattle and feint sounds are new recordings that carry on a phone speaker; before, most of their sound was too low for phones to play. Classic sounds are still in Settings → Audio → Sounds.
Swish Soccerv0.17.2

A new clock tick

  • The clock tick has a new sound made for this game. Pick Classic under Settings → Audio → Sounds to hear the old one.
Swish Soccerv0.17.1

Real grass, wood and sand

  • City Park has real mown grass, Futsal Hall a real wood floor and Beach Day real sand under the lines. The lines, goals and play are unchanged.
  • Settings has a new Enhanced visuals row (on by default); turn it off for the flat classic pitch.
Swish Soccerv0.17.0

New sounds, made for this game

  • The crowd, the kick, the strikes, the bounces and the whistles are new recordings made for Swish Soccer.
  • Prefer the old sounds? Settings, Audio, Sounds: Classic. Classic audio (the synth) still works as before.
Swish Cricketv0.17.2

Easier ball changes on phones

  • When you bowl, the bar at the bottom now shows the ball's name in bigger letters with ‹ and › arrows. Tap the right side for the next ball, the left side for the one before.
Swish Cricketv0.17.1

The ground is real now

  • The outfield grass and the pitch's clay are photographs of real surfaces, made for this game. The stands and the sky stay as they were.
  • Settings, Graphics, Enhanced visuals Off switches the grass and pitch back to the old flat look, at once.
Swish Zombiesv0.71.1

More groundwork below

  • Behind the scenes: new lockers, planters and machinery for the underground mode, still switched off.
  • A locked locker's hint no longer says LOCKED twice.
Swish Zombiesv0.71.0

Groundwork for what lies below

  • Behind the scenes: the first pieces of a new underground mode are in the game, switched off for now. Nothing changes in your runs yet.
Swish Zombiesv0.70.1

Music

  • Music: a calm theme on the menus and a tense loop during a run, made for this game. Settings, Audio has a Music volume.
  • Continuing a saved run brings back the right zombies for its map.
Swish Zombiesv0.70.0

Vireo Ridge, a new map

  • A new map, Vireo Ridge: a house on a hill with a pool, a basement, a car lift in the garage and a whole upper floor to fight through.
  • Unlock Vireo Ridge with 200,000 points, or by reaching round 13 on Nightfall Bunker or Blackwater Landing.
Swish Zombiesv0.69.3

Sounds on time

  • Hits, reloads and zombie alerts now sound the moment they happen. Some of the new sounds started a little late, up to about two thirds of a second.
ChipForgev0.71.2

Every shop sound lands right on the action

  • The handwheel stop, the button clicks, the lever clunks and the page turns used to play a beat late. Now each one plays the moment you do the thing.
  • Turn Enhanced sounds off in Settings for the original sounds.
ChipForgev0.71.1

New lever clunks, feed sound and clicks, and fresher metal and floor

  • The lever clunks, the carriage's feed sound and the button clicks are now real sounds made on our own PC, warm and low like the rest of the shop.
  • With Enhanced visuals on, the painted iron, ground steel, machined iron and shop floor were remade from new, cleaner pictures.
  • Turn Enhanced sounds off in Settings for the original sounds.
Fart Raiders (early)v0.19.0

Fair Robot Eyes

  • Robots no longer spot you the instant you come into view. Each one now sees in a cone you can see on the ground: pale while it patrols, turning orange as it notices you, red once it's after you.
  • Step into a cone and a ? fills up over the robot's head. Partway it stops, goes "hm?" and turns to stare; when the ? is full it shouts "!" and comes for you. Get out of its light first and it only wanders over to look.
  • Up close a robot notices you fast. At the edge of its sight you have about a second, and sneaking (a gentle push on the stick) roughly doubles that. Right next to a robot, it notices you even from behind.
  • Lose a robot in a fight and it searches a few spots round where it last saw you, then gives up with a puzzled boop.
  • Shoot a robot and it spins round to face the shot, almost ready to pounce. The Tattle-Snoot keeps its searchlight.
Fart Raiders (early)v0.18.0

The Loot Wagon

  • From your second raid on, a little red loot wagon is parked somewhere in town. It shows on the minimap as a red cart.
  • Walk into it to grab the handle: six more things fit in your backpack while you pull it.
  • The catch: you walk slower, you can't sneak, and its rattle can bring robots over to take a look.
  • Tap Toot! to let go. Whatever no longer fits waits in the wagon (the cheapest things; you keep the best), so walk back in to pick it all up again. Climbing a ladder or jumping into your Junk-Walker lets go too.
  • Escape with it in tow and the whole load comes home.
Fart Raiders (early)v0.17.0

Gas Canisters & the Mother-Tooter

  • Gas canisters are new loot: Fizz, Bean Gas, Egg Gas and the glowing Super-Funk. Find them in crates and fridges, lots in vaults and Roof Stashes, and on popped robots. The Vacu-Tron and the Gas Hauler always drop a few.
  • Bring them home and they pour into a giant glass vat in the Bunker. Every so often Sparks builds the next part of the Mother-Tooter, a gas cannon big enough to blast the robots' mothership out of the sky. Each part pays out coins, and some give gadgets too.
  • Picking up a canister also tops up your Junk-Walker meter.
  • The vat and the cannon parts you've built show on the Raid tab.
Fart Raiders (early)v0.16.0

The Junk-Walker

  • Your first Fartan! From your second raid on, every robot you pop fills a gas meter under your health bar.
  • When it's full, tap DROP! and a crate slams down from the sky, knocking robots flying. Walk in and you're piloting the Junk-Walker: a stomping washing machine on legs with a Tuba Cannon.
  • Inside, stink can't touch you and little robots get squashed flat. Tap STOMP to hop and shake the ground; keep your finger on it to hop back out.
  • But it's LOUD, so every robot in town comes running. It can't climb or open crates (walk into one and it smashes open), and it runs out of gas after 45 seconds.
  • If it gets wrecked you've got 4 seconds before EJECT! throws you onto the nearest roof.
Fart Raiders (early)v0.15.0

Quick Looting

  • The search window is now a small strip along the bottom of the screen, so it never covers the action. While you're blasting or getting hit it shrinks down to just its buttons.
  • New "Dump it" button: tip a whole fridge, crate or backpack out in one tap. The loot magnet pulls everything that fits into your backpack, best things first, even while you run off.
  • Whatever doesn't fit stays on the ground. Careful, rival raiders will grab it!
  • Spilled loot and robot scrap now fly to you on screen as the magnet pulls them in.
Fart Raiders (early)v0.14.0

Crews

  • The two crews fight their own way now. Clip Crew raiders keep their distance, then Toot! in for a quick blast and zip back out, and they dodge when you hit them.
  • Mask Squad raiders walk right up to you, and if there's a stink cloud nearby they fight from inside it (gas barely bothers them). Watch out for their stink bombs.
  • Each crew carries its own kind of blasters: quick tooters for Clip Crew, big stinkers for Mask Squad.
  • Each crew has a hideout with its banner by the door, and a flag on your minimap. Their first raider starts there.
Fart Raiders (early)v0.13.0

Up High

  • Zip lines! Walk off the edge of the Grain Elevator or the Pong Hotel roof along the cable and whizz down to the street. You can still blast on the way down.
  • A Roof Stash sits on each tower (look for the red flag): rich loot and a good chance of a Fart Plan, only for raiders who climb.
  • Lookout: from a hilltop or a roof, every robot and rival raider in sight shows up on your minimap. From the top of the Grain Elevator you can see the whole town.
  • The view opens up wider the higher you climb, and the clouds keep out of the way.
Fart Raiders (early)v0.12.0

Raid Events

  • Raids are less the same: some open with two rival raiders already scrapping with robots across town. Help them out and they call a truce, or swoop in and grab what they drop.
  • Halfway through every raid something happens: a robot supply pod crashes with rare parts and two dizzy robots (and rivals race you for it), or a robot gas convoy honks across town.
  • The convoy's Gas Hauler rolls edge to edge with drone guards. Pop it for a huge KA-BLOOEY stink cloud and its loot, before it gets away.
  • Rival raiders talk now: speech bubbles in their crew's colour when they spot you, need help, grab loot or race you to a fan. The minimap pings each event.
Fart Raiders (early)v0.11.0

Camera & Loud Escape

  • A lower, closer camera with bigger raiders and robots, and Cabbage Creek's hills and pine woods now roll on past the edge of town.
  • Drag across the top of the screen to turn the camera (drag right to look right). It never gets in the way of your move and blast thumbs, and the turn buttons still work. Raids now start looking toward town.
  • Escaping is loud: an exhaust fan takes 10 seconds to spin you home (5 in the Big Clean) and honks an AH-OO-GAH klaxon the whole town can hear.
  • The robots hear it too: until the Big Clean they drop a pod near your fan, and the nearest rival raider comes to fight you for it.

Turn signals and the chime

  • With Settings → Sound style on New, the turn signal's relay and the dashboard chime are real recordings now: a soft tick as the signal lights, a tock as it goes out, and a gentle bell for low fuel, job offers and finished goals.
  • Classic keeps the old synthesized sounds.

Frost and salt on the windscreen

  • A frosted windscreen is painted now: ice ferns climbing from the bottom and the corners, star-shaped crystals across the rest, clearing from the foot up as the defroster works.
  • Winter road salt dries on the glass as a chalky crust, heaviest low and in the corners, until you wash it.

Painted traffic lights and road work

  • Traffic lights are painted now: black heads with their hooded red, amber and green lenses, the one that's on lit up over its lens.
  • Road work has painted signs: the orange ROAD WORK AHEAD diamond before the crew, and the flaggers' paddles, a red STOP on one side and an orange SLOW on the other.
  • The orange signs shine back in your headlights at night.

Painted street signs

  • Stop signs are painted now: STOP in white on red sheeting with its white border, a plain grey back when you see one from behind, and the ALL WAY plaque under it at four-way stops.
  • Bus stops carry a painted blue BUS STOP plate.
  • At night a stop sign glows red in your headlights as you come up to the corner, like real reflective sheeting.

Painted clothes

  • People on foot wear painted cloth now: denim and corduroy trousers, canvas, wool, flannel and fleece coats, quilted winter jackets and knit hats, in the same colours as before.
  • The weave shows up close and fades to plain colour farther off, so a busy sidewalk still reads at a glance.

Far shores on the horizon

  • Clear days now show the far shores all the way round, painted: Superior's grain elevators and the high bridge across the bay, the ridges and ski hill up the St. Louis River, and the North Shore running away to the north-east. The open lake to the east stays a flat horizon.
  • They fade into haze, fog and snowfall, go dark at night, and turn white once snow covers the ground.

New sounds and music

  • The engines, tires, wind, rain, traffic, trains, sirens and the harbor's ship, bridge and fog horns are new recordings: engine notes for four-cylinders, V8s and the electric motors, wet and dry tires, snow churn and the rain on the roof.
  • The menus have their own soft music now, and the car radio can play songs while you drive: turn it on in Settings, Radio music (it starts off).
  • Settings, Sound style switches back to the original synthesized sound (Classic) at any time. The turn signal, chimes and the crossing bell keep their original sound for now.
FlatHead Summer: Tokyov0.5.58

Five new sounds

  • With Settings → Sound effects on New, five more sounds are now real recordings instead of beeps: the shift light's tick, the over-speed chime, bolting an engine in, plugging in the wiring and turning the distributor to set the timing.
  • Classic keeps the old beeps.
FlatHead Summer: Tokyov0.5.57

Full outlines in ANIME

  • In ANIME graphics, the ink outline now goes all the way round the cars and signs it draws: before, their left and top edges had none.
FlatHead Summer: Tokyov0.5.56

A quicker start

  • The game loads about a quarter less before it starts: the 3D lighting's pictures now load only when Settings → Lighting is on 3D, after the game is up.
FlatHead Summer: Tokyov0.5.55

3D lighting, round 2

  • With Settings → Lighting on 3D, body-kit parts now catch the light like the rest of the car: lip and chin spoilers, side skirts, overfenders, the GT wing, takeyari pipes and deep-dish wheels.
  • Wheel arches, the gaps under bumpers and spoilers and other hollows sit in soft shadow, and the paint shines more than the glass, trim and tyres.
  • In street races at night, the car ahead is lit by your headlights and by the street lamps it passes, and the left-hand-drive and roofless dashboards are lit too.
FlatHead Summer: Tokyov0.5.54

The patrol car

  • In a street race, the patrol car is a real black-and-white car now: you see it coming in the rear-view mirror, its red beacon sweeping, and when it catches you it pulls across the road in front of you.
  • The '68 Pika 1300 runs on its real single-barrel carburetor again, so it is as quick as the real car was (0-100 km/h in 14.7 s).
  • Holding the wheel into a long bend now keeps your car on the inside line instead of sliding it onto the inside wall. Slow cars on Tenjin Pass were touching the wall in long bends.
FlatHead Summer: Tokyov0.5.53

New engine and road sounds

  • Engines, tyres, the shift, the start lights, wall scrapes, bumps, the guardrail, the siren, the fuel pump and the city, pass and pier at night are new recordings, made for this game. The engine blends four recordings by the revs.
  • Settings, Sound effects switches back to the original sounds (Classic) at any time, even mid-race.
  • The shift light, the speed chime and the garage's wrench and wiring sounds keep their original sound for now. The radio's music is unchanged.
FlatHead Summer: Tokyov0.5.52

Music and sound from the first tap

  • The game now makes sound from your very first tap: every button gives a soft tick, and the Garage's music plays on the Paper, at the gas station and in the junkyard too, carrying on where it was as you switch tabs. The Night Stop keeps its own track.
  • Before, the first screens were silent until you started a race or tapped one of a few garage jobs.
  • Sound still follows YouTube's sound switch and the pause: off stays silent, and the music comes back when the sound comes on.
House Flippingv1.0.24

Every sound is new

  • The snap, when a piece locks into place, has a new recording: a soft, dry wooden snap. Every sound in the game is now a new recording.
  • Prefer the original sounds? Settings, then Sounds, then Classic.
House Flippingv1.0.23

Music on the title screen

  • The music now starts on the title screen, a little quieter, and comes up to full when a run starts.
  • The perfect landing, the shed and the unlock have new, softer sounds. Only the snap keeps its original sound.
  • Prefer the original sounds? Settings, then Sounds, then Classic.
House Flippingv1.0.22

New sounds and music

  • 16 of the game's 20 sounds are newly recorded, and a looping music bed plays through the match.
  • Prefer the original sounds? The gear button at the top left opens Settings; its Sounds row switches between New and Classic.
  • The perfect landing, snap, shed and unlock keep their original sounds for now.
Periodicav0.5.2

Every sound is new

  • Neon Jam's slide now plays a new sound too: a small wooden piece sliding across a wooden board. Every sound in the New set is now a new recording.
  • Prefer the original sounds? Settings, then Sounds, then Classic.
Periodicav0.5.1

Three more new sounds

  • Sodium Splash's flood, Stellar Forge's drop and Diamond Blast's combo now play new, softer sounds too.
  • Neon Jam's slide keeps its original sound for now.
  • Prefer the original sounds? Settings, then Sounds, then Classic.
Periodicav0.5.0

New look and sound

  • Periodica has new pictures and sounds, made locally with our own AI model. Settings has two new rows, Visuals and Sounds: New (the default) or Classic, which is the look and sound from 0.4.2.
  • New pictures on the Sodium Splash backdrop, the Diamond Blast and Stellar Forge covers, the Neon Jam stage, the Shell panel and the Sodium Splash crates, bombs and orbs; Silicon Sort's backdrop is plain now.
  • New sounds on every tap, merge, clear, win and loss, and the same music as before.
  • Neon Jam's hint arrow is white again. Silicon Sort's locked sockets are clearly darker than open ones.
  • The Pause button has no sparkle.

A real jump on Neon City

  • Neon City has a new trick jump early in the lap: over a second of air, and you land clean.
  • The old Neon City ramp is gone: it barely lifted you and often dropped you into the wall.
  • This is a preview. Feel and balance may still change before it replaces the main game.

Brighter night circuits

  • Magma Cave and Volcano were too dark to read on a phone. Both are now about 60% brighter: you can see the purple cave floor, the volcano road and the rocks beside it.
  • Neon City and Dragstrip are a little brighter too.
  • Lava, neon track edges and lights keep their colours. The daytime circuits look exactly the same as before.
  • This is a preview. Feel and balance may still change before it replaces the main game.

A Volcano jump, controller camera, and a purple Magma Cave

  • Volcano has a new trick jump: hit the ramp before the smokestack overpass and fly over it.
  • Controllers: Y now changes the camera, and holding Back (Select) restarts the race.
  • Magma Cave now glows purple from its crystals, so it no longer looks like Volcano at dusk.
  • While paused, the camera and restart keys no longer do anything behind the pause screen.
  • Fixed: holding R during the start countdown could start a second countdown on top of the first.
  • This is a preview. Feel and balance may still change before it replaces the main game.

Shinier, sharper, and new item sounds

  • Roads and ground now catch the light the way the real thing would: rough asphalt stays matte, glacier ice and the magma road gleam, and the cracks and seams sit in shadow.
  • New item icons, cut out cleanly so they sit on the HUD and the item boxes without a dark tile behind them.
  • New sounds for grabbing an item box, the item roulette ticking, and GO! at the start.
  • Salt Flat has a new, even road surface (the old one had streaks).
  • The new sounds now come with the YouTube version too. Prefer the old ones? Settings, AUDIO, SOUNDS: CLASSIC.
  • This is a preview. Feel and balance may still change before it replaces the main game.
Swish Baseballv0.12.0

Your finger is the bat

  • Batting: put your finger down where you think the ball will cross and the bat goes right there. Slide to move it, then swipe to swing. Swipe harder for a power swing, or lift your finger without swiping to take the pitch.
  • Pitching: pick a pitch, then tap where you want it to go. It goes exactly there, on time, every time.
  • The floating joystick is gone. The buttons and the keyboard work as before.
Swish Bucketsv0.18.1

Music on the court

  • A new music loop plays during the game, and a calmer one on the menus and the final score, both made for Swish Basketball.
  • Settings, Audio, Music volume sets how loud it is, separate from the sound effects.
  • The menu buttons have a new click too.
Swish Bucketsv0.18.0

New sounds, made for this game

  • The ball bounce, rim, backboard, swish, dunk, sneaker squeak, whistle, buzzer, steals, blocks, catches, the crowd and the organ were all recorded fresh and softened. The school gym has its own smaller, echoey crowd.
  • Prefer the old sounds? Settings, Sound, Sounds: Classic. The menu click keeps its old sound for now.
Swish Craftv0.9.17

Zoom and taps

  • Scroll the mouse wheel to zoom the camera in and out. Ctrl + scroll picks the hotbar slot (and in first person the wheel picks the slot as before). Settings > Controls > Scroll wheel switches it back.
  • The zoom you pick stays, even after you change a setting or come back later.
  • Double-tap a door, chest, table, furnace or bed to use it without breaking or placing anything (Stick and Trackpad touch layouts). In the default touch layout a quick second tap no longer shuts the door you just opened.
  • Double-tap or double-click food in the hotbar to eat it, or armour to put it on.
  • Dirt, calcite, clay, iron blocks, smooth stone and tuff get their painted pictures.
Swish Craftv0.9.16

Hands on

  • Every item and block has its own painted picture in the Bag and the hotbar. Things on the ground look like what they are: a block lies as a small block, and anything else as its picture on a slowly turning card.
  • Drops stay where they land: walk over them to pick them up. Settings > Controls > Pick up switches back to drops flying to you.
  • Keyboard: E opens the Bag, Left Shift sneaks, Left Ctrl sprints, Q drops one and Ctrl+Q the stack, F1 hides the HUD, F3 shows where you are. Keys you set yourself stay as you set them.
  • Right-click an item in the Bag to eat it, wear it or take it to your hand (this also fixes right-click on a Mac).
  • Picks, axes, shovels and hoes are real little tools in your hand, in the colour of what they are made of.
  • Leaves fall when their tree is gone, sometimes leaving a stick, a sapling or an apple. Leaves you place never fall, and your world keeps everything you built.
  • Standard is the default look now (a style you picked stays yours), and a note at dusk says how to make torches if you have none.
  • The title screen plays music now.
Swish Craftv0.9.15

Lively

  • Your player moves like a person now: tools chop and fists punch while you dig, placing is a quick push, food goes to your mouth, and grenades are thrown overarm.
  • You flinch when hit, dip when you land, breathe while you stand, and crumple to the ground before the poof when you die. In first person you see the arm swing.
  • Zombies climb out of the ground, each shambles its own way and turns its head to you, lunges on a bite, staggers when shot, flails while burning and buckles before it falls.
  • Animals graze, look around and at you, flick their ears and wag their tails. The Clucker pecks, the Hoppet hops, a tamed Howler wags when you are near, and fed animals chew.
Swish Craftv0.9.14

Handy helpers

  • Sneak: hold Left Ctrl (or press the right stick) to creep, and you never step off the edge of the block you stand on. With a block in hand it places against a chest or door instead of opening it. Phones can turn on a Sneak button, and Toggle sneak makes it a tap.
  • Pick the best tool: turn it on in Settings and your hand switches to the right tool while you dig, then back.
  • New on the Mods screen: Look Info names what you are looking at (block and the tool it needs, or an animal or zombie with its health), and Minimap shows a small round map with zombies as red dots and your bed marked.
Swish Craftv0.9.13

Your controls

  • Change any key: Settings > Controls lists every action. Tap one and press the key you want; Reset keys puts them back.
  • Mouse and controller settings: look speed, turn the up-and-down look around, scroll direction, tap-to-sprint, stick dead zone, and pick the controller button for each action. Controllers buzz when you break a block or get hurt.
  • On phones, Move buttons lets you drag and resize every touch button, with separate layouts for portrait and sideways. Also new: button see-through, crosshair style and size, and a soft buzz when you break or place a block.
  • New camera options: an over-the-shoulder view (O swaps sides), free look (hold Left Alt, or a phone eye button), a wider view while sprinting, the player fading when the camera is close, and a camera height.
  • Middle-click a block you carry to take it into your hand (it fired the gun before).
Swish Craftv0.9.12

Easier hands

  • Drag items around the Bag with a finger or the mouse. On a computer you can also share a stack across slots, pull every matching item into one stack, drop with Q and pick the block you are looking at with the middle button.
  • Sort buttons tidy the Bag and chests, and the Craft tab has filter chips: Can make, plus one for each kind of thing.
  • New phone controls: tap a block to place it, hold to break it, drag to look around. Crosshair, Classic pad and the old layouts are in Settings, with look speed, invert, left-handed and button size.
  • You reach twice as far (12 metres), you can look up at the sky, and new Camera settings add First person and Front views, field of view, camera distance and zoom.
  • A Mods screen turns on packs for your world: Quick Leaves, Timber! (fell a whole tree) and Vein Dig (dig a whole ore vein). Share your packs with a short code.
  • Dark caves are dangerous by day too: zombies can come for you in the dark underground, then leave in a puff of smoke.
  • Show position in Settings puts your coordinates and facing on screen.
Swish Footballv0.16.0

New sounds, made for this game

  • The whistle, snap, wrap-up, kick, catch, roar, horn, sack, pick, great catch and the hike calls are new recordings, each set to the same level as the sound it replaces.
  • Prefer the old sounds? Settings, Sounds: Classic. The pad crack keeps its old sound for now.
Swish Hockeyv0.31.0

Mouse aim on the keyboard

  • In the attacking zone, point the mouse at the net and click to shoot where the cursor is.
  • Right-click at a teammate to pass to him. While you hold the button, a dotted line shows where the puck will go.
  • Keys and controllers play as before.
Swish Hockeyv0.30.2

Goal replays show the scorer

  • A player standing between the camera and the scorer during a goal replay now turns see-through, as in live play, so the goal is never hidden behind a defender.
Swish Hockeyv0.30.1

The crowd reacts

  • A goal gets a cheer from the stands, and a big glove save or a big hit gets an "ooh".
  • Both follow Settings > Audio > Crowd; Sounds STUDIO keeps the old sounds without them.
Swish Hockeyv0.30.0

Play tips for new players

  • The first times you carry the puck, reach the shooting zone or defend, a small line under the score names the button for it in the controls you're using: the touch buttons, the Skill stick, the keyboard keys or the controller.
  • It waits a couple of seconds, gets brighter only if you stay stuck, and stops once you've done the move twice. Turn it off in Settings > Help > Play tips.
Swish Hockeyv0.29.0

The Skill stick: pull-back slapshots and stickhandling

  • The twin stick is now the Skill stick (Settings > Controls > Touch layout). In the attacking zone, drag your right thumb back away from the net to wind up, then push it toward the net: the slapshot goes the moment you push, harder the longer you held it back. Let go while pulled back to call it off, or to pass to a teammate behind you.
  • Stickhandle with a short drag: the puck slides across your blade to that side, and a poke from the other side mostly misses. Letting go of a stickhandle keeps the puck.
  • The Skill stick has a PASS button beside DEKE: it passes the way you skate (slide your thumb up for a saucer), and switches skater without the puck.
  • Controllers: the right stick does the same in every layout. Pull it back, then push it at the net, for a slapshot; push it part way to stickhandle.
Swish Hockeyv0.28.0

Two buttons, and aim your shots with the stick

  • Two buttons is the new touch layout: one stick to skate, SHOOT and PASS. Without the puck, SHOOT is a burst of speed that checks the carrier, and PASS switches you to the skater nearest the puck, or pokes it if that's you. The twin stick and the full set of buttons are still in Settings > Controls > Touch layout.
  • Wherever you steer as you let go of SHOOT is where the puck goes: left or right picks that side of the net, toward the net shoots high, and back toward your end shoots low along the ice. With the stick centred, the shot still goes for the side the goalie leaves open. This works with the keyboard, a controller's left stick and every touch layout.
  • Passes pick a teammate in a wider arc where you point (45 degrees either side, was 40).
  • Controller buttons changed: B shoots and X is the burst (check); A still passes.
Swish Hockeyv0.27.2

Hockey's own music, and a softer skate stop

  • The menus and matches now play arena-organ loops made for this game, in place of the loops borrowed from Swish Baseball. Settings > Audio > Music volume still sets them, and YouTube's sound switch and pause silence them.
  • The spray of ice when a skater stops hard is new and less bright, with five versions so it doesn't repeat. The old sound is still in Settings > Audio > Sounds > STUDIO.
Swish Cricketv0.17.0

New sounds and cricket music

  • Bat cracks, edges, the ball on the pad, the stumps going, the crowd and the umpire's call are new recordings made for Swish Cricket. Settings, Sound, Sounds: STUDIO brings back the old recordings.
  • Cricket music: a calm loop on the title and result screens and a match loop while you play. Turn it down or off with the Music slider.
Swish Zombiesv0.69.2

New zombie voices, real roads

  • Zombies have new voices made for this game: groans, alerts, attacks, pain and death, each type pitched to its size, and no two walkers quite the same.
  • The Colossus, Brute and Shrieker get new roars, stomps and screams too. Prefer the old ones? Settings, Audio, Sounds: Classic.
  • In the photo look, the streets around the house are real asphalt, and the garage has a real concrete floor.
Swish Zombiesv0.69.1

Lamp Rings light the street

  • In the photo look, buying a Lamp Ring now clearly brightens the street around you, close to the house too.
  • PLAY starts the run faster: the photo look finishes its setup on the menu instead of on your first frame.
  • Fixed orange squares floating over the rooftops when a building fades out of the way of the camera.
Counterpoint (early)v0.12.0

Real wood, stone, brick and iron

  • Five surfaces are now photo textures with real bumps that catch the light: the deck and pier planks, the crates and shed walls, the stone pillars, the brick house fronts and the foundry's iron floor.
  • They load after the game starts, so it opens just as fast. Settings > Graphics > Classic look brings back the drawn textures.
Flopping Fish!v0.5.0

New paint, new sounds

  • A fresh coat of paint: all seven backdrops are repainted, and the curtain swags, stage boards and platforms now show real cloth, wood grain and stone.
  • New sounds and music: splats, cracks, applause, boos and the sling's twang are new, and the menu, aiming and flight each have their own music.
  • Prefer the old show? Look and Sounds on the title and pause screens switch either one back to Classic, and the game remembers your choice.
  • Fixed: tapping a menu button before the stage now makes its sound from the very first tap.
  • Fixed: when YouTube pauses the game, the hints on screen hold still too.
Mixed Media (early)v0.9.2

Every sound effect is new

  • The last two sounds are new too: Sfumato's special hit and Vellum's whiff. All 88 sound effects now have a new version.
  • Settings > Sound > Sounds still switches back to Classic.
Mixed Media (early)v0.9.1

Night skies and more new sound

  • The seven repainted stages now have their own night skies, painted to match, for the deciding round.
  • 37 more sounds are new, among them dashes, blocks, whiffs and Sakuga's bells. Only two cues still use the old sound.
  • Settings > Play > Stages and Settings > Sound > Sounds still switch back to Classic.
Mixed Media (early)v0.9.0

New stages, new sound

  • Seven of the eight stages are repainted: the same places with richer paint, paper and grain. Dither's harbour stays as it was.
  • New sound effects for many hits, blocks, dashes and supers, and new music for the menu and every stage.
  • Like the old look or sound better? Settings > Play > Stages and Settings > Sound > Sounds switch back to Classic.
Swish Arenav0.11.1

New look for the field

  • The arena floor and the margin around it now use photo textures made for this game. New is the default; Classic keeps the painted look.
  • Settings has a Visuals row (New or Classic) that switches live. The photos load after the game is ready; until they arrive, the field shows the painted look.
Swish Bucketsv0.17.1

The menus have sound

  • Every button clicks, and the arena crowd murmurs behind the menus and the final score.
Swish Hockeyv0.27.1

Music, and a soft tap on every button

  • The menus now play a calm loop, and a livelier one plays during a match, softly under the game's sounds. Turn it down or off in Settings > Audio > Music volume. YouTube's sound switch and pause silence it too.
  • Buttons make a soft tap on every menu and settings screen, so the game is never silent before the first face-off. It follows the SFX switch.
Swish Idlev0.5.1

Photo rock, deck, arena wall and gym floor

  • The rock face in Swish Mine, the deck in Puck Pusher, the arena wall in Swish Hoops and the gym floor in Swish Gym are now photo pictures made on our own PC.
  • The drawn look is still there: Settings → Visuals → Classic brings it back. New is the default.
  • The pictures load after the game starts, so the first screen does not wait for them.
Swish Zombiesv0.69.0

New sounds and real floors

  • New sounds for ten of the guns, hits, headshots, reload clunks and zombie howls, made for this game.
  • Prefer the old sounds? Settings, Audio, Sounds: Classic. The old synth sounds are still there too: Retro synth sounds.
  • The photo look gets real wood, tile, carpet, lawn, pool and stone floors, plus a new night sky and city skyline.
ChipForgev0.71.0

Real shop sounds and music, made on our own PC

  • New sounds made for ChipForge on our own PC: a real motor hum while the spindle turns, the thud of a handwheel at its stop, coins when you're paid, page turns, and new sounds for a good part and a miss.
  • Music: a calm tune on the shop floor and the desks, and a light groove at the machines.
  • Settings has two new switches: Enhanced sounds (turn it off for the original sounds) and Music.
  • The lever clunks, button clicks and the carriage's feed sound keep the original sounds for now; new ones are on the way.
ChipForgev0.70.0

The helper's highlight sits right on the control, on every screen shape

  • The ring the helper draws around the control it means now sits exactly on it, phone upright or sideways, on small phones and on tablets. On an upright phone the ring around the buttons at the bottom of the screen slid up and cut into them; it doesn't any more.
  • When the control is partly scrolled out of its row, the row scrolls it into view first, and the ring keeps up when you swipe instead of trailing behind.
  • A control right at the edge of the screen keeps all four sides of its ring in view.
ChipForgev0.69.0

Soft stalls on the CNC, a graded hole on the end cap, and a bigger lathe on sideways phones

  • Soft stalls now covers the VMC-1 too. With it on, a tool that wears out stops the machine before it breaks, so the part in the vise keeps its grade. Fit a new tool on the Tools tab and start again. With it off, the tool still snaps and scraps its part. CNC pay doesn't change: the helper bonus is for hand jobs.
  • The threaded end cap on the T-11 now grades its drilled hole: 1.000 in deep, give or take 10 thou, as every drilled depth in the game. The print shows the tolerance next to the hole.
  • On a phone held sideways, the L-12 and L-14 now show the part to the right of the readout, as the knee mill does. The work is about four times bigger than before.
  • Metal chips are a shade darker, so they stand out against the Enhanced machine tables.
ChipForgev0.68.0

The L-14 gets the real controls from a school lathe

  • The L-14 lathe now has the quick-change gearbox from a real school lathe. Five levers make a code, like LCS4W: W and X are feeds, V is an inch thread and Y and Z are metric threads. The new Gearbox tab has the levers. Tap the code to open the full thread and feed chart (17 feeds, 45 inch threads and 39 metric threads), then tap a value to set all five levers at once.
  • One code drives either the feed or the thread, the same as on the real machine. To cut a thread after turning, set the levers again. In High range the spindle won't start above 380 rpm.
  • The 3D lathe now matches the real one. The headstock has its speed levers and chart. Below it are the gearbox's levers and numbered gate, the power switch and the emergency stop. The lead screw and feed rod each turn only when the code drives them. The apron has the feed selector, half nut, thread dial, oil pump and spindle lever. Tap any part to see its name.
  • Saves carry over: an old feed or thread setting becomes the nearest code on the chart.
ChipForgev0.67.0

The helper points at what to touch, on every machine

  • When the helper tells you to do something on the drill press, surface grinder, band saw, contour saw, CNC or V-36, the control it means now lights up, the same way it already did on the mill and lathes. If the control is on another tab, that tab lights up first.
  • At Inspection, the helper's three-wire line lights up the wire that fits your thread.
Counterpoint (early)v0.11.2

Boss health readable sideways

  • Held sideways, a boss's health bar now ends before the ULT button. Before, ULT sat on top of the bar's right end and hid how much health the boss had left.
Counterpoint (early)v0.11.1

The Tide Bell out of the way

  • In the bell chamber, the Tide Bell now hangs in a bay over the north wall instead of over the middle of the floor. Before, when the fight with Vesper moved north, the bell hung between the camera and the floor and hid part of the fight.
Counterpoint (early)v0.11.0

Chapter 5: The Bell Tower (the finale)

  • Chapter 5 "The Bell Tower" opens once you beat Lark and Linnet: climb the tower stair with the tide on the bottom steps, clear the bell loft, and face Vesper in the bell chamber. The story now has an ending.
  • Vesper fights in three movements. First her String (three quick blade strikes, each one deflectable) and a Lunge to side-step. Then a Medley of her lieutenants' moves, one after another. Last, the chamber floods and she rings the Toll: deflect just as the golden ring reaches you to answer it: the ring strikes and stuns her instead of you.
  • Tower Stair and Bell Loft: the whole Choir comes down the stair with the water behind you, then makes its last stand among the bell frame's posts, with open louvres to knock them through.
Counterpoint (early)v0.10.0

Chapter 4: The Rooftops

  • Chapter 4 "The Rooftops" opens once you beat Anvil: a prologue, three roof fights and an epilogue across the slate roofs of Low Chime at night, with the lit Bell Tower ahead.
  • Slate Roof, Chimney Stacks and the Ridge Walk: drops on the edges to knock the Choir off, stacks that hide the Cantors, and a ridge only a few steps wide. Each one tunes weapons for good: by the end of the chapter every weapon you carry is tuned.
  • The boss is a pair: Lark and Linnet fight in canon. One attacks and the other repeats it a beat later from across you. Deflect a Dart while she winds up to stun her; step out of a Pinwheel. When one falls, the other fights on alone and faster.
Counterpoint (early)v0.9.1

Weapon cards that fit

  • The weapon cards before a fight no longer spill their text over each other on small or sideways phones.
  • Held sideways, the weapon picker now uses two columns: your loadout, the Tuned switch and Fight on the left, all five weapons on the right.
Counterpoint (early)v0.9.0

Tuned weapons

  • Every weapon now has a tuned form, rung true against the recovered Notes. Try them in Arena: flip "Tuned weapons" under your loadout.
  • Tuned Bell Baton recovers faster and its Toll comes every 4. Tuned Gauntlets land every second hit twice. The tuned Glaive sweeps three more, wider. The tuned Chain reaches 6.5 m and pulls harder. The tuned Maul swings and recovers faster.
  • A tuned weapon wears a gold band, leaves a brighter trail and shows a gold note on its button. In the story, chapter 4 will tune them for good.
Counterpoint (early)v0.8.1

Boss sounds and a smith's apron

  • Saffron, Anvil and the Maul have their own sounds now: Saffron's chorus, lance, crescendo and stun; the Maul's blow and ground slam; Anvil's tongs, hammerfall, pour and stun. Before, they borrowed Gaff's.
  • Anvil wears a proper split smith's apron: a bib on his chest and a panel on each leg that moves with him, instead of a flat board.
Counterpoint (early)v0.8.0

Chapter 3: The Foundry

  • Chapter 3 is here: The Foundry, where the Tide Bell was cast. It opens once you beat Saffron at the Fountain.
  • Four new fights: the Ingot Yard, the Slag Walk between two channels of glowing slag (knock enemies in), Bellows Hall behind walls of Basso gongs, and the Casting Floor.
  • The Maul joins your story weapons after the Slag Walk. Its first blow knocks a gong off.
  • New boss: Anvil, the Choir's smith. An iron plate on his chest blocks strikes until the Maul breaks it or a deflect knocks it off. Deflect his tongs to stun him, step out of his hammer's circle, and side-step his pour: the metal stays hot on the floor for a few seconds, so keep off it.
  • Anvil's own sounds are being made; until then he borrows Gaff's.
Counterpoint (early)v0.7.0

The Maul

  • New weapon in Arena: the Maul, a two-handed iron hammer. Wren lifts it over her head and brings it down. It is slow, and each blow does double damage.
  • The Maul knocks a Basso's gong off with its first blow, and the blow still lands. Other weapons are still blocked by gongs.
  • Its takedown shakes the ground: Wren slams the head into the floor, and everyone within 3 metres takes damage, even behind a gong, and staggers.
  • Every weapon now turns Wren to face the enemy she strikes, and she keeps facing it until the blow is done. Before, a strike could slide in sideways or swing out behind her.
  • The Maul's own sounds are being made; until then it borrows the Glaive's swing and Gaff's slam.
Counterpoint (early)v0.6.0

Chapter 2: The Market

  • Story chapter 2 is here: a prologue, four fights and an epilogue. It opens once you beat Gaff on his deck.
  • Two new places: the Canal Walk, a narrow stone path with water on both sides, and the Fountain square, a round plaza lit by lanterns.
  • Tamsin gives Wren the Chain after the Canal Walk.
  • New boss: Saffron, leader of the Cantors. She stays out of reach and fights with her voice.
  • Her Chorus is a fan of orbs: deflect one back to stun her. Her Lance is a long line to step off, and her Crescendo is a ring round her that you get out of.
  • Hit her three times in a row and she glides away. At half health she calls three Cantors to her side.
  • The chapter screen now shows both chapters, and a locked chapter says what opens it.
Counterpoint (early)v0.5.0

The Chain

  • New weapon in Arena: the Chain. It hits from 5 metres away without Wren moving, so you can fight from the edge of a crowd.
  • Each hit pulls a Chanter or a Cantor one step toward you. Bassos and their gongs hold their ground.
  • Its takedown, Lash, sweeps the chain all the way round: everyone within 5 metres takes a hit and the light ones are dragged in close.
  • Two new sounds for the chain's strike and its Lash.
  • In the story, the Chain will unlock in chapter 2, which is on the way.
Fart Raiders (early)v0.10.0

Crew Ranks

  • Every raid earns crew XP now: escaping, popping robots, stinking out rivals, searching, knocking robots dizzy, new Toot-Dex stickers and the loot you bring home. Get stunk out and you still keep the XP for everything you did.
  • Climb 25 crew ranks with titles in your crew's own words, from Sniff Cadet to Grand Tooter (or Mask Rookie to Grand Gasmask). Each rank-up pays coins, and every new title brings two stink bombs and two pine sprays.
  • Each rank is a Stink Star for the new Stink Skills tree: Iron Belly (more health, a thicker nose plug, a second last gasp), Turbo Toot (faster feet, quicker and quieter Toots, one more dash) and Super Sniffer (faster searching, bigger pockets, lucky extra finds, a fanny pack that keeps two things). Change your mind any time for 50 coins.
  • Already played? You start with XP for every raid you've done.

Painted cabin walls

  • Look around inside the car: the doors, back seat and rear window are painted now, and the driver's side mirror shows the road behind on the painted glass.
  • The cabin paintings load just after the game starts, so the first load is no bigger.

Big vehicles and house siding

  • The city bus, school bus, ambulance, fire engine and the semi with its trailer are now painted, seen from every side.
  • Houses wear painted clapboard siding in their own colors, and their windows light up after dark.

The gear buttons clear the mirror

  • On a wide screen the P R N D buttons now sit just below the rear-view mirror instead of on top of it, so the road behind stays in view.

A pickup's own dashboard

  • Pickups and the electric pickup get their own painted dashboard from the driver's seat: a truck's chunky cluster with four gauges, the needles on the big two, the rear-view mirror's live picture on its glass, lit after dark.

The electric pickup, painted

  • The electric pickup is painted now in all five views, front to back, in each truck's own color, parked and in traffic.

The dashboard from the driver's seat

  • The car dashboard is painted again, this time from the driver's seat: the gauges sit straight ahead behind the wheel instead of off to the left, with the needles on the painted dials and the rear-view mirror on its painted glass. Dials light up after dark.

The sports coupe and the electric sedan, painted

  • Sports coupes and electric sedans parked and in traffic are hand-painted now, in every view and every color. The darkest shadows on every painted car now take the car's color too, instead of showing a purple edge.

Painted shop signs

  • Every shop sign around town now hangs on its own painted board: chrome for diners, dark wood for coffee shops, a yellow frame with bulbs for used car lots, and more. The words still light up at night.

Trees through the seasons

  • Maples now turn with the year: green in late summer and June, orange, red and gold through October, brown before they drop. One tree in two had been showing grey leaves; that's fixed.

The minivan, painted

  • Minivans parked and in traffic are hand-painted now, in every view and every color, like the sedans, crossovers and pickups.

Open for the whole trip

  • A job near closing time now only picks places still open when you get there: no more carrying dinner to a restaurant that shut while you drove (pick-ups stay open half an hour after the offer, drop-offs an hour)

Eyes in the headlights

  • After dark, a deer's eyes shine back in your headlights: often the first thing you see of one crossing at night (on a phone the deer itself was a small dark shape till it was close)

Messages you can read on the ice

  • Messages in the middle of the screen sit on a dark backing now: yellow straight on snow, frozen harbor ice or a bright sky was hard to read (the fish-house tow and freight runs were the worst)
  • Sideways, the speed on the windshield gets the same backing

Cleaner neon letters

  • The PHARMACY and EMERGENCY signs lost the thin spikes that stuck out of the top of their M
  • Behind the scenes: the signs are ready for painted wooden and metal boards from our own art machine, with the word still lettered in light so it's always spelled right

In the red

  • If a tow costs more than you have, the game now says you're in the red until your next job pays, and your money shows as -$15 instead of $-15.
  • American spelling: a job is canceled, and the last release note says kilometers.

Kilometers means kilometers

  • With KM/H picked in Settings, the directions now say meters and kilometers too (they said feet and miles), and so do the new-job card, the miles-driven line, an electric car's range and the wind warning on the bridge.

Where, exactly

  • About one place in five was called just Hotel or Restaurant, with no street, because its door is on a parking aisle or a nameless drive. They're now named for the nearest street, like Restaurant near Miller Trunk Highway.
  • On a phone held sideways, the job card uses the room it has instead of squeezing onto four narrow lines.

One tap is one tap

  • A quick double tap on the green button now counts once, so FILL UP no longer starts the pump and stops it again a moment later.

Open hours

  • Jobs keep business hours: no pickups at a bar in the morning, no dinner from a cafe after 5, no rides to a museum at 3 AM. Bars run late, so do rides home from them. Hotels, the hospital, gas stations and the sights outdoors never close.
  • The before-the-bell school run now really comes up on school mornings. Finding a kid's home near you almost never worked, so it hardly ever appeared.

Low on gas

  • When the gas gauge turns red, the game now says so, with the nearest gas station and how far it is. It says it once more when you're running on fumes. Electric cars get the same for the battery and the nearest charger.

Why the stars

  • When a job earns fewer than five stars, the drop-off now says why: corners too fast, hard stops, jumpy starts, or a knock or two.
  • Drive rough with something on board and you'll hear about it now and then: Careful, the eggs! The couch slid! Your passenger grabs the handle.
  • A goal finished right at a drop-off now waits its turn, so you always see your pay and stars first.

No job lost to a double tap

  • Tapping TAKE JOB or PICK UP twice no longer cancels the job: CANCEL JOB now waits 3 seconds before it takes the button's place, and it's amber, not green.
  • Parked at a pick-up or drop-off, the directions banner now says You're here instead of a turn, whichever way the car points.
  • After picking up a passenger (or groceries, or a couch), the message says take them, not take it.

Let's drive, in view

  • On a phone held sideways, the welcome card's LET'S DRIVE button now stays at the bottom of the card while the text scrolls above it, so you never have to hunt for it below the fold.

Messages that fit

  • On a phone held sideways, long messages now wrap between the steering buttons and the pedals instead of running over the HAND BRAKE button.

Out of gas

  • Now and then a driver is stuck at the curb with an empty gas can. Stop beside them and give them a lift: it's a short job to the nearest gas station, about $12 plus a tip, and it counts toward Minnesota nice.
  • The radio tips you off: regulars cruising the main streets after dark, kids who missed the bus on school mornings, and the dirt roads that aren't on any map.
  • Fixes: the before-the-bell ride's time now runs from when you take it, so a late kid isn't counted on time; you can't start an outrun in the middle of a job; finding a regular out driving no longer stutters the game for a moment on slow phones.

Gas on the map

  • Gas stations are amber dots on your map, and chargers green ones, the colors of their signs, so the next fill-up is easy to spot.

Signs down the road

  • Restaurants, cafes, bars, hotels, grocery stores, pharmacies, garages, car lots, car washes and the hospitals' emergency rooms now have a sign up on a pole you can read from down the street: EAT, COFFEE, BAR, HOTEL and the rest, a color for each kind of place.
  • By day they're painted boards; after dark they light up.

Back roads

  • About 13 miles of dirt and gravel roads, most of them out past the edge of town, aren't on your map, and directions won't send you down them. Drive one and it's on your map from then on, drawn as a tan dirt road, and directions can use it.
  • A new goal, Back roads: find five of them.

Before the bell

  • On school mornings, from 6:45 to 8, a new job may come up near a school: a kid who missed the bus needs a ride. Pick them up at home and get them to school before the 8:15 bell. It's tight, and the bell won't wait.
  • A new goal, Beat the bell: get a kid to school on time.

Flat tires

  • Now and then a car sits at the curb with its hazards on and a flat tire, the spare out beside it and the driver waving. Stop beside it to change the tire for them: +$20, any car, any time of day.
  • Changing a tire counts toward the Minnesota nice goal, along with jump-starts and pulls out of the ditch.

Outruns

  • After dark, a regular from the night meets is sometimes out driving on the main streets just ahead of you. Catch up and double-tap the lights to flash them, and it's an outrun for their usual stake.
  • Pull 20 car lengths clear of them, or stay in front for 20 seconds, and you win. Fall that far behind, or wreck, and they do. A win counts toward beating all eight regulars.
  • A new goal, Twenty lengths: win an outrun.
  • Sideways on a phone, a job or race card no longer covers the clock and the weather, and a long card heading wraps inside its box.

Inked streets

  • The streets, sidewalks, plain walls, roofs, poles and bridges are inked along their edges now, the way the paintings are, with a little more color, cooler shadows and warmer light.
  • The paintings keep their own lines, and the sky and its clouds stay soft.
  • Settings has a new Picture switch: Inked, or Plain for the picture as it was.

Painted dashboard

  • Sedans, crossovers, electric sedans, coupes and minivans have a painted dashboard now: the hood out ahead in your car's own color, the gauges behind the steering wheel, the window frames and the roof lining.
  • The rear-view and side mirrors show the road behind right in the painted glass.
  • The gauges light up after dark, needles too.
  • Pickups, trucks and buses keep the plain dashboard for now.

Brick downtown

  • Downtown's shops, offices and hotels have painted brick fronts now: storefronts along the sidewalk, rows of windows above, a cornice along the roofline. Apartment blocks, schools and hospitals get the brick and windows too.
  • After dark a few windows light up in every building, a different few in each.

Painted sedans, pickups and trees

  • Sedans and pickups are painted now, from every side: parked in the lots and out in traffic, each in its own color, with snow on the roof in winter.
  • The spruces are painted too, and so are the bare maples of late fall and winter, with a few dry leaves still hanging on.
  • The painted pictures are packed to fit older phones' graphics chips.
FlatHead Summer: Tokyov0.5.51

Police on the streets

  • Patrol cars show up in about 1 street race in 4, in town and on the pass (more with loud parts). Before, they only came if you were doing over 104 km/h at the spot where one waited, which never happens on the Harumi loop.
  • The patrol car has to take the same bends you do, so running from it is a real gamble: be quick and near the line and you make it; otherwise it runs you down. Pull over and it's only a small ticket.
  • Drag races and practice runs never get police.
FlatHead Summer: Tokyov0.5.50

Back on the road after a wall

  • A car slowed to a crawl in first gear slips the clutch like a driver would, so it pulls away on real revs instead of idling: back up to 50 km/h about 25-30% quicker (the Pika sedan in 4.7 s, was 6.4 s).
  • Automatic cars drop into first at walking pace instead of staying in the gear they had.
  • Scraping a wall at walking pace costs little, so a car stopped against it can drive off; at racing speed the wall costs what it did.
FlatHead Summer: Tokyov0.5.49

Pull over at the line

  • After the finish line, cars ease over to the kerb and brake, and the results come up about 1.5 seconds after the winner crosses, instead of waiting for both cars.
  • If the other car hasn't crossed yet, its time shows as an estimate (≈).
  • The Pika sedan has its twin-choke carburetor back: on the single small one it could stall out on Tenjin Pass after touching the wall.
FlatHead Summer: Tokyov0.5.48

Tokyo music

  • The car stereo's three stations now play real recorded songs: City Pop, Eurobeat and Fusion. A win plays its own victory tune.
  • The Garage and the Night Stop each have their own music. Every other place stays quiet.
  • The music loads just after the game starts; until a song is ready, the stereo plays the old chip tune for a few seconds.
FlatHead Summer: Tokyov0.5.47

True weights for the oldest cars

  • The Pika, Dangan, Hotaru and both Sparks now weigh what the real cars did (50 to 170 kg lighter), and their engines are rated the way they really ran (net power, not the old showroom numbers). Their 0-100 km/h times still match the real cars'.
  • The Pika sedan now comes with one small carburetor, like the economy car it is; the Shiranui roadster comes with twin chokes.
FlatHead Summer: Tokyov0.5.46

Fair bumps

  • Pushing a slower car through a bend now counts as one bump, not a new one every few frames. A gentle push used to wreck your car in about two seconds (30 damage); now it costs 3, the same as a single tap.
  • Rubbing side by side costs a little less too, for the same reason.
House Flippingv1.0.21

Pause stops everything

  • While the game is paused, the PLAY button stops pulsing too, so nothing on screen moves.
House Flippingv1.0.20

Spins finish

  • The pan now waits for a spinning clay house to stop turning before it settles it, so fast flips finish.
House Flippingv1.0.19

Starts every time

  • The game now always starts and pauses properly, even on a phone or browser that blocks one of its drawing steps.
House Flippingv1.0.18

A clay car on the coaster

  • At the Fun Fair, a little clay car now rides the roller coaster, tilting with the track over each hill.
House Flippingv1.0.17

Clay sparkles and crumbs

  • A PERFECT catch now bursts into little clay stars, and landings kick up soft clay puffs.
  • Hard landings knock little clay blocks off the Family Home, Country Manor and Mansion, and a house that falls apart drops clay chunks.
  • Harbor at night: the light beam now shines from the lantern.
  • Cracks and chips on a worn house look pressed into the clay.
  • Fixed: on the title screen the demo house no longer flies through the house picker.
House Flippingv1.0.16

Tidier menus on phones

  • The game-over screen fits small phones held upright, even with a new best, an unlock and Second Wind all showing.
  • On sideways phones the house picker is taller, so each house is easy to see.
  • The house picker appears once you unlock a second house.
  • Fixed: "You flipped 1 houses" now says "1 house".
Mixed Media (early)v0.8.89

Every attack checked

  • We checked every fighter's attacks in a real fight, from wind-up to recovery: 184 moves in all.
  • Sakuga's Scarf Rise no longer flashes teal trousers at the top of the jump; they stay navy like the rest of the move.
Mixed Media (early)v0.8.88

Fight the CPU your way

  • Versus now lets you fight the CPU: pick Easy, Normal or Hard, then your fighter, the CPU's fighter and the stage. Against a friend is still there.
  • Arcade starts by asking for the CPU level, so you no longer have to dig through Settings to change it.
  • Whoever is attacking is now drawn in front. Before, player 1's attacks could pass behind the opponent, so Sfumato's picture frame seemed to pop out from behind them.
Mixed Media (early)v0.8.87

Quiet when it should be

  • If YouTube has the sound off when the game starts, the game now stays silent. Before, the menu music played anyway.
  • When YouTube pauses the game, the blinking TAP TO START and the pulsing touch button stop too, so nothing on screen moves.
  • Fixed an error when the screen changed size while the game was still starting up.
Mixed Media (early)v0.8.86

Sound is on

  • Every fight now has sound: hits, blocks, whiffs, specials and supers, and each fighter has his own set.
  • Seven fighters talk: a line as the round opens, calls on their big attacks, grunts when hit, a shout for the super, and K.O. and win lines. Benday stays silent, as he always has.
  • Music: a tune for each fighter's stage and one for the menus, plus a sting for the knockout that ends a match and another on the results screen.
  • Settings now has a Music volume next to the sound-effects volume.
Periodicav0.4.2

Sound you can hear

  • Periodica has music now: a calm theme on the periodic table, and each element game plays its own version in its own key.
  • Every button makes a soft click, and the game sounds play at their real volume. Before this, everything played far too quietly to hear.
  • If the game starts with YouTube's sound off, it stays quiet, and the music begins as soon as you turn sound on.
Spin Paradev0.2.0

Welcome to Spin Parade

  • The game is now Spin Parade: spins come from a meter that refills by itself, and coins are a score that only grows.
  • Win tickets as you play and spend them on upgrades: each one makes every prize in that game bigger, forever.
  • The card games are Hold & Draw and Twenty-One; each hand uses one spin.
  • The daily wheel can pay bonus spins, and you can watch an ad any time for 15 more.
  • Every game shows its prize table and how often it pays, measured over a million plays.
  • Fixed: the reel games' prize tables show the wild and bonus prizes properly.
Spin Paradev0.1.0

First version

  • Five games in one lobby: Lucky Sevens, Golden Deco and Neon Night on the reels, plus two card games.
  • Golden Deco has free spins with a growing multiplier; Neon Night has wilds that stretch over the whole reel.
  • Big type, big buttons and a Relaxed speed setting. Plays on phones in portrait and landscape.

Every circuit gets its own look

  • All 17 circuits have new art made for this game: a sky for each place, and road and ground surfaces with real depth (cobblestones at the castle, ridged ice on the glacier, brick paving by the pyramids, snow on Pine Hollow).
  • Bright daytime roads and white sand are toned down, so the cars and the track stand out.
  • The ground now runs on past the edge of the circuit, so the world no longer ends at the top of the screen.
  • The download is lighter: pictures are compressed for phones, about 2 MB per circuit, loaded only when you race there.
  • Prefer the old look? Settings, GRAPHICS, VISUALS: CLASSIC.
  • This is a preview. Feel and balance may still change before it replaces the main game.

Menu icons you can see

  • The new menu icons are cropped to fill their space, so the trophy, flag, shield and gauges show their colours on a phone.
  • This is a preview. Feel and balance may still change before it replaces the main game.

New look on, more punch, cars with weight

  • The new look and the new sounds, made for this game, are now on from the start. The classic look and sounds are still in Settings.
  • Menus keep their style with clearer cards, bigger text and new icons. The results screen no longer covers its buttons on small phones.
  • Speed you can feel: streaks start at 60% of top speed and thicken near the top, with a slight rumble when you are flat out.
  • Item hits land: a burst of debris and a tumble on the car that was hit, a red flash when it is you, and a HIT! call when you tag a rival.
  • Cars have weight. Heavy cars shove light ones in a bump, and light cars lose more speed.
  • Item boxes sit on the straightest part of each quarter lap, so grabbing one never costs you a corner.
  • Screen shake can be turned off in Settings, GRAPHICS.
  • This is a preview. Feel and balance may still change before it replaces the main game.

Your keys, your way

  • Keyboard: if you change the pause or restart key in Settings, KEYS, the old P and R keys no longer pause or restart behind your back.
  • Throwing an item backwards and the steering tip now follow your own brake and steering keys.
  • This is a preview. Feel and balance may still change before it replaces the main game.

A friendlier circuit list

  • Choosing a circuit: the ones you can race come first, and each locked line of circuits shows only the next one to open, with how to open it (a Top 3 finish, a cup trophy, or 150 VP). The rest are counted underneath.
  • The fallen log on Redwood Forest and the waterfall arch on Tropical Island now fade when they would hide your car.
  • On the smallest screens the camera and sound buttons no longer stick out past the right edge.
  • This is a preview. Feel and balance may still change before it replaces the main game.

New sounds to try

  • Settings, Audio, SOUNDS: NEW plays the first sounds made for the rework: electric and turbo engines, drifting and drift boosts, boost, jumps, landings and tricks, wall hits, explosions, the missile warning and the countdown beeps, plus new menu music and new race music on the standard soundtrack. CLASSIC, the default, keeps the old sounds.
  • Your settings now stay put when you come back: graphics, look, volume, touch controls, units and car tuning were forgotten after a reload.
  • This is a preview. Feel and balance may still change before it replaces the main game.

First new art

  • Settings, VISUALS (LOOK), ENHANCED now shows the first art made for the rework: a picture icon for every item, picture item boxes on the track, and a new sky on Redwood Forest.
  • CLASSIC, the default look, is unchanged.
  • This is a preview. Feel and balance may still change before it replaces the main game.

More jumps

  • Tempest Coast and Redwood Forest get a big jump with plenty of airtime for a trick.
  • Desert Oasis gets a second jump.
  • The Pine Hollow jump moved to a straight, so you no longer land in a wall.
  • This is a preview. Feel and balance may still change before it replaces the main game.

Fair items, better jumps

  • The item roll now stops on the item you actually get.
  • EMP: set it off just as a missile closes in to burn it out of the air. Time it right and you get a short boost. Rivals use it on missiles aimed at them too, though not every time.
  • Out in front you can now roll the Ricochet Orb as well as a trap, shield or EMP.
  • Tachyon is gone: being untouchable is now part of Overdrive, the last-place item, for its full 7 seconds.
  • Jumps: Salt Flats has a second big jump, the Pyramid Ruins kicker gives real airtime, and the Dockside Harbor and Pyramid Ruins jumps no longer land you in a wall.
  • This is a preview. Feel and balance may still change before it replaces the main game.

Rework preview

  • A first look at the reworked racer, on the same circuits and cars as today's game.
  • Stunts: flips and barrel rolls off jumps (swipe on the steering area in the air), a rocket start, slipstream behind rivals, and a hop when you start a drift.
  • Closer races: rivals overtake, defend their line and use drift boosts, and the pack stays closer at the harder levels.
  • Controls: swipe up on ITEM throws it forward. A one-thumb mode and a steering assist are in Settings, both off unless you turn them on.
  • This is a preview. Feel and balance may still change before it replaces the main game.
Swish Arenav0.11.0

Four new cards

  • New cards: Leaper lunges onto the nearest ground troop, Piranha Swarm splits into three biters, Power Hitter knocks troops back, and Shrieker hatches Walkers until you stop it.
  • Balance: Pucklings, Kicker and Kite Drake are a little weaker, Confetti Volley hits a little harder, and side towers have slightly less health so more matches end with a crown.
Swish Arenav0.10.2

Silent when started muted

  • If YouTube starts the game with sound off, it now stays silent from the very first moment.
Swish Arenav0.10.1

New sounds for every card

  • Every card, hit and cheer now plays the new recorded-style sounds, and the music builds through double time and overtime.
  • Prefer the old sounds? Settings has a Sounds choice: New or Classic.
  • Pausing the game or turning sound off now silences every sound at once.
Swish Arenav0.10.0

Dunker leaps, and a balance pass

  • Dunker now leaps the last few tiles onto the nearest troop in reach and lands with a thud.
  • Quarterback can now hit flying troops, so Kite Drake has one more answer.
  • A few hits now land cleanly: Kicker finishes a Runner in two hits, and Dunker finishes a Kicker in two. Kite Drake now leaves Pucklings and Crawlers on a sliver of health.
  • The Hulk and Linebacker cards now say what makes each one different.
Swish Arenav0.9.1

A preview of new sounds

  • On the web version, add ?sounds=local to the address to hear new recorded-style sounds for every troop, spell, tower and reward, plus new menu and battle music.
  • The game itself still plays its usual sounds.
Swish Baseballv0.11.0

A real ballpark

  • The grass, the infield dirt and the warning track are photo surfaces made for Swish Baseball, with their own bumps and shade, and a painted sky with clouds hangs over the outfield. Settings → Graphics → Enhanced visuals Off brings the classic look back.
  • The menu click and the reward chime are new sounds made for this game too, and the catcher's glove now plays its pop instead of the rustle before it.
  • When YouTube pauses the game, the music stops too, and it comes back when you return.
Swish Baseballv0.10.0

Music at the ballpark

  • A calm loop plays on the title and the final score, and a light, upbeat one during the game, both made for Swish Baseball. They sit under the bat and the crowd.
  • Settings has a Music volume slider to turn them down or off.
Swish Baseballv0.9.0

New sounds, and a crowd on your side

  • The pitch, swing, bat crack, glove pop, umpire calls and crowd are new sounds made for Swish Baseball, and they play by default. The old studio sounds are in Settings, under Sounds: STUDIO.
  • The crowd now cheers your runs and groans when the computer scores or you strike out. Before, it cheered every run, the computer's too.
Swish Baseballv0.8.5

Small-phone batting tips, steady pause screen

  • On the smallest phones the first batting tips no longer cover home plate: they use smaller type and sit below it.
  • The pause screen keeps the ballpark behind it: it no longer turns black while you wait.
Swish Baseballv0.8.4

Power swings hit home runs

  • Hold SWING through the hit for a power swing: a well-timed one now sends a fly ball over the fence. Before, power swings never cleared it.
  • A quick tap rarely leaves the park now, so the power swing is the home-run swing.
  • Batting overall gets a hit about as often as before.
Swish Baseballv0.8.3

Softer bat crack and menu click

  • Three of the four bat cracks were sharp and hissy. They are softened, so every hit still cracks without the sting.
  • The pick-a-pitch clicks are soft taps now instead of sharp ticks.
  • The Classic sounds (in Settings) get a softer click and a lower swing too.
Swish Bucketsv0.17.0

The photo-real House on YouTube too

  • The photo-real House now comes in the YouTube version too. It loads a moment after the game opens, so the game starts as fast as before.
  • Fixed: picking Classic or Photo in Settings, Graphics, Arena now changes the arena right away. Before, it changed only after a reload.
Swish Bucketsv0.16.1

The House looks photo-real

  • The arena is lit like a photographed room, and the stands are full of real-looking fans. The players are unchanged.
  • Prefer the drawn arena? Settings, Graphics, Arena: Classic. The game remembers your pick.
  • The other four courts look the same as before.
Swish Craftv0.9.11

Quiet when muted

  • When YouTube starts the game with its sound off, the game now stays silent from the first moment.
Swish Footballv0.15.4

A softer Classic whistle

  • With Classic audio on, the referee's whistle is lower and gentler on the ears. It was the one sound that measured too sharp for a sound you hear every play.
Swish Footballv0.15.3

Take the receiver on a phone

  • With the ball in the air, a RECEIVER button takes the man you threw to; then CATCH sends him up for the ball.
  • Before, only a keyboard or a controller could take him, and a phone could only watch the catch.
Swish Footballv0.15.2

Clear buttons, honest sacks

  • Between plays the A and B buttons used to fade to a dim dot, which looked broken. Now a button with nothing to do disappears, and it comes back in the same place as soon as it has something to do.
  • SACK! now waits for the whistle and shows only when the play was ruled a sack. Before, it could show when a defender dived at your quarterback and missed, or when he was pushed over the goal line for a touchdown.
Swish Golf (early)v0.14.1

Quiet when muted

  • If sound is off when the game opens on YouTube, the course now stays silent until you turn sound on. Before, the birds and wind could play anyway.
Swish Golf (early)v0.14.0

New sounds

  • 37 sounds made on our own PC are now the default: ball bounces on every surface, clay and sand landings, the splash, the swing, the crowd's cheer, clap and ooh, birds, the duck and the frog, wind gusts, the menu tap, and six nature loops (birdsong, evening crickets, leaves, water, soft and strong wind). The club strikes, putts and cup sounds stay as they were. Prefer the old sounds? Pause → Settings → Sound → Sounds: Classic.
Swish Hockeyv0.27.0

Check is a burst of speed, and hits are decided by how hard you hit

  • Without the puck, press Check and your skater surges forward at once, and the extra speed fades over half a second. Point the stick to aim it, or leave the stick alone and it goes at a nearby puck carrier. Running into the carrier during the burst is the hit. A burst costs a little turbo, and the next one is ready 0.6 seconds later. While it recharges, holding Check still winds up a lunge.
  • The dice roll is gone: the faster you meet and the heavier you are, the bigger the hit. A big hit knocks the player down for 2 seconds; a smaller one makes the carrier stumble but keep the puck; next to the boards it takes half as much to knock someone down. Only a burst knocks anyone down: just skating into each other is a bump.
  • Whoever brings the hit wins it. A hard check from the side used to count as a glancing blow and could knock down the player who threw it. Now the one who brings less speed and weight into the hit goes down.
  • A heavier start: from a standstill it takes about a second to reach full speed (before, about 0.7 s), and a skater with the puck pushes off a little slower than one without it.
  • Tap Pass to poke: without the puck, tapping Pass still switches you to the teammate nearest the puck; if you already are the nearest, it pokes at the puck instead.
  • The computer players check the same way. Goalies react a little slower, so with all the extra hitting there are still about as many goals.
Swish Hockeyv0.26.0

Quicker shooting, one-timers from anywhere, new sounds

  • Tap Shoot and the wrist shot leaves the moment you let go (before, it waited a beat). Hold Shoot for a slapshot: it reaches full power after about half a second, and there is no timing window to hit any more, so let go whenever you are ready. A full slapshot is also harder than before.
  • One-timers from anywhere in their half: press Shoot as a pass comes to you, even almost a second early, and you shoot it the instant it reaches your stick, at the side of the net the goalie leaves open. Before, it only worked in the slot in front of the net.
  • New sound effects: the stick, boards, glass, net, hits, saves, whistle, horns and skating were re-made for this game. The old sounds are still there: Settings > Audio > Sounds > STUDIO.
Swish Hockeyv0.25.1

The turbo bar moved under the score

  • It now sits just below the score at the top of the screen, as in Swish Buckets, instead of standing on the left edge where your thumb steers. The On Fire and period signs and the short messages moved down to make room, and the period sign no longer overlaps the On Fire sign.
Swish Hockeyv0.25.0

The new ice is the standard look

  • Clear ice with the lines painted under the surface, light glowing up through it, frost in the skate cuts, and wear that builds through each period. Before, you had to turn it on in Settings. The old ice is still there: Settings > Graphics > Enhanced visuals Off.
  • Smoother on slower phones. If your phone can't keep up at full sharpness, the game now draws slightly fewer pixels for a moment instead of stuttering, and goes back to full sharpness once it can.
Swish Hockeyv0.24.0

A real faceoff

  • The two centres now face each other at the dot and the referee drops the puck. Press a button as the puck lands (on the twin-stick layout, tap the right side): whoever is closer to the landing wins the draw and sweeps the puck back to a teammate. Before, every faceoff was a race between two players skating at a loose puck, which often ended in a pile of players on the ice.
  • The referee's wait changes every time, so you can't count it. Pressing before he lets go is jumping the draw: it doesn't count, and you are frozen for a moment. Pressing while the puck is still falling is early, and early costs you more than late. Two presses at almost the same moment tie up the sticks, and the puck squirts loose.
  • A ring at the dot shrinks as the puck falls and closes on it the moment it lands, so you can time your press even when a player blocks your view of the puck. The FACEOFF sign now sits below the dot instead of on top of it.
  • Hold the move stick toward a teammate as you win and the puck goes to him; otherwise it goes back to your defenceman.
  • A small line under FACEOFF says which button to press. It goes away once you have won two draws and comes back if you lose three in a row. Turn it off in Settings > Help > Faceoff tip.
  • On phones, the buttons read SHOOT at the faceoff. Online, both players always take their own team's draw.
Swish Idlev0.5.0

Swish Gym is a real gym

  • Swish Gym is now a gym you can watch: buy jump ropes, treadmills, bikes, rowers, benches, squat racks, a climbing wall and a pool, and members come in to work out on them.
  • After a workout, members grab a drink at the Drink Cooler, which earns on its own. Upgrade it to a Juice Bar, then a Smoothie Bar, for a bigger share.
  • Trainers keep each machine running for you, like managers did before. Your saved progress carries over.
Swish Idlev0.4.7

Ad buttons say they are ads

  • The 2× boosts and the free upgrade now say "▶ Ad" on the button, so you know a short video plays before you tap.
Swish Idlev0.4.6

The last three games take longer to earn

  • Buzzer Bricks, Puck Pusher and Rail Run now also need a number of upgrades bought across all your games, so they arrive at about 3, 11 and 21 hours instead of all in the first 3.
  • Their cards show how many upgrades are left, with a progress bar. Games you already unlocked stay unlocked.
Swish Idlev0.4.5

Pause and mute now stop everything

  • Pausing now freezes every counter, animation, sound and the music, and you earn nothing while paused. Boost timers wait too.
  • Turning sound off silences every sound and the music at once, including anything already playing.
Swish Idlev0.4.4

New sounds for every game

  • Every game now plays new recorded-style sounds, plus menu music. They load right after the game starts, so nothing is slower.
  • Prefer the old sounds? Settings has a new Sound style choice: New or Classic.
Swish Idlev0.4.3

A preview of new sounds

  • On the web version, add ?sounds=local to the address to hear new recorded-style sounds for every game, plus menu music.
  • The game itself still plays its usual sounds.
Swish Runnerv0.7.5

Soldiers wear proper helmets

  • Every soldier's helmet now covers the top of the head and comes down over the ears, so your squad reads as soldiers at a glance instead of bare heads.
Swish Squadv0.7.0

Five stages, drag to sell, every screen filled

  • Five stages: a run climbs Moon Shrine, Blossom Bridge, Tide Temple and Frost Peak, then the Final in Ember Crown. Each arena is a new painted backdrop with its own moving air (fireflies, petals, sea spray, snow, embers) and its own rival squads.
  • Drag to sell: drag a fighter from your squad onto the shop, which shows the coins you will get. Tapping the fighter and pressing Sell still works.
  • Smoother dragging: the fighter floats above your finger, snaps into place, and a tag says what letting go will do.
  • A menu with the stage ladder, How to play, Effects and Quit to title. Every panel closes with its X, a tap outside or Escape.
  • Uses the whole screen on every shape: bigger shop cards on tall phones, taller fighters in landscape, and tablets and computers draw everything bigger instead of phone-sized in the middle.
Swish Squadv0.6.0

Anime fighters and element attacks

  • A new cast: 36 anime fighters over ten elements (fire, water, ice, storm, wind, earth, light, shadow, venom and nature) and six shop tiers, every one drawn for this game.
  • Every attack looks like its element: fireballs, ice spears, lightning, wind blades, rocks, stars, shadow orbs, venom and petals. The first time a top-tier fighter uses its move, a cut-in banner sweeps across with its name.
  • Effects: Full or Quick. Full plays every wind-up, burst and cut-in (about 20 seconds a battle); Quick keeps every hit and number and takes about 12.
  • Element bonds: two or more fighters of one element wake that element's bond at the start of each battle.
  • Six statuses (Burn, Poison, Freeze, Weak, Barrier, Guard), many new ability triggers, and 16 snacks and charms.
  • A run from before this update can't be continued; your records stay.
Swish Squadv0.5.4

Silent when started muted

  • If sound is off when the game opens, it now stays quiet until you turn sound on (before, it could play sounds anyway).
Swish Soccerv0.16.1

A sound-off start stays quiet

  • When YouTube starts the game with sound off, nothing plays until you turn sound on.
Swish Cricketv0.16.3

A clean card before you bowl

  • Sideways on a phone, the card from your last ball (its timing and WIDE or NO BALL) no longer sits there while you pick the next one. It shows for one delivery and clears.
  • The first tips and the key legend step aside when they would cover the score card, so the score is always readable.
Swish Cricketv0.16.2

Your batter runs more carefully

  • With running left to him, your batter now looks at where the fielder will pick the ball up before he sets off, and stays put when the throw would beat him. In testing, run-outs fell from 1 in every 10 runs he started to none in 480 balls, and he still scored nearly every run he used to.
Swish Cricketv0.16.1

"NO! WAIT!" reads right

  • When you call a run off after your batter has set off (hold the RUN button, or swipe back on it), he turns for home and the line under the button no longer says "GOING FOR 1". Before, it stayed up until the ball was dead.
Swish Zombiesv0.68.0

A new photo-real look

  • The game has a new photo-real look: real lamp light and shadows, lamps that come on when you restore the power, and real 3D furniture and props in the houses.
  • Prefer the old look? Settings, Graphics, Look: Classic. It switches straight away, no restart.
  • Phones keep their touch controls; slower phones get a lighter version of the look.
Swish Zombiesv0.67.4

Zombies growl less, and only the close ones

  • Shooting a zombie plays the hit itself. A pain groan only comes with a big hit or a stagger.
  • Zombies now growl on their own, a few seconds apart, and only the nearest few. Farther ones sound quieter.
  • A zombie right behind you lets out a warning growl, and a zombie gives one alert growl when it first comes for you.
  • Not every kill groans any more. The hit sound still plays on every kill.
  • Phones no longer show the keyboard and mouse help on the title screen.
ChipForgev0.66.1

Enhanced visuals on from the start

  • Enhanced visuals is now on from the start: the machines show their real enamel, ground steel and machined iron, the older ones a little rust, and the shop floor its worn concrete.
  • If your phone feels slower, switch it off in Settings for the original look. If you already picked a look, the game keeps your pick.
Counterpoint (early)v0.4.2

Footwork

  • Enemies circling you now side-step properly: their feet stay planted as they shuffle sideways, back off or switch direction, instead of skating.
  • Wren's feet hold too when she backs away.
Counterpoint (early)v0.4.1

Smoother moves

  • Fighters flow from one move to the next: starting and stopping a run, finishing a swing and getting hit now ease in instead of snapping.
  • Strikes, deflects and hits still land at once, so the timing you play to is unchanged.
  • A beaten enemy falls once and fades away; before, the body briefly stood back up and fell a second time.
Counterpoint (early)v0.4.0

Dressed for the docks

  • Every fighter wears a real outfit now: jackets, trousers, gloves, belts and boots in their own colours instead of one colour head to toe.
  • Hair and headwear: Wren's auburn fringe under her hood, knit caps on the Chanters, bandanas and beards on the Bassos, Vesper's long silver hair, and the Gaff's watch cap and beard.
  • The Cantors wear a gold stole over their robes.
Counterpoint (early)v0.3.2

Music, the last sounds, and real running

  • Counterpoint has music: a slow harbour-bell loop on the menu and a driving one in fights. The Music slider in Settings sets it.
  • The last six sounds are in, darker and softer: deflects, the perfect deflect, the ultimate, menu taps, dialogue and unlocks.
  • Everyone runs properly now: the planted foot stays put instead of sliding, with a quick moment in the air between steps.
Counterpoint (early)v0.3.1

New look for every fighter

  • Wren, the Chanters, the Basso, the Cantor, Vesper and the Gaff are rebuilt with rounded bodies: smooth limbs, round heads, hands and boots instead of blocks.
  • Wren has a face, and the long coats and robes now flare like cloth.
  • Every move, weapon and attack works exactly as before.
Counterpoint (early)v0.3.0

Sound

  • Counterpoint has sound: strikes, blocks, hits, takedowns, the tools, the weapons, the boss's attacks, ring-outs, waves, wins and losses, all in one dark bell-harbour palette.
  • The deflect sounds and the music come in the next update.
  • A perfect deflect now shows PERFECT over the enemy.
  • Landscape: the camera keeps idle enemies out from under the buttons while it leans toward the one about to attack.
  • Boss fights no longer say "Wave 1 of 1", and the dock bollards look like bollards.
Counterpoint (early)v0.2.1

One save for everything

  • Your settings are now saved together with your progress, in one save. The YouTube version gets a single save, and there a settings change could have replaced your stars, weapons and arena records.
  • Settings you changed in an earlier version carry over.
Fart Raiders (early)v0.9.1

Gas & Gear sounds

  • Each gas and robot shell has its own little picture in the Bunker now: a fizzy green cloud, a golden horn, a purple stink glob, a glowing broccoli, and rubber, tin, steel and tank shells.
  • New sounds for the new gear: a click-clack when you swap blasters, a wrench-and-kazoo fanfare when Sparks tunes one up, and a ping, crunch or fizzy sizzle when your gas hits a robot's shell. Plus a big double honk.
Fart Raiders (early)v0.9.0

Gas & Gear

  • Every blaster now fires one of four gases, and every robot has a shell. Green Whiff is fast but goes TINK! off steel, purple Stench CRACKs steel plating, and glowing Super-Funk MELTs the Vacu-Tron's hull. Gold Honk is good at everything.
  • Carry two blasters: one in your hands and one on your back. Tap the new swap button (or X, Tab or the mouse wheel) to switch, and each one keeps its tank.
  • Sparks tunes up the blasters you own in the Workshop, from Level I to IV: a bigger tank and faster reload, then harder hits and longer reach, then a gold Master Toot finish with a bonus for its gas (Honk's fifth toot is a DOUBLE HONK).
Fart Raiders (early)v0.8.2

Mean Machines

  • The Snoot-Bots got meaner: scuffed gunmetal armour, hazard stripes, angry red eyes and glowing sniffer snouts. The Sniffle is a pouncing spider, the Whiffer a buzzing hornet drone, the Honker a heavy quad-copter with a big horn cannon, and the Vacu-Tron a hulking mech with its tank on its back.
  • The town sounds alive too: birds chirp and flutter off when you run at them, doors creak open and knock shut, flies buzz round the bins and bushes rustle when you push through them.
  • Finding a blueprint, finishing a job for the Bunker crew and Pip the skunk all have their own sounds now.
Fart Raiders (early)v0.8.1

Alive

  • Every house is furnished now: beds, sofas, shelves full of jars, diner tables, a stove, washers in the Laundromat, hay in the barn. Shops have checkerboard floors, homes have rugs, wallpaper and pictures on the walls.
  • Doorways have frames, doormats and a pair of swinging doors that fly open when someone comes through (or a blast goes by) and spring shut after.
  • Nothing pokes through walls any more: raiders, robots and loot stay out of the bricks in doorways and corners, and props never stick into buildings.
  • The town is alive: trees and bushes sway in the breeze and shake when you push past, birds peck about and scatter when you run at them, butterflies flit round the cabbages, flies buzz round the bins and every stink cloud, chimneys puff smoke and cloud shadows drift over the fields.
  • New animations everywhere: raiders waddle, skid, lean into a run, rummage through crates and wobble when hurt; robots lunge, sniff and pop out of their drop pods; crates rattle while searched and pop open, loot flies into your pack, whoopee cushions squash flat.
  • The Bunker's buttons squish when pressed and the results screen bounces in.

A painted steering wheel

  • The steering wheel is painted now: a black three-spoke wheel with its buttons, turning as you steer.

A painted sky

  • Clear afternoons have a painted sky now: big autumn clouds over deep blue, all the way round, fading into the haze at the horizon.
  • Cloudy days, sunsets and nights keep the drawn sky, with the sun, the stars and the northern lights as before.

Rent day, and cheaper used cars

  • Your apartment's rent, $208 a week, comes out every Monday morning. Short that week? It waits and comes out of what you earn, never your last $20 for gas.
  • Used cars cost about a third less: a decent car (12 years old or newer, under 150,000 miles) is about $4,000 on most lots, a decent pickup about $10,000. Trade-ins and repairs come down with them.
  • Gig pay stays what it was.

First painted art: the crossover and the maples

  • The crossover is painted now, from all five sides, in every parked and passing crossover's own color.
  • Painted autumn maples line the streets in red and orange.
  • The rest of the town keeps its flat-color stand-ins for now; more painted art comes in batches.

First play-test: a driving life in the real Duluth, Minnesota

  • Drive the real Duluth from behind the wheel: its streets, hills and tunnels from the map, the lake, and the Lift Bridge going up for the ships.
  • Make a living on the road: delivery and ride jobs, freight in a semi, a city bus on real routes, ambulance calls, plowing snow for the city and towing fish houses out onto the harbor ice.
  • Autumn turns into winter week by week: snow by the street, plows and snowbanks, frost on the glass, a frozen harbor with ice racing, and northern lights on clear nights.
  • Traffic that keeps the rules, people on foot, school buses, road work, trains at the crossings, night sprints against a driving rival, and a road test at the exam lot.
  • Plays on phones in portrait or landscape. Flat-color stand-in art for now: painted art is on the way.
FlatHead Summer: Tokyov0.5.45

A picture for every part

  • The Funakoshi brothers' and Jakey T's one-off engines and Wyatt's four-speed automatic now have pictures, in every graphics style. Win one of their cars and its engine and gearbox no longer show as an empty square.
  • Naniwa's 3.0 V6 gets its own painting in the ANIME style, with its intake runners over the V.
  • Hokuto's and Towa's manifolds and gearboxes get painted ANIME icons with their own colour badges, matching the other makers'.
House Flippingv1.0.15

Clay physics for everyone

  • Houses now move like soft clay by default: a hard landing leaves a small dent that stays, and the house is drawn at 12 poses a second, like stop-motion.
  • Full-strength clay, with a heavier thud, stays in the game as a test option.
  • Fixed: the pale strip under the Building Site on tall phones held upright is gone; the wooden base now reaches the ground.
Mixed Media (early)v0.8.85

No ducking under Sakuga

  • Sakuga's Scarf Whip and Scarf Rise now hit Hatch when he crouches. His crouch is the smallest in the game, and both moves stopped just above it, so a crouching Hatch could never be hit by either.
Mixed Media (early)v0.8.84

Overheads that land

  • Baren's Seal Stamp, Hatch's Ruler Chop, Sfumato's Frame Corner and Vellum's Book Slam now hit a crouching opponent. Before, their hit areas sat above every crouch, so the one move meant to break a crouching guard sailed over it.
  • Benday's Roll-Up Swat and Vellum's Capital Drop now reach Hatch when he crouches, too.
  • Dither's Stretch Jab now hits as far as his painted fist reaches.
Resonance (demo)v0.1.1

One save for everything

  • Your settings are now saved together with your progress, in one save, so a settings change can never replace your best rooms or arena records.
  • Settings you changed in an earlier version carry over.
Swish Arenav0.9.0

Reward paths

  • Each win opens a drop on the results screen: bronze, silver, gold or diamond. Lucky flips move it up a tier. Watch an ad to double it. No timers.
  • Card copies from the paths and drops now spread over your deck, to the cards that need them most.
  • New monthly Star Path: 30 steps. Every battle earns stars. The free row pays as you reach each step; the bonus row unlocks with one ad per step. After step 30, every 10 stars pays gold.
  • The milestone road has 60 steps, one every 25 trophies, up to 1500.
  • Chests are gone. Any chest you were still waiting on was opened for you once, and its gold and cards are already in your collection.
  • The menu has five tabs: Shop, Cards, Battle, Star Path and Milestones. Red badges count the rewards you can claim, and Settings is the gear in the top bar of the Battle tab.
Swish Arenav0.8.5

Graphics quality changes right away

  • Picking a graphics quality in Settings now changes the picture at once, even in the middle of a battle, instead of at the next battle.
Swish Baseballv0.8.2

Three innings, and a good swing goes fair

  • A match is three innings again, with extras if level: about 6 minutes.
  • A PERFECT swing with the cursor on the ball now always goes fair. Before, a tap one frame late went foul about 1 time in 4.
  • Early still pulls the ball and late still pushes it the other way, but half as far, so a GOOD swing close to PERFECT is fair too. Pitching against the computer batter is as hard as before.
Swish Craftv0.9.10

Animal sounds

  • Farming and animals have their own sounds: a crisp bite when you eat, the hoe chopping soil, a seed patted in, a leafy shimmer when bone meal grows a crop, and water poured from a bucket.
  • Shears snip wool, milk splashes into the pail, love has a little music-box chime and a birth a glockenspiel one.
  • The Howler has its own voice: a happy bark when tamed, barks when it sits, stands or catches up with you, and a low growl when it bites a zombie.
  • Every new sound is kept gentle, and the ones you hear often are a little softer.
Swish Craftv0.9.9

Breeding and taming

  • Animals breed: feed two of a kind their food and they fall in love, find each other, and a young one is born. Cluckers eat seeds, Woolbacks and Hornoxen wheat, Burrowpigs carrots, potatoes and beets, Hoppets carrots and dandelions.
  • Young ones stay close to a grown-up and grow up in about ten minutes; feeding them speeds it up. Hold an animal's food and it follows you, so walking a herd into a pen is easy.
  • A new animal: the Howler, a shy grey forest dog. Feed it raw meat to tame it. A tamed Howler wears a red collar, follows you everywhere, and fights the zombies that come near you.
  • Point at your Howler and press the button to make it sit and stay; press again to let it follow. The button always says what it will do: Feed, Tame, Sit, Stand, Shear or Milk.
  • The animals you feed, breed or tame are saved with your world.
Swish Golf (early)v0.13.3

A linen flag

  • The flag on every green is now clay pressed with real linen: an even weave over the whole flag, without the faint creases the old one repeated. Enhanced visuals Off keeps the classic flag.
Swish Hockeyv0.23.0

The skaters hold their sticks

  • Both gloves now grip the stick in front of the chest, the top hand near the knob and the bottom hand lower down the shaft. Before, the stick was a grown-up's length on the small players, so the hands sat behind the back and missed it.
  • On a slapshot the blade lifts up over the shoulder before it comes down through the puck.
  • You can tell which way a player faces: the helmet now covers the back of the head, with hair below it, each skater has a nose, and the gloves are a darker shade of the team colour.
  • How the game plays is unchanged: the puck sits on the blade exactly where it did.
Swish Idlev0.4.2

Steady Buzzer Bricks income

  • In Buzzer Bricks, each hit now pays for how far the ball flew to reach it. Your coins per second stay steady as the wall changes shape, and they only go up when you buy something.
  • Gold bricks and explosions still pay extra on top, so you see a bonus while they last.
Swish Idlev0.4.1

Starter ball after resets, cleaner pop-ups, bigger Bricks buttons

  • After you reset a game for stars, Ring Escape starts again with a free ball and a level 1 Ball Spawner, so coins come in without any taps.
  • In Swish Gym, the coin pop-ups sit on each row's progress bar and fade in place, so they no longer cover the rate beside the name.
  • The header in Swish Gym now shows only the per-second rate.
  • Buzzer Bricks has taller launch and power buttons (44 px, up from 30), so they are easier to tap with a thumb.
Swish Runnerv0.7.4

Settings for music and sound effects

  • A gear button in the top corner of the game opens Settings. Music and Sound effects each have a slider from 0 to 100%. Changes apply straight away and are saved with your progress.
  • The pause screen has a Resume button, so you can carry on from there.
  • The gun called Widowmaker Plasma is now called Thunderhead Plasma. Your saved guns and loadouts still work.
Swish Runnerv0.7.3

A preview of new sounds

  • On the web version, add ?sounds=local to the address to hear new recorded-style sounds for every shot, gate, pickup and boss. The game itself still plays its usual sounds.
Swish Runnerv0.7.2

Easier to read on your phone

  • Portrait Defence: the road fills the screen, so the gates, your gunner and the numbers all fit.
  • Defence in landscape: every number is bigger and easier to read.
  • Defence: a huge squad is drawn smaller and the camera pulls back a little for it, so you can always see the base line and still reach every gate.
  • Runner: a gate's value is easy to read about four seconds before you reach it, and far-off gates no longer pile up on each other.
Swish Squadv0.5.3

Softer shop sounds

  • The buy and merge sounds lost their sharp top edge, so they stay pleasant when you buy a whole squad in a row.
Swish Squadv0.5.2

Sound and a Fight! moment

  • 22 sounds made for this game: a soft clay plop when you buy, a squish when copies merge, a marimba run on a level-up, coins when you sell, thuds and sparkles in battle, and a little tune for every result.
  • Every battle opens with a short Fight! as the two squads face off.
  • Coins, hearts and wins pop when they change.
  • Slugger and Teebird are tougher: Slugger 3/6, Teebird 3/5.
Fart Raiders (early)v0.8.0

Fart Plans

  • Fart Plans: most blasters now need their plan before Sparks can build them. Find plans topside in toolboxes, laundry baskets and the vault, or on Tattle-Snoots, Honk-Copters and the Vacu-Tron, which always carries one. Get a plan home and its blaster is unlocked for good.
  • Jobs: Sparks McPuff, Gretchen Gouda and Dr. Dilly Whiffington each have a chain of story jobs, with Fart Plans among the rewards.
  • Meet Pip the skunk! Finish Sparks's first job and Pip moves into the Bunker. Pip goes scavenging while you raid and brings back parts after every raid. Build Pip a fancier nest for more and better finds.
  • Picking your blaster is easier: tap it on the Raid tab to choose from all of them.
  • New portraits for the Bunker crew.
Fart Raiders (early)v0.7.0

Boss Vacu-Tron

  • The Vacu-Tron 3000 is now a three-phase boss fight, with a health bar under your backpack when you take one on.
  • Phase 2: knock off a third of its health and its tank lid pops off. Lob a stink bomb into the open tank for triple damage.
  • In phase 2 it also lobs pine-foam mortars. Red circles show where each one lands, so keep moving.
  • Phase 3: its hatch drops two Sniffles and it turns red, faster and angrier. Its wind-up gets longer, and blasting it hard enough during the wind-up makes it choke and stall.
  • New pictures and sounds for the flying lid, the hatch, the foam splats and the choke.
Fart Raiders (early)v0.6.0

Sneaky Snoots

  • Sneak: push the stick only part-way to tiptoe. Robots can't hear your footsteps and only notice you behind them up close.
  • Robots listen: run past and one stops, sniffs (?) and creeps over; blast nearby and it comes running (!). The Shush Shooter is now truly silent.
  • Heavy hits from the Thunder Bean, Limburger Long-Toot and Whoopee Cannon knock robots dizzy for a moment, and can even stop a Vacu-Tron's wind-up.
  • Better raid pacing: a calm first minute, robot pods drop in mid-raid, and the last 40 seconds are a Big Clean rush where fans spin up much faster.
  • New Toot-Dex in the Bunker: a sticker book of every blaster, robot, crew and gas food, each with a 'how it really works' line from real science.
  • Kinder sound: the same sound never plays twice in a row, the music dips under blaster shots, and phone speakers sound softer.
  • Phones buzz briefly when you get hit (switch it off in Settings).
Fart Raiders (early)v0.5.0

Fart Mining

  • The real story: the Snoot-Bots are mining the world's farts to fuel their mothership, and they jar up raiders too.
  • Get stunk out and you're popped in a glass jar and beamed up to the Fart Farm (you always wriggle out and slide home).
  • Fair warnings: the Vacu-Tron rattles and shows a red ring before it sucks, and the Tattle-Snoot's light goes yellow before it calls for help.
  • Last gasp: one big hit that would stink you out from healthy leaves you on 1 HP with a free Toot! instead. PHEW! RUN!
  • Losing hurts less: one gadget comes home, and the Bunker pays a few coins for the backpack you left behind.
  • Easier looting: robot scrap floats to you, Swap best trades your cheapest thing when the backpack is full, and the Toot, bomb and spray buttons are easier to hit.
  • Opening the Golden Onion Vault sets off a siren that calls robots for 20 seconds, and the clock ticks in the last 20 seconds.
  • Every blaster now says which robot part Sparks McPuff rebuilt it from.
Fart Raiders (early)v0.4.1

Smoother on phones

  • The 3D town is lighter on phones: about 40% fewer pixels to draw, and the sunny shadows are only redrawn when you move a few steps.
  • If a phone call or switching apps takes the picture away, it comes back by itself instead of leaving a black screen.
Swish Bucketsv0.16.0

Every court is its own place

  • New: Chainlink Yard is now a park court on blacktop inside a chain-link fence, with trees and apartment blocks around it.
  • New: Old Varnish is now a school gym with wooden bleachers, painted block walls, roof trusses and championship banners.
  • New: Sunset Deck is now a rooftop court with string lights, a water tank and the city below. Voltway is now a street court at night under neon signs.
  • The House is unchanged. Courts open as you win games. Preview any of them now at shiccup.com/play/swish-buckets/?court=chainlink (or varnish, skydeck, voltway).
Swish Soccerv0.16.0

Every venue is its own place

  • New: Afternoon Sun is now City Park, a grass pitch under trees with a clubhouse behind the goal and houses beyond the park.
  • New: Futsal Hall is now an indoor sports hall on a wooden floor, with ceiling lights, high windows and banners on the walls.
  • New: Beach Day is now on the sand by the sea, with palms, umbrellas, beach huts and a lifeguard tower.
  • Floodlit Night is unchanged. Pick a venue in Settings under VENUE. Play is the same in every venue.
Swish Cricketv0.16.0

Every ground is its own place

  • New: Village green, morning. No stands: a white pavilion behind the far boundary, a scorer's hut, benches round the rope, trees and cottages.
  • New: Seaside, golden hour. The stands open at the far end onto the beach, with palms, beach huts, a pier with a lighthouse and the sea.
  • The stadium is unchanged. Pick a ground in Settings under Ground. Play is the same at every ground.
Fart Raiders (early)v0.4.0

A 3D town full of paper cutouts

  • Cabbage Creek is now a real little 3D town: houses with pitched roofs, tall towers and sunny shadows, and every raider, robot and crate is a flat cutout standing up in it.
  • Turn the camera with the new arrow buttons under the map: tap to turn a bit, hold to keep turning. Your thumbs always move the way the screen shows.
  • You see much more of the map, and walls go see-through when they hide you.
  • Fart clouds are big puffy heaps you can walk right into.
  • Prefer the old flat look? Settings, Camera: Flat.
Fart Raiders (early)v0.3.1

Real perspective: see how high you are

  • Tall buildings now loom over you: from the street you see the walls that face you, and the roof leans away the closer you get.
  • Up on a roof, the town below really looks far down: the walls slope away to a smaller street.
  • Puffs, shots and loot up on the roofs are drawn in the same perspective, so everything lines up.
Fart Raiders (early)v0.3.0

Up high: tall buildings, ladders, bouncy cushions and hills

  • Two tall buildings to climb: the Pong Hotel and the Grain Elevator. Walk into a ladder to climb up, and find loot waiting on the roofs.
  • Whoopee cushions at the bottom of the hills: step on one and PFFFBT! it bounces you up to the top.
  • Three hills: Cabbage Hill, Junk Heap and Lookout Knoll, with sunny and shady sides so you can see the slopes.
  • High ground matters: up top you can blast over walls and fences, and see and shoot further.
  • The higher you climb, the more of the town you see, and clouds drift past right in front of you.
  • Walk behind a tall building and it goes see-through so you never lose your raider.
  • Robots can't climb ladders, but flying ones can follow you onto the roof.
Fart Raiders (early)v0.2.2

Smoother raids, bouncy raiders and nose clips on the title

  • Fixed the lag after your first raid: a second (and third...) raid now runs as smoothly as the first.
  • Your raider stays right in the middle of the screen on phones.
  • Everyone moves now: raiders waddle and bounce with little dust puffs, kick back when they toot, wobble when hit and hop when they grab loot. Robots clunk, hover and sniff.
  • Raiders and robots face the way they are going and point their blasters where they shoot.
  • New title picture: the Clip Crew, clothespins on their noses.
Fart Raiders (early)v0.2.1

Backpack fits every phone

  • The backpack screen now fits narrow phones held upright, so all 12 slots show.
Fart Raiders (early)v0.2.0

Two crews, 14 fart blasters, real gas clouds and proper looting

  • Pick your crew: the speedy Clip Crew (nose clips, an extra Toot! dash) or the tough Mask Squad (gas masks, half damage from stink clouds). Raiders from the other crew are out to get you; your own crew leaves you alone.
  • 14 fart blasters to craft, from the Toot Popper and Tri-Toot to the Shush Shooter (so quiet robots don't hear it), the Broccoli Bomber and the Mega Rumbler beam. Each one fires its own kind of gas.
  • Brand-new gas: every toot puffs, trails and billows, and stink bombs bloom into big swirling clouds.
  • Looting: searching opens a window where you tap what to take (or Take all). Tap your backpack to drop junk or choose what goes in your lucky fanny pack. Knocked-out raiders and popped robots leave piles to search.
  • The story of Cabbage Creek: meet the crew leaders, the Bunker folk and the Snoot-Bots' one weakness. New fart sounds for every blaster too.
Fart Raiders (early)v0.1.1

Gas masks for everybody

  • Every raider now wears a big goofy gas mask under their helmet. Safety first when the air gets this stinky.
Fart Raiders (early)v0.1.0

First play-test: raid Cabbage Creek and toot your way home

  • Sneak topside for four minutes, search crates and fridges for loot, and escape through a green exhaust fan before the Big Clean.
  • Six kinds of sniffy Snoot-Bots and rival raiders to deal with, plus stink bombs, pine spray and a Toot! dash.
  • Back in the Bunker: sell junk, craft new blasters, upgrade your nose plug and finish missions.
  • Made for phones: left thumb moves, right thumb blasts, in portrait or landscape.

October 2026

ChipForgev0.66.0

Enhanced visuals: real metal, paint and floor

  • New in Settings: Enhanced visuals. Switch it on and the machines' enamel shows a fine ripple, chucks and tool posts show a ground-steel grain, table slots show machined cast iron, and the shop floor becomes worn concrete.
  • Older machines show a little rust in their worn spots, more on the oldest ones. The CNC is spotless.
  • Run coolant and the metal it reaches gets a wet shine that dries off over about 40 seconds.
  • The shop lights bring out the new surfaces when Enhanced visuals is on. It starts off, so older phones keep the original look.
  • On phones, the dial buttons on the machines are a little bigger and easier to tap.
DressForgev0.9.3

Every fabric shows its weave

  • Enhanced visuals, on from the start: every fabric shows its woven threads under the colours you pick, and the woven and herringbone patterns show their own weave, and the dress form shows its linen.
  • New: a gear in the top bar opens Settings. Turn Enhanced visuals off there for the original look, lightest on older phones.
  • On phones, the order rows and buttons at the Front Desk and the order summary on the Design page are bigger and easier to tap.
Swish Bucketsv0.15.0

New hardwood court

  • New: a new hardwood court with Enhanced visuals (Settings, on by default). Turn it off to bring back the classic floor.
  • Fixed: the game now finishes loading even when YouTube starts it paused.
  • Preview: a photo-real arena with real-looking fans at shiccup.com/play/swish-buckets/?style=photo. The normal look is unchanged.
Swish Craftv0.9.8

HD blocks

  • Every block is repainted in high detail, four times sharper: wood grain, stone cracks, knitted wool, real gold nuggets. Each block keeps the look and colours you know.
  • On High and Ultra quality, blocks catch the light: their surface detail turns with the sun, the moon at night, and your own view in caves.
  • Settings > Graphics > Enhanced visuals switches it all off if you prefer the old look, exactly as it was.
  • A paused game is a still picture: clouds and zombies stop behind the pause card.
Swish Golf (early)v0.13.2

Enhanced visuals stays right after you flip it

  • Turning Enhanced visuals Off and back On no longer wipes the pond ripples or flattens the shading in the clay's cracks: it now looks exactly as it does when you start with it on.
Swish Hockeyv0.22.0

A new Overhead camera, and room behind the net

  • A new camera: Overhead. It follows your skater from higher up, looking down, so you see more of the ice around you, the width of the rink and the space behind the nets. Tap CAM to step through Follow, High (the new one) and the whole rink, or pick it in Settings > Camera.
  • On a phone held upright, when the play goes deep in the end you attack, the camera now keeps the end boards below the score at the top, so you can see the ice behind the net and skate around it. Before, the boards hid under the score and the net looked pushed against the wall.
Swish Hockeyv0.21.0

The ice wears as you play

  • With Enhanced visuals on, every skate blade cuts a thin white line into the ice and the lines stay, so the sheet scuffs up where the play goes: in front of the nets, around the faceoff dots, along the boards. Hard stops scrape up snow and belly slides leave a wide scuff.
  • Each period starts on a fresh, glossy sheet, as after the ice is resurfaced.
  • Turn it on in Settings > Graphics > Enhanced visuals. It is still Off by default because it works the phone's graphics chip harder; Off keeps the ice exactly as it was.
Swish Hockeyv0.20.0

Twin-stick controls

  • On phones the left thumb skates and the right thumb aims. Drag where you want the puck to go (a dotted line shows it) and let go: at the net from the zone it is a shot to the corner you picked (hold before letting go for a slapshot), at a teammate it is a pass that lifts over a stick in the lane on its own.
  • A quick tap shoots in the zone and passes outside it; tap while a pass comes to you in the slot for a one-timer. On defence, drag at the carrier and let go to hit him; a tap switches skater. A controller's right stick works the same way.
  • Prefer buttons? Settings > Controls > Touch layout keeps Stick + buttons and D-pad + buttons. Online matches use the buttons.
Swish Hockeyv0.19.0

The slot is marked

  • On defence, the third skater no longer waits out near centre ice. He picks up the attacker skating into the slot and stays beside him, so the wide-open one-timer in front of the net is far rarer. Your own AI teammates mark the same way.
  • Traffic in front scores: a body near the shot line hides the puck from the goalie a little longer, so shots through a crowd go in more often, for both teams.
  • AI passers now feed a covered teammate in the slot for a one-timer, not only a free one. The glass breaks a little less often.
Swish Squadv0.5.1

Clay creatures

  • All 15 creatures, the little Pip and all 6 snacks and gear are now clay figures instead of simple drawings: a basketball that dribbles, a soccer ball mid-kick, a golf ball yelling from its tee.
  • Your squad faces their squad; a hit flashes a creature white, and a knocked-out creature tips over and turns grey.
  • No sound yet.
Swish Soccerv0.15.1

Opens cleanly, sharper reflections

  • Fixed: the game now finishes loading even when YouTube starts it paused.
  • Fixed: High and Extreme now draw the sharper reflections their Quality cards promise. On phones, Extreme uses the next size down to save memory.
Swish Cricketv0.15.1

Opens cleanly

  • Fixed: the game now finishes loading even when YouTube starts it paused.
  • Fixed: the Quality cards in Settings now list the reflections the game really draws.
FlatHead Summer: Tokyov0.5.44

3D lighting for the ANIME look

  • New in Settings: Lighting, Flat or 3D (with ANIME graphics). Flat shows the paintings as painted and stays the default. 3D lets the lamps, neon signs and headlights light up the paintings and the cars, using a depth map made from every painting.
  • In 3D, a car pulling into the Night Stop sweeps its headlights across the lot, the HI-BEAM sign's pink glow on the shop front dims when it flickers, and on night races each street lamp you pass washes over your dash.
  • All 43 painted cars get shine and rounded panels in 3D, lit by whichever place they stand in, or by a soft studio light in the Body view.
House Flippingv1.0.14

Opens cleanly every time

  • Fixed: the game now finishes loading in the right order, so it opens cleanly every time, even when it starts in the background.
Swish Baseballv0.8.1

Quality that works

  • Fixed: the Quality choice in Settings now really changes the picture: sharper, with finer shadows, or faster.
Swish Golf (early)v0.13.1

Rippling ponds

  • Every pond now carries soft rings of clay ripples. Enhanced visuals Off still shows the classic ponds.
Swish Golf (early)v0.13.0

Carved wood, stone and fur

  • Benches, posts, rake handles and the wooden parts of the landmarks now look carved from clay wood, with grain that runs along every plank and post. Stone steps, walls, standing stones and basins are pitted, chipped clay stone.
  • Barnaby Burl's coat is now raked clay fur that flows down his head, body and arms.
  • The flag on every green is now clay pressed with cloth.
  • All of it sits behind the Enhanced visuals switch: Off still brings back the classic look exactly as it was.
Swish Golf (early)v0.12.0

Deeper clay, and a switch for it

  • The cracks and creases in the clay now hold a little shadow, so pressed leaves, carved bark and raked sand look carved in rather than painted on. Pine trees now wear the same pressed-leaf clay as the other trees, and the golf ball has pressed dimples.
  • Pause → Settings has a new "Enhanced visuals" switch. On (the default) shows the new clay; Off brings back the classic look exactly as it was. Your choice is saved.
Swish Golf (early)v0.11.0

Clay you can feel

  • Every surface now has the pressed texture of real modelling clay. Tree canopies and bushes are covered in little pressed clay leaves, trunks and logs have carved clay bark, bunkers show soft raked sand, and the turf, the golfers and the props carry finger-smoothed and thumb-pressed clay that catches the light as it moves.
Swish Golf (early)v0.10.0

A camera that never loses the ball

  • The camera now keeps the ball in view for the whole shot. It follows the ball smoothly through the air, swings round in time to watch it land, and never whips round or cuts away. If the ball is far off or hidden behind a tree, a soft yellow ring shows where it is.
  • Sand holds the ball. A ball that runs into a bunker stops where it lands, even high on a steep face, instead of creeping down the slope for half a minute.
Swish Hockeyv0.18.0

Board hits break the glass

  • The other team's Enforcer now finishes his check at full speed when your puck carrier is near the boards. If he lands a big hit there, the carrier goes down every time, and a hard one can break the glass, about once every three matches.
  • Keep the puck off the boards when he is coming.
Swish Hockeyv0.17.0

Belly slides

  • A flattened player now goes down head first on his belly, one arm flung out and the stick reaching ahead, and slides along the ice the way he was knocked.
  • He scrapes up a streak of snow behind him that fades in a couple of seconds, then turns and gets back on his skates. A missed dive slides the same way.
Swish Hockeyv0.16.0

A camera that shows the whole rink, and new moves

  • The camera now sits high over the rink and looks down its length, with your team always attacking up the screen. On most phones you see the full width of the ice and a long stretch of it, so open teammates and incoming checks are in view.
  • Skate backwards: hold Shift (either trigger on a controller) to keep facing the play while you back off. On touch it happens on its own when you back away from a puck carrier.
  • Saucer pass: press E (RB on a controller), or slide your thumb up off PASS before you let go. The puck flies over the sticks and lands in front of your teammate.
  • Pick your skater: without the puck, the pass button switches skater. A tap takes the one nearest the puck, a hold takes your last one back. On touch the defence buttons are now CHECK, SWITCH and DIVE.
  • Poke checks are automatic: your stick pokes at a puck carrier in reach that it faces.
  • New keys: J shoots, K passes, L checks, Space passes with the puck and checks without it, Q or C dives, F shields, V switches the camera. With a mouse, left click shoots and right click passes.
  • Online matches keep the earlier moves for now.
Swish Hockeyv0.15.0

Enhanced visuals: clear ice you can switch on

  • New in Settings, Graphics: Enhanced visuals. Turn it On for clear ice: light glows up through it, skate cuts frost the surface, and the lines and the logo sit just under the ice.
  • Off keeps the ice you know, exactly as before. It switches straight away and is remembered.
  • It starts Off because it asks more of a phone's graphics chip; turn it On if your phone stays smooth.
Swish Hockeyv0.14.0

A new feel on the ice: momentum skating, real goaltending, harder hits

  • Skaters build speed, glide when you let go, carve wide turns at full speed and dig in with a spray of snow when you pull back hard.
  • The puck rides in a soft pocket on your stick and swings out on sharp turns; stop dead at full speed and it gets away from you.
  • Passes fly about twice as fast. A pass from in front is caught clean; one from behind or too hot bounces off the stick.
  • The goalie is a real body now: he cuts the angle, drops into the butterfly, and only stops what hits him. Most saves bounce out as rebounds, a quick pass across the crease beats him, and he can glove a high one.
  • Shots go high and low: a perfectly timed slapshot goes top shelf. Aim for the side he leaves open.
  • The hard check reaches farther, a flattened player slides 3 to 4 m and stays down about 2 seconds, and a hit near the boards drives him into them.
  • On small phones the puck draws a little bigger so it stays easy to see.
Swish Squadv0.5.0

Rebuilt: a shop, a squad of five, battles on their own

  • Swish Squad is rebuilt around a shop: each round you get 12 coins to buy creatures and snacks, then your squad of five fights another squad all on its own.
  • 15 creatures, each with one ability that fires at the start, when hurt or knocked out, when bought or sold, or at the end of your turn.
  • Tap a card to read it and tap again to buy it, or drag it onto a squad spot. Three copies of a creature merge into level 2.
  • Roll the shop for new cards, freeze the ones you want to keep, and win 8 battles before you lose 5 hearts.
  • Placeholder drawings and no sound yet.
Swish Zombiesv0.67.3

Muzzle flash stays on close rocket shots

  • When a rocket goes off right against a zombie in front of the gun, the muzzle flash still shows at the barrel.
  • The blast flash still shows at the target. Before, the blast replaced the muzzle flash, so a close rocket shot looked like it came from the wrong place.
Swish Zombiesv0.67.2

Sharper reflections on High and Extreme

  • High and Extreme graphics now show the sharper reflections they promised (they were stuck at the Medium size).
  • Behind the scenes: the Quality setting is now checked on every release.
ChipForgev0.65.0

A quieter helper hint

  • The helper's hint is quieter. It gives you a few seconds to read, then a small glint, then a few sparkles, and shows the ring only if you still haven't found the button. After that the ring rests as a calm outline.
  • New in Settings: Hint sparkles. It is on with The Old Hand and Some Help, and off with On Your Own. Turn it off and the helper line still tells you what to press, just without the sparkles.
  • All three lathes point the way now too: when the helper names a button, that button (or its tab) gets the hint.
  • Lathe helper: after you take the dial indicator off, it moves on to the next step instead of asking you to indicate the bar again.
Mixed Media (early)v0.8.83

The whole roster shows it

  • Benday, Hatch, Sfumato and Vellum now keep their battered look through every crouch, block, hit, knockdown and get-up below a third of their health, so all eight fighters stay beaten up from the moment they drop that low.
  • Only their attacks still look fresh.
Mixed Media (early)v0.8.82

Baren and Dither wear it too

  • Baren and Dither now keep their battered look through every crouch, block, hit, knockdown and get-up below a third of their health: Baren's torn coat and bruises, Dither's cracked shell and glitching visor.
  • Benday, Hatch, Sfumato and Vellum are next.
Swish Golf (early)v0.9.0

Real golf grips, real golf form and real turf

  • Every golfer now holds the club the way real golfers do: two clay hands wrapped round the grip, the lead hand on top in a white golf glove, the other hand snug below it, thumbs down the shaft.
  • Golfers tilt forward from the hips with their knees flexed and arms hanging at address. They turn their shoulders a full quarter turn at the top, lead with the hips into the ball with the arm and shaft in one line, and finish facing the target, up on the back toe. Each club is now cut to fit its golfer.
  • The mowing stripes shine as you look down the hole and swap light for dark when you look back from the green, just like freshly mown grass. Richer grass colours, a soft fringe collar round every green, fine grass detail up close, and tufts of rough along the fairway edges.
ChipForgev0.64.0

Helpers that point the way

  • The helper now points the way: when it tells you to press something on the Knee Mill, the Jobs page, the Buy page or the Tools page, that button sparkles until you press it. If it is on another tab, the tab sparkles.
  • Lathe helper: its Apron and Thread buttons now open those tabs. Before, Apron did nothing and the threading lines sent you to the wrong tab.
  • Drill helper: a snapped bit or a vise crash now tells you to stop the spindle or the feed first. Its New bit button loads the same size as the bit that broke, just like the one on the machine.
  • Prints in millimetres keep an inch thread's real name (1-1/2-16 UN-2B, with its size in mm beside it), and the threaded end cap print shows its 1.000" hole depth.
ChipForgev0.63.0

Threads on the inside

  • New T-11 job: a threaded end cap for a hydraulic cylinder. Drill and bore the hole, then cut a 1-1/2-16 thread inside it with the inside threading tool, pass by pass.
  • Check the thread with the new GO / NO-GO plug gauge at Inspection: GO screws in all the way on a good thread, and NO-GO stops within two turns.
  • Fixed: with the spindle stopped, you can now back a boring bar or threading bar out of its hole. Before, the handwheel said it had met the work.
  • Inside bars travel at full speed through the empty hole and slow down only where they meet metal.
ChipForgev0.62.0

Counterweights on the big lathe

  • Some castings are heavier on one side. Spin one too fast on the V-36 and the cut chatters; spin it faster still and the machine trips.
  • Open Balance on the Setup page to bolt counterweight plates into the slot opposite the heavy side. The sheet shows how fast the part can safely turn.
  • The Pendant now shows "Safe up to" the speed the part can take, so you can check before you start the table.
  • New V-36 order: a valve-body flange with a heavy bonnet pad. Balance it, turn it, and take the weights off before you turn the outside.
ChipForgev0.61.1

Prints you can trust

  • In millimetres, a print's tolerance is never wider than what Inspection accepts: a thousandth of an inch now reads ±0.025 mm, not ±0.03 mm.
  • Turned parts show where each step sits, measured from the end you face, so you know where to stop the carriage.
  • A few crowded prints were laid out again so every label reads clearly on a phone.
ChipForgev0.61.0

Bore it to size

  • New tool: the boring bar (Buy › Tools). Pick it on the lathe's Compound tab, then open a drilled hole to an exact size. Inside the hole the cross dial works backwards: wind toward you to cut deeper.
  • New 1-1/4 in drill for the tailstock. It needs a pilot hole first.
  • New T-11 job: a bearing seat. Turn the outside, drill, then bore a seat for a 35 mm bearing to within a thousandth, with a shoulder at the right depth.
  • The V-36 Pendant now shows the Ready lamp warming up, with the seconds left, and the lamp on the machine lights only when the table is ready to start.
DressForgev0.9.2

Your dress, front and centre on phones

  • On a phone, the Design page shows the dress you are making again, big enough to drop fabric on. It had shrunk to a sliver when held sideways and was hidden when held upright.
  • The colour dots and buttons no longer overlap on small screens, and the hub's top buttons sit clear of the top bar.
  • Swipe the workshop picture as it opens and it stays where you put it; it no longer pulls you back to the Front Desk.
  • On a computer, the colour palette no longer covers the skirt, and the style forecast and fabric swatches show in full.
Mixed Media (early)v0.8.81

Battered all the way down

  • Kiln and Sakuga no longer snap back to looking fresh when they crouch, block, take a hit, get knocked down or get back up. Below a third of their health every one of those poses shows the damage too: Kiln's cracked, chipped clay and Sakuga's torn jacket and trousers.
  • The other six fighters get the same next.
Mixed Media (early)v0.8.80

Everyone shows the fight

  • All eight fighters now look beaten up below a third of their health, each in their own medium: Dither's shell cracks and his visor glitches, Benday gets a black eye and torn trousers, Hatch is smudged and half rubbed out, Sfumato's old varnish crazes and flakes and his wig goes askew, and Vellum's paint flakes away to bare parchment.
  • Every round still starts clean.
Mixed Media (early)v0.8.79

Baren shows the wear

  • Baren, the woodblock printer, now looks beaten up below a third of his health: his indigo coat hangs torn, his arms and legs are bruised, and his head cloth is stained.
  • Dither and Benday are next; their first paintings had one flickering frame and a costume slip, so they went back for another pass.
Swish Golf (early)v0.8.1

A sunny course, freshly mown, with ball and nature sounds

  • Clayhill Links now sits outdoors under a blue sky with clay clouds and green hills: warm yellow-green grass, cool blue-green pines, turquoise ponds and pale sand.
  • Fairways are mown in stripes that run from the tee toward the green and follow each dogleg round the corner, and tees and greens are mown in a soft checker.
  • Every club has its own strike, from a bright crack off the driver to the soft tap of a putt. Each surface has its own bounce, and the cup has a drop, a rattle and a lip-out.
  • Wind that follows each hole's wind, rustling leaves near the trees, songbirds, water lapping by the ponds, and crickets as a long round draws to an end.
ChipForgev0.60.1

See the ram swing

  • On the V-36's Ram tab the camera now frames the ram head and its tool, so you can watch the head swing as you set the angle, on a phone held either way.
  • Leaving the Ram tab puts the usual view back; Whole machine still shows the whole V-36.
ChipForgev0.60.0

The V-36 ram swivels

  • The V-36 vertical lathe's ram head now swivels: unlock it, swing it from 0 to 30 degrees in quarter-degree or one-degree steps, lock it, and the tool feeds along that angle.
  • New V-36 job: a pump impeller shroud in forged 4140, with a 15 degree inlet cone cut on the swung ram. The print shows the cone's angle and length.
  • Millimetre prints now show millimetres everywhere (the V-36 grip-band note used to say 3/4 in).
  • The V-belt sheave's print reads clean in millimetres: the bore size no longer runs into the groove list.
ChipForgev0.59.1

Prints that read clean

  • Every customer's print is easier to read: no number sits on a line of the part, on an arrow or on another number, in inches or millimetres.
  • Stacked sizes on stepped parts (the step gauge, the shouldered shaft) have more room between rows.
  • Hole notes on the drilled plates and the chamfer and hole-depth notes on turned parts moved clear of the dimension arrows.
ChipForgev0.59.0

Check a thread over three wires

  • New L-14 order: a 5/8-11 three-wire stud. Cut the thread, then check its pitch diameter over three wires, the way a machinist proves a thread is right.
  • Buy the three-wire set in Buy, Tools: six hardened wires, one for each common thread. Lay the best wire for the thread in the grooves and read the micrometer over the wires.
  • The pitch diameter comes from the thread you cut. The coach tells you to buy the set and names the wire to use.
  • The stud's print shows the wire size and the pitch diameter with its tolerance, clear of the drawing.
  • Thread prints are easier to read: labels never sit on a line of the part or on an arrow, and slide clear of a wider shoulder.
  • The three-wire buttons are as tall as every other button on a phone.
ChipForgev0.58.0

Compound rest on the T-11

  • The T-11 gets a compound rest on its own Compound tab: loosen the swivel nut, swing the compound to an angle, lock it, then wind the compound wheel to cut a point or a bevel.
  • New T-11 order: a stainless valve stem with a 30 degree needle point. Set the compound to 15 degrees, half the point's angle, and feed it in.
  • The compound and the taper attachment work one at a time, and the game tells you which to set back.
  • The valve stem's print shows the point, with its 30 degree angle and its length, so you can see what to cut.
  • Facing the end with the compound still swung leaves a nub in the middle. The coach reminds you to set the compound back to 0 first, and Inspection names the nub if one is left.
  • On a phone held sideways, the T-11's tabs sit in one row you can swipe, so every control stays on screen.
  • Buttons show their new setting the moment you tap them: the compound's swivel and nut, and the lock on every handwheel.
ChipForgev0.57.0

Casting skin on the V-36

  • Castings and forgings for the V-36 now come with a hard skin: 0.03 in on gray iron, 0.04 in on ductile iron, 0.02 in on forged steel. The rough blank looks dull and as-cast until you cut under it.
  • Take your first pass deeper than the skin. A pass that stays in the skin dulls the insert, and a dull insert rubs, so the part comes out a hundredth too big.
  • The Turret tab shows how sharp the insert is, and Fit fresh insert puts on a new one (stop the table first). Then cut again to size.
  • The coach tells you the skin depth before the first pass, and after the grooves on the V-belt sheave are to size it tells you to swap the turning tool back.
ChipForgev0.56.0

Grooves on the V-36

  • The V-36's side head gets a second tool, a V-belt form tool. Swap it in on the Side head tab with the feed stopped and the head clear of the part.
  • Set how deep the grooves go with the groove stop on the Feed tab, then use the Groove feed to plunge each groove to that depth.
  • New V-36 order: a V-belt sheave, a big gray iron pulley with three belt grooves. The print shows where each groove sits and how deep it goes. Pays $1,400, with a tip of up to 20% for a centred part.
  • You can see the grooves on the turned part, and the form tool on the side head when it is fitted.
  • Inspection reads each groove's bottom with a V-belt groove gauge.
Mixed Media (early)v0.8.78

Beaten up, not just bruised

  • Kiln and Sakuga now show the fight on them. Below a third of their health their standing and walking poses change to battered paintings: Kiln's clay is dented, cracked across the belly and chipped off the top of his head, and Sakuga fights on with a frayed scarf, torn sleeve and trousers, and a cut cheek.
  • This replaces the old damage marks. The other six fighters get their own battered looks next.
Mixed Media (early)v0.8.77

Everyone finds their voice (in testing)

  • Kiln, Baren, Dither, Hatch, Sfumato and Vellum now speak too, each in a voice that fits them: Kiln low and slow like a big clay giant, Dither in chirpy 16-bit bleeps, Sfumato a deep, unhurried baritone.
  • Benday stays silent: his sounds are comic lettering. Voices stay switched off for now, with the music and the new sounds, until they have had a listen.
Mixed Media (early)v0.8.76

Sakuga finds his voice (in testing)

  • Fighters are starting to get voices: shouts on big attacks and specials, grunts when hit, a call for the super, and lines for the round start, the K.O. and the win.
  • Sakuga is first. The others follow as their voices are finished, and all of it stays switched off for now, like the music and the new sounds.
Stall Street (early)v0.2.0

First play-test: one table at a 1980s swap meet, grow it from 1 to 100

  • Run one card table at a summer swap meet in a 1980s small town, and grow your share of the market from 1 to 100.
  • Set hand-lettered price tags, then haggle with early pickers, the main crowd and late bargain hunters.
  • Ten Playbook moves, from $9.99 tags and cheap lemonade to undercutting a rival and buying them out.
  • Sal, Walt and Rosa fight back, and the Market Commission fines you if you squeeze too hard.
  • Plays on phones in portrait or landscape. Placeholder art for now.
Swish Golf (early)v0.8.0

The course reacts, a scorecard worth keeping, and a day in the studio

  • Hit a tree and it sways like soft clay while leaves drift down. The ball squashes when it lands, the flag wobbles when a ball drops in, a splash throws up a crown of water and deep rough parts round the ball.
  • The end of a round shows your best stats as clay chips (longest drive, fairways, greens, putts, birdies or a great escape) beside a trophy, rosette or medal, and the scorecard stamps each hole gold, green or red with a running total.
  • The light runs from a cool morning on the 1st to a golden late afternoon on the 18th, and the soft focus follows the ball.
  • Drives land with a tall first hop and a small second one, then roll. Every club still carries exactly as far as before.
  • Fixes: the camera no longer starts inside a tree, a ball that clips the flagstick bounces off instead of sticking to it, a ball under low branches gets a free drop, the 11th green is a little bigger and grass no longer pokes through the picnic blanket.
Swish Golf (early)v0.7.1

A livelier ball: low skipping drives, approaches that bite, truer putts

  • Drives land with a low skip instead of a pop-up and run on down the fairway.
  • Approach shots hop twice and bite, then roll a few yards toward the flag; wedges check up.
  • Putts roll smoother and truer, and a putt racing at the cup lips out round the rim instead of dropping off the flagstick. Sand stops the ball dead.
  • Every club still carries exactly as far as before.
Swish Golf (early)v0.7.0

A living title screen, a landing view with instant replay, and a landmark on every hole

  • The game opens low and close on your golfer at the first tee, with the course soft behind. Flip through the four golfers with the arrows and each one greets you in their own way.
  • Approach shots end on a low, still view beside where the ball comes down, so you see it drop, hop, check and roll toward the flag. Long drives finish on a view from behind where they stopped, and the camera no longer whips round as the ball flies over it.
  • After an eagle, a hole in one, a chip-in, a long putt or an ON FIRE drive, a Replay button appears for a few seconds. Tap it to watch the shot again from three angles; tap again to skip.
  • Every hole has its own clay landmark that matches its name: a duck house, standing stones, a swaying clay serpent, a jetty with a bobbing rowing boat, a clock tower, a picnic, a lighthouse, a waterfall, a windsock and a weathervane that turn with the wind, and a golden trophy on the 18th.
  • The gallery's "ooh" and cheer, frogs, ducks, chirping birds, a soft outdoor bed and a "Clonk!" off the benches are now on for everyone.
Swish Golf (early)v0.6.0

A first-shot coach, golfers who react, and a clay gallery round the greens

  • On your very first shot a clay hand shows the swing on the grass: swipe down, flick up. The AIM buttons wiggle under a "Turn" tag until you use them, and your first putt gets its own short demo. Each lesson shows once.
  • Pause now has How to play: five picture cards for the swing, aim, clubs and spin, the map and putting.
  • Your golfer glances down the fairway, waggles the club and fidgets while you line up, watches the ball fly, pumps a fist after a big drive, and puts their hands on their head after a splash. Each of the four golfers does it their own way.
  • Benches, ball washers and parked carts by the tees, yardage posts along the fairways, rakes by the bunkers, and a clay clubhouse with a scoreboard behind the 18th green.
  • Little clay spectators stand behind the greens on the short holes and on 9 and 18. They clap for a par or a birdie, lean in when you nearly hole one, and duck if your ball comes their way.
Swish Golf (early)v0.5.0

Hole flyovers, clay confetti, frogs and fish, and a sculptor's workbench

  • Each hole opens with the camera flying from the green back along the fairway to your tee, behind a smaller hole card. Tap anywhere to tee off at once.
  • A birdie throws a burst of clay confetti out of the cup; an eagle throws a bigger one with a gold ribbon, and a hole in one gets its own. An ON FIRE drive now leaves a trail of warm clay crumbs.
  • More wildlife: frogs on lily pads that plop into the pond when a ball lands near, jumping fish, dragonflies over the reeds, butterflies over the rough, rabbits that sit up to watch you swing, squirrels that run up the nearest tree and songbirds that perch on the flag.
  • Jars of clay, a pot of paintbrushes, a rolling pin, sculpting tools and clay crumbs now sit round the board on a cutting mat, with a shelf behind. The pines are smooth rounded clay.
  • Smoother on phones: fewer shaders to prepare at the start and less to draw each frame. The club now clears every golfer's head at the top of the backswing.
Swish Golf (early)v0.4.0

Solid trees, saved best scores, ON FIRE drives and more hand-made clay

  • Every tree, pine and bush on the course now stops the ball: clip a canopy and the ball drops out of it, hit a trunk and it glances off. The fairways and the line from the tee stay clear.
  • Your best round for 3 holes, the front 9 and all 18 is saved and shown on the title screen, with your best on every hole on the scorecard and a "New best!" when you beat it.
  • Make two birdies without a bogey in between and your next drive is ON FIRE: it glows, leaves a trail of embers, flies 15% farther and ignores the wind. One shot only.
  • More hand-made clay: thumb-pressed turf with rolled seams, a thick rolled clay edge round the board, grainy raked bunkers with lumpy lips, soft round tops on the big trees and knitted jumpers on the golfers.
Swish Golf (early)v0.3.0

Aim buttons, a course full of wildlife and four golfers to pick from

  • Aim buttons: an AIM button on each side of the screen. Tap to nudge the aim, hold to turn it. Dragging sideways on the ground still works, and your first three shots show how to aim and swing.
  • A fuller course: short and tall grass in patches through the rough, reeds, cattails and lily pads round the ponds, round clay trees (some in autumn colours), bushes, mushrooms, logs, stumps and rocks.
  • Wildlife: clay songbirds flock overhead and hop in the rough, rabbits sit up and nibble, squirrels dash about, ducks paddle the ponds with their ducklings, and a hedgehog snuffles along. Land a ball near them and they scatter (the hedgehog curls into a ball).
  • Four golfers: Barnaby the bear and Pip are rounder and softer, and Colonel Hendershot (a walrus in a tartan tam) and Mina Marigold (in her yellow bucket hat) join them. Pick yours with the arrows on the title screen.
  • Hole 15 is now a real island green in a round lake: all carry from the tee.
  • The title screen is ready to tap sooner after the game opens.
ChipForgev0.55.0

Micrometer carriage stop on the T-11

  • The T-11's Apron tab gets a micrometer carriage stop: set it where the carriage is, then tap minus or plus to dial it in a thousandth at a time. The carriage stops at the same place on every pass.
  • New T-11 order: a shouldered shaft. Set the stop on each shoulder's mark before you cut it, so the shoulder lengths come out the same on every part.
  • Before a shoulder cut, the coach reminds you to set the carriage stop on the Apron tab.
  • Clear stop with no stop set now tells you why instead of doing nothing.
ChipForgev0.54.2

Get closer to the part on the V-36

  • On the V-36 vertical lathe you can pinch in much closer to the part, so you can see the cut, the jaws and the turned band.
  • The camera stops at the part's surface instead of passing into the metal, even on the biggest parts.
ChipForgev0.54.1

Fast handwheels are fast

  • On the lathes, the Fast gear now speeds up the handwheel when the tool moves through air. On the T-11, moving the cross slide half an inch in Fast takes about a second instead of more than three.
  • Cutting feeds are unchanged: once the tool meets metal it feeds at the cutting rate as before, and it still never jumps into the part.
  • The L-12 and L-14 carriages move faster in Fast too; Normal and Fine feel the same as before.
ChipForgev0.54.0

Flip the part on the V-36

  • On the V-36 vertical lathe you can now flip the part over for a second setup: the bottom band the jaws held on the first setup comes up to the top, so you can turn it too.
  • After a flip, set the part again: centre it by the rings, tap it true and torque the jaws.
  • New V-36 jobs check the whole outside, the band included. A V-36 job you had already started keeps the old check.
  • When the top is done, the coach tells you to flip the part and turn the band.
  • Fixed: on the V-36 pendant, Table speed now reads 0 when the table is stopped, and the speed dial shows the speed you have set.
ChipForgev0.53.0

Taper attachment on the T-11

  • The T-11 tool room lathe gets a taper attachment: set the taper per foot on the guide bar, pick which end is the big end, pull the taper lever, and the cross slide follows the bar as the carriage moves, so the tool turns a cone.
  • New order for the T-11: a taper mandrel, 1.000 in at the big end down to 0.750 in, held to a thousandth.
  • If a taper is set but its lever is still off, the coach reminds you before the cut, so you do not turn a straight bar by mistake.
  • Fixed: on the T-11's Holding tab, "3-jaw chuck" now fits inside its button on small phones.
ChipForgev0.52.2

Landscape phones see the machine

  • On a phone held sideways, the buttons over the machine now sit in one short row along the top, with a More menu for the rest, so you can see the machine you are cutting on.
  • The button you need next stays in the row: Part done lights up there when the part is ready.
  • The readout stays small but keeps your current step and how much is left to cut.
  • Fixed: on the Knee Mill the readout could run off the bottom of the screen, and on the lathe the coach button could sit under the open readout.
Mixed Media (early)v0.8.75

Damage marks removed

  • The marks fighters picked up as they got hurt (Kiln's thumbprints, Dither's pixel cracks, Hatch's smudges, Sfumato's varnish chips) looked stuck on rather than part of them, so they are gone.
  • Painted, beaten-up versions of the fighters will replace them later.
Mixed Media (early)v0.8.74

A real Training mode

  • Training now lets you pick the dummy too: any of the eight fighters, on his own stage.
  • Pause > DUMMY sets what he does: stand, crouch, jump, block everything, or block only after the first hit (to test your combos). He can also block, jump or attack as he gets up, and your meter can stay full or fill normally.
  • Under the pause button, a readout shows your last combo's hits and damage, and how many ticks ahead or behind you are after your last hit or block.
  • Each fighter's own hit, block and super sounds are in testing and stay switched off for now.
Mixed Media (early)v0.8.73

Controls fit small phones

  • On phones narrower than about 400 px, the D-pad and the attack buttons shrink together so they never overlap; every button stays at least 48 px.
  • The pause button is a little bigger and easier to hit.
  • New music for every stage and the menus is in testing and stays switched off for now.
Mixed Media (early)v0.8.72

Hatch's eraser glove

  • Hatch keeps his grey eraser glove and his pencil when he's dizzy and when he falls from a jump, as in every other pose.
Mixed Media (early)v0.8.71

Hatch in bold pencil

  • Hatch's standing, walking, jumping, backdash and dizzy drawings are redrawn in bold, dark pencil lines, so he no longer fades into light stages like Vellum's library.
  • The faint purple edge around him is gone too.
Mixed Media (early)v0.8.70

Vellum's Illuminated Page

  • Vellum's super is fully painted: he turns a huge page, the screen becomes a parchment manuscript with a gold border, and he lands his strikes with the edge of his book.
  • Each strike leaves a fresh ink doodle round his opponent, while Nib sits up on the border and a little bird and a snail make their way along it.
  • Then he summons: his opponent turns into a flat painted figure with a gold outline, a giant gold capital of their initial drops round them, and the book slams shut. On a K.O. it stays shut on FINIS and Nib takes a bow.
  • Every fighter now stays down in their own K.O. pose after a knockout, instead of getting back up before the round ends. All eight fighters' K.O. paintings show for the first time.
Mixed Media (early)v0.8.69

Sfumato's Hung on the Wall

  • Sfumato's super is fully painted: he steps forward, the screen turns to oil paint with a gilded border, and he finishes with a sweep of varnish.
  • On the last hit a gilded frame drops onto the wall with a painting of his opponent inside and a brass plate under it, and the portrait stays hanging there for the rest of the round.
  • Vellum's super gets its first look: the page turns to parchment with a gold border, little creatures draw themselves in the margins, his opponent becomes a painted figure beside their own initial as a big capital letter, and a K.O. slams the book shut on FINIS. His own painted poses come next.
Mixed Media (early)v0.8.68

Hatch's Full Cleanup

  • Hatch's super is fully painted: the screen turns to blue construction lines, a CLEAN-UP card drops in and a desk lamp clicks on over his opponent.
  • A giant pencil scribbles a construction circle round them on every hit, and they turn into a sketch a little more each time, until the whole screen is graphite on paper.
  • Then a bottle of ink tips over him and he steps out inked clean, in full colour, for the last hit.
  • Sfumato's super now turns the screen into an oil painting, with a brush wipe from his side and a varnish stroke. His painted poses, the gilded frame and the portrait on the wall come next.
Mixed Media (early)v0.8.67

Benday's Full-Page Spread

  • Benday's super now plays as a Sunday comic: the screen folds into a newsprint page, printed in big colour dots with the inks slightly out of line, one panel at a time.
  • Panel by panel he pranks the opponent with a rake, a bucket of yellow paint, a ladder and a flour sack, then a runaway wheelbarrow knocks them flat.
  • It ends with a CONTINUED NEXT SUNDAY! banner as he tips his cap. Three of the six new fighters now have painted supers; Hatch is next.
Mixed Media (early)v0.8.66

Dither's Overflow

  • Dither's super now has its own painted cinematic: the screen boots up like an old console, an OVERFLOW title card flashes, and three flickering copies of him trade hits.
  • For the last hit the whole world turns into his pixel art — big pixels, checker shading and scanlines in his own colours — before it snaps back.
  • Two of the six new fighters now have their painted supers; Benday is next.
Mixed Media (early)v0.8.65

Baren's super: Final Impression

  • Baren's super is now a full painted cinematic: his eyes cut in, the fight turns into a woodblock print on washi paper, and his colour blocks print over it one by one.
  • Each rub leaves a colour copy of the opponent, stacked like a print slightly out of line, and the finishing seal stamps bright red on them.
  • The colours that print are the blocks Baren is holding when he starts the super.
Swish Golf (early)v0.2.0

A real one-finger swing, a clay bear golfer and a tabletop clay course

  • A new swing: swipe down anywhere to take the club back (the golfer winds up with your finger), then flick up through the ball. How far you pull sets the power, a straight flick hits it straight, a lazy flick loses distance, and pulling past full gives a power shot that is harder to keep straight. No more timing needle.
  • A chip after every swing (Pure!, Power shot!, Pulled left, Big slice, Too slow) and your finger's trail, coloured by how straight it was.
  • Meet Barnaby Burl, a stout clay bear in a flat cap and a knitted vest, with bead eyes and a big grin.
  • The holes are now hand-pressed clay on a sculptor's workbench: clay turf, tiered clay pine trees, clay water, warm studio light and a miniature-camera blur.
ChipForgev0.52.1

A better view on the V-36

  • The V-36's work view now frames the part, the jaws and the tool where they meet, in portrait and landscape.
  • The big gear blank no longer looks washed out in landscape.
  • The job name and the blank size sit together in one card, so neither covers the other.
ChipForgev0.52.0

The V-36 vertical lathe

  • A new machine: the Shiccup V-36 vertical lathe, $9,000 in Buy › Machines, sold used from a plant auction. It goes on sale once you own the L-14 and have shipped 15 lathe parts.
  • Big round parts lie flat on a turning table. Set the blank down, find the high spot with the indicator, tap it true and tighten all four jaws. A loose jaw lets a heavy cut slip the part.
  • Two heads: the ram faces and bores from above, the side head turns the outside and can face the top of a wide part.
  • Slow is right on a big part: 3.5 to 150 rpm in two ranges, and the High range locks on anything over 24 in across. A feed clock runs long cuts up to 16 times faster.
  • Four big jobs pay $900 to $1,600 each: a weld-neck flange, a brake disc, a bearing ring and a gear blank.
Mixed Media (early)v0.8.64

Battle damage for Dither, Hatch and Sfumato

  • Dither, Hatch and Sfumato now show damage as a fight wears on, like Kiln's dents: two marks at two-thirds health, four at one-third.
  • Dither cracks like a broken screen, Hatch picks up graphite smudges, and Sfumato's gold varnish chips and flakes.
  • Fixed: damage marks could vanish on dark clothing. Kiln's dents look the same as before.
Mixed Media (early)v0.8.63

Every fighter hits in his own style

  • Baren's hits burst like a carved woodblock print, and his blocks stamp a seal ring.
  • Hatch's hits are fast graphite pencil scribbles, and his blocks rub out an eraser smudge.
  • Sfumato's hits splash thick white and gold oil paint, and his blocks flash a gilded frame.
  • All eight fighters now have their own painted hit sparks.
Mixed Media (early)v0.8.62

Sfumato's gallery and new hit sparks

  • Sfumato now fights at home in the Long Gallery after hours: grey panelled walls, empty gilded frames, candle sconces and an attendant dozing in his chair.
  • In a deciding round the corridor behind the fighters turns moonlit blue.
  • All eight fighters now have their own painted home stage.
  • Benday's hits land with comic-strip bursts, Dither's with pixel bursts and Vellum's with gilded manuscript rosettes, each with its own block flash.
Mixed Media (early)v0.8.61

Vellum's Scriptorium Page

  • Vellum now fights at home: a monk's writing room drawn inside the margin of an illuminated manuscript page, with a leaded window, a scribe's desk, a lectern and shelves of closed books.
  • In a deciding round the sky turns deep lapis with small gold stars and candles light the desks.
  • Seven of the eight fighters now have their own painted home stage; Sfumato's gallery is being repainted and comes next.
Mixed Media (early)v0.8.60

Hatch's stage: the Light Table, 3 AM

  • Hatch's home stage is drawn in pencil: an animator's desk late at night, with exposure sheets pinned up, a cup of pencils, coffee mugs and a paper moon pinned in the window. The fight happens on the glowing light box.
  • In the deciding round the room goes dark, the desk lamp is the only warm light, and the paper in the window gets a crescent moon drawn in one line.
Mixed Media (early)v0.8.59

Benday's stage: the Sunday Breakfast Table

  • Benday's home stage is painted like a Sunday comic: the fight happens on a kitchen table among a giant toaster, a milk bottle and a canary in its cage, on top of the funny pages.
  • In the deciding round the window goes to a blue dusk full of dot stars and a little desk lamp switches on.
Mixed Media (early)v0.8.58

Two new painted stages: the Carver's Yard and Checker Harbour

  • Baren's home stage is painted: a printer's yard at dawn, carved like a woodblock print, with wet prints on the drying line and a cat asleep on the blocks. In the deciding round it turns to an ink-black night with the lanterns lit.
  • Dither's home stage is painted in 16-bit pixels: a harbour boardwalk with crates, a fishing mast, a gull and a lighthouse out on the rock. The deciding round brings a starry dusk and the lighthouse lamp comes on.
  • Both show on Versus stage select.
Mixed Media (early)v0.8.57

Sfumato's and Vellum's portraits: the full cast

  • Sfumato and Vellum have their own painted portraits now, so all eight fighters show painted faces on the health bar, a fighting pose on the VS screen and a victory picture on the results screen.
  • Sfumato lays a hand on his chest in a courtly half-bow when he wins; Vellum hugs his closed book with a dry smile.
Mixed Media (early)v0.8.56

Benday's and Hatch's portraits

  • Benday and Hatch have their own painted portraits now: health-bar faces that shout, wince and grin, a fighting pose on the VS screen and a victory picture on the results screen.
  • Benday tips his cap with a wink when he wins; Hatch gives a pencil salute.
Mixed Media (early)v0.8.55

Baren's and Dither's portraits

  • Baren and Dither have their own painted portraits now: a bust for the health bar that changes when they shout, get beaten or win, a fighting pose for the VS screen and a victory picture on the results screen.
  • Baren holds up a fresh print when he wins; Dither throws up two peace signs, visor smiling.
Mixed Media (early)v0.8.54

Sfumato's and Vellum's entrances

  • Sfumato steps out as if from his frame, shakes out his lace cuffs and touches his varnish before a courtly bow. He wins with a flourish and a hand on his chest, and dabs his brow with a handkerchief if he loses on time.
  • Vellum looks up from his book, dips his quill and bows. He wins by closing the book with a soft clap and tucking the quill behind his ear.
  • Every fighter now has a painted entrance, win and time-over loss.
Mixed Media (early)v0.8.53

Benday's and Hatch's entrances

  • Benday slides in from the page margin still half folded, shakes out the creases and sets his cap. He wins with a tip of the cap, a wink and a thumbs up, and shrugs if he loses on time.
  • Hatch sits sharpening his pencil at the edge of the light table, then hops down. He wins by tucking the pencil behind his ear and blowing the eraser crumbs away, and scratches his head if he loses on time.
Mixed Media (early)v0.8.52

Baren's entrance

  • Baren has an entrance: he steps out of the blank margin and takes up his baren. He wins by pulling a fresh print, holding it to the light and blowing on the wet ink, and if he loses on time he lets a smudged print fall.
Mixed Media (early)v0.8.51

Dither's entrance

  • Dither has an entrance: he drops in, blinks at his own hands, bounces and winks. He celebrates a win with a hop, a victory pose, a thumbs up and a wave, and slumps to the floor if he loses on time.
  • Vellum losing on time now slumps over his desk as the blotter tips over him.
Mixed Media (early)v0.8.50

Vellum commands Nib

  • Vellum now sends Nib out himself: he points his quill at the floor for Hound Bite and bowls his hand low along the ground for Hound Roll, holding the gesture while you hold the button.
Mixed Media (early)v0.8.49

Nib comes to life

  • Nib, Vellum's snail-shelled hound, is fully painted: he lunges and snaps on Hound Bite, curls into his shell and rolls on Hound Roll, then springs up into a bite.
  • He flinches when he is hit, flops over and rolls off into the margin when knocked out, and bounces back in at Vellum's heel when he returns.
Mixed Media (early)v0.8.48

Vellum's jumps and specials

  • Fold-Over and Codex Drop are painted: in the air Vellum folds forward like a closing page, or swings his heavy book down at the opponent.
  • Capital Drop is painted: he raises his quill, holds the giant letter overhead while you keep the button down, then flings it down.
  • Gold Leaf Burnish is painted: he lifts his gilder's brush, holds a poised guard, and sweeps the burnisher forward on the counter.
Mixed Media (early)v0.8.47

Vellum's Scroll Rod

  • Scroll Rod is painted: Vellum lunges with a rolled parchment on its rod.
  • Hem Kick is painted: a low kick at the ankles with the edge of his robe. All of Vellum's grounded attacks are now painted.
Mixed Media (early)v0.8.46

Vellum's scriptorium tools

  • Six of Vellum's attacks are painted: Quill Jab, Ink Flick, a Pumice Rub, a low Pen Sweep with a giant quill, Book Slam and a crimson Ribbon Flick that whips up at jumpers.
  • Scroll Rod and Hem Kick follow soon.
Mixed Media (early)v0.8.45

Vellum closes the book

  • Knocked down, Vellum folds up and lies flat like a closed book, then unfolds and rises.
  • His K.O. is painted: he slumps over his writing desk and the blotter tips over him.
  • Grabbed, he dangles by his robe; his Scroll Bind and Roll Away throws wrap the opponent in parchment.
Mixed Media (early)v0.8.44

Vellum steps off the page

  • Vellum, the manuscript scribe, starts getting painted poses: his crouch, both blocks (arms crossed over his book), hurt poses high, low and in the air, and his dizzy spell.
  • His jump is painted, and his dash is a Robe Glide with his robe billowing out behind him.
Mixed Media (early)v0.8.43

Sfumato's specials

  • Wet Stroke is painted: a low flick of his brush, and a loaded pose while you hold it.
  • Shadow Step sinks him into smoky shadow, leaves a smudge, and raises him again in front with an elbow, or a rising knee if you hold it.
  • Frame Swing brings out a gilt picture frame and swings it round; hold it and he waits, gripping the frame.
  • Glaze shows him varnishing his own coat to a gloss. Sfumato is now fully painted except his super.
Mixed Media (early)v0.8.42

Sfumato leads with the shoulder

  • Shoulder Barge now lands shoulder-first, his whole weight leaning in.
  • His jumping attacks are painted: a sharp Lintel Elbow and Heavy Descent, where he hangs at the top with his wig flaring, then plunges heels first.
  • All of Sfumato's normal attacks are painted.
Mixed Media (early)v0.8.41

Sfumato's fastidious arsenal

  • Eight of Sfumato's attacks are painted: Cuff Flick, Second Cuff, a flat Palette Sweep with his knife, a low Hem Sweep and a long Plinth Kick.
  • Frame Corner brings a gilt picture frame down from overhead, and Ceiling Coat sweeps his sleeve up to catch jumpers.
  • Shoulder Barge has painted poses too; its impact pose is being repainted to lead with the shoulder.
Mixed Media (early)v0.8.40

Sfumato, hoisted

  • When an opponent grabs Sfumato, he's now painted dangling by his coat front, scowling and kicking.
Mixed Media (early)v0.8.39

Sfumato keeps his dignity

  • Knocked down, Sfumato tips back, bounces once and lies flat as a canvas, then sits up stiffly, rises to one knee and stands tugging his cuff straight.
  • His K.O. is painted: he topples like a board and his powdered wig rolls off.
  • His throws are painted too: Lift and Set and Turn and Set reach, lift, turn and set the opponent down with a flick of the cuffs.
Mixed Media (early)v0.8.38

Sfumato takes flight

  • Sfumato's jump is painted: a coiled crouch, a straight-backed rise, a tucked top and a coat-flapping fall.
  • He lands with a painted touchdown and dashes forward in a low, gliding lean.
  • A hit to his legs now bends him over in a deeper painted recoil.
Mixed Media (early)v0.8.37

Sfumato stands firm

  • Sfumato, the oil-painted gentleman, now has painted poses for crouching, blocking, getting hit, the backdash and being dizzy.
  • When his varnish armour takes a hit mid-attack, he plants his feet and shows it: a new pose that plays over the move.
Mixed Media (early)v0.8.36

Hatch's specials

  • Hatch's four special moves are painted: the Rub Out eraser swipe, the Peg-Bar Flip somersault heel drop, the Boil Burst where he shakes apart into scribbles, and the Sketchy Double hop back.
  • Holding the button shows his charge pose for each. Hatch now has painted art for everything except his super.
Mixed Media (early)v0.8.35

Ruler down

  • Hatch's Peg Snap throw, his Heel Scuff low kick and his overhead Ruler Chop are painted, so all of his normal attacks and both throws now have their own art.
Mixed Media (early)v0.8.34

Hatch's attacks

  • Eight of Hatch's attacks are painted: his pencil pokes (Scratch, Cross-Hatch, Boil Tap), the long Stab Point thrust, the Rub-Down Sweep with his eraser, the rising Tall Line, and his jumping Flutter Kick and Drop Stroke.
  • Every painted hit lands where the attack actually connects.
Mixed Media (early)v0.8.33

Hatch goes flat

  • Hatch now falls, bounces and flattens to the paper when knocked down, then sits up and redraws himself back to his feet.
  • His K.O., being grabbed, and his Peg Flip back throw are painted too.
Mixed Media (early)v0.8.32

Hatch scurries

  • Hatch now has painted poses for his quick dash (the scurry) and for landing from a jump.
  • His crouch and block are redrawn with bolder pencil lines that stay clear on light stages, and getting hit low has its own recoil pose.
Mixed Media (early)v0.8.31

Hatch moves

  • Hatch, the pencil-sketch fighter, now has painted poses for crouching, blocking high and low, getting hit, jumping, the backdash and being dizzy.
  • His landing and quick dash come next.
Mixed Media (early)v0.8.30

Benday's specials

  • Benday's special moves are painted: the POW! throw, the Gutter Leap dive through the gap between comic panels, a blank Speech Balloon held up as a shield, the sly Ghost Feint crouch and its Register Punch, and the feet-first Full Stop Drop. Benday is now painted from head to toe, except his super.
Mixed Media (early)v0.8.29

Swat

  • Benday's Roll-Up Swat now lunges in with the rolled page held out in front, so the overhead is easy to spot.
Mixed Media (early)v0.8.28

Benday's attacks

  • Benday's basic attacks are painted: pointing jabs, the Big Panel, a wind-up Halftone Haymaker, a low Gutter Poke, a Page Turn swipe in the air, the Caption Uppercut, and a Long Point where his arm stretches like a rubber hose.
Mixed Media (early)v0.8.27

Benday folds

  • Knock Benday down and he lies flat like a dropped page, then sits up and smooths himself out. On a K.O. he folds in half like a newspaper.
  • His Bundle Toss and Back Bundle throws are painted too: he wraps you up in his rolled page and tosses you.
Mixed Media (early)v0.8.26

Benday moves

  • Benday, the Sunday-comics fighter, has his first painted moves: crouching, blocking with his rolled-up page, getting hit high, low and in the air, jumping, his skipping Panel Hop, the backdash and a woozy dizzy.
Mixed Media (early)v0.8.25

Swing lands

  • Dither's Reboot Swing gets a new middle frame: his clasped fists hit at head height, right where the blow lands, then follow through to his knees.
Mixed Media (early)v0.8.24

Dither's specials

  • Dither's special moves are painted: the Sprite Shot (hold to charge it), the Flicker Dash lunge, the Static Spin and the Bit Burst flurry.
  • Flurries now show every punch: Dither's Bit Burst and Baren's Gouge Flurry change pose on each hit instead of freezing on one.
Mixed Media (early)v0.8.23

Hammer down

  • Dither's Reboot Swing now looks like what it is, an overhead blow: both fists come down like a hammer, so it's easier to see coming and block standing.
  • His Flutter Kick gets a proper mid-air split kick.
Mixed Media (early)v0.8.22

Dither's attacks

  • Dither's ten basic attacks have their own paintings: quick pixel jabs, a heavy Slot Punch, a low Ankle Clip sweep, a rising Bit Pop uppercut, the Reboot Swing, jump kicks, and a Stretch Jab where his arm stretches out in blocks.
Mixed Media (early)v0.8.21

Dither falls to pieces

  • Knock Dither down and he bursts into a pile of pixel blocks, then clicks himself back together to get up. On a K.O. he crumbles until only his visor is left.
  • His Reboot Throw and Reverse Reboot have their own paintings too.
Mixed Media (early)v0.8.20

Dither crouches

  • Dither now has his own paintings for crouching, blocking low and getting hit low: he squashes down under his big square head.
Mixed Media (early)v0.8.19

Dither moves

  • Dither, the pixel robot, has new paintings for blocking, getting hit standing and in the air, jumping, dashing forward and back, and seeing stars when dizzy.
Mixed Media (early)v0.8.18

Counter Cut

  • Baren's Counter Cut and Gouge Flurry have their own paintings now: a huge twisting slash out of his kabuki stance, and a fast up-and-down carving flurry that ends in a lunge.
Mixed Media (early)v0.8.17

Baren's specials

  • Baren's special moves are painted: the Freeze Pose, a kabuki stance that dares you to hit him (lower and wider while you hold the button), the Counter Cut, the Gouge Flurry, the Pad Spin with his back to you mid-turn, and the Crest Wave.
  • Baren is now painted in every move but his super.
Mixed Media (early)v0.8.16

Baren's low attacks

  • Baren's crouching attacks are painted: the Clog Stomp, a wooden sandal slammed down, and the Plank Sweep, his printing plank swung low along the floor.
  • Every one of his basic attacks is painted now. His special moves are next.
Mixed Media (early)v0.8.15

Seal Stamp

  • Baren's Seal Stamp is painted: he raises his carved seal overhead and stamps it down on his opponent's head.
Mixed Media (early)v0.8.14

Baren's tools

  • Seven of Baren's attacks are painted: the Chisel Tap, Second Tap and Key Carve chain, the Keyblock Swing, the Gouge Thrust anti-air, and both jump-ins, Hanging Carve and Keyblock Drop.
  • His crouching attacks and Seal Stamp come next.
Mixed Media (early)v0.8.13

Baren's Press

  • Baren's Press throw is painted: he grabs, lifts and presses his opponent flat with his baren, the way a print meets paper.
  • His knockdown now shows the whole fall: flung back, bouncing off the ground, then lying flat.
Mixed Media (early)v0.8.12

Baren goes down fighting

  • Baren is painted when he is knocked down, gets back up, is K.O.'d and is grabbed, and for his Reverse Press throw.
  • His low block and low hurt are redrawn lower, so they match where he can be hit while crouching.
Mixed Media (early)v0.8.11

Easy is easier

  • The computer's Easy, Normal and Hard now line up for every fighter. Before, an Easy Dither, Benday, Sfumato or Vellum could beat their own Normal, and Sfumato's Normal could beat his Hard.
  • Every level now plays the same way; Easy just reacts later, decides slower and sometimes stops a combo early, and Hard is sharper.
Mixed Media (early)v0.8.10

Baren crouches

  • Baren now drops into a painted deep squat when he crouches, matching where he can be hit, and lands from a jump with his knees bent.
Mixed Media (early)v0.8.9

Hatch stands out

  • Hatch, the pencil sketch, now has a firm graphite outline, so his pale lines read clearly on light stages on a phone.
Swish Golf (early)v0.1.0

First playable preview: an 18-hole clay golf course

  • Clayhill Links: 18 holes (par 72) with creeks, lakes, an island green, sand traps and dog-legs, all in colorful clay. Play 3 holes, the front 9 or all 18.
  • One finger to swing: pull down on the swing button for power and let go when the needle is in the green. Drag sideways anywhere to aim. The game picks your club; the arrows change it.
  • All 14 clubs with real distances (driver about 270 yards, 7 iron about 172), plus wind, backspin and sidespin. Rough and sand cost you distance.
  • The ball dents the clay wherever it lands, and a rolling ball leaves a groove.
  • Putting shows a dotted guide for how the green breaks. Clay sounds for every drive, chip, splash and putt.
ChipForgev0.51.0

The T-11 tool room lathe

  • A new machine: the Shiccup T-11 tool room lathe, $4,500 in Buy › Machines. It goes on sale once you own the L-14 and have shipped 6 lathe parts.
  • It is built for fine work: three colour speed ranges with a speed knob you can turn while cutting, 24 very fine feeds, a cross dial that reads two tenths, a digital readout, and a collet for small bar.
  • Four precision jobs need it: an alignment pin, a step plug gauge, a 3/8-40 instrument thread and a bronze bushing, each with a key size held to half a thou.
  • The Use button on the lathe steps through every lathe you own.
  • Prints are easier to read: size labels never overlap, and the chamfer and hole notes sit clear of the drawing.
ChipForgev0.50.1

Starts cleanly on YouTube

  • The game now tells YouTube it is ready as soon as it has loaded, even when the page opens it in the background or paused, so it never sits on the loading screen.
  • If one frame ever hits an error, the game keeps running instead of freezing.
DressForgev0.9.1

Starts cleanly on YouTube

  • The game now tells YouTube it is ready as soon as it has loaded, even when the page opens it in the background or paused, so it never sits on the loading screen.
  • If one frame ever hits an error, the game keeps running instead of freezing.
Flopping Fish!v0.4.2

Curtain up, every time

  • Fixed: on some phones, and in YouTube's game tester, the show could sit on the loading screen forever. It now opens every time, even when the page starts it in the background.
FlatHead Summer: Tokyov0.5.43

Real weights for engines and cars

  • Every engine now weighs what its real-life twin did, with manifolds and carburetors (most are 5 to 20 kg lighter than before), so an engine swap changes the car's weight the way it really would.
  • Four cars now weigh what their real-life twins did: the '78 Takara Kasumi HT (90 kg lighter), the '81 Nikko Tekka RS (50 kg heavier), the '88 Hayate Cypher V-R (136 kg lighter) and the '89 Meisho Vortex RZ (40 kg lighter).
  • Taking the bumpers off saves 26 kg on cars up to 1979 (chrome steel) and 21 kg from 1980 (plastic), instead of 23 kg on every car. The deep-dish mesh wheels save 10 kg.
  • The '85 Nikko Shiranui ZT and Jakey T's '84 Kagerou are two-seaters: taking their seats out removes only the passenger seat.
FlatHead Summer: Tokyov0.5.42

Sell parts off the shelf with no car

  • With no car in your stall, the parts shelf now shows under "Your stall is empty", so you can sell what's on it toward your next car. The garage's SHELF sign takes you there.
FlatHead Summer: Tokyov0.5.41

Takahashi's catalog costs ¥1,000,000

  • Takahashi Speed Works' complete-car catalog now costs ¥1,000,000 (it was ¥200,000), so building any car to order is something you save up for.
FlatHead Summer: Tokyov0.5.40

Bolts on the engine, a look under the rival's hood, seats out

  • Under the hood, the four bolts you tap to pull the engine now sit on the engine itself, placed for each of the 29 painted engines, on phones and computers.
  • At the Night Stop, Look under the hood shows a small picture of the rival's engine bay next to yours instead of a list.
  • The body shop can take the seats out: the passenger seat and the back seat come out (29 kg lighter; a two-seater loses 16 kg). It's free and you can put them back, but a patrol car that looks inside has a reason to stop you.
  • The race view now comes fully straight on a straight in under a second after a bend (it could stay a few degrees off for a second and a half).
  • Lowered cars no longer show a second set of tires behind the wheels, and the ram-air scoop sits properly on the hood.
  • When a car has more power than its tires can hold, the garage and the Speed Works catalog now say so: flat out the tires spin, so more power can make the zero-yon slower. Stickier tires fix it.
  • The last two new cars, the '69 Ise Kogarashi and the '89 Hayate Tsurugi, are painted now, and four engines got cleaner icons.
FlatHead Summer: Tokyov0.5.39

Painted pictures for ten of the new cars

  • Ten of the twelve new cars now have hand-painted pictures in the anime look, like the rest of the lineup: the kei cars, the hot hatches, the turbo sedans and coupes. The last two, the '69 Ise Kogarashi and the '89 Hayate Tsurugi, keep their drawn pictures until their paintings are redone.
  • All thirteen new engines have painted icons too.
FlatHead Summer: Tokyov0.5.38

Twelve new cars, a used car guide and cars built to order

  • Twelve new cars from four new makers (Towa, Enshu, Seto and Ise) plus new models from Nikko, Hayate and Hokuto: tiny kei cars on yellow plates, hot hatches, turbo sedans and coupes. The '89 ones arrive on August 1. Their pictures are drawn for now; painted ones are coming.
  • The Weekly always has one cheap car, one in the middle and one dear one, and never two of the same model.
  • Engine swaps work like the real thing. A car takes engines up to one size bigger than its own, so no six in a kei car. YAMI-ICHI's back room modifies the bay for one other maker's engines, and switching to another maker costs the fee again. A tubular front clip takes an engine of any size, but it isn't street-legal.
  • The Used Car Guide (¥50,000 a year, a new edition each month) lists every car's weight, power, zero-yon and what its engine bay takes, every engine, and a tuner's page for the lightest car with the biggest engine.
  • Takahashi Speed Works' catalog (¥200,000, once) builds any car on sale with any parts to order, bay work and front clip included, at twice the shop price, in your garage 5 days later.
FlatHead Summer: Tokyov0.5.37

A calmer view in street races

  • The view in street races no longer wobbles back and forth as you steer. It still turns a little the way the car is going, but a tap of the wheel now turns it about 2 degrees instead of 7, and it settles more gently.
FlatHead Summer: Tokyov0.5.36

Big brakes, body shop numbers, and pushing rivals

  • YAMI-ICHI's back room fits big brakes (¥90,000, while you wait): four-piston calipers, bigger rotors and braided lines. Your car stops about 8% shorter, so you can brake later into every bend. The King has them too.
  • The body shop shows what each change does. Every part's row lists its numbers (weight, drag, grip, width, scraping, police), and under the car the plan shows what it changes: weight, zero-yon time, top speed, cornering, width, the chance of a patrol car and scraping.
  • A car at the Hi-Beam Night Stop now waits about a minute on its own clock, with the time left on its card. Go look at your car in the garage and it's still there when you come back. Looking under its hood shows your own engine, manifold and carburetors beside theirs.
  • Pink slips: your wins count now. Each win adds 3% to what your car counts for (up to 10 wins), on top of what it's worth and how it looks. When a rival won't bet their car, the sheet shows the sums: what theirs is worth, what yours needs to count for, and what yours counts for.
  • Side by side with a rival, steer into them to push them across, and into the wall if you keep at it. The wall costs them speed. A heavier car shoves harder, the best drivers push back, and rubbing dents your car too.
  • The view turns with the car: steer early on a straight and the view swings that way, instead of staying pointed down the road while the car slides across.
  • A longer run to the line after the last bend: 210 m on Tenjin Pass (was 140) and 170 m on the Harumi loop (was 110).
FlatHead Summer: Tokyov0.5.35

YAMI-ICHI, the midnight market, and bigger bets

  • A second paper: YAMI-ICHI (闇市), the midnight market. Buy today's copy for ¥10,000 at the body shop's back counter (the garage's Body view, right under Ride height) or on the paper page. It's good until dawn, so buy it again each day you want it.
  • The paper page now switches between The Pier 9 Auto Weekly and YAMI-ICHI.
  • Every day YAMI-ICHI carries 2 built cars (kits, lowered, often overfenders on wide tires, stepped-up carbs and gearbox, sometimes a built engine or another make's engine), 3 hot parts at 50-60% of the new price, and 2 built engines.
  • Hot parts have no paperwork: each one on your car brings out more patrol cars, and a ticket takes every hot part off the car you raced. They sell for half.
  • Wide tires: wide high-grip radials and wide S-compound semi-slicks, about 4% more grip than the narrow sets. They only fit under the Overfenders kit, and the overfenders stay on while they're fitted.
  • Built engines: about 12% more power, and they wear half again as fast.
  • The back room's engine-bay work (¥150,000, 3 days): after it, any make's engine fits your car. The manifold and carburetors go by the engine's make; the gearbox stays the car's.
  • Race bets now grow with the rival: the better their car, the more money rides on it (the top street bet is about a quarter of what their car is worth, never under ¥100,000). Each rival's card shows how much they bet up to. The first rivals of the summer bet the same as before; by the end the best bet over ¥700,000. The King's money race comes at two sizes: the old ¥50,000, or his big one.
  • The King's engine is built too, so he stays a little faster than the best car you can build.
Mixed Media (early)v0.8.8

Baren's first moves

  • Baren, the woodblock printer, now has painted poses for blocking high and low, getting hit, jumping, his low slide, his backdash and being dizzy.
  • His crouch, attacks and throws still use his standing painting until those are painted.
Mixed Media (early)v0.8.7

Six more fighters painted

  • Baren, Dither, Benday, Hatch, Sfumato and Vellum are no longer coloured boxes: each is painted in his own art style, standing and walking. Their attacks hold the standing pose until their move paintings land.
  • Vellum's puppet hound Nib is painted too: he waits at Vellum's back heel and trots after him.
Mixed Media (early)v0.8.6

Kiln takes dents

  • Kiln now wears the fight on his body: two thumbprint dents pressed into his clay at two-thirds health, four at one-third.
  • The dents are painted, follow every pose and stay on his figure, mirrored when he turns around.
Celestial Arcadev0.12.0

Star Hopper World 2, space music and game emblems

  • Star Hopper: World 2, Crystal Moon. Four new stages (Rime Road, Glass Shelf, Lowlight Drift, Crystal Run) and a new boss, the Crystal Warden.
  • Star Hopper: slippery ice, glowing low-gravity zones for floaty jumps, and two new enemies, spikers and drones.
  • Star Hopper: the Crystal Warden only takes damage while its core is open. Stomp it or shoot it then.
  • Star Hopper: your hero is bigger on a phone held upright, and in boss fights the camera leans toward the boss. An arrow at the edge shows where it is when it is off screen.
  • Space music: every screen has its own track. Turn it off any time with Music in Settings.
  • The game menu shows an emblem for each game.
  • Gravity Rally: the sandbox controls, briefing and Championship setup fit on every phone size, upright or sideways.
  • Nebula Crawler's score reads SCORE, and the tutorial's Jump In button is easier to see.
FlatHead Summer: Tokyov0.5.34

Smooth steering

  • Smooth steering is now the game's steering on the street and on Tenjin Pass. Hold ◀ or ▶ into a bend and the car follows the curve, easing gently toward the inside instead of snapping into the wall; let go and it runs wide toward the outside, so you still steer every corner. Take a bend too fast and you run wide even on full lock.
  • Drifting: lift off the gas or touch the brake as you turn in and the tail steps out. Back on the gas and the slide holds itself, even with your hands off; steer into the bend for more angle, the other way for less, and lift to grip again. Turn into the next bend of an S and the slide flicks straight across.
  • The view leans a little in the bends, more in heavy cars, and looks into the tight ones toward their exit.
  • Uncle Ken's tips and the help pages now teach the new steering. Rival drivers drive as before.
FlatHead Summer: Tokyov0.5.33

Smooth steering test

  • The steering test version on shiccup.com has a new design. Let go of the steering and the car holds its line through a bend, as far as the tyres can hold it. Hold ◀ or ▶ to move across the road; no more tapping to stay off the walls. Take a bend too fast and you still run wide.
  • Drifting in the test: lift off the gas or touch the brake as you turn in and the tail steps out. Stay on the gas and the slide holds itself; hold into the bend to tighten it, counter-steer to open it, lift to grip again. Turn into the next bend of an S and the slide flicks straight across.
  • In the test the view leans a little in the bends, more in heavy cars, and looks into the tight ones toward their exit.
  • The normal game is unchanged. Rival drivers drive the same in both.
FlatHead Summer: Tokyov0.5.32

Real steering test

  • A test version with real steering, on shiccup.com only: the car goes where its nose points, and the steering turns the nose. Let go in a bend and the car runs straight on toward the outside wall, the way a real car does. Try it as the "Real steering" version on the game's page.
  • In the test the view looks where the car points, so it swings as you steer, and tyre grip sets how fast the nose can turn: a bend taken too fast still runs wide even on full lock.
  • Drifts work in the test too: turn in a bit fast and the tail slides out; counter-steer to hold it.
  • The normal game is unchanged. Rival drivers drive the same in both.
FlatHead Summer: Tokyov0.5.31

Real gearboxes

  • Every car now comes with the gearbox it had in its day. Most '60s and early '70s cars have a four-speed, two old sedans keep a three-speed on the column, the '77 Kasumi is an automatic, and every car from 1978 on has a five-speed.
  • Five-speeds are in the Speed Works shop now, and each maker builds its own. Toho's sport box has its gears close together: quick through the gears, a lower top speed. Naniwa's heavy-duty box is made for big turbo power: tall gears, slow to shift, the hardest to break. Kanto's quick-shift box is the fastest road box to shift.
  • The racing cross-mission box is a five-speed now, with the gears packed close and the quickest shift of all. It beats every car's stock gearbox on the drag strip.
  • The four-speed starts from the same first gear as the three-speed, so it really is quicker. It used to be slower on small cars.
  • Rival drivers' cars get the same gearboxes, and their upgrades climb the same ladder.
Periodicav0.4.1

Painted jar

  • Stellar Forge's jar is hand-painted glass now, matching the rest of the art. Stars still bounce off exactly where the glass is.
  • Each game's level list glows in that element's own colour for the level you're up to.
  • The play area no longer cuts off a sliver at its right and bottom edges.
Periodicav0.4.0

Painted art

  • Every puzzle is hand-painted now: new gems, crates and crust in Sodium Splash, glowing stars in Stellar Forge, crystal tiles in Diamond Blast, glassy neon blocks in Neon Jam and chip stacks in Silicon Sort, each on its own painted backdrop.
  • The menus are painted too: game cards, element tiles, buttons, level tiles and the end card.
  • Each element has a little mascot. It waits on the level list, cheers when you clear a level and looks sad when you miss.
  • The pictures load after the game has started, so it opens as fast as before.
Swish Craftv0.9.7

Clean for YouTube

  • When you're knocked out, a light grey poof bursts from your character instead of a red one.
  • The death screen is softer while you wait to get up.
Celestial Arcadev0.11.3

Lunar Touchdown: full spin and clearer landings

  • Lunar Touchdown: the lander turns all the way round now, with no stop at a set angle.
  • Lunar Touchdown: the base safe tilt is 18 degrees, up from 12. The Reinforced Frame upgrade takes it to about 30.
  • Lunar Touchdown: a crash tells you why and the numbers, for example "Came down too hard: 31 (safe 20 or less)".
  • Lunar Touchdown: the VX, VY and TILT readouts show their limit, and turn green when you are inside it and red when you are not.
ChipForgev0.50.0

Some Help

  • Settings has a third way to play between The Old Hand and On Your Own: Some Help. The size helper, soft stalls and auto zero stay on; speed pick, clean vise, saw length snap and the easy chip hook are off, and the helper line starts folded. Hand orders pay +8%.
  • The three cards sit in one row; flip any single helper under Advanced and the row reads Custom.
ChipForgev0.49.0

A truer CNC

  • VMC-1: real proportions. 16 in of side-to-side travel and a 12 in deep table; the tool setter and vise moved to fit, and the Double vise is now one vise that holds two blanks.
  • VMC-1 on a phone: while a part cuts, every Run button stays on screen. Feed and Spindle sit behind Overrides.
  • Knee Mill and lathes: Part done stays plain until your cuts are done, then lights up; the block size no longer runs under the buttons.
  • Drill Press: Whole machine is bigger on a sideways phone.
  • Knee Mill: when the helper line already says why a wheel won't turn (a lock, for one), the same message no longer pops up on top of it.
  • On YouTube only: a short ad can play after you ship a paid order (from your second order, at most every 4 minutes), and the CNC can double what it earned while you were away if you choose to watch one.
ChipForgev0.48.0

Hold to see what it's called

  • Hold a finger on any part of a machine to see its name. Let go and the tag stays for a moment.
  • Knee Mill, first job: Up and Down buttons on the knee, a nudge to use Fast while the cutter is far from the part, a labelled Lock, and a clear thud when the cutter sits on the block with the spindle off.
  • When a cut misses the print, the warning now says cut or hole to match the job.
  • The job card no longer covers the Knee Mill's controls when you walk up; tap Job to open it. After the band saw cut, the Knee Mill button stands out.
  • Drill Press: Whole machine now shows the whole machine, clear of the controls.
  • Knee Mill: a fine quill turn with the feed lever out now always tells you the feed lever is why it won't move, even right at a stop.
DressForgev0.9.0

Easier on a phone

  • Buttons in the sketchbook and the fabric shop are bigger on a phone, so every tap lands.
  • Sheets with buttons at the bottom open all the way on a phone instead of stopping halfway.
  • Tapping between rooms quickly no longer loses a tap, and the helper's glow no longer nudges its text.
  • On YouTube only: a short ad can play when you call the next client, at most every 4 minutes. Playing on shiccup.com stays ad-free.
Flopping Fish!v0.4.1

Intermission

  • On YouTube: out of fish with actors still standing? Watch a short ad for one more fish, once per try.
  • On YouTube: a short ad break can come between scenes, at most once every four minutes of play, never mid-scene.
  • No ads here on shiccup.com.
FlatHead Summer: Tokyov0.5.30

Catch the slide

  • Drifting works like the real thing now: go into a bend a bit fast and turn in, and the tail slides out. Then catch it with a tap the other way (counter-steer) to hold the slide round the bend. Held like that it is the fastest way through the tight corners.
  • Keep turning in during a drift and the car over-rotates and scrubs off speed. Catch it too hard and the tyres grip again.
  • The DRIFT timer counts while the car is really sliding sideways, not while you hold the turn button.
  • Street races: the turns are smooth. The drift used to flick on and off many times a second on full lock with the gas held, and each flick jolted the view sideways.
  • Uncle Ken's drift lesson and the race tips teach the counter-steer.
FlatHead Summer: Tokyov0.5.29

Try it on before you buy

  • Body shop: tap a roof cut, paint, stickers, body parts or ride height to try them on your car. The picture shows the result straight away, and nothing is paid until you press Do it. One bill covers the lot, with the shop days. Start over clears it.
  • With a mouse, just hover over a choice to see it on the car.
  • Your car stays in sight while you scroll the body shop list. On a computer or a phone held sideways it sits beside the list.
  • Zero-yon: the bay behind the pier is one wide view now (the docks, the water, the tower), not three sets of docks in a row.
  • Fixed: a big empty space under the list beside the garage, station and Night Stop pictures on wide screens and sideways phones.
FlatHead Summer: Tokyov0.5.28

Sharp cars everywhere

  • The painted cars are drawn sharp everywhere they show up: the Body view, the paper's ads, the junk yard and the garage list.
  • Wheels turn on their hubs. On some cars they wobbled because the hub was measured a few pixels off.
  • Fixed: a faint box showed behind a few cars where their painting's background was not fully cleared.
  • Fixed: Daiki's '70 Nikko Hotaru 1200 drove into the Hi-Beam backwards once its roof was cut off.
  • The garage buttons (Car, Under the hood, Transmission, Tires, Body, Parts shelf) stay in the same place on every garage view.
  • Fixed: on a phone held sideways the car's numbers in the garage ran over each other. They sit two across now.
FlatHead Summer: Tokyov0.5.27

A gentler launch, a painted garage

  • On the line the rev needle moves half as fast, so you can hold it in the green band with a thumb on GAS.
  • Flooring it off the line is fine in a small car now. Big engines still spin their tyres if you leave on the limiter (up to about half a second lost in the '88 Toho Seiran 3.0GT).
  • The garage close-ups are painted: an engine bay under the hood, the underside of the car for the transmission, and the shop floor for the tyres.
FlatHead Summer: Tokyov0.5.26

Ready for YouTube Playables

  • On YouTube Playables, a short ad can play as you leave a race's results, at most once every 3 minutes of play. The game freezes and goes quiet while it plays. No ads on shiccup.com.
  • No ad ever plays during a race, in the garage, or in Uncle Ken's practice run.
House Flippingv1.0.13

Painted rooftop runs to the bottom edge on tall phones

  • On a tall phone the painted rooftop backdrop now runs to the bottom of the screen, so the pale strip under it is gone.
  • The harbor, fair and site backgrounds are back to their 1.0.11 look.
House Flippingv1.0.12

Sideways game over fits every phone; no pale strip under the painted backdrops

  • On a sideways phone the game-over screen now sits in two columns, so TRY AGAIN and DAILY stay on screen even with a new best, an unlock and Second Wind showing together.
  • The painted backgrounds on a sideways phone run to the bottom edge with no pale strip.
House Flippingv1.0.11

Sideways phones get the painted backgrounds; Halloween decor on the lawn

  • On a sideways phone, the harbor, fair, site and rooftop backgrounds are now hand-painted in the clay look too, day and night.
  • The Halloween jack-o'-lantern and gravestone now sit on the lawn (they floated beside it before).
  • Add ?art=code to the web address to see the old look.
House Flippingv1.0.10

Holiday decorations and debris in the clay look

  • The holiday decorations are now hand-painted in the clay look too: the Christmas tree, star topper and presents, the Valentine's heart balloons and mini hearts, and the July 4th flag and mortar.
  • Flying debris has a painted tile piece as well.
  • The Thanksgiving hay bale and pumpkins now sit on the lawn (they floated beside it before).
  • Add ?art=code to the web address to see the old look.
House Flippingv1.0.9

More clay paintings: fair, harbor, rooftop, holidays

  • The fair's Ferris wheel and gondolas, the harbor's swell and wave mark, the rooftop pigeons and the Thanksgiving turkey, hay bale and pumpkin are now hand-painted in the clay look.
  • Flying debris has painted shard and splinter pieces, and the autumn shrub has its painted version.
  • Fixed thin seam lines at the screen edges of the harbor and fair backdrops.
  • Add ?art=code to the web address to see the old look.
House Flippingv1.0.8

Clay look on hills, fence and ghost

  • The hills behind the lawn, the fair's fence and the Halloween ghost are now hand-painted in the clay look too.
  • Add ?art=code to the web address to see the old look.
Mixed Media (early)v0.8.5

The moon comes out

  • The moons on both night stages now hang where you can see them during the fight: a paper moon on a thread over Kiln's square, a crescent over Sakuga's city.
Mixed Media (early)v0.8.4

Night falls on Thumbprint Square

  • Kiln's clay town square now goes to night in the deciding round too: a deep blue backdrop, a paper moon on a thread and a string of fairy lights, with the studio lamps turned down.
  • Sakuga's rooftop night sky is touched up.
Mixed Media (early)v0.8.3

Cleaner night sky

  • Sakuga's night sky over the rooftop is cleaner at the right edge.
  • The game's pictures are packed so they load in the background, for a quicker start.
Mixed Media (early)v0.8.2

The final round falls at night

  • When a match comes down to the last round on Sakuga's rooftop, the sky fades to night: stars, a crescent moon and the city lights coming on.
Mixed Media (early)v0.8.1

Faces in the corners

  • Each fighter's face now sits in a small portrait box at the outer end of their health bar, so you always see who is who.
  • The stage select shows a painted picture of each stage.
Mixed Media (early)v0.8.0

Painted supers

  • Kiln's super, Between Frames, plays like a stop-motion film reel: frame by frame, the animator's hand reaches in, and the opponent ends up squashed into a ball of clay.
  • Sakuga's super, Key Frame, opens on a close-up of his eyes, then the whole screen turns into an inked anime drawing while he rushes in, slams a clapperboard and finishes with a heel drop.
  • Screen flashes in both supers are kept soft and no faster than twice a second.
Mixed Media (early)v0.7.1

Painted portraits

  • The VS screen shows Kiln and Sakuga in big painted fighting poses.
  • The results screen shows the winner's victory picture, and the loser's battered face next to it.
  • When the CONTINUE? countdown runs, your fighter's beaten face waits with you.
Mixed Media (early)v0.7.0

Painted hit effects

  • Every hit now looks like the fighter who landed it: Kiln's hits burst into clay splats, Sakuga's into inked anime sparks, in three sizes from a light jab to a knockout.
  • Blocks puff clay dust or flash an ink shield, and Kiln kicks up dust when he dashes or lands.
  • Dizzy Kiln gets three little clay birds circling his head, and his Lump Toss throws a real lump of clay that lands, sits on the floor and crumbles.
  • Sakuga's Crescent Cut fires a painted crescent wave, his dashes and Sprint Slash leave speed lines, he sweats when dizzy, and an anger mark pops when his Power Level fires up.
Mixed Media (early)v0.6.9

Results, continues and stage select

  • After a match, the results screen shows the winner's victory line, each side's damage and longest combo, and the match time.
  • Lose in Arcade and you get a CONTINUE? countdown from 9: continue to refight the same opponent, or let it run out to GAME OVER.
  • Can't decide? The ? tile picks a random fighter, and in Versus a random stage.
  • Versus now lets you choose the stage: any fighter's home stage, or a random one.
Mixed Media (early)v0.6.8

Painted stages, intros and victory poses

  • Kiln's and Sakuga's home stages are painted: Thumbprint Square is a clay town square on a studio table, with the townsfolk watching the fight, and Rooftop at Dusk is a city roof under a sunset sky. Each stage has three layers that slide at different speeds as the camera moves.
  • Kiln and Sakuga now have a painted entrance at the start of a match, a victory pose when they win a round, and a slump when they lose on time.
  • The other six fighters still fight on their colour stages until their art is painted.
Mixed Media (early)v0.6.7

Sakuga's specials are painted, and Kiln's arm stretches

  • Sakuga's Crescent Cut, Smear Step, Scarf Rise and Sprint Slash are painted, along with his knockdown, get-up and Hip Throw (forward and backward). Every Sakuga move now shows the anime look.
  • Kiln's Taffy Grab arm now really stretches: a clay arm reaches across the screen, closes its hand on a catch and reels the opponent in. The upward version reaches into the air.
  • Coming soon: painted stages.
Mixed Media (early)v0.6.6

Kiln's specials are painted

  • Lump Toss, Taffy Grab, Sculpt and Pancake are painted, so every Kiln move now shows clay instead of a box.
  • Holding a special shows its own pose: Kiln lumbers with his arms wide while Sculpt is held, winds up while a Lump Toss charges, and slides as a puddle while Pancake is held.
  • Coming soon: Taffy Grab's arm stretching across the screen.
Mixed Media (early)v0.6.5

Kiln hits the floor in clay

  • Kiln is painted when he is knocked down: he bounces, splats flat, lies there, then re-forms and gets up.
  • He squashes for a moment when he lands from a jump.
  • His crouching Toe Squish is painted, and it hits exactly where his squashed toes land.
Mixed Media (early)v0.6.4

Kiln falls, gets up and throws in clay

  • Kiln is painted when he is K.O.'d, getting up, being grabbed and doing his Squeeze throw.
  • His Hand Wall now raises a clay wall well above his head, and it hits exactly where the wall is.
  • Hatch's Tall Line can be followed by his light or heavy attack while the opponent is in the air.
  • Sfumato can jump straight out of a Ceiling Coat that connects and follow up in the air.
  • Fixed: a held special that turns into its longer version could lose its second hit.
Mixed Media (early)v0.6.3

Kiln moves like clay now

  • Kiln is painted when he crouches, blocks, gets hit, jumps, dashes, backdashes and goes dizzy, not just when he attacks.
  • Three attacks now hit exactly where they are painted: Kiln's Puddle Sweep ends where its ripple ends, his Anvil Drop hits low where the fist lands, and Sakuga's Air Slash covers his hand and lead foot.
Periodicav0.3.2

Cleaner end card in Neon Jam

  • Neon Jam's Hint button is free and unlimited, so its end card no longer offers an ad for a hint.
Periodicav0.3.1

Easier to tap

  • The Play button and the other buttons are bigger, so they are easier to hit with a thumb, upright or sideways.
  • Level tiles, the game cards sideways, and the volume slider are bigger too. Same games, same look.
Swish Arenav0.8.4

A short ad after a battle

  • A short ad may play when you leave a battle's results, at most about once every 8 minutes of play, and never right after you chose to watch an ad for a reward.
Swish Baseballv0.8.0

A short ad after each match on YouTube

  • On the YouTube version, one short ad plays after the final result of each match, extra innings included.
  • It never interrupts an at-bat, a pause or the settings screen, and comes at most once every 8 minutes of play.
  • Playing here on shiccup.com stays ad-free.
Swish Craftv0.9.6

Fast hands

  • The item you hold is now in your character's hand.
  • Quicker crafting: Max makes as many as you can afford, and holding Make keeps making.
  • Quicker moving: double-tap (or Shift-click) a slot to send its stack across, split stacks in half, and use Deposit all or Quick stack on chests. When a hotbar stack runs out, the next one comes up from your Bag.
  • Phones: all 9 hotbar slots are reachable (swipe the bar for the rest), taps are more forgiving, and Settings > Controls has a new Trackpad aim to try.
  • The Bag button is easier to spot, and zombies drop more ammo.
Swish Craftv0.9.5

Cleaner look, further view

  • No more dots all over the screen: leaves and roofs near the camera cut away cleanly, and far-off ground no longer sparkles.
  • Toon is the new default look (if you picked a look before, you keep it). All four looks are in Settings > Graphics.
  • You see further: about 25% further on a phone, and a computer on Auto quality now draws at High.
  • On a computer the buttons, hotbar and menus grow with the screen (1.5x at 1920 x 1080). Phones look the same as before.
  • Right-click (or PLACE on a phone) a Workbench, Furnace, Gun Bench, Anvil or any other station to open its crafting. It never builds on the station any more.
Swish Craftv0.9.4

Ads on YouTube

  • The YouTube version now has ads. Here on shiccup.com nothing changes: no ads.
  • On YouTube, a short ad can play when you get back up after dying or wake up after sleeping, at most once every 8 minutes of play, never in the middle of play.
  • On YouTube, when you die you can watch an ad to keep your things on you instead of leaving them in a sack.
Swish Footballv0.15.1

YouTube ads paced like the other sports

  • On the YouTube version, choosing a play and lining up now count toward the 8 minutes of play between ads, so the first ad comes after about one game instead of four or five.
  • Ads still only come between quarters, at half time and at the final whistle, never during a play.
  • Playing here on shiccup.com stays ad-free.
Swish Footballv0.15.0

Short ads between quarters on YouTube

  • On the YouTube version, a short ad can play between quarters, at half time and at the final whistle. It never comes during a play.
  • At most one ad every 8 minutes of play.
  • The match rules, score and controls are unchanged.
  • Playing here on shiccup.com stays ad-free.
Swish Hockeyv0.13.0

Ads between periods and at the final whistle on YouTube

  • On the YouTube version, solo games show a short ad between periods and after the final whistle.
  • At most one ad every 8 minutes of play. Pauses and menus don't count toward that time, and multiplayer has no ads.
  • Playing here on shiccup.com stays ad-free.
Swish Runnerv0.7.1

A short ad between runs

  • A short ad may play between a run and the shop, at most about once every 8 minutes of play, and never right after you chose to watch an ad for 2X.
Swish Squadv0.4.0

An ad between battles on YouTube

  • On the YouTube version, an ad can play when you leave a battle's result screen to go back to the shop.
  • At most once every 8 minutes of battle time, and never on the end-of-run screen.
  • Playing here on shiccup.com stays ad-free.
Swish Soccerv0.15.0

Short ads at half time and full time on YouTube

  • On the YouTube version, a short ad can play at half time and at full time. Play never stops for an ad in the middle of a half.
  • At most one ad every 8 minutes of play.
  • Playing here on shiccup.com stays ad-free.
Swish Cricketv0.15.0

A short ad when a match ends on YouTube

  • On the YouTube version, a short ad can play when a match ends. The result screen waits for it, then shows as before.
  • At most one ad every 8 minutes of play, never during an over, a menu or a pause.
  • Playing here on shiccup.com stays ad-free.
Swish Zombiesv0.67.1

Power-up flash is easier to read

  • The power-up announcement in the middle of the screen sits on a darker plate, so its words read clearly over a bright street.
Swish Zombiesv0.67.0

Tin Lightning fires twice as fast

  • Tin Lightning (the upgraded Tinbox) fires from two barrels, left-right, twice as fast.
  • Carrying a gas can or a car battery now lets you hold a sub-machine gun too. Torch and cell still take pistols and revolvers only.
  • While you carry a locked item, the controls show how to put it down: Q on a keyboard, Swap on a touch screen, which drops it even when you hold only one gun.
ChipForgev0.47.0

Meet the CNC early

  • Buy › CNC is open from the start: see the VMC-1, watch it run, and see what it takes to unlock it.
  • The CNC unlocks sooner: after 5 paid jobs made on 2 kinds of manual machine.
  • Free test drive: after your first paid job, try the dealer's CNC. Load tools, touch off, prove a part and watch a short batch. Nothing you do there touches your shop.
ChipForgev0.46.0

Read the CNC program

  • CNC: the Program tab shows the job's program as numbered lines under its name, the way a real control does.
  • CNC: during the first part the line being run is lit. With Single Block on, it is the line waiting for Cycle Start.
  • CNC: the tool setter's lamp lights when a tool touches it, and the Old Hand points at Touch off for a tool with no length yet.
ChipForgev0.45.0

Set the band saw blade guide

  • Band Saw: a new Set up tab with the blade guide. Slide it IN close to the bar, as on a real saw; the gap shows on a readout.
  • Band Saw: a guide left far from the work lets the blade wander, and Inspection sees the cut drift off square.
  • Band Saw: the guide only moves with the blade stopped, and the Old Hand outlines the right setting.
ChipForgev0.44.0

Feed and spindle overrides

  • CNC: a new Overrides tab with Feed (50 to 150%) and Spindle (50 to 120%) dials, as on a real machine control. Feed changes how long a part takes and how hard each tooth bites; spindle changes cutting speed and tool wear.
  • CNC: the cutting feed tops out at 500 inches per minute, and the readout says when it is capped.
  • CNC: the Old Hand outlines 100% when a dial is left off it.
  • Knee Mill: a handwheel turn that is not allowed now says why the moment you press.
ChipForgev0.43.0

Coolant on the first part

  • CNC: the coolant switch is on the first-part panel too. It is the same switch as the one on the batch run, so flipping either one flips both.
  • CNC: with coolant off, the Old Hand outlines the switch as a reminder. Cutting dry wears tools faster.
  • CNC: on an upright phone the handwheel steps aside on the Run tab, so the first-part panel and the chip pan fit without scrolling.
ChipForgev0.42.0

Cut a batch to the stop

  • Band Saw: the length stop has an On / Off switch. Turn it on for a batch and the saw re-arms after each cut, so every bar comes out the same length without measuring each one.
  • Band Saw: the Old Hand suggests the stop for a batch of two or more pieces.
  • Band Saw: the stop's - and + buttons say why when the stop is at the end of its range, instead of doing nothing.
Flopping Fish!v0.4.0

The painted stage

  • The whole show is hand-painted now: every fish, actor, costume, prop and backdrop, across all seven productions, looks like a paper theatre lit by footlights.
  • Each production has its own painted backdrop, from the castle hills of the opening season to the rainy alley of Trout Noir and the starship of Cosmic Cod.
Flopping Fish!v0.3.8

Every brushstroke

  • Behind the scenes: every fish, actor, prop and backdrop now has a hand-painted version, across all seven productions, ready for testing. The show still looks the same as before until the painted look is switched on.
Flopping Fish!v0.3.7

Nearly every brushstroke

  • Behind the scenes: almost all of the hand-painted fish, actors, props and backdrops are now in the game for testing, across all seven productions. The show still looks the same as before; the painted look switches on once the last few pieces are finished.
Flopping Fish!v0.3.6

Paint drying backstage

  • Behind the scenes: the first hand-painted fish, actors, props and backdrops are in the game for testing. The show looks the same as before for now; the painted look switches on once every piece is finished.
House Flippingv1.0.7

Clay look for everyone

  • The hand-painted clay toy look is now how the game looks for everyone: houses, lawns, trees, sky and scenery.
  • The fireworks crate and the FOR SALE sign are gone from the lawn.
  • More pieces are still being painted (the fair's Ferris wheel, harbor waves, pigeons and holiday decorations), and sideways phones keep drawn backdrops for now. Add ?art=code to the web address to see the old look.
House Flippingv1.0.6

Every piece painted (preview)

  • The hand-painted toy style behind ?art=toy is now complete: the last pieces are in, including a new Lighthouse whose shape now follows its painting, the sun, the balloon, the winter lawn and daytime harbor, fair, building site and rooftop backdrops.
  • Painted backdrops darken properly at night, and on sideways phones the game keeps its drawn backdrops for now.
  • Without ?art=toy the game plays exactly as before. Claymation physics is still there to try with ?clay=1 or ?clay=2.
House Flippingv1.0.5

Painted scenery and clay physics (previews)

  • Add ?art=toy to the game's web address to see the hand-painted toy style on almost everything: houses, lawns, trees, garden decorations, clouds, birds, props and the stage platforms. A few backdrops are still being painted.
  • New preview: claymation physics. Add ?clay=1 (gentle) or ?clay=2 (full) and houses squash, keep their dents like clay and move in a stop-motion style.
  • Without these, the game plays exactly as before. One small fix for everyone: the hot-air balloon in the sky is now a full balloon.
House Flippingv1.0.4

A first look at painted houses

  • An early look at the new hand-painted toy style: add ?art=toy to the game's web address to see 18 painted houses and two painted lawns.
  • Without it, the game looks and plays exactly as before. More painted scenery is on the way.
Mixed Media (early)v0.6.2

Sakuga's last three attacks are painted

  • Sakuga's Scarf Whip, Leg Sweep and Dive Kick are now painted, so every one of his normal attacks shows real art.
  • Each attack's hit area lines up with the painted fist, foot or scarf.
Mixed Media (early)v0.6.1

Sakuga's attacks are painted

  • Sakuga's punches and kicks are now painted: Quick Cut, Second Cut, Speed Cut, Shin Tap, Air Slash, Drop Heel and Rising Hook.
  • His Scarf Whip, Leg Sweep and Dive Kick are being repainted and follow soon.
Mixed Media (early)v0.6.0

All eight fighters are in

  • Vellum, an illuminated-manuscript monk, joins with Nib, his puppet hound. Nib bites, rolls and takes hits for him. Home stage: The Scriptorium Page.
  • That completes the first eight: Kiln, Sakuga, Baren, Dither, Benday, Hatch, Sfumato and Vellum.
  • Six of them fight as plain shapes until their paintings arrive.
Mixed Media (early)v0.5.3

Two more fighters: Hatch and Sfumato

  • Hatch, an animator's pencil sketch, joins. He can leave a sketchy double behind to fool you. Home stage: The Light Table, 3 AM.
  • Sfumato, an old oil painting, joins. Three coats of varnish let him shrug off hits, and he cracks as they wear away. Home stage: The Long Gallery, After Hours.
  • Seven fighters now; one more to go in this first group.
Mixed Media (early)v0.5.2

Fighters on the menus

  • The painted fighters now appear on the title screen, their character select cards and the VS screen, facing off.
  • Fighters who aren't painted yet keep their colours until their paintings arrive.
Mixed Media (early)v0.5.1

Benday joins; every fighter fits on the select screen

  • Benday, a Sunday-comic fighter, joins. He lights four colour plates as he lands hits, blocks with a speech balloon and throws sound-word punches.
  • His home stage is the Sunday Breakfast Table.
  • The fighter select screen is now a grid that fits every fighter and the Back button on a phone, upright or sideways.
Mixed Media (early)v0.5.0

Two new fighters: Baren and Dither

  • Baren, a woodblock printer, joins. He builds colour blocks as he fights and can freeze in a pose to catch an incoming hit.
  • Dither, a 16-bit pixel fighter, joins. He collects fire, ice and thunder power-ups, and his Sprite Shot can lead straight into his super.
  • Both fight as plain shapes for now; their paintings come later.
  • Baren has his own home stage, The Carver's Yard at Dawn, and Dither has Checker Harbour.
Mixed Media (early)v0.4.0

Settings that all work, lighter art

  • Settings now has Sound and Play tabs. Every switch and volume control does what it says.
  • Menu buttons give a soft click; fights stay quiet until the real sound effects arrive.
  • The painted fighters download about four times faster, and only the two fighters in your match load.
  • Under the hood, the game is now ready for YouTube Playables.
Mixed Media (early)v0.3.2

Kiln's painted punches

  • Kiln's attacks are painted now: Thumb Jab, Double Jab, Lump Smack, Mallet Fist, Puddle Sweep, Anvil Drop, Hand Wall, and his Belly Flop and Dough Hammer in the air.
  • Each punch shows its strike pose exactly while it can hit, so what you see is what lands.
Mixed Media (early)v0.3.1

Attacks move

  • No more red attack rectangles: fighters now wind up, lunge into the hit and dip low for sweeps, with a swipe through the strike.
  • Sakuga has his first painted moves: crouching, blocking high and low, getting hit, jumping, dashing, dizzy and K.O.
  • Want the boxes back to study the hitboxes? Settings still shows them.
Mixed Media (early)v0.3.0

D-pad and buttons you can see

  • A D-pad replaces the drag stick on phones: press the arrow you want, and the diagonals between them work too. The arm you're pressing lights up.
  • Buttons now sink in and get a bright ring when you press them, so you can see what you hit even under your thumb.
  • Prefer the stick? Settings > Controls still has the thumb stick and the fixed stick.
Mixed Media (early)v0.2.1

Sakuga moves too

  • Sakuga now bounces on his toes while he waits and walks with his guard up, his scarf trailing behind.
  • Attacks are still being painted, so both fighters hold their stance while they strike.
Mixed Media (early)v0.2.0

First painted fighters

  • Kiln and Sakuga are painted now instead of coloured boxes.
  • Kiln breathes while he waits and walks with real steps that match his speed. Sakuga stands in his painted fighting stance.
  • Their moves aren't painted yet, so for now each fighter holds his stance during attacks. The attack art comes next, one move at a time.
  • Prefer the boxes for checking hit ranges? Settings > Fighter art switches back.
Mixed Media (early)v0.1.1

Easier stick on phones

  • The stick now follows your thumb: put your thumb down anywhere on the left side and that spot becomes the centre. You can switch back to a fixed stick in Settings.
  • In portrait the buttons sit further right, so pushing the stick forward no longer runs your thumb onto the S button.
  • A touch that lands on a button always counts as that button.
Swish Craftv0.9.3

Auto-jump

  • Auto-jump: walk into a one-block step and you hop up onto it by yourself. No need to press Jump.
  • You keep your speed through the hop. Fences, walls two blocks high and low ceilings still stop you.
  • Settings > Controls > Auto-jump turns it off if you'd rather jump yourself.
ChipForgev0.41.0

A real small-shop CNC

  • CNC: the VMC-1 now matches a typical small-shop CNC mill: 12 in of front-to-back travel, 10 in up and down, a 10-tool changer, 600 in/min rapids and a quicker tool change.
  • CNC: a Coolant switch for the batch run. Without coolant, tools wear twice as fast. The Old Hand suggests turning it on.
  • CNC: the first-part run gets the 5% rapid step real panels have: 5, 25, 50 or 100%.
  • Contour Saw on a sideways phone: the readout no longer covers the helper button, and the Slack and Set labels fit their buttons.
ChipForgev0.40.0

Shop habits: coolant, tension, prove it first

  • Band Saw and Contour Saw: a blade tension switch, Slack or Set. A new blade starts slack, and the saw won't start until you tension it. The Old Hand reminds you before the first cut.
  • Surface Grinder: a coolant switch. Grinding dry heats the part twice as fast. The Old Hand asks you to turn it on.
  • Surface Grinder: a Tug test for the magnet. Give the part a tug before the first pass to check it's held tight; the Old Hand asks for it once per job.
  • CNC: on the first part of a run, the Old Hand suggests Single Block and Rapid 25% with a dashed outline. It's your call; nothing is forced.
  • CNC: Cycle Start, Feed Hold and Single Block now fit on one row on a phone held upright.
ChipForgev0.39.0

Find your zero, and every machine feels like the mill

  • Jobs show the block size on the print, the job strip and the Job sheet. Mill prints mark the datum corner and the pocket centre.
  • The Old Hand now walks you through Find the edges: touch off with the edge finder before the first cut. The dials start at an unknown zero on each job, and inspection checks where the pocket sits, not just its size.
  • Lathe: the Feed tab works like the knee mill. One big handwheel the mill's size (upright or sideways), pick the axis, hold to feed, Zero and lock. The chip hook sits under the wheel.
  • Surface Grinder: one Handwheels tab with Table, Cross and Down, laid out like the mill.
  • Drill Press: the table handwheels use the mill's panel.
  • A single tap always moves one graduation, on every machine.
  • The lathe's suggested belt gets the mill's dashed outline. The Band Saw and CNC readouts fold away like the mill's.
  • One thud for a handwheel that can't turn, on every machine. Old Hand buttons wrap instead of cutting words off on a phone.
ChipForgev0.38.0

Every machine, one set of controls

  • Surface Grinder: the downfeed handwheel now works like the knee mill's, with Fine and Fast gears, -1 and +1 (one ten-thousandth), and hold to crank that stops when you let go.
  • CNC: the jog handwheel works like the hand machines. Pick ×1, ×10 or ×100, tap -1 or +1, or hold to turn; a turn that can't happen thuds and says why. The CNC panel now fits a phone held upright.
  • Knee Mill: a handwheel that can't turn now says why (the table is locked, or the axis is at the end of its travel) instead of only thudding.
  • Every handwheel shows its numbered dial face; the drill table, grinder and CNC wheels were a blank black disc.
  • Drill Press, Surface Grinder, Band Saw and Contour Saw readouts now look like the lathe's: lines wrap instead of cutting off, amber while there's stock to go, green on size.
  • One rule for pop-ups on every machine: a message pops up unless the Old Hand's line already says it.
  • On a phone, each handwheel sits beside its buttons, in pairs: the holds, -1 and +1, and the gears.
ChipForgev0.37.0

Every machine handles like the knee mill

  • Drill Press: the table's X, Y and height wheels now work like the knee mill's, with Fine, Normal and Fast gears, -1 and +1 buttons, and hold to crank that stops when you let go. On a phone you pick one wheel at a time.
  • Lathe: the small lathe's carriage now reaches right up to the chuck, so the Threaded Stud can be cut by hand.
  • Surface Grinder: with Soft stalls on, too heavy a downfeed stops the wheel unhurt instead of breaking it, and Auto zero sets the dial on the first touch.
  • Band Saw: with Soft stalls on, forcing the feed stalls the blade instead of stripping its teeth.
  • CNC: a button that can't work right now thuds and buzzes like the hand machines and says why.
  • When the Old Hand has already told you something, tapping again makes its line glow instead of growing, so it never covers your buttons.
  • Settings now say exactly which machines each helper works on, and that the helpers-off pay bonus is for hand jobs.
FlatHead Summer: Tokyov0.5.25

Launching off the line

  • Fixed: holding the gas flat through the lights bogged the car. The shift light came on while the clutch was still slipping off the line, so a tap on UP put second in at walking pace. The shift light now waits for road speed.
  • Every car has a launch band, lit green on the tach while you wait for the lights. Leave inside it for a GOOD LAUNCH. Too many revs and the tyres spin (smoke and a squeal) and lose up to about 0.6 s over the quarter mile; too few and the car bogs down.
  • Small engines want lots of revs, big ones want few: the '70 Nikko Hotaru 1200 wants 5,000 rpm or more, the '88 Toho Seiran 3.0GT about 2,600.
  • Uncle Ken tells you on the line whether the revs are too high or too low, and how the launch went.
  • Rivals leave at their own car's best revs, or a little low the less skilled they are, and their tyres smoke when they spin them.
  • The zero-yon time in the garage is from the car's best launch.
FlatHead Summer: Tokyov0.5.24

Every car painted, and the wheels turn

  • Gemini painted the last seven cars in the ANIME look: the '88 Nikko Shiranui Twin Cam, the '85 Nikko Shiranui ZT, the '89 Nikko Sylphid Open, the '88 Toho Seiran 3.0GT, the '86 Azuma Midstar, the '89 Meisho Vortex RZ and the '88 Hayate Cypher V-R. Every car in the game is painted now.
  • The '81 Tekka RS, the '83 Seiran XX, the '85 Chuo Tourer and the '85 Kaido GT have their rear painted too, so they look right from behind in a race.
  • Cars pulling into the Night Stop, driving past it and leaving it turn their wheels as they roll.
  • A dark stripe or sill on a painted car shows in the car's own colour, darker, instead of purple.
Mixed Media (early)v0.1.0

First feel test

  • A new 2D fighting game where every fighter is a different art style. This first test is about how fighting feels: the fighters are coloured boxes until their art is drawn.
  • Two fighters: Kiln, a clay grappler whose lumps stick you to the floor, and Sakuga, a fast anime fighter whose Power Level climbs as he lands hits.
  • Four buttons: Light, Heavy, Special and ★ for the super. Hold Special for stronger versions, and press Light and Heavy together to throw.
  • Arcade, Versus and Training, with a move list in the pause menu. A computer opponent on Easy, Normal or Hard.
  • Phones play in portrait or landscape with touch controls; keyboard and gamepad work too. No sounds yet.
Quota Dropv0.24.0

A new painted look

  • A new painted look is now the normal look: glowing glass bubble pegs, with a different shape for each kind of peg (springy, kicker, sticky, slider, heavy, ghost and the solid crystal block), a glass ball, a glass water-drop dripper where the ball appears, a glowing frame, a glass quota tube and frosted glass item slots.
  • Three new deep-sea backgrounds, one per depth: sunlit kelp shallows, a crystal cave and the deep, with glowing jellyfish.
  • The board, the rules and the numbers are unchanged, and the board is exactly the same size as before.
Quota Dropv0.23.3

A preview of the new look

  • A preview of the game's new painted look is up at shiccup.com/play/quota-drop/?art=b: glowing glass bubble pegs, a different shape for each kind of peg, a glass ball, a glass water-drop dripper where the ball appears, a glowing frame and three new deep-sea backgrounds (shallows, crystal cave, the deep). The board, the rules and the numbers are unchanged, and the normal page keeps today's look.
Quota Dropv0.23.2

A liquid test page

  • A test page for a new, floatier liquid look is up at shiccup.com/play/quota-drop/?lab=liquid: the liquid in each bubble rocks when the ball hits it, and with Flows on, every hit splashes into the ball, which pours its points into the quota tube at the end of the drop. The game itself is unchanged.
Swish Arenav0.8.3

Settings no longer wipe progress

  • Changing a setting no longer resets your progress on YouTube.
  • Settings are saved together with your progress, so the two cannot overwrite each other.
  • Settings from earlier web versions carry over the first time you open the game.
Swish Craftv0.9.2

Creative

  • New World now asks how you want to play: Survival, or Creative. Your current world stays Survival.
  • Creative: nothing can hurt you, no zombies come at night, and food stays full. A tap breaks any block, and nothing ever gets used up.
  • In Creative, the bag lists every block and item. Tap one to put a full stack in your hotbar.
  • In Creative, tap Jump twice to fly. Hold Jump to rise and Down to sink.
  • New block textures for every block. Settings > Graphics > Block textures switches back to the Classic look.
ChipForgev0.36.0

The drill press and grinder ease you onto size

  • Drill Press: with the Size helper on, the quill slows as the hole nears its depth and holds at the last good depth, so following the helper keeps the depth in tolerance.
  • Surface Grinder: the downfeed slows as the part nears its thickness and holds at the last good size, by hand or on Auto.
  • On both, the checklist turns amber as you get close and green with one buzz when you're in, and the Old Hand tells you when to ease off.
  • Lathe: with the Size helper on, plunging the cross slide past the size line is held too.
  • Lathe orders: the chamfered pin's step now always sits where the carriage can reach it.
  • Every machine says the size stop in the same words.
  • On Your Own, or with the Size helper off, nothing changes.
ChipForgev0.35.0

The lathe eases you onto size

  • Lathe: with the Size helper on, turning a diameter or facing to length works like the mill. The cross slide and carriage run at full speed, slow down as you get close, creep inside the tolerance and hold at the last good size, so following the helper keeps the size in tolerance.
  • The checklist turns amber as you get close and green with one buzz when you're in. The Old Hand says when to ease off and tells you when you're stopped on the size line.
  • The lathe's power feed knocks off at the last good size too, with a note saying why.
  • On Your Own, or with the Size helper off, the lathe is unchanged.
ChipForgev0.34.0

Every machine pushes back the same way

  • Drill press, surface grinder, band saw and contour saw now answer a blocked move the way the mill and lathe do: a thud and a short buzz, and the helper says why. With the helper open the reason goes on its line; otherwise a short message pops up.
  • The band saw tells you why a held cut is refused instead of doing nothing, and the drill explains a spare bit that won't fit instead of showing a red warning.
  • The Knee Mill now runs on the same wheel controls as the lathe, so the two stay matched from here on. The mill looks and feels exactly as before.
ChipForgev0.33.0

The lathe handles like the mill

  • Lathe handwheels now work like the Knee Mill's: drag a wheel, tap minus or plus to move exactly one mark, hold the arrow buttons to crank, and switch to Fine for the last few thousandths or Fast x4 to cover ground.
  • A lathe wheel stops the moment you let go. A fast swipe no longer stores up feed that keeps cutting after your finger lifts; the extra turn is refused with a thud instead.
  • When the lathe blocks a move (a lock, a stop, the chuck, the tailstock, the half nut or the power feed), you get the same thud and buzz as the mill, and the helper says why.
  • Turning a wheel while the power feed drives that slide now tells you the power feed has it, instead of doing nothing.
  • The lathe's readout lines and controls fit phones held upright or sideways, with every button full finger size.
ChipForgev0.32.0

Power feed and a gentler size stop

  • Knee Mill: the quill has a power feed. Pick 0.0015, 0.003 or 0.006 inch per spindle turn, then Up or Down, and the quill moves by itself. It stops 0.010 inch short of the depth stop.
  • A Hand / Power switch on the quill shows the handle or the power feed. The power feed only engages at 3000 rpm or slower, like the real one, and says so if the spindle is too fast.
  • With the Size helper on, the knee no longer stops dead. It runs at full speed, slows over the last 0.010 inch, creeps inside the tolerance and holds at the last good size. The checklist turns amber as you get close and green with one buzz when you're in.
  • Drill press: the table crank moves 0.200 inch per turn and won't move while the column lock is on. The helper tells you to free the lock first. The quill springs back up in about a third of a second.
  • Lathe: 6061 aluminium makes long stringy chips that wind into a nest at feeds up to 0.008 inch per turn, like the real metal.
  • Band saw and contour saw: if something can't move during a cut, they now tell you why and buzz the phone instead of doing nothing.
  • Surface grinder: never says Part done on a practice block or after a scrap, and the part's outline follows the cut so the helper box lines up on phones.
  • CNC: the handwheel's minus and plus buttons are full finger size on phones.
ChipForgev0.31.0

Indicate the bar true

  • L-14 lathe: a new Chuck tab. Put the test indicator on the bar, turn the chuck round by hand in eight steps and read how far the bar runs off centre.
  • Snug the chuck, tap the high side with the dead-blow hammer, tighten, and read it again until it runs true. The lathe won't start with the chuck only snug.
  • Chamfered pins are checked for runout at Inspection: more than 0.002 in off the bar's centre fails, and Inspection says why.
  • The Old Hand walks you through indicating the bar the first time.
  • Surface grinder: the wheel stays worn from one part to the next until you dress it, like a real wheel.
  • Scrap a part on the grinder and its job clears at once, so the helper stops pointing at a part that's gone.
  • Auto with no stop set feeds down through the part toward the chuck. The Feed tab says so, and The Old Hand warns you before it starts.
ChipForgev0.30.1

The drill press feels like the real one

  • Drill press: let go of the feed lever and the return spring lifts the bit out of the hole on its own, the way a real drill press does.
  • Drill press Table tab: crank the table up or down to suit the part (Fine, or Fast for big moves). The column lock holds the table steady while you drill, so unlock it only to move the table.
  • The drill's depth stop now sets in 0.010 in steps, and the helper asks for a depth you can actually dial in.
  • The Old Hand explains the return spring and the column lock the first time you meet them.
ChipForgev0.30.0

Set the tool on centre

  • L-14 lathe: the tool post has a real height setting. A new setup starts with the tool a touch low, so set it on centre against the tailstock point before you face.
  • Face with the tool below centre and you leave a nub in the middle. Inspection now names it and says which side the tool sat on.
  • The helper (The Old Hand) walks you through setting the tool on centre before touch-off.
  • Buy > Machines on a phone: the listing, payment and sell sheets no longer stop halfway with their buttons hidden under the bar. Drag them up or down and the buttons stay in reach.
  • The lathe view no longer twitches when a message tucks into the helper line.
FlatHead Summer: Tokyov0.5.23

Clay's birthday, painted

  • On Clay's birthday (July 7) the Night Stop has its own painting: Clay, Wyatt, Mat and Jakey T sitting out front with Kiya, and balloons tied to the pop machine.
  • Its signs read the same as on any other night. The day after, the Night Stop looks the way it always does.
FlatHead Summer: Tokyov0.5.22

Nineteen more painted cars

  • Gemini painted 19 more cars in the ANIME look: Mat's two (the clean coupe and the black wagon), Jakey T's two-tone coupe, and 16 of the cars in the paper and at the Night Stop. Body kits fit them all, and your paint colour still shows through.
  • Four of them (the '81 Tekka RS, the '83 Seiran XX, the '85 Chuo Tourer and the '85 Kaido GT) have only their side painted so far; seen from behind they keep the old look until their rear is painted.
  • Getting ready for YouTube: when YouTube pauses the game it now saves and freezes everything until you come back, and a save that fails to load can never overwrite your real one.
FlatHead Summer: Tokyov0.5.21

In gear on the line

  • A new start: you are in gear from the moment the lights come on. Hold GAS to rev through the countdown and the car goes by itself on the green. No more red lights, and a tap on UP right at the green is not counted as a shift.
  • Fixed: an automatic launched with the gas held all the way down ran up to top gear before it moved, and lost about 5 seconds on the quarter mile. It now shifts on road speed.
  • Wyatt drifts every bend in a street race now, with tyre smoke and the body swinging out, easy to see from behind.
  • Smoother bends: the road no longer jumps a little every few metres through a turn, and the picture moves evenly on 90 and 120 Hz screens.
  • Fixed: on a lot of the cars the front wheel arch cut away the fender over the wheel, so the front of the car looked missing. Every car has its fenders back.
FlatHead Summer: Tokyov0.5.20

Pink slips at the party

  • On Clay's birthday you can race the four for their cars too: tap a face, then a drag race or a street race, just for fun or for the car.
  • One race for a car with each of them per birthday; after that it is just for fun.
FlatHead Summer: Tokyov0.5.19

Off the wall

  • Fixed: a car that came to a stop against a wall or the guardrail could stay stuck there. Steer away with the gas on and it drives back onto the road.
  • Leaning slowly on a wall counts as one hit, not a crash every moment.
FlatHead Summer: Tokyov0.5.18

A birthday race

  • On Clay's birthday (July 7), tap one of the four out front of the Night Stop to race just for fun: a drag race or a street race, no money and no pink slips.
FlatHead Summer: Tokyov0.5.17

Race the four your way

  • Clay, Wyatt, Mat and Jakey T now race like everybody else at the Night Stop: a drag race (just for fun, ¥10,000, ¥50,000 or the car) or a street race (¥25,000, ¥50,000, ¥100,000 or the car).
  • A race for money leaves the car on offer: they stick around the lot that night, so you can still race for the car.
FlatHead Summer: Tokyov0.5.16

Clay's '83, hand-painted

  • Clay's white coupe is hand-painted in the ANIME look again, now in its real colors: the sunset band, the red tail, the white spoiler and black wheels, from the side, from behind and with the roof off.
FlatHead Summer: Tokyov0.5.15

Clay's '83, like the real one

  • Clay's white coupe now wears its real colors: a yellow, orange and red band sweeping back from the door, a red tail, a white trunk spoiler and black wheels.
  • Its hand-painted ANIME version is being repainted to match; until then it shows in the sharp pixel style.
FlatHead Summer: Tokyov0.5.14

Painted rival cars, part 1

  • Clay's white coupe, Clay's red rocket and Wyatt's sedan are hand-painted in the ANIME look, from the side, from behind and with the roof off. The rust comes with them.
FlatHead Summer: Tokyov0.5.13

Small print

  • The paper's front page is back to the usual news. Read the classifieds all the way to the bottom now and then.
FlatHead Summer: Tokyov0.5.12

Buttons that look pressed

  • The race buttons go darker and push in while you hold them, by finger, mouse or key: hold the brake key and the Brake button lights up.
  • A tap on a shift key lights Up or Down for a moment.
FlatHead Summer: Tokyov0.5.11

Fog on the bay

  • One night in late June a fog rolls in off the bay. Keep an eye on the paper after that.
  • If you met the four at the Hi-Beam, the end of the summer has one more line.
FlatHead Summer: Tokyov0.5.10

Clay's birthday

  • On July 7 it's Clay's birthday: Clay, Wyatt, Mat and Jakey T sit out front of the Night Stop with balloons tied to the pop machine, and nobody races for pink slips that night.
  • Wish Clay a happy birthday and each of the four has something to say.
FlatHead Summer: Tokyov0.5.9

Keyboard: J and K, your own keys

  • J shifts up and K shifts down, next to Space and Z.
  • New Keys button at the top (Settings on a small window): pick "arrows drive, Space shifts" or "W A S D drive, arrows shift, Space brakes", or add and take off keys for each control.
  • The key names on the race buttons, Uncle Ken's tips and How it works follow the keys you actually press.
FlatHead Summer: Tokyov0.5.8

Mat talks like Mat

  • Mat says "oh, for sure" now, and Kiya rides shotgun in the wagon too.
FlatHead Summer: Tokyov0.5.7

The rare rivals: junkers, kept cars and Minnesota

  • Clay, Wyatt, Mat and Jakey T talk like home now: ope, uff da, you betcha. Every one of them has new lines on the drive-in card and in the race cut-ins.
  • Clay's white coupe, Mat's white coupe and Jakey T's Nikko are kept like new. Clay's red rocket, Mat's black wagon and Wyatt's faded blue sedan are rusted junkers. Wyatt's sedan has a long stripe down each side. Those aren't racing stripes.
  • Wyatt's sedan is an automatic now, the only one of the six: four speeds, it shifts itself and can never drop its gearbox, but it takes 11.8 s to reach 100 km/h.
  • Parts nobody sells, the rare rivals' one-offs, never break: a blow-up still loses that race, but the part runs again at 99% worn.
  • Fixed: a race against Mat's wagon could not draw the wagon.
FlatHead Summer: Tokyov0.5.6

Tenjin Pass: the mountain and the drop

  • Tenjin Pass now runs along the side of the mountain: a rock face on your right with the forest above it, and on your left a guardrail with a long drop into the valley behind it.
  • Brush the guardrail and you scrape along it. Slide into it hard, going much too fast for a bend, and you go through it and over the edge: the car is wrecked and the race is over. Braking in time, or holding a clean drift, keeps you on the road.
  • Uncle Ken warns you when you are on the guardrail or the rock, and How it works explains the pass.
FlatHead Summer: Tokyov0.5.5

Hand-painted cars: the first two

  • ANIME mode is getting hand-painted cars, each true to the real car it stands for. The first two are in: the ’89 Raijin GT-X (the King’s car) and the ’83 Hachi-Go Apex. They take whatever colour you paint them, from the side in the garage and from behind in a race. The other cars follow as they are painted; until then they keep their current look.
  • On those two cars the body shop’s parts are painted too: a big wing, riveted box flares, a jutting chin spoiler, a front lip, side skirts, tall chrome pipes and gold deep-dish mesh wheels. Take the roof off and you get the painted open car.
  • A lowered car’s brake lights now sit on the lights, not a little above them.
FlatHead Summer: Tokyov0.5.4

Real drifting, roof-off cars and a tougher King

  • Drifting works now. Go into a bend a little fast and keep steering into it: the tail slides, the view swings into the bend and DRIFT counts the seconds you hold it. A held drift is the quickest way round. Rear-drive and mid-engine cars drift best, 4WD a little, front drive not at all.
  • Going in much too fast no longer pays. RUNNING WIDE warns you that the car is sliding out of the bend: lift off and brake, or it hits the wall. Wall hits cost more speed the harder you hit, and holding the gas into every wall now wrecks the car.
  • Uncle Ken's drift lesson: a street practice run on the Harumi loop, with nothing on it. Find it in How it works. With his tips on, he talks you through the bends in real street races too: when to brake, when to turn in, and how to hold the slide.
  • The result sheet of a street race shows each driver's longest drift.
  • Take the roof off at the body shop and the roof really comes off: an open car with a short windscreen and the seats showing, from the side and from behind. From the driver's seat you see the night sky overhead.
  • The King now runs a boosted engine too, so a boost alone no longer beats him: at the zero-yon his car is as quick as the best car you can build, and winning takes a good launch and clean shifts.
FlatHead Summer: Tokyov0.5.3

Phone controls by thumb

  • New phone controls: your left thumb steers and changes gear, your right thumb stays on the gas. Steering is on the left, UP (with DOWN under it) in the middle, GAS on the right with BRAKE under it. Drag races and street races now use the same layout.
  • Tapping UP lifts the gas for you for a split second, so you can keep your right thumb on GAS through every shift without breaking the transmission. A quick flick up on GAS still shifts too.
  • Held upright, the controls are bigger and sit higher on the screen, with the dash just above them.
  • A touch the phone takes back mid-race (for example as a double tap) no longer lets go of the pedal while your finger is still on it.
FlatHead Summer: Tokyov0.5.2

Jakey T's portrait, left-hand drive and new Smooth paintings

  • Jakey T has his portrait in the ANIME look.
  • The rivals' cars are left-hand drive: win one and you sit on the left, with the stereo and the boost gauge on the other side of the dash.
  • Smooth mode has newly painted, sharp pictures of the gas station, the night stop and the junk yard, with every sign lettered crisp. The gas station office has a new roof sign.
  • The rivals' cars are sharp in ANIME and Smooth too, and cars parked at the night stop now show their sharp art without waiting for a race.
FlatHead Summer: Tokyov0.5.1

Sharp cars and a sharp street

  • In ANIME and Smooth, the cars, the roadside buildings, neon signs, lamps, billboards and your car's hood are drawn at four times the detail, so they stay crisp on big screens and in full screen.
  • VGA and EGA keep the pixel art.
FlatHead Summer: Tokyov0.5.0

Rare rivals: the Funakoshi brothers and Jakey T

  • Once in a while a rare rival rolls into the Hi-Beam Night Stop: Clay, Wyatt or Mat Funakoshi (Mat's dog Kiya rides along), or Jakey T in his '84 Nikko. They only race for pink slips: beat them and their car is yours.
  • Each brother brings worn-in cars, a story in the paper and a portrait in the ANIME look.
  • In ANIME, every engine, manifold, carburetor, gearbox and tire set in the paper and the garage is a sharp new picture.
FlatHead Summer: Tokyov0.4.4

ANIME is the default look, and a sharp street in races

  • The game now starts in the ANIME look: painted places, portraits and race cut-ins. Your save switches to it once; the graphics button still cycles ANIME, Smooth, VGA and EGA.
  • In ANIME, races draw the street at your screen's full resolution: the road, the walls, the city skyline and the pier are sharp on big screens and in full screen instead of blocky.
  • On phones the race cut-in no longer makes the page slide sideways.
FlatHead Summer: Tokyov0.4.3

Sharp places in Smooth mode

  • With graphics set to Smooth, the garage, the gas station, the night stop and the junk yard are sharp, detailed pictures at full size, with every sign lettered crisp. Big screens and full screen look clean instead of blocky.
  • VGA, EGA and ANIME look the same as before.
FlatHead Summer: Tokyov0.4.2

Jake's fonts are back, and a painting of the junk yard

  • The game uses Jake's original typefaces again: the newspaper serif in the paper, the condensed sans on buttons and headings, and smaller, easier-to-read text everywhere. Japanese text keeps its own font.
  • Yumenoshima Wreckers now has a painting at the top of the yard page: old Okada's lot at night, the roof sign and the chalkboard.
FlatHead Summer: Tokyov0.4.1

A sharp dash on big screens

  • In a race, the cockpit, the dash readouts, the stereo and the steering wheel now draw at your screen's full resolution, so they stay sharp in full screen and on big monitors. The road and the city outside keep their pixel look.
  • EGA mode dithers the sharp dash to its 16 colours; VGA, Smooth and ANIME show it as painted.
FlatHead Summer: Tokyov0.4.0

Uncle Ken shows you how to fix it, and the junk yard

  • When a part breaks, Uncle Ken walks you through the fix one step at a time and lights up what to tap: where to buy another one, each bolt to take out (the carburetors before the manifold, the manifold and the wiring before the engine), the empty spot to fit the new one, and the bolts to tighten.
  • He explains the paper's All makes button: the parts pages only list what fits your car, and All makes shows every make, though other makes won't bolt in.
  • The first time you break a transmission with his tips on, Ken has a spare in the back and puts it on your shelf.
  • New: Yumenoshima Wreckers, at the very bottom of the parts pages. Old Okada lets you into his yard to pull parts off crashed cars yourself, bolt by bolt, then you pay what his chalkboard says at the office. Prices are the same for every make, so a good engine is a find. New wrecks come in every day.
  • Bolts are easier to tap on phones.
FlatHead Summer: Tokyov0.3.2

Fills a big screen

  • In full screen or a big window the whole game scales up to fill the screen, instead of a narrow column with empty space on both sides.
  • Text, buttons and pictures grow with it and stay sharp. Phones are unchanged.
FlatHead Summer: Tokyov0.3.1

Painted cockpit and skylines in every race

  • The cockpit is a painting now, centred on the driver, with the gauges, stereo and boost gauge built into the dash.
  • Each race place has its own painted skyline: Tokyo with its tower in the city, the harbour lights at the pier, and the ridges of Tenjin Pass.
  • ANIME mode uses its own anime-style versions of all four.
FlatHead Summer: Tokyov0.3.0

Uncle Ken shows you how it all works

  • New to cars? On a new game Uncle Ken offers to walk you through buying a car, fixing it and your first race. His card on each place says what to do next, with a Show me button that takes you there.
  • If your car won't run, Ken says what is wrong and how to fix it, and takes you to the right garage page.
  • During a race Ken calls out the start and every shift: hold the gas, wait for green, tap Up, shift on the light. After the race he says what went right or wrong.
  • How it works (the ? button, or ≡ on phones) explains the page you are on, how a car works and how to race, and has a practice run against Goro with nothing at stake.
  • Ken's tips can be switched on and off from How it works at any time.
FlatHead Summer: Tokyov0.2.11

Wide screens use the whole width

  • On a laptop, desktop or full screen the game now widens to 1280 px instead of stopping at 1000 px.
  • Each place shows its picture big on the left with the words and buttons beside it, so nothing hides below the fold.
  • Phones look and play the same as before.
FlatHead Summer: Tokyov0.2.10

Reiko, Yumi, Mari, Miki and Haruka get the right words

  • The night stop now says her and she for the women racers instead of him and his.
  • Two racer descriptions no longer assume who is behind the wheel.
FlatHead Summer: Tokyov0.2.9

ANIME mode: painted gas station and night stop, a face for every rival

  • In the ANIME graphics mode, the gas station and the Hi-Beam Night Stop are now hand-painted like Uncle Ken's shop, signs and all. The HI-BEAM neon still flickers.
  • All fourteen rivals and Goro now have hand-painted portraits in ANIME mode: on the night-stop card, at the start and end of a race, and on the result sheet.
  • The gas pump in the picture now counts litres and yen, the same as the price on the sign.
  • Nothing else changes in the other graphics modes.
FlatHead Summer: Tokyov0.2.8

One wing per car, and the '89 models arrive in August

  • Cars that come with a factory spoiler now swap it for the GT wing when the body shop fits one, instead of wearing two wings. Two cars that could buy a wing without it ever showing now show it.
  • The hatchback's roof spoiler sits on the roof instead of floating just above it.
  • The new '89 models reach the dealers on August 1. Until then only the King has one, and the Weekly reports the day they arrive.
FlatHead Summer: Tokyov0.2.7

The car stereo works

  • Tap the stereo in the dashboard during a race to flip between three late-80s stations (City Pop, Eurobeat and Fusion), or switch it off. It remembers your pick.
  • Win a race and a short victory tune plays.
  • New sounds: older cars ring a two-tone chime past 105 km/h, a soft tick tells you it is time to shift, and gear changes clunk.
FlatHead Summer: Tokyov0.2.6

ANIME mode comes to life

  • Pick ANIME in the graphics button (after Smooth) and Uncle Ken's shop becomes a hand-painted late-80s anime background, with your car inked to match.
  • Faces: the King, Reiko Takahashi and Uncle Ken now have anime portraits on the night-stop card, the race results and the endings. The other drivers, the gas station and the night stop get theirs next.
  • Races play like an old TV episode: your rival cuts in over speed lines to call you out and again when the race is decided, and the green light flashes. None of it gets in the way of your thumbs.
  • Arriving at a place, the camera eases back to show the scene. Phones and computers set to reduce motion skip all of this.
  • The race results table no longer runs off the side of narrow phone screens.
FlatHead Summer: Tokyov0.2.5

More road when you hold your phone sideways

  • Held sideways, the driving buttons now sit in one row (steering on the left; Down, Up, Brake and Gas on the right), so the road and the dash get more of the screen.
  • Body kits look better: hatchbacks get a proper rear wing, the wing on sloped-back cars now sits on the tail instead of floating over the glass, and front lips and chin spoilers are big enough to see.
  • Art packs in a zip now open without an internet connection.
Swish Craftv0.9.1

Build on the grass

  • Fixed: in new worlds, pressing PLACE while aiming at grass, a fern or a dead bush did nothing. Now your block goes down in its place.
  • Flowers and crops stay put: a block aimed at one goes beside it.
  • When your gun locks on by itself, it picks a zombie before an animal standing nearby.
Swish Craftv0.9.0

Food and farming

  • Hunger: a food bar sits beside your hearts. Eat to keep your health refilling; starving never takes you below half your hearts.
  • 22 foods to eat with the EAT button, from berries and bread to cooked meats, pumpkin pie and cake.
  • Farming: till the ground with a hoe and grow wheat, carrots, potatoes, beets, pumpkins and melons near water. Bone meal speeds a crop up.
  • Animals wander the grass by day: Cluckers lay eggs, Woolbacks give wool when shorn, Hornoxen give milk, plus Burrowpigs and Hoppets.
  • Cook on the new Smoker (half the fuel) or a Campfire (no fuel at all).
  • New worlds grow grass, flowers, sugarcane and berry bushes. Your current world keeps its map.
ChipForgev0.29.1

Grinder crashes are real

  • Surface grinder: drive the running wheel into the magnetic chuck and it crashes. The wheel goes dull, a part you were grinding is scrapped, and one line tells you why. Run the wheel and hold Dress wheel for 3 seconds to fix it.
  • The helper (The Old Hand) warns you when the wheel gets within five thousandths of the chuck with nothing under it.
  • CNC: "Load blanks" shows once, on the Run tab. The Floor card just says "Vise empty".
  • L-12 lathe with no cutter: the helper line says to buy one, without a second pop-up saying the same thing.
ChipForgev0.29.0

The mill's quill, like the real one

  • Knee mill: the quill has its real controls. The lever moves it fast for drilling. The fine handwheel only feeds with the feed control lever pulled in, and it tells you so if it's out.
  • Knee mill: a depth stop you set to the thousandth. The quill stops right there, so every hole in a batch comes out the same depth.
  • The helper (The Old Hand) explains the feed lever and the depth stop the first time you need them.
  • A button that can't be used right now always answers. Tap it again and its message pulses, so it never looks broken. Before, a second tap showed nothing.
ChipForgev0.28.2

Machines stop where metal meets metal

  • Drill press: with the spindle stopped, the quill stops when the bit touches the part. With it running, it stops at the vise or table, and a bit driven into the vise breaks. A hole that breaks through no longer drills the table.
  • Lathes: with the spindle stopped, the carriage and cross slide stop when the bit touches the stock. With it running, the carriage stops short of the chuck jaws.
  • Surface grinder: with the wheel stopped, the downfeed stops at the top of the part. With it running, it grinds down and stops just above the magnetic chuck.
  • CNC Run screen: "Load blanks" is said once, on the status line, instead of three times on a sideways phone.
  • The threaded stud print now draws the 1/2-13 thread on the small end, and the threads-per-inch chart shows only the 13 real choices.
  • The CNC helper's first-part advice matches the game: check the first part at Inspection before you trust the batch.
  • A tidier L-14 on a sideways phone: the Start row no longer touches the helper panel.
ChipForgev0.28.1

Messages stay clear of your work

  • Pop-up messages no longer cover the part you're working on. When there's no clear spot over the machine, they tuck into the helper strip instead.
  • The Buy > Machines sheets keep their buttons on screen (Sell, Keep it, the loan terms and Confirm), even on a sideways phone with a message showing.
  • Surface grinder helper: between passes it tells you to mic the part and how much is left, so a part ground by following it passes Inspection.
  • Fixed a blank screen: tapping a choice while the screen was still fading in (for example picking The Old Hand or On Your Own on a slow phone) could leave you on an empty page.
ChipForgev0.28.0

Thread cutting

  • Thread cutting on both lathes: pick the threads per inch on the new Thread tab, watch the threading dial, and close the half nut on the right line. Close it on the wrong line and you cross-thread the part.
  • A new job: a 1/2-13 threaded stud. Inspection checks the thread with a micrometer and a thread ring gauge.
  • Chips stand out on phones: they're darker underneath and a shade darker overall, so you can see them on the bed and the table of the mill and both lathes.
  • Drill press: a through hole now has to go all the way through. A hole that stops short fails the job, and the helper tells you to set the depth stop deeper.
  • Surface grinder: the automatic table moves at a realistic 40 feet a minute instead of 6, so a finish pass takes about a minute instead of five.
ChipForgev0.27.0

The CNC joins the shop

  • Your CNC now works like the rest of the shop: contract parts take about 90 seconds each, and you load and unload every blank by hand.
  • CNC upgrades unlock as your shop grows. First the Double vise ($400, two blanks at once) and High-speed toolpaths ($700, every part in 80% of the time); later the Six-station fixture plate ($1,200), Sister tools ($600) and the Chip conveyor ($800).
  • "While you were away" now only shows up when something actually happened.
  • Two new story moments: your first good CNC part, and your first full batch.
ChipForgev0.26.1

Chips on the lathes

  • Both lathes now throw chips while they cut. The chips come off the bit and land on the bed, and stop when the spindle stops or no metal comes off.
  • Chips on the mill and lathe are bigger, with darker edges, so they show up better on a phone.
FlatHead Summer: Tokyov0.2.4

Easier-to-read rev counter

  • The rev counter's yellow and red zones now show all the time: a yellow and red strip runs under them, and their unlit bars glow faintly, so you can see where to shift. The warning ends of the temperature and fuel bars do the same.
FlatHead Summer: Tokyov0.2.3

Boost-up

  • Turbo and supercharged cars can get a boost-up under the hood: about 15% more power for ¥40,000, but the engine wears twice as fast.
  • Fuel injection stays as the top carb on Toho cars. The full tuning shop test has ended. Thanks for trying it.
FlatHead Summer: Tokyov0.2.2

Fuel injection, and a tuning shop to try

  • Toho cars now top out with fuel injection instead of racing throttle bodies: the same power on about a fifth less fuel.
  • Test version: switch to "Full tuning shop" on this page to bolt on headers, ROM tunes, boost-up, intercoolers, a limited-slip diff and more under the hood, each with a catch. Tell us which one you like better.
FlatHead Summer: Tokyov0.2.1

More room on phones

  • On phones the top bar is one slim row: the date sits over your cash, and graphics, sound and the art pack live behind the ≡ button.
  • The four places fit in one row of tabs, and on a phone held sideways they move up into the top bar, so the scene gets more of the screen.
  • The speed shop's ad on the paper's front page now takes you straight to its parts list.
  • A shiccup billboard now stands along the pier, the city loop and the pass, and there's a shiccup sticker on the garage wall.
FlatHead Summer: Tokyov0.2.0

Street races, real cars and a 1989 night

  • New paintings of Uncle Ken's shop, Taiyo Service and the Hi-Beam Night Stop: purple neon, wet streets and one Tokyo Tower, with every sign lettered in proper Japanese.
  • Street races on the Harumi loop through the city, with the tightest turns at the end. Tenjin Pass races are rare, and the King's final is on the pass.
  • Drifting is simply a faster way round a bend when you get it right. There is no drift score.
  • Every car drives like its real-era counterpart: weight, power, front-, rear-, mid-engine or four-wheel drive, and width. Wide cars meet the city walls sooner, and anything over 1,700 mm wide wears a 3 plate.
  • A body shop with 1989 aero parts (lip, side skirts, wing) and old-school kaido gear (overfenders, chin spoiler, takeyari pipes), deep-dish wheels and three ride heights. Cut springs scrape and draw the police.
  • The cockpit view has a 1980s digital dash: bar tachometer, digital speed, shift light, boost needle, stereo and clock, and a charm on the mirror that swings with the car. Cars up to '86 chime at 105 km/h.
  • Phone race controls are bigger and easier: steer on the left, pedals on the right, flick up or down on Gas to shift without letting go, and slide a finger between pedals.
  • Petrol costs ¥118 a litre, and the car paper has more 1989 sellers.
  • There is a hidden fourth look in the graphics switch.
FlatHead Summer: Tokyov0.1.0

First demo: summer 1989 in Tokyo

  • Jake's Flathead Summer moves to Tokyo in the summer of 1989: Uncle Ken's shop in Shinonome, Taiyo Service on Route 9, and the Hi-Beam Night Stop under the expressway.
  • 25 Japanese cars from nine makes, each drawn with its own pixel art, and new engines from 1.2-litre fours to twin-turbo sixes and rotaries.
  • Two kinds of race: the zero-yon, a 400 m sprint down the pier, and Tenjin Pass, a mountain road of tight hairpins where light cars corner better than heavy ones.
  • Play in English or Japanese: the switch sits next to the graphics switch at the top.
  • Prices in yen, speeds in km/h, and a weekly car paper full of 1989.
  • On phones every button is big enough to tap, and a phone on its side shows the scene beside the buttons and more of the road in a race.
Swish Craftv0.8.2

Your world is safe in Settings

  • Fixed: changing a setting could replace your saved world. If the game closed before it saved again, the world was lost, and the setting itself never stuck.
  • Settings are now kept inside your save, so they stay set after a restart and can never replace your world.
  • A New World keeps your settings.
Swish Craftv0.8.1

Cave life

  • Caves in new worlds come in kinds: dripstone caves with purple crystal clusters on the walls, and moss caves full of glowing plants and lamp-berry vines.
  • Break a crystal cluster for crystal shards. A copper bar and a shard make 8 energy cells at the Gun Bench.
  • The Slugcaster energy gun can now be made, and it fires energy cells.
  • The Lantern: a standing iron lantern that lights up a room as brightly as a torch.
  • The Anvil repairs worn tools and armour to full for one piece of their material.
  • Gamepad: aim with the right stick, and open the Bag, crafting and chests with the pad.
Swish Craftv0.8.0

Underground

  • Caves: new worlds have caves under the ground, reached through shafts in the grass, with deep stone and its own ores further down.
  • Gold, lapis and diamond ore now appear. Older worlds keep their map and get a few new ore spots.
  • The Forge turns a gun into its forged version with a new name and better numbers.
  • Grenades: Frag, Firepot and Arc Can. With one in hand, DIG throws it.
  • Armour: helmet, vest, leggings and boots in iron, gold and diamond. Wear them from the Bag to take the bite out of zombie attacks.
  • Under a roof or underground you can always see yourself, and the sky goes dark when you're underground.
ChipForgev0.26.0

Your first CNC

  • Once the Old Hand gets curious, Buy › Machines sells the VMC-1 two ways: new from the dealer for $6,000 with a 6-month warranty, or used from a list that changes every shop month.
  • Used machines cost less the more worn they are. Pay $150 to have one inspected before you buy and see its faults.
  • Pay cash or take a loan. Pick the down payment and the term, and the How to pay sheet shows the monthly payment, the total interest and the cash you'll have left.
  • Your credit rating sets the interest rate, and paying on time raises it. Miss a payment and you get a warning, a grace period, then a late fee and a plan to catch up. The bank never takes your machine and never takes your cash below $0.
  • Machines wear. A worn CNC holds size less well and can break down in the middle of a batch. Repair it, or sell it on the used market (any loan on it is paid off first).
  • The bell lists payments due, breakdowns and other alerts.
  • Saves update on their own.
ChipForgev0.25.1

Clearer machine views on phones

  • On phones, the lathe, drill press, band saw, contour saw and surface grinder now frame the part you're cutting, so it's bigger and easier to see, upright and sideways.
  • The lathe's Whole machine view is much bigger on an upright phone.
  • On a sideways phone, the surface grinder's controls fit without crowding the view.
ChipForgev0.25.0

Batches

  • Repeat customers now order a batch of 2, 3 or 4 parts instead of just one.
  • Every good part pays as soon as it ships. The customer's tip comes with the last good part, which finishes the order.
  • A scrapped part doesn't count toward the batch, so make another one.
  • The job ticker and the helper tell you which part you're on, like "Part 2 of 3: saw the next blank".
  • If you give up partway, you keep the money for the parts you already shipped.
  • Repeat orders you were already working on become batches on their own.
ChipForgev0.24.0

The Old Hand gets curious

  • The CNC now waits until you've earned it. After real work on the manual machines (12 paid jobs across most of them, and about an hour in the shop), the Old Hand gets curious about the new machines and goes to take a look.
  • Until then there's no CNC card, no Contracts tab and no CNC for sale, so the start of the game is all hand work.
  • If you already own the CNC, or had already earned it, you keep it.
  • The CNC has the helper too: what you're making, then each step of the setup (load the tools, touch them off, find the zero), proving the first part, running the batch and collecting.
  • Every CNC stop and alarm explains itself, like a feed hold, and says how to carry on.
  • Your time in the shop is now counted. Saves update on their own.
ChipForgev0.23.1

Polish

  • Messages like Sent to Inspection now sit at the bottom of the screen, clear of headings and buttons.
  • Inspection reads more naturally: each row names the side, what was checked and the result, once.
  • The next step is shown in one place, the job line along the top. Inspection and the band saw no longer repeat it.
  • The knee mill's starting view frames the block so you can see it, upright or sideways, even after a flip.
  • The helper no longer offers a button to the tab you're already on.
  • Leftover old place names are gone: everything says Buy, Jobs or Floor.
  • Machines you can't see stop drawing in the background, which saves battery on phones.
ChipForgev0.23.0

A helper on every machine

  • Every manual machine now has the helper: the drill press, band saw, contour saw and surface grinder join the knee mill and both lathes.
  • Each one opens with a big You're making card, keeps one line saying what to do next, and has a button that takes you to the right controls.
  • While you work, the readout shows how far you have to go: hole depth on the drill, length on the band saw, distance to the line on the contour saw, thickness on the grinder.
  • Every stop explains itself and says how to recover, from a snapped bit or blade to a bogged motor.
  • The helper's lines use the new place names (Buy, Jobs, Floor).
ChipForgev0.22.0

Floor, Jobs and Buy

  • The shop is now three places: Floor (your machines and the shelf), Jobs (orders, and CNC contracts once you have them) and Buy (stock, tools and machines).
  • Upright phones get a bar along the bottom; sideways phones get a rail down the left side.
  • Machines open full screen, so nothing but the machine and its controls is in the way.
  • A job line along the top always says what to do next and takes you there. It replaces the old Next button.
  • A bell shows when the CNC needs you, for example when it stops.
  • Each place has a one-line helper saying what it's for.
  • Money shows with commas ($1,200), and inch or millimetre readouts are now in Settings.
  • Bars, offcuts and your tool drawer live on Floor, Shelf.
ChipForgev0.21.0

Flip the block

  • You can flip the block on the knee mill. The block remembers what you cut on all six sides.
  • On the Chips tab, Flip opens the vise. Pick which side goes up, turn it, wipe the vise, lay the parallels, then clamp. The next button is ringed.
  • The helper talks you through it. When a side is done it says exactly what to do next, and it explains every refusal: spindle running, vise closed, no parallels, chips under the part.
  • Chips left in the vise tip the part, so the next side comes out of square. Inspection says so.
  • New shop project: the 1-2-3 block. Square all six sides to size for the shelf.
  • Prints for parts with more than one side show the block with numbered sides, and Inspection checks each side and how square it is.
  • On phones the readout lists only the side you're working on. The Job card still has the whole plan.
ChipForgev0.20.0

Helper switches

  • Settings has a list of helpers under Advanced: helpers. Each one has its own switch and says what it does for you.
  • Turn a helper off and every hand order pays more: Size helper +6%, Soft stalls +6%, Auto zero +5%, Speed pick +4%, Clean vise +2%, Saw length snap +1%, Easy chip hook +1%. All seven off pays the same +25% as On Your Own.
  • Four switches are free: the Old Hand's voice and tips, whether the helper starts open, and two CNC prove-out shortcuts.
  • The Old Hand and On Your Own are now quick presets. Any other mix shows as Custom, with your pay bonus on the Office board.
  • Switches work at once, even in the middle of a cut.
  • With the Size helper off, the helper's checklist no longer shows how far you have to go. Measure it yourself.
  • Small fixes: an order with one size now says 1 dimension, and the CNC lock says 1 contract instead of 1 contracts.
Swish Craftv0.7.2

New World

  • New World: with a saved world, the title now offers New World. It asks first, then starts a fresh random map with deserts.
  • Menus work with a gamepad or the keyboard, and you can play the basics with a gamepad (move, turn, jump, dig, place, reload).
  • Items on the ground glow by a nearby torch at night.
  • Zoomed all the way out indoors, the roof no longer leaves a hard ring.
Swish Craftv0.7.1

Deserts and pinch zoom

  • Every new world now gets its own random map. Worlds you already have keep their map, so nothing you built moves.
  • Deserts: new worlds have sand deserts with cactus and their own sandstone villages, temples and ruins.
  • On a phone, pinch with two fingers to zoom the camera in and out.
  • Trees no longer leave floating trunks, and the ground next to them is no longer shaded wrong.
  • Beds are red now, and big zombie crowds are cheaper to draw, so phones keep up better at night.
Celestial Arcadev0.11.2

Polish pass: rewards, phones and end screens

  • Gravity Rally Championship now scores your returns, every rival you outlast and the win, so it pays stardust and moves its missions.
  • Gravity Rally on a phone starts with the menus folded, so the arena gets the screen. A YOU tag points at your paddle as each match starts.
  • Gravity Rally's end screen now shows your stardust, Pilot XP, finished missions and rank ups.
  • Every game's end screen looks the same now, with CONTINUE as the main button and nothing covering it.
  • Lunar Touchdown tells you to hold THRUST on your first level, and the THRUST button glows until you do.
  • Results count up your stardust, and finished missions and rank ups pop in.
  • Star Hopper dims SHOOT and DASH until you can use them, and tells you how to get them.
  • Nebula Crawler: a crawler boxed in by crystals no longer freezes in place.
  • Settings and the Lunar Touchdown mode picker are easier to read, and screen shake and effects settings now apply to Gravity Rally too.
ChipForgev0.19.0

The helper on the lathe

  • The lathe has the helper too. One line tells you what's going on and what to do next, on both lathes.
  • When a job starts, a big You're making card lists every step from the print. Tap Job to see it again.
  • While you turn, the readout shows how far you have to go and turns green when you're on size.
  • Every lathe stop explains itself: gears grinding, the motor bogging, a crash into the work, a bird's nest of chip, the tailstock or carriage in the way, a locked slide.
  • On phones the readout keeps just the step you're on, and the camera moves back so the work stays clear of the helper.
ChipForgev0.18.0

The helper

  • The knee mill has a helper. One line tells you what's going on and what to do next: load a block, start the spindle, touch off the top, take it down, then stop and hand it in. When there's one obvious next control, the line has a button for it.
  • When a job starts, a big You're making card lists every step from the print in plain words, with what each one means. Tap Job to see it again.
  • While you cut, the readout shows how far you have to go, turns green when you're in tolerance, and red if you go over.
  • Cut something the print doesn't ask for and the helper tells you straight away.
  • Every stop explains itself: a slipping belt, a stall, the spindle turning backwards, the brake on, a locked handwheel, the vise or holder in the way, a broken cutter.
  • The Old Hand starts with the helper open. On Your Own starts it folded to a small ? and keeps it short.
  • On sideways phones the mill's tool buttons sit two to a row, clear of the helper.
  • The Old Hand card now reads: thirty years at these machines, let your experience guide you (helpers on).
ChipForgev0.17.0

Ray's offcuts

  • Ray, your buddy at a fab shop, drops off free offcuts. A new shop starts with four on the rack, and more turn up after paid jobs (up to six).
  • No order on the board? Make something for your own shop: a steel paperweight, an aluminium step block, or a knob on the lathe. Shop projects pay nothing and go on your shelf.
  • The two ways to play have new names: The Old Hand (recommended: thirty years at these machines, and the helpers guide you) and On Your Own (for experienced machinists: no help, 25% more pay).
  • Your saved shop carries over and gets the welcome offcuts too.
ChipForgev0.16.1

A solid block

  • The stock block is solid from every side. Before, the wall nearest you never drew, so turning the camera let you see the vise and rails through the block.
ChipForgev0.16.0

Find the edge

  • The knee mill has an edge finder on a new Finder tab. Fit it, spin the spindle at 660 or 1115 rpm, and crank the table in slowly.
  • The ball wobbles, runs true, then kicks sideways the moment it meets the part's edge. Set the dial there: the spindle centre is half the ball (0.100 in) from the edge.
  • By the Book: the dial is set from where you actually stopped, so a late stop shows up in the part. The Old Hand still zeroes for you and calls the kick exactly.
  • The camera drops down to watch the ball, and you can now zoom closer on the mill.
  • CNC: the status reads Proving first part while you prove it out, and the Old Hand can Single Block one operation at a time instead of every line.
  • CNC on a sideways phone: the job card moved to the bottom left, clear of the cut.
ChipForgev0.15.0

Bird's nests and the tailstock

  • The lathe carriage now stops at the tailstock instead of driving through it. Power feed trips off with a short warning.
  • Turning aluminium or mild steel at a light feed makes long stringy chips that wind into a bird's nest around the part. A big nest hides your view of the cut.
  • Feed a bit heavier and the chips break short, so no nest builds up.
  • Clear the nest with the new Chip hook on the Feed tab. By the Book: stop the spindle first. The Old Hand warns you when a nest is building.
ChipForgev0.14.0

Cutters cost money

  • Your shop now has a tool drawer. End mills, lathe bits and drill bits wear as you cut, and the wear stays with them from job to job.
  • A worn cutter needs up to 40% more force to cut, so it loads the machine harder and breaks sooner. A snapped one is gone for good.
  • Buy new ones at the Supplier: end mill $45, lathe bit $18, drill bits $8 to $12. New cutter on the mill fits a spare from your drawer.
  • Out of cutters and out of money? The Supplier lends you a worn one for free, so you can always get back to work.
  • Your shop starts with one fresh cutter for each machine, and older saves get the same set.
ChipForgev0.13.0

Prove out the first part

  • The CNC's first part is now a real prove-out: press Cycle Start and watch the machine run the new program.
  • Single Block runs one line of the program per press. Feed Hold stops the axes; Cycle Start carries on.
  • Rapid 25%, 50% or 100% slows the fast moves between cuts. Cutting speed stays the same.
  • The Run tab shows which block is running and the distance left to go on each axis.
  • By the Book: you must prove the first part with Single Block or Rapid 25% before it can be approved. The Old Hand can skip it.
  • Pockets now show as cut while you watch, and the job card no longer covers the spindle on an upright phone.
ChipForgev0.12.2

Lathe fits on phones

  • On the L-14, Start order is a button next to the others. Open it and the six steps take over the bottom panel, so nothing hides a step.
  • Whole machine on both lathes now fits the lathe between the readout and the controls, so the chuck, the bar and the tool stay in sight on a phone, upright or sideways.
ChipForgev0.12.1

The CNC cuts the block

  • While you watch a batch, the cutter now takes metal off the block: fresh bright strips follow the tool, and every new part starts from a fresh blank.
  • The Watch close-up frames the block much tighter on an upright phone.
  • The toolpath is a gold ribbon you can see on a phone, not a hairline.
  • The Program panel shows the step that is running, such as "Running: T1 face the top."
  • The position readout counts from the work zero you set, including your offset tweaks.
ChipForgev0.12.0

Watch the CNC work

  • While a batch runs, the VMC-1 follows its program: the table and head move along the real cut at the real feeds, with rapids between cuts.
  • A faint gold line traces the toolpath on the part, and tool changes swing the head home and turn the tool carousel.
  • A Watch camera frames the cut while it runs; tap Whole machine to see all of it.
  • The position readout follows the moving axes in work coordinates.
  • It is all for show: the CNC makes parts at exactly the same rate as before, here and while you are away.
ChipForgev0.11.0

Repeat customers

  • The job board never runs dry: once the first jobs are shipped, repeat customers bring new work in the same part families, with new sizes, materials and pay.
  • New jobs only use machines you own, and the lathe jobs that need the L-14 wait until you have one.
  • Repeat jobs are marked on the board, and every one has a full drawing and is checked at Inspection like the rest.
Counterpoint (early)v0.2.0

Fights you can read

  • The camera now keeps the fight in view: it leans toward enemies beside you, eases out a little when a crowd spreads, and in landscape keeps them clear of the buttons on the right.
  • Masts, crane legs, posts and rails turn see-through when they stand in front of you or an enemy.
  • Hits land harder: struck enemies flash, deflects hold for a blink (longest on a perfect one), and big blows shake the camera a little. Phones set to reduce motion get no shake.
  • Gaff's Anchor Slam and Charge can't be deflected, so they now show in orange with a ground zone that fills as the blow lands: orange means get out of the way.
  • The Crane Yard has real cranes now, and the pier and Gaff's deck have more to look at: painted edges by the water, tarred boards, mooring ropes and hatches.
  • The Gauntlets are brass with glowing gold cuffs, so you can see them on a phone.
  • The first lesson waits until you actually hit someone; win screens are clean, and their stars pop in one by one.
  • Still early: no sounds yet, and the characters will be rebuilt.
Flopping Fish!v0.3.5

Know your cue

  • Every scene now opens with a little playbill card: the scene's name, what you have to do (bring down the actors), and how few fish earn three stars.
  • The slingshot tells you when it's at full power: the aim dots and a ring round the pouch turn gold. Let go and the band snaps forward with a twang.
  • Knocking out an actor pops up the points it earned, and the score jumps when they land.
  • The curtain call explains your stars (how many fish you used and how many three stars takes), and a loss says how many actors are still standing.
  • The first scene's "drag the fish back" hint steps aside the moment you grab the sling, so it never covers your aim.
  • The scene list marks the next scene to play, the loaded-fish card stays compact on wide screens, and small labels are easier to read.
House Flippingv1.0.3

Steadier and clearer

  • Fixed a slowdown that built up every time the game was paused, for example by an ad or by switching apps, which could make long sessions stutter or close.
  • If something goes wrong mid-run, the game keeps going and shows your score instead of freezing.
  • The first-time tips fit on every phone, and in landscape they no longer cover the house.
  • FLIP! and the score no longer print on top of each other, and the house picker shows each house once with bigger stars.
  • Houses you just unlocked are marked NEW! on the picker.
Periodicav0.3.0

Feels better in your hand

  • The start screen shows all five games with your stars, sideways too, and the element table now fits the screen.
  • Each game's level list has a big Play button that picks up where you left off; Endless is marked with ∞.
  • Endless runs end on your score and your best, with a New best! moment; stars pop in and Atoms count up.
  • Every button presses in when you touch it, and pausing mid-drag no longer leaves a piece stuck to your finger.
  • Stellar Forge: see the piece after next, chains build up with sparks and points, and the jar warns you before it overflows.
  • Sodium Splash: tap a gem then its neighbour to swap, combo pop-ups no longer pile up, and the move count turns amber when you run low.
  • Diamond Blast: the bottom row is easy to reach sideways, bigger pieces in the tray, punchier combos, and you see which pieces did not fit.
  • Neon Jam: no more freezes after a hint, a clear moves-and-par counter, bigger blocks, and Restart can be undone.
  • Silicon Sort: every stack shows its height, merges are quicker, and you can keep placing while they finish.
Rowing Simulatorv0.12.2

A clearer start and a better finish

  • The title screen now shows your boat on the sea, with the menu below it.
  • Short tips on your first voyage: how to row, the war drum, the harpoon, and letting go of the throttle to bail water.
  • The pace readout says Sprint, Cruise or Back water, and on a phone held upright the throttle sits within thumb reach.
  • Results: stars land one by one, best times are tracked, and a failed voyage tells you what to try next. Every button fits on a phone held sideways.
  • The voyage list shows the weather ahead, the time limit and your best time.
Stunt Circuit Zerov0.19.0

A clearer start and buttons that tap once

  • The 3-2-1-GO countdown is big and bright now, in red, orange, yellow and green, so every number lands.
  • A YOU tag points at your car at the start of every race and after a pause.
  • Sideways on a phone the race screen is readable: speed, place, lap and time were tiny and are now full size.
  • Your first race is on Redwood Forest, the circuit you own, not a locked one.
  • Fixed: on phones some buttons fired twice. Sideways, Confirm Driver skipped straight past the track list, and a part was bought on the first tap of Buy.
  • Trees and arches fade when they stand between the camera and your car.
  • No more "Overtaken" call in the first seconds of a race while the pack sorts itself out.
  • The results screen shows the full breakdown of your points.
Swish Baseballv0.7.1

A timing ring you can trust

  • The timing ring is amber while you are early and turns green when it is time to swing. A tap as it closes now lands on time, so far fewer perfect swings go foul.
  • Nobody walks in front of the camera while you bat, and the camera comes straight back to the plate between batters.
  • Foul balls say so, and the results screen tells you who won, with both team names on the score.
  • On a phone held upright, the pitching view zooms in so the strike zone is easier to aim at.
Swish Craftv0.7.0

Temples and villages

  • Explore and you will find villages, temples and ruins. Villages are lit and safe at night; temples hide a dark crypt; ruins are overgrown and dark.
  • Wall guns: buy a gun off the wall with blocks you have dug (dirt and sand are worth 1, stone and planks 2, glass and brick 4, bars 10). Buy it again to refill its ammo. Better guns hang in temples.
  • Chests in villages, temples and ruins start with useful finds, and there are new blocks to build with: stone bricks, mossy and cracked bricks, sandstone, and their stairs, slabs and walls.
  • Sleep in a bed at night to skip to sunrise (not with a zombie close by).
  • If a zombie gets you, your things drop in a sack where you fell: follow the marker back to get them.
  • Items on the ground are saved now, every block has a real icon, and indoors the roof fades away so you can see yourself and the room.
Swish Craftv0.6.2

Ready for YouTube Playables

  • Swish Craft's first YouTube Playables build: it passes the full set of Playables checks, from booting clean and saving to the cloud to every touch control fitting 16 phone shapes.
  • When the game is paused the picture now stops completely, so nothing moves behind the pause.
Swish Craftv0.6.1

Sounds and music

  • Swish Craft has sound now: digging in earth, stone, wood and glass, placing blocks, footsteps, crafting, a tool breaking, every kind of gun and the reload, the zombies, and a horn when night falls and a chime at dawn.
  • Music: a calm loop by day and a darker one at night, fading from one to the other at dusk and dawn. The Music and SFX sliders in Settings set how loud each is.
Swish Craftv0.6.0

Light and shelter

  • Torches: 1 coal and 1 stick make 4. Stand one on the floor or hang it on a wall. It lights up the blocks around it with a warm glow, and zombies only rise in the dark, so a well-lit yard stays safe.
  • New building shapes: stairs, slabs, fences and gates, stone and brick walls, glass panes, iron bars, doors and hatches. Stairs climb the way you face, aim high on a side for an upside-down stair, and a slab on a slab makes a full block. The Stone Saw cuts stone and brick into stairs, slabs and walls.
  • Doors, hatches and gates open and shut with PLACE (right-click or E). Zombies can't get through a shut door.
  • Ladders: push toward the wall or jump to climb, pull away to go down, let go to hold on.
  • Chests and barrels hold 27 stacks and keep them in your save. Use a bed and you wake up there after a bite.
  • Dropped things land on the ground and come to you when you walk near. Zombies leave their rounds where they fall.
Swish Footballv0.14.1

Readable play cards, cleaner kicks

  • Every play card shows its whole name and a short line saying what the play does, like "Run up the middle" or "Fake a run, then throw".
  • After a field goal the camera stays on the posts and the end zone instead of staring into the crowd.
  • On a phone held sideways, TOUCHDOWN!, IT'S GOOD! and STUFFED! show above the between-plays card instead of behind it.
  • The field strip and the score bar are easier to read, and small labels are bigger.
  • The title screen fits small phones from the top, and a win now shows a gold YOU WIN!.
Swish Hockeyv0.12.0

The camera stays in the rink, and goals get their moment

  • The camera no longer backs out over the seats deep in either end. It stops just behind the glass and looks over the boards, so your skater stays big in portrait and landscape.
  • When the puck is off the screen, a yellow arrow on the edge shows which way to skate.
  • Goals: the camera turns to the scorer and the net, the GOAL banner punches in, then a labelled slow-motion REPLAY plays before the faceoff.
  • Every faceoff faces the net you attack, and you start on the skater nearest the puck.
  • Quick match says YOU and CPU. On Fire skates burn orange instead of white. No more replay over live play, and a goal off a pass counts as a shot.
Swish Idlev0.4.0

Clearer numbers, better buttons

  • Every number inside a game now matches your coins: pop-up earnings, per-second labels and prices show exactly what lands in your coin pool.
  • Upgrade buttons fill up as your coins come in, light up when you can buy, and bounce when you do. Tapping one you can't afford yet tells you how many coins you still need.
  • The next game to unlock shows a progress bar toward its price, and new players are pointed straight at Ring Escape.
  • Unlocking a game now flashes its card, names it and marks it NEW until you open it.
  • Cards show Upgrade ready when that game has something you can buy.
  • Coin Mint: work lamps hang over the presses and flare when they strike, the vault glints, and its list card shows a growing pile of coins.
  • The while-you-were-away card says how long you were gone and counts your coins up.
Swish Runnerv0.7.0

Easier to read, quicker to play

  • Landscape: the camera shows the road ahead, so you see gates and zombies coming in time to steer.
  • Defence in landscape: even a giant squad can slide out to every gate lane.
  • The money wall reads cleanly: the front row hides the rows behind it, and the boss stands in front of the wall.
  • Upgrades: all six fit on screen with Next level always in view, and upgrades you can't afford are greyed out.
  • Results: your coins count up, and in landscape Claim sits beside the 2X button, always on screen.
  • Your first levels show how to steer, and the pause button moved to the top corner, away from your steering thumb.
  • Bigger text in the HUD, the menu and the shop, and the boss health bar appears as the boss comes into view.
  • Defence: the freeze-frame is saved for big hits on your base, so a long fight at the line no longer stutters.
Swish Squadv0.3.0

Bigger creatures, battles you can follow

  • Creatures are about twice as big on phones, with attack and health badges you can read at a glance.
  • Battles play one moment at a time: the fronts clash together, abilities light up and say what they do, and the fallen leave as the line steps up.
  • Every fight ends with a stamp on the court that says what it won or cost you.
  • A level-up opens a free pick you can take now or later, and the Battle! button always stays on screen.
  • Hold a shop card to read all of it, or tap a creature to see its stats. Still placeholder art and no sound.
Swish Cricketv0.14.1

The ball goes where you aim it

  • When you bowl, the flick no longer drags the marker, so the ball goes where you aimed it. Before, most flicked balls went wide.
  • No more RUN! button or "GOING FOR 1" after a four or a six.
  • Fours, sixes and wickets pop onto the screen, and a boundary lights the edges gold.
  • The camera stays in the ground on a six instead of flying into the crowd.
  • The ring of shot names shows before your first swing only, then gets out of the way.
  • BOWLED reads BOWLED on phones: the wagon wheel steps aside while the word is up.
  • A cleaner bowling screen, and plainer words: difficulty says "gentle pace · a simple bowler", speeds are in km/h, and the timing card says "41 ms late".
ChipForgev0.10.1

Watch the cut on phones

  • On phones the lathe and mill readouts fold down to the essentials: the spindle, and in Arcade how much is left to cut. Tap Readout to see the full list.
  • With the readout folded you can watch the tool cut the part, holding the phone upright or sideways.
  • Button labels on phones no longer break in the middle of a word.
ChipForgev0.10.0

Arcade on the lathes

  • Arcade helpers on both lathes: the readout shows how much is left to cut on every size on the print, and the right spindle speed is marked. On the L-14 it also suggests a roughing feed.
  • In Arcade a cut that is too heavy bogs the lathe down instead of breaking the tool.
  • In Arcade the mill and lathe zero their dials the first time the tool touches the part.
  • The lathe screen on phones: the readout sits on the left and the buttons in a column on the right, so nothing hides under the controls, and tips no longer cover buttons.
  • Fixed a few spots on phones where one control partly covered another.
ChipForgev0.9.0

Arcade and Simulator

  • Pick how you run the shop. Arcade, The Old Hand: twenty years at these machines, so the tedious parts come easy. Simulator, By the Book: every dial is yours, and every job pays 25% more.
  • Arcade on the knee mill: the size still to cut shows as you crank, the right belt speed for the metal is marked, and an overload bogs the spindle down instead of snapping the cutter. Chips never tip the next part in the vise.
  • Arcade on the band saw marks where to cut the blank. Push too hard on the drill press or contour saw and it bogs down instead of snapping the bit or blade.
  • Arcade unlocks the CNC after 3 shipped parts; Simulator after 5.
  • Switch modes any time in Settings.
ChipForgev0.8.0

Compound rest and tailstock

  • The L-14 lathe gets a compound rest: loosen the swivel nut, set the angle, and feed the compound handwheel to cut chamfers and short tapers. It won't swivel the tool into the work.
  • A tailstock with a drill chuck: slide it up the bed, clamp it, and feed the quill to drill on the lathe. Centre drill first, or the drill wanders off centre.
  • A cross-slide stop: set it once and turn the same diameter again and again.
  • Two new L-14 jobs: a chamfered pin and a drilled bushing. Inspection now measures end diameters and drilled holes.
  • The lathe readout shows the feed per turn, and every lathe tab fits phone screens in portrait and landscape.
  • The top bar and back button are a little bigger on phones, so they are easier to tap.
ChipForgev0.7.0

Chips pile up

  • Chips from the mill now stay where they land and pile up on the part, in the vise and on the table, until you clear them.
  • A heavy pile on the part hides it and makes your next cut rougher and wears the cutter faster.
  • Clamp a part over chips left in the vise and it sits tilted. Inspection shows the error, so brush the vise before you clamp.
  • New Chips tab on the mill: swipe with the free chip brush to sweep chips into the chip pan. Stop the spindle first.
  • New at the Supplier: an air gun with safety glasses for $40. It clears chips much faster, but blowing them toward the vise packs them into the jaws.
  • Fixed: on a slow phone the cutter could snap during a normal cut. Cuts now play out the same at any frame rate.
  • Phone layout: the top bar and buttons fit fully on screen in portrait and landscape.
ChipForgev0.6.1

The L-14 in 3D

  • The L-14 now has its own 3D lathe: a longer bed, a taller gearhead headstock with its speed chart, and a feed gearbox panel on the front.
  • Every lever moves on the machine as you use it: the speed lever, colour row, feed direction, gearbox knobs, power feed, carriage lock and cross-slide lock.
  • Watch the carriage and cross slide travel on their own while the power feed runs, and stop at the carriage stop.
  • Whole-machine view is now framed from each lathe's real size, for both the L-12 and the L-14.
  • Switching lathes no longer leaves old graphics in memory.
ChipForgev0.6.0

The L-14 lathe

  • A second lathe to buy at the Supplier: the Shiccup L-14, a bigger 14 x 40 gearhead lathe with 12 speeds from 36 to 1800 rpm.
  • Pick its speed like a real gearhead: the speed lever (Ls, N, Ms, Hs) and the colour row from the chart on the headstock. Shift only with the spindle stopped, or the gears grind.
  • A feed gearbox with letter and number knobs and a feed chart, a feed direction lever, and an apron power-feed lever: once it is set, the carriage or cross slide cuts on its own at a steady feed for an even finish.
  • Set a carriage stop and the power feed trips off when it gets there. Lock the carriage for facing.
  • The L-14's cross dial reads diameter. The L-12 stays as your first lathe, and you can switch between the two.
Counterpoint (early)v0.1.0

Chapter 1: The Docks

  • The flow combat from the Resonance demo is now its own game, with a story.
  • Chapter 1, The Docks: a prologue, five fights and an epilogue. Fight across Pier Three, the Net Sheds, the Fish Market and the Crane Yard, then face Gaff on his deck.
  • Three weapons: the Bell Baton, the Gauntlets (every third hit lands twice) and the Glaive (sweeps a crowd and knocks it back). Carry two and SWAP mid-fight; a swap right after a hit speeds up your next strike.
  • Water edges: knock enemies off the pier for a ring-out. Gaff telegraphs a sweep, an anchor slam and a charge, calls his crew at half health and speeds up near the end.
  • Each fight earns up to three stars for time, combo and damage taken. Arena mode keeps the six-wave run with any weapons.
  • Phones play in portrait or landscape with touch controls; keyboard and gamepad work too.
  • Early build: no sounds yet, and the characters will be rebuilt.
DressForgev0.8.5

Hub buttons clear the notch bar

  • On a phone held sideways with a notch, the picture's station buttons (Front Desk, Sketchbook) no longer hide under the top bar.
  • Portrait is unchanged.
DressForgev0.8.4

Easier taps on phones

  • The fabric chips under the Sketchbook sketch are 48 by 48 px to tap on a phone (they were 48 wide and 44 tall).
  • On a phone with a notch, the Sketchbook Design and Swatches tabs and the shop's tabs sit below the top bar, not under it.
  • On a short phone held sideways with a notch, the option arrows under the slot tabs are hidden to make room for the colour dots. Tap a slot tab, or swipe the sketch, to change its option.
  • Portrait and desktop layouts are unchanged.
DressForgev0.8.3

Phone sideways: the colour dots no longer cover the controls

  • On a phone held sideways, the colour dots no longer sit on top of the Bodice, Skirt, Sleeves and Collar tabs or the style picker.
  • The sketch on the Design page has its full height again in landscape.
  • Shelf order and + Styles are visible in landscape.
  • In landscape, the one-line style forecast and the option strip are not shown on the Design page. The forecast is on the Swatches page, and the style picker row does the option job.
  • Portrait and desktop layouts are unchanged.
Resonance (demo)v0.1.0

First demo

  • A new demo with two modes behind one start screen: Rooms and Arena.
  • Rooms: twelve puzzle rooms in two states, Sun and Moon. Flip between them to turn walls into floor, drop crates through pits and hold gates open. Tap to walk, swipe to step, and undo any move.
  • Arena: one button strikes, deflects a ringed enemy and finishes when the combo is high. Tether, Shroud and Well each work on every enemy type, and the ultimate charges as you fight. Six waves end with a rival duel.
  • Phones play in portrait or landscape with touch controls; keyboard and gamepad work too.
  • Early demo: no sounds yet, and the characters are placeholders.
Swish Baseballv0.7.0

Bigger strike zone and a clearer swing

  • The strike zone is bigger, and the camera zooms in when you bat. In portrait the zone sits left of the middle, with the batter on the right so he fits on screen.
  • A green ring shows where the ball is going. Swing as the green ring reaches the white rings.
  • A word tells you how each swing went: PERFECT, GOOD, EARLY, LATE, or the miss (TOO HIGH, TOO LOW, MISSED).
  • POWER is its own button. It swings harder, with a smaller sweet spot.
Swish Baseballv0.6.0

Real ash bat cracks, mitt pops and ballpark organ

  • All 12 ballpark sounds now play from a studio sample bank: ash bat cracks, foul ticks, leather catcher mitt pops, dirt bounces, bases-loaded organ fanfare and home-run fireworks.
  • Settings → Audio now includes a Classic audio switch if you prefer the original synth sounds.
Swish Bucketsv0.14.0

Real court, rim and crowd sounds

  • All 21 court sounds now play from a studio sample bank: hardwood dribbles, sneaker squeaks, clean net swishes, rim clanks, monster dunks, steals, blocks, whistles, the buzzer horn and crowd roars.
  • Every sound has multiple variations so consecutive bounces, passes and shots never sound identical.
  • Added Player callouts on passes, dunks, steals and green releases, plus a Classic audio toggle in Settings → Audio.
Swish Craftv0.5.0

Gather and craft

  • Blocks are not unlimited any more: what you dig goes into your bag, and what you build comes out of it. Open the bag with the Bag button (B on a keyboard): 9 slots on the hotbar and 27 more. Tap an item, then tap where it goes.
  • Crafting (C on a keyboard, or the Craft tab): turn timber into planks and sticks, build a Workbench, then make picks, axes and shovels in wood, stone, copper and iron. The right tool digs faster and wears out; stone needs a pick.
  • Coal, copper and iron are hidden in the rock. A Furnace smelts ore into bars, sand into glass and wood into charcoal.
  • The Gun Bench makes ammo and 20 of the Swish Zombies guns, with the same damage, fire rate and magazines as in Swish Zombies: pistols, revolvers, shotguns, rifles and more. Reloading uses ammo from your bag, and zombies sometimes drop rounds.
Swish Craftv0.4.0

Zombie nights

  • Zombies now come out at night. Night 1 brings just 3, then 5, then 7, and more each night after. At dawn the ones left burn up.
  • Build a house: zombies climb one block but cannot break anything, so a wall two blocks high keeps them out.
  • The Peacekeeper pistol is in slot 1. With it out, DIG becomes FIRE and PLACE becomes RELOAD. The sight turns red on the zombie you will hit, and on a phone FIRE finds the nearest zombie on screen.
  • You have health now: a bar at the top, red edges when you are bitten, and slow healing. If you fall, you get back up at the start point.
Swish Craftv0.3.0

See your sticks, aim with your mouse

  • Both thumb sticks now show in the bottom corners: MOVE on the left, AIM on the right. Each one jumps to wherever your thumb lands.
  • A blue holographic sight now stands on the block you are aiming at, the same sight as in Swish Zombies. It spins faster while you dig.
  • Full mouse and keyboard play: point anywhere, hold the left button to dig, right-click or E to place, the wheel or Q picks a block, right-drag turns the camera, WASD moves.
  • The block bar moved to the top of the screen, and DIG, PLACE and JUMP now sit above the aim stick.
Swish Craftv0.2.0

Aim, then dig

  • New phone controls: your right thumb moves an aim marker, and the DIG and PLACE buttons work on the block under it. The marker stays put when you let go.
  • Fixed: digging on a phone stopped whenever your thumb moved a little. Hold DIG and it keeps digging.
  • Push the left stick past its ring to sprint. Drag the top of the screen to turn the camera, or tap there to aim at that spot.
  • With a mouse, point at a block: hold the left button to dig, right-click to place.
Swish Craftv0.1.2

The world shows up

  • Fixed: on some computers the world showed as a dark screen with only bright outlines. The full picture now shows in every look and quality setting.
Swish Craftv0.1.1

Clear nights

  • Dusk and night no longer turn the screen almost black in the pixel look: the world stays readable under a cool moonlight.
  • The camera no longer jumps in the pixel look, so your character stays in view.
  • Leaves between the camera and your character now clear away, so trees never hide you.
Swish Footballv0.14.0

Studio football soundbank

  • All 13 field sounds now play from a studio sample bank: spiral throws, leather glove catches, shoulder-pad tackles, booming punts, upright doinks, referee whistles and touchdown crowd roars.
  • Added QB hike cadence callouts on every snap and field barks on big plays, plus a Classic audio toggle in Settings → Audio.
Swish Hockeyv0.11.0

Real slapshots, goalpost pings and board hits

  • All 14 rink sounds now play from a studio sample bank: heavy slapshots, crisp tape-to-tape passes, ice carve stops, board thuds, glass-shattering Enforcer checks, goalie pad saves, iron post pings, the arena goal horn and crowd roars.
  • Multiple recorded variations per sound keep fast end-to-end hockey lively.
  • Settings → Audio now includes a Classic audio switch if you prefer the original synth sounds.
Swish Soccerv0.14.0

Real boot strikes, post clangs and stadium sounds

  • All 22 pitch sounds now play from a studio sample bank: driven shots, curling finesse strikes, lofted chips, crisp passes, crossbar clangs, chain-link cage rattles, diving keeper saves, slide tackles, referee whistles and goal roars.
  • Multiple recorded takes per cue keep passes, dribbles and shots sounding natural all match.
  • Settings → Audio now includes a Classic audio switch if you prefer the original synth sounds.
Swish Cricketv0.14.0

Studio willow bat cracks and flying bails

  • All 14 oval sounds now play from a studio sample bank: sweet-spot willow cracks, mistimed edges, hard turf bounces, clattering wooden stumps and bails, keeper glove catches and boundary cheers.
  • Settings → Audio now includes a Classic audio switch if you prefer the original synth sounds.
Swish Zombiesv0.66.1

Cleaner reload sounds

  • Reloads now sound like one action on every gun: the magazine drops and slides back in with weight, and only the tube and break-action guns load loose shells one at a time.
  • Some new recorded reload clicks came out thin, so those steps use the game's original synth sounds instead.
  • Classic audio still works, and reloads play in it too.
Swish Zombiesv0.66.0

New gun and zombie sounds

  • Every gun — pistol, SMG, shotgun, sniper and heavy machine gun — now fires with recorded studio gunshots, shell-eject clicks and room echo.
  • Walkers, runners, skulkers, brutes and hellhounds have new recorded growls, snarls and attack cries.
  • Settings → Audio now includes a Classic audio switch if you prefer the original synth sounds.
ChipForgev0.5.2

Fits every phone, solid stock

  • Every machine's controls now fit on a phone with no scrolling, held upright or sideways, and every button is big enough for a finger.
  • The surface grinder gets a two-column layout when the phone is sideways, so all its controls fit.
  • The block on the mill is solid: a stopped or broken cutter, the holder and the vise jaws can no longer pass through it. The handwheel stops at the contact and tells you what to do.
  • Cutting deeper than the cutter's flutes, or into a vise jaw, with the spindle running is a crash that breaks the cutter, like on a real mill.
  • The drill press close-up view stays on screen when the phone is sideways.
ChipForgev0.5.1

Sharper shop art

  • More detailed pictures for every place in the shop, from the Office and Supplier to each machine.
  • Better lighting on every machine, with a proper shop floor under it.
  • The job print looks like a real drawing sheet, with a border, grid and title block.
  • The contour saw's tabs are bigger and easier to tap, and its sign no longer sits behind the blade.
  • Wide but short desktop windows now get the desktop layout instead of the phone one.
ChipForgev0.5.0

Smoother shop, sharper machines

  • Part done sends the part straight to Inspection in one tap, with Undo if you tapped too soon. Inspection has Measure all and puts the verdict at the top.
  • The mill tells you when it is moving but not cutting, cranks steadily while you hold a handwheel, and has a Fast x4 button for long moves.
  • The drill press pecks properly: lift out to clear the chips and the next push carries on down the same hole.
  • Messages now sit above the machine controls instead of covering them, on every machine including the CNC.
  • On big screens the whole interface scales up from a 1080p layout, so text and buttons stay readable at 1440p and 4K.
  • Every machine was checked for parts passing through each other: the vise parallels follow the jaw opening, end mills have real spiral flutes, handwheels and cranks no longer sink into the castings, and the lathe carriage stops short of the chuck.
ChipForgev0.4.0

Four new machines

  • The band saw is now a full 3D cut-off saw: clamp the vise, set the blade speed and downfeed, lower the head and hold to cut, with a speed chart and a blade-load meter so you never strip the teeth by surprise.
  • A drill press: pick the speed and the drill, line the mark up under the point, set the depth stop and pull the feed handle. Inspection checks each hole's size, position and depth.
  • A contour saw: push the plate into the blade with one finger and steer it along the scribed line to cut curves and corner radii.
  • A surface grinder: magnet on, dress the wheel, touch off, then let the table run on Auto (with fast-forward), mic the part, take the last tenths and spark out until the sparks die.
  • Six new jobs use them, from a mounting plate to a gauge block ground flat within two tenths.
Colorfrontv0.5.2

Built for phones

  • Cities, factories, ports, refineries, missiles and SAM sites have real map icons instead of letters.
  • The build wheel opens properly on a touch screen, in portrait and in landscape.
  • Menu and win-screen buttons are bigger and easier to tap.
  • Pausing freezes the board.
DressForgev0.8.2

Tap to pin, and a cleaner top bar

  • Tap a fabric swatch to pin it to the sketch board. Dragging still works too.
  • The vibration button is gone from the top bar. Vibration stays on.
  • The style filter's shelf order now keeps the shelf order. Best for client and price still sort.
  • On phones, the map pins sit clear of the top bar.
Flopping Fish!v0.3.4

A new name: Flopping Fish!

  • The show has a new name: Flopping Fish! Same fish, same actors, same wobbly sets. Your stars and unlocked scenes carry over.
Quota Dropv0.23.1

Bigger shop rows, YouTube-only pause

  • Shop: tap anywhere on an offer's row (its picture, its name or its description) to open its card. The description used to be a small target on phones.
  • On YouTube, the game now relies only on YouTube's own pause and no longer checks whether the browser tab is hidden when it starts.
Quota Dropv0.23.0

Read the shop, see the reef

  • Shop: a new Details button shows every offer's description right on the trader screen, so you can read the whole shop at a glance. Prices sit on the Buy buttons, and the setting is remembered.
  • Anchor's explanation no longer fills the offer card: hover over Anchor on a computer, or tap it on a phone, and it shows for a moment.
  • Special pegs now wear a small mark that shows what they are, and tapping the Threat label under the board explains that round's rule.
  • A Glass Sponge peg now cracks and shatters into shards when it breaks, so you can see why it disappeared after one hit.
  • When an item bursts the same peg several times at once, each burst now plays in turn (16, 8, 4, 2, 1) instead of the peg vanishing in a single frame. The Needlefish darts to its target first.
  • Fixed: Krill Cloud and Piranha Swarm did nothing. Their krill and piranhas now swim out from the ball, hunt down pegs and burst them until the ball is done.
  • When YouTube pauses the game, everything now stops, including the picture, and your progress is saved. When it comes back, the game carries on exactly where it was.
Quota Dropv0.22.0

The deep sea, painted

  • The painted deep sea is now the background for everyone: light rays and a whale in the shallows, a crystal cave in the middle depths, and glowing jellyfish in the deepest water, with drifting specks and shimmering light over it.
  • The glass around the board shows the water behind it, frosted, so the scene runs across the whole screen.
Rowing Simulatorv0.12.1

Clear screen on phones

  • On a phone held upright, the voyage labels no longer overlap: fish, coins, the timer and the water gauge each have their own space.
  • Catches, rogue waves and reeling in stay readable on small screens too.
Swish Arenav0.8.2

Mute, pause and store art

  • Mute in the player now silences the game.
  • Pausing freezes the battle.
  • The tower HP labels are hidden only while the store art is captured and under the results overlay. They show as normal in play.
Swish Baseballv0.5.10

A real pause

  • Pausing now freezes the whole picture until you come back.
Swish Craftv0.1.0

First dig

  • A new game: an endless world made of blocks, with hills, forests, beaches and sea to explore.
  • Hold on a block to dig it and tap to place one. Eleven kinds of block, unlimited, picked from the hotbar or the Blocks menu.
  • Drag to spin the camera, a thumb stick to walk, and Jump and Sprint buttons. Mouse, keyboard and gamepad work too.
  • Pixel-art look by default, with other looks to pick in Settings. Day turns to night, and your world saves as you go.
  • Early play-test: no sounds yet, and crafting, tools, creatures and survival nights come next.
Swish Footballv0.13.5

Easier-to-tap Settings

  • Settings tabs are taller, so they are easier to hit with a thumb.
  • On wide screens the Settings panel is a little narrower and easier to read.
  • The close button ignores taps for a moment after Settings opens, so a double tap no longer closes it by accident.
Swish Runnerv0.6.1

Pause holds the scene

  • Pausing freezes the picture: the squad behind the pause screen stops moving until you resume.
  • Short landscape phones: the menu fits, so the Upgrades button can always be tapped.
Swish Squadv0.2.1

Fits every phone

  • The court, the shop and the Battle! bar fit on every phone, held upright or sideways.
  • Reroll now sits beside Battle!, so shop cards get the whole row.
  • Every button is big enough to tap easily, including Freeze on each card.
Swish Cricketv0.13.0

Batters run on their own

  • The batter runs by himself once the ball is in play. You no longer need to tap to get a single.
  • RUN! is still there for extra calls: tap it to ask for another run, then tap again as he reaches the crease to turn for two.
  • Swipe back on the button, or hold it, to send him home.
  • A short card says what he is doing: YES!, YES! TWO!, NO! WAIT! or DIVE!
  • Press RUN! or NO! yourself and that ball is yours to call; the auto-run steps aside.
Swish Cricketv0.12.2

Bat in hand

  • The batter holds the bat by its handle again: the handle is drawn, and the blade no longer floats away from the gloves.
ChipForgev0.3.0

The lathe opens

  • A full 3D engine lathe joins the shop: set the belt and back gear, then turn the carriage and cross-slide handwheels with your finger.
  • Lathe jobs work end to end: saw a round blank, it goes in the chuck, turn it to size, then measure the diameter and length at Inspection.
  • The cross-slide dial reads diameter, like a real lathe, and touching the tool to the bar reads its size.
  • A part left half-turned stays in the chuck until you come back.
ChipForgev0.2.0

Run the whole job: office to inspection

  • Take jobs at the Office: each one comes with a drawing, the pay, and a checklist of what to do next.
  • Buy bar stock at the Supplier, then cut a blank at the Band Saw: drag the stop to the length and hold to cut.
  • The blank you cut goes in the mill's vise. Tap Print for the sizes and Part done when it is cut.
  • Measure every size at Inspection with calipers and a micrometer, and ship a good part to get paid.
  • Handwheel dials keep counting past a full turn, a big readout shows how far the table moved, and a phone held sideways keeps the machine in view.
ChipForgev0.1.0

Open the shop: a real knee mill

  • A full-size 3D knee mill you run by hand, from the motor switch and back gear to the belt step.
  • Tap a handwheel to bring it up close and turn it with your finger, one-to-one with the dial, with a fine mode, zero and lock.
  • The leadscrews have real backlash: you hear the clunk when the screw takes up the slack.
  • Cut a block of metal and it really comes away, with the load, chip and surface speed shown as you go.
Flopping Fish!v0.3.3

Frame the shot

  • On a phone held upright the slingshot now sits a third of the way across the screen, so a full pull back leaves your thumb room to spare.
  • Pulling back frames the shot: the view slides toward the stage and zooms out as you pull, bringing the actors into sight while the slingshot and your fish stay on screen. Let go to fire and the camera follows the fish; ease off without firing and it settles back.
  • Wide screens that already show the whole stage keep it centred and still while you aim.
Flopping Fish!v0.3.2

A clear aim line

  • Pulling back the sling now draws a bright dotted aim line along the start of the fish's flight, easy to see on every backdrop and at any zoom.
  • The camera stays on the slingshot. Drag anywhere else to look at what you're aiming at: the view glides with your finger, coasts when you flick it, and eases back to the sling a moment after you let go.
Flopping Fish!v0.3.1

Ready for YouTube

  • Behind the scenes for the YouTube version: the game saves your progress the moment YouTube pauses it, and leaves pausing the sound to YouTube.
Flopping Fish!v0.3.0

Lights, rigging and slapstick

  • The stage is lit like a real theatre: warm spotlight beams with dust drifting through them, footlights glowing up on the actors, and chandeliers whose light sweeps the stage when you set them swinging. Each production has its own light, from moonlight to a rainy-street glow.
  • Wet fish against cheap scenery: fish shine, spray droplets and shed loose scales, while torn flats show the bare timber behind the paint and cardboard shows its tape and creases.
  • The actors overreact: they flinch at near misses, lose their wigs to reveal bald caps, puff out face powder and drop their props, and script pages flutter when they go down. The biggest breaks freeze for a beat.
  • New stage machinery: trapdoors held shut by a red latch peg (knock it out and whoever stands on the door drops through, for a bonus), and a seesaw that flings an actor skyward when you cut its sandbag loose. Find them in new scenes of The Barber of Sea-ville, Trout Noir, Something's Fishy in Denmark and Cosmic Cod.
  • Skulls line the shelves in Denmark, and Don Fishovanni's banquet table is set with goblets.
Flopping Fish!v0.2.0

The touring season

  • Six new productions and 48 new scenes: the operas The Magic Flounder, The Barber of Sea-ville and Don Fishovanni, the tragedy Something's Fishy in Denmark, the detective drama Trout Noir and the space opera Cosmic Cod.
  • Every production has its own painted backdrop, costumes, props and music, from a moonlit temple with bells to a rainy alley with trash cans and a cardboard starship bridge.
  • Clear Act I to start touring; each production opens once you clear four scenes of the one before. Every touring scene is tested: it can be cleared with fish to spare, and a near-miss aim still works.
  • LUCKY FLOP! pays a bonus when a fish you'd forgotten about flops into the last actor, and knocking an actor into the orchestra pit pays extra, with a brass honk from the band.
  • Aiming now shows dots along the start of the arc, so you can see where a shot is heading.
Flopping Fish!v0.1.0

Opening night

  • Pull back the sling and fling a fish at a stage full of pompous actors. Clear every actor to win the scene: 16 scenes across three acts.
  • Fish are limp, wriggling ragdolls that keep flopping after they land, so a miss can still knock something over.
  • Eight fish, and seven of them have a trick you tap for mid-flight: the Flying Fish rockets ahead, the Pufferfish bursts, the Anchovy School splits in three, the Swordfish lunges, the Flounder boomerangs back, the Squid squirts ink and the Electric Eel shocks iron rigging.
  • Painted flats rip, pine splinters, and only big hits break iron, sandbags and marble. Tip an actor over and the stage hook yanks them off; knock one off the front and they land in the orchestra pit.
  • A string quartet that builds as you pull back, and a crowd that laughs, claps or boos. Three stars for clearing a scene with few fish, with touch controls in portrait and landscape.
Quota Dropv0.21.0

Everything on one screen

  • Everything now fits on one screen, with no scrolling, on phones (upright or sideways) and on big screens.
  • The trader is one tidy screen: your slots, four offers and the Recast button. The galley and the smuggler's wreck open as their own tabs.
  • Tap an offer to read it in full, buy it or anchor it. Tap one of your slots to sell or move it.
  • Run setup: captains, challenges and dives each open in their own panel.
Quota Dropv0.20.0

Shuffle the board

  • New: a Shuffle button. Once each round, before you launch, you can shuffle the pegs into new places, so you can set up a better shot.
  • The Lagoon Slice is now an Ultra rare bait: it gives you one extra shuffle every round for the rest of the run, and stacks.
  • The Vortex charm grows by 2 each time you shuffle in a round, so it now works in every run.
  • The Tube Worm gets 5% stronger for every shuffle you make in the run (10% once upgraded).
  • Shuffle Tide now gives one shuffle for the whole run, and keeps the Lagoon Slice out of the galley.
Quota Dropv0.19.0

Charms, captains and challenges play true

  • Charms play truer: the Dartfish now times the whole round, the Sponge Nest fires on the 20th peg burst of a drop, and the Sage Octopus nudges slot 3 once for every charm you hold.
  • Captains: the Wild Manta now shuffles charm triggers as well as item triggers, the Pipefish's double firing applies to items only, the Swordfish blocks the shells from each resupply instead of from recasts, and the Frilled Shark gets 3 extra shells at every resupply.
  • Captain Hydra's prestige now works: after a win you can restart at round 1 with a harder quota.
  • Bait: the Brain Coral gives you another copy of the charm you got most recently, and the Sea Snap appears only in Single Breath runs, in place of the Kelp Sheet.
  • Challenges: Low Tide cuts trader prices above 10 down to 10. Shallows Only keeps out Rare and Ultra items and charms, but lets common bait and upgrades in. Sealed Bottles turns offers into bottles (4 or 11 shells) with a surprise inside, sometimes a Copy bottle. Depth Charge's blast is bigger. Shuffle Tide turns off recasts for the whole run.
  • Dives: each dive's big moments now land on the rounds they should, and every change at the start of a round shows on the board.
  • Fixes: the Mystery Box now respects a challenge's banned items, and a sealed offer brought back keeps its seal.
Quota Dropv0.18.0

Items keep their promises

  • Items now work at full strength. Limits that held some of them back are gone, so a strong set of items can carry a run much further than before.
  • Chain bolts now jump from peg to peg one hop at a time, so you can watch where each one goes.
  • Dozens of items had their numbers and rules corrected. For example: the Stonefish bursts the lowest peg twice, the Kelp Drop's fronds fall straight onto a peg that is ready to burst, the Spiny Urchin and the Barracuda strike far more often, and the Brittle Star counts every peg burst this round.
  • Fourteen charms follow tighter, fairer rules about when they fire and what they count.
  • Bait: the Crab Stick and the Scallop Roll now give you a second copy of their charm instead of upgrading it, and the Sea Grape gives one shell for each air bubble you have left.
  • The Shallows Only challenge now blocks only Rare and Ultra rare items and bait, and lets you upgrade again.
  • Items that are switched off now stay off until the round ends, not just until the ball lands.
Quota Dropv0.17.2

A liquid tube to try

  • Preview: a liquid quota tube to try. The liquid rises with a gentle wave, dips where it is drawn in, settles to a soft curved surface in under two seconds, and each colour blends into the next. Add ?tube=fluid to the address to see it. The usual tube stays the default for now.
Quota Dropv0.17.1

A painted abyss to try

  • Preview: a painted deep-sea backdrop to try, with drifting glowing specks, shimmering light rays and softly pulsing jellyfish over it. The shallows show light rays and a whale, the middle depths a crystal cave, and the deepest water a cloud of glowing jellyfish. Add ?bg=abyss to the address to see it.
  • With ?bg=abyss or ?bg=ocean, the glass around the board now shows the water behind it, frosted, instead of a repeating pattern, so the scene runs across the whole screen. The usual look is unchanged.
Quota Dropv0.17.0

Rarer treasures

  • Items now come in three rarities: Common, Rare and Ultra rare. A Rare turns up in about 1 offer in 20 and an Ultra rare in about 1 in 500, so finding one is a real moment.
  • Every item has its own price, instead of one price per rarity.
  • The trader gives one free recast per visit, and paid recasts are gone. The galley gets one free recast too.
  • The smuggler's wreck sells only cursed items: one free pick, the rest at half price, and one recast per visit.
  • Mystery clams now really can hold charms (by mistake they never did), and a rare clam prize is sometimes Ultra rare.
  • Fixes: an anchored offer stays anchored when you leave and come back; a bait that shuffles your items no longer hands out ones you have not unlocked; the Sea Moth, which could never appear, now shows up; cursed items from the wreck clam are properly cursed.
Quota Dropv0.16.0

The ball never gives up

  • The ball no longer vanishes after 10 seconds. As long as it keeps hitting numbered pegs it keeps going, so huge runs play out in full.
  • A ball that hits no numbered peg for 6 seconds, or gets stuck wiggling in one spot, runs out of breath and pops with a label, so a round never hangs. A ball still bouncing after 3 minutes ends with "Endless bounce!".
  • Long drops speed up on their own, first to 2x and then to 4x, so you are never stuck waiting. A small chip by the board shows the speed, and it drops back to normal when the drop ends.
  • Text is easier to read. Faint grey text is brighter everywhere, and on big screens like a TV the text is larger, uses a clearer font, and the shop shows its four offers side by side. Phones keep their layout exactly as it was.
Quota Dropv0.15.2

A living ocean to try

  • Preview: a living deep-sea backdrop that drifts slowly behind the glass panels, with fish, jellyfish, swaying weed and light from above. Each of the five zones has its own water, from sunlit shallows down to the trench, and it fades to the next zone over about two seconds.
  • Try it by adding ?bg=ocean to the address. The usual background stays the default for now. With reduced motion turned on, each zone shows one still picture.
Quota Dropv0.15.1

The board stays put

  • Between rounds the board stays where it is. Only pegs that change move: a peg that becomes something new shrinks away and grows back in its new form. Nothing falls from the top any more, except on the first board of a run.
  • Run setup has a Start button next to its title, so you no longer scroll to the bottom to begin.
Quota Dropv0.15.0

The tube fills and empties

  • The quota tube fills like a syringe. Liquid is drawn up from the bottom in a thin stream with a few bubbles, and the surface rises smoothly.
  • When you beat the quota several times over, the tube empties one colour at a time at the end of the round. Each layer pays out its shells as it drains.
Quota Dropv0.14.2

Calmer hits

  • Hitting a peg no longer shakes the screen. That shake was what made everything flicker on every hit.
  • In Liquid Glass, the quota tube no longer blinks out for a moment each time it rises. It now fills smoothly.
  • The end-of-round slam and the resupply stamps keep a small, smooth thump instead of a jitter.
  • A hit peg glows brighter in its own colour instead of flashing white and red, and its liquid pours out smoothly with a few drops.
  • Score numbers rise a little slower and stay on screen longer, so they are easier to read.
Quota Dropv0.14.1

Glass comes back properly

  • Switching from Classic back to Liquid Glass now restores the glass board too. Before, the pegs and board stayed in the Classic style until you reloaded.
Quota Dropv0.14.0

Everything moves smoothly

  • Every round's board now drops into place the way the first round does. When the layout changes, the old pegs sink away and rock bumpers rise in.
  • Pegs are glass jars of liquid. The bigger the number, the fuller the jar, compared with the biggest peg on the board. Each hit pours out half, and the last hit drains it before the glass pops.
  • Colour changes blend smoothly, and the liquid sloshes away from where the ball hit.
  • The quota tube stacks colours: each time you fill it, a new colour rises over the full one. At two and a half times the quota you see a full green tube with gold halfway up.
  • Screens drop in and lift out instead of cutting. At the Wreck Trader, purchases fly to their slot, sales empty out, and fresh offers slide in.
  • Whenever something changes the board, you can see what did it: the creature or threat lights up and a trail runs to what it changed, with labels like x2 or +20% quota.
  • Bumper blocks now look like solid rock instead of empty boxes.
Quota Dropv0.13.1

A brighter quota tube

  • The tube beside the board now fills with bright, glowing colour as your score climbs. Before, on some screens, it was drawn so dark it looked empty.
  • The tube changes colour as your combo builds: blue, then green, gold, pink and finally rainbow.
  • If the glass effect can't draw the tube, a plain bar shows instead, so the tube is never blank.
Quota Dropv0.13.0

Twelve new sea creatures

  • Twelve new creatures join the Wreck Trader, each playing a different way. Riptide Ray rewards wall bounces, Diving Weight and Slow Current reward long drops, Lanternfish lights up a whole column, Shelf Coral pays for clearing a row, and Twin Seahorses wants matching neighbours.
  • Also new: Bubble Rise, Pearl Bed, Hermit Crab, Counting Crab, Bubble Snail, and the cursed Abyssal Lure from the Smuggler's wreck, which boosts every drop but raises every quota.
  • Old Anchor is now Stonefish, so it no longer shares a name with the Anchor button.
  • Every item was measured against the rest. The few that could carry a whole run on their own (Spiny Urchin, Barnacle, Gull, Barracuda, Sea Lion and Temple Ruin) are toned down to match.
  • Threats raise the quota a little less than before.
  • Pegs always show whole numbers: halving never leaves a fraction.
  • Fixed a crash at the Wreck Trader when some items set each other off.
Quota Dropv0.12.3

Coloured liquid-glass pegs

  • On the Glass look, every peg is a bubble of coloured liquid, and each number has its own colour: aqua, teal, amber, blue, lilac, violet and on up the ladder.
  • The liquid sloshes when your ball hits a peg, and the colour changes the moment a peg's number changes.
  • Burst pegs go dark, so the live ones stand out.
Quota Dropv0.12.2

Every item does what its card says

  • Several items went off far more often than their cards said. Sand Dollar, Dartfish and Brittle Star now work once per round, as written, and Coral Link only weakens when it actually works.
  • Items that set each other off can no longer run away forever. Old Anchor, Conch Horn, Spiny Urchin, Barracuda, Gull, Barnacle and Krill Cloud each have a limit, shown on their cards.
  • Temple Ruin and Sunken Galleon now give a fixed bonus that grows with each zone, instead of shaving a slice off every quota.
  • Extra balls made by items no longer set off effects meant for your own ball.
  • Recasting at a Wreck Trader costs 1 shell more each time in the same visit, and the price resets at the next wreck.
  • Every card now says exactly what its item does.
Quota Dropv0.12.1

Tap anything to see what it does

  • Tap any item or charm, in a round or at the Wreck Trader, to see a card with what it does.
  • At the Wreck Trader, the card holds the item's Sell button, so you can read it before you sell. A single tap never sells.
  • With a card open in a round, tapping the board just closes it, so you never drop a ball by accident. Pause and the other buttons still work straight away.
  • The quota readout sits in a rounded glass pill to match the rest of the screen.
  • Sideways on a phone, all three charm choices now fit without scrolling.
Quota Dropv0.12.0

Five ocean zones and a steady quota

  • Each round's quota is set when the round starts and stays put for the whole round. Every time your score passes it again, your board gets a resupply of bigger pegs, and a bigger board means a bigger quota next round.
  • A run now crosses five ocean zones, from the Sunlit Shallows down to the Trench, and each one ends in a threat. After that comes a final threat you choose, then you can keep diving for as long as you last.
  • The Glass look is now the default: menus sit on solid dark glass, and the game behind them dims and softly blurs. Slower phones switch to the Classic look automatically.
  • Everything has a deep-sea name now: you collect shells, watch your air, trade at sunken wrecks, and every upgrade is a sea creature.
  • The results screen shows the round's quota and, when you win, how many times you passed it.
Swish Arenav0.8.1

Volume sliders work

  • Settings: the Music and Sound volume sliders now change the sound straight away.
  • The starting volumes are now Sound at full and Music at 80 percent.
Swish Baseballv0.5.9

Swing through it

  • The bat now meets the ball: a low pitch drops the bat to it, a high pitch keeps it up, and on a hit the sweet spot touches the ball.
  • Tap SWING for a quick swing, or hold it through the pitch for a power swing. Holding longer no longer loses the swing.
  • A power swing no longer makes the ball jump as it's hit.
Swish Baseballv0.5.7

Real players, real baseball

  • Players move like real ballplayers: a full windup with a leg kick, a batting stance with the bat up, a catcher squatting behind the plate, diving catches, slides and celebrations.
  • Everybody plays at once: on every hit, fielders cover the bases, back each other up and line up relays, and runners take leads and tag up on fly balls.
  • Time between pitches: the catcher throws the ball back and the batter resets before the next pitch.
  • Always know your job: a YOU'RE BATTING or YOU'RE PITCHING banner at every switch, and a role label on the scoreboard with the count, outs and bases.
  • New buttons in the Swish layout: pick a pitch, hold RELEASE to aim and let go to pitch, SWING (hold for power), and THROW to any base.
  • Pop-ups no longer turn into home runs, and switching sides takes about 3 seconds.
Swish Baseballv0.3.1

Closer to the action

  • The field camera now stays close: it follows the ball to the fielder, then the throw to the base, so players are big enough to read on a phone.
  • Close plays at a base fill the screen, so you can time your slide.
  • The PERFECT / GOOD timing word sits up top, out of the way of the play.
Swish Baseballv0.3.0

Watch the play

  • When you hit the ball fair, the camera follows the ball and the fielder going after it, then shows the throw and the runner heading for the base.
  • Throws now fly across the field on a low arc with a trail, and double plays go to second, then first.
  • Throw buttons only show while a fair ball is live; a foul shows none.
  • Nothing you press while paused reaches the game.
  • New Controls settings: a simple or full keyboard layout, and how far above your finger the aim marker sits.
Swish Bucketsv0.13.10

Volume that works

  • Music and sound effects volume now change the sound straight away, even mid-match.
  • The vibration switch is gone: phones can't vibrate inside a web game, so it did nothing.
Swish Hockeyv0.10.2

Follow the play behind the net

  • The camera moves in when you skate behind the net, so your player stays big on screen.
  • If the goalie or another player is between you and the camera, they turn see-through so you can always see your skater.
Swish Hockeyv0.10.0

Room behind the net

  • The nets now sit out from the end boards, so you can skate behind the goal and tuck in a wrap-around.
  • Teammates move into the slot for one-timers and stand in front of the net for tip-ins.
  • Goalies stop more shots, and defenders cover the front of the net.
  • Fewer dive pokes and knockdowns, so a big hit feels special.
Swish Hockeyv0.9.3

Big hits, real hockey

  • Three skaters and a goalie per side, each with a style: Playmaker, Sniper, Two-way D or Enforcer.
  • Skate into people to knock them over. Line up a big hit along the boards, and an Enforcer at full speed can shatter the glass.
  • The puck stays on your stick. Tap Shoot for a quick wrister, or hold it and let go in the green ring for a slapshot.
  • One-timers off a pass and tip-ins in front of the net.
  • Turbo to burst past defenders. Three big hits or two goals in a row and your team catches fire.
  • Shield the puck, dive to poke it away, and goalies now hold the puck after a save.
  • New camera behind the play in portrait and landscape, a brighter rink and new buttons.
Swish Idlev0.3.0

One coin pool, three new games

  • Every game now earns into one shared coin pool. Games further down the list cost more to unlock and upgrade, and pay more.
  • Swish Bank is now Coin Mint: blank coins ride a conveyor, chunky presses slam down to stamp them, and the finished coins pour into a vault that fills up. Your Bank progress carries over.
  • New: Buzzer Bricks. Break your way down through an endless wall whose colours keep shifting the deeper you dig, with tougher bricks as you go.
  • New: Puck Pusher. A pusher cabinet full of hockey pucks: the shelf shoves the pile and pucks tip over the edge into your tray.
  • New: Rail Run. Marbles roll down ramps and a spiral into payout cups, a lift carries them back up, and upgrades add new track pieces.
  • Bucket Cannon has been retired.
  • Hire the Coach to keep buying upgrades for the game you are watching. Global boosts and unlocks now cost much more, and each game can prestige once an hour.
  • New players start with a ball spawner already running in Ring Escape.
  • Saves carry over: your coins move into the new pool (up to an hour of earnings) and every unlock and level is kept.
Swish Runnerv0.6.0

Bigger fights in both modes

  • Runner: the finish is now a multiplier staircase. Each row is tougher and pays more (x1, x1.2, x1.4...), so a big squad climbs higher instead of running out of wall.
  • Runner: bosses are real fights now, about five seconds, with a chunky health bar that staggers at half and quarter health, and a Boss Bounty when they fall.
  • Hits land harder: a short freeze-frame and a thump when crowds clash, and the New Gun banner no longer pops at the start of a run.
  • Defence: bigger zombies marching two abreast, bulkier tanks, a larger boss, and bright gun tracers you can follow.
  • Defence: Air Strike and the other buttons sit in a strip below your squad, and big squads squeeze together so every gate lane stays in reach.
  • Defence: a cleaner top bar with wave and base on one line, the boss bar only during a boss, and a landscape layout with side panels.
Swish Soccerv0.13.7

Volume that works

  • Music and sound effects volume now change the sound straight away, even mid-match.
  • The vibration switch is gone: phones can't vibrate inside a web game, so it did nothing.
Swish Cricketv0.12.1

Run with your thumb

  • One round RUN button sits under your right thumb: tap to run, tap again at the crease to turn for two, swipe back to stay home.
  • Bowl by dragging the marker on the pitch for line and length, then flick down. Curve the flick to swing it; a hard snap bowls a bouncer.
  • New contact sounds: a clean crack when you middle it, a hollow pock off the top edge, a sharp snick off a late edge.
  • A fast swipe up and to the right now plays a lofted cover drive.
  • The pitch guide fades after the first over, so you get a clean view of the bowler and stumps.
  • Music and sound effects volume now change the sound straight away, even mid-match.
  • The vibration switch is gone: phones can't vibrate inside a web game, so it did nothing.
Swish Cricketv0.11.0

Bat with a swipe

  • No more shot buttons while batting: swipe in the direction you want to hit the ball.
  • A fast flick lofts it; a smooth stroke keeps it along the ground.
  • Before the ball is bowled, slide your thumb left or right to move across the crease.
  • Timing now shows how well you hit it: middled, a skier off the top edge, or a late edge.
Swish Zombiesv0.65.1

Volume that works

  • Settings: the SFX volume slider now changes the sound straight away, and the Vibration switch is gone (phones in the player can't vibrate).
Wok Flipv0.7.2

Settings that work

  • The vibration switch is gone: phones can't vibrate inside a web game, so it did nothing.
  • Settings now shows the game's version number.
Celestial Arcadev0.11.1

Gravity Rally tidy-up

  • Gravity Rally's two-player mode is now called the Paddle Duel, with fresh wording in its tutorial and menus.
Colorfrontv0.5.1

Housekeeping

  • A behind-the-scenes tidy-up. Nothing changes in play.
Quota Dropv0.11.0

Every pass raises the bar

  • Each time you beat the quota in a round, the board refills and the next target is set from the bigger board. The bar keeps climbing as your board grows.
  • The next target never drops back within the same round, so every pass asks for at least as much as the one before.
  • The quota card shows it: the stamp shows the target you beat, then the next target takes its place.
  • The result screen's Quota line shows the total bar you cleared when you win, and the total you needed when you miss.
  • Boss and special-rule raises still apply to every new target.
Quota Dropv0.10.0

Arrange your items

  • Drag an item onto another slot to swap them. Or tap an item once, then tap the slot you want it in.
  • Order matters. Some items boost the items next to them, so you can now line them up the way you want.
  • You can't move items while a ball is in the air. The move works again once the ball has left the board.
  • Dropping an item on a locked slot does nothing, and the item goes back where it was.
Quota Dropv0.9.0

Every hit pops

  • Pegs flash white, squash and send out a ripple ring every time the ball hits them.
  • Numbers now burst up out of the board in little fountains and hang before fading. Bigger numbers are bigger text, and anything over 1,000 pops in gold with sparkles.
  • Merging pegs pull together and burst into a starburst.
  • After a stamp, new pegs rain onto the board one by one, each with a soft tick.
  • In the Glass look, the board is now a clear acrylic slab over dark water light, with see-through gem pegs, a crystal ball with a glint, and numbers that glow inside the glass. Sharper on high-resolution phones. Still being polished.
Quota Dropv0.8.0

Hits that sing, stamps that slam

  • Every peg the ball hits in a drop plays the next note up a gentle scale, so a long chain climbs into a little run. Past four hits a soft shimmer joins in.
  • As you close in on the quota, the quota card starts to tremble and glow. The moment your score passes it, the card flashes and chimes.
  • When the round's first stamp lands, the game freezes for a split second, the screen shakes, ink splats and confetti bursts out (glass shards in the Glass look), with a fanfare when you clear the quota.
  • Merging pegs now make a soft pop.
  • In Glass, the item slots are bevelled glass trays instead of dashed outlines, and locked slots sit darker.
  • Reduced-motion settings keep the flashes and glow but drop the shaking and confetti.
Quota Dropv0.7.0

Open lanes down the sides

  • The board is wider, with open space between the outer pegs and the walls. Aim hard left or right to drop the ball down a side lane and skip pegs on purpose.
  • Quotas are a quarter lower to match, so a typical run reaches about the same round as before.
  • In the Glass look, the pegs on the board are now glass marbles, and the ball is clear glass. Classic is unchanged.
  • In Glass, locked item slots now look darker than open ones, so it's clear where items go.
  • Next up: bigger hit flashes, number fountains, a climbing note run as you chain hits, and a proper stamp slam when you clear the quota.
Quota Dropv0.6.0

Try the new glass look

  • A new Glass look is here to try: open the pause menu and pick Look: Glass. Classic stays the default for now.
  • In Glass, the panels, buttons, score chips and item slots are frosted glass over softly drifting colour, and the quota card fills up with liquid as you score.
  • Item icons are now little glass tiles in both looks.
  • The glass marbles for the board are still being finished and will arrive in the next update.
Quota Dropv0.5.0

Every character has its own board shape

  • Each of the 12 characters now plays on its own board shape: a diamond, a funnel, an hourglass, a ring, two towers, a staircase and more. Pegs only ever appear in the shape’s slots, so every character opens different lanes to aim through.
  • The character picker shows a small preview of each shape.
  • The starting character keeps the full board, so standard runs play like before.
  • Fixed a character rule that could stall a run in round 1. Your launch each round is now normal, and a relaunch after a missed quota costs 2 lives instead of 1.
Quota Dropv0.4.0

See every number your items change

  • Every time an item does something, you see it: its slot flashes, and the numbers it changes pop up on the board.
  • Score pop-ups are colour-coded: a peg hit floats in that peg colour, item bonuses in gold, multipliers in big magenta, doubles in bright gold, halves in coral, coins in green, and extra drops and lives in sky blue.
  • Doubling, halving, copying and setting a peg show on the peg itself, and beams, shots and explosions now draw on screen.
  • Big numbers shorten to read at a glance, like 12.4K, and hits on the same spot add up into one pop-up instead of piling on top of each other.
  • The ball is now drawn at its true size, which leaves more visible room between the pegs.
Quota Dropv0.3.2

More room between the pegs

  • The pegs and the ball are a little smaller, so there is much more room for the ball to slip between pegs.
  • Pincer Charm works again: every 3 seconds it scores half of a random peg number for each item you hold. Before, it never fired.
Quota Dropv0.3.1

Early rounds that ask for a real drop

  • The first rounds were too easy: one drop could pass the quota seven times over and flood you with stamps, coins and lives.
  • The quota now starts at half and reaches full strength by round 6, so a good early drop earns one or two refills, not seven.
  • Missing the quota in rounds 1 to 5 gives you up to two free relaunches before it costs a life.
Quota Dropv0.3.0

Refills wait for the ball, and items that play with numbers

  • The board no longer refills while the ball is still bouncing. When the ball drops out the bottom, the game counts how many times you passed the quota and plays each refill one stamp at a time.
  • Each stamp refills the empty slots and merges matching neighbours, so you can watch the board grow step by step. A long chain of stamps speeds up as it goes.
  • The first rounds are gentler: the quota starts at a quarter and ramps up to full by round 10, and refills are never smaller than 2.
  • In rounds 1 to 3, a drop that misses the quota gets a free relaunch, up to two, before it costs a life.
  • 22 items and upgrades were reworked for the new board, so more of them double, halve, copy and merge numbers the way they are meant to.
Quota Dropv0.2.1

The quota sheet and the rubber stamp

  • The quota is now a paper form beside the board. It fills with ink as you score.
  • Every time you pass the quota, a rubber stamp slams down: APPROVED, then DOUBLE, OVERTIME and PROMOTED! as you keep going.
  • Stamped sheets stack up in the out-tray, one per refill, and a fresh form drops in.
  • Keep scoring past the quota and the sheet shows how many times over you are.
Quota Dropv0.2.0

A new board: big numbers that refill and merge

  • The board is now a 5 by 5 grid of big numbered pegs, coloured by value, with empty slots you can see.
  • Each round is one drop. Every time your score passes the quota again, the board refills on the spot: new pegs fall into the empty slots and matching neighbours merge into double.
  • Each refill pays a coin and a life. The board keeps its numbers from round to round.
  • The quota now comes from the numbers on the board, so it starts small and grows with what you build.
  • Hits flash and shrink the number, merges slide together and pop, and a banner calls out each refill.
  • The aim line only shows the way to the first peg. Where the ball goes after that is up to the bounce.
  • A drop that falls short spends a life for another launch, and your score so far stands.
  • Won rounds roll straight into the next one.
Quota Dropv0.1.0

Quota Drop launches

  • Drag to aim, release to drop: every peg the ball touches adds to your score. Beat the quota before your drops run out.
  • Long runs across several zones, each one ending in a boss fight, with a final showdown you pick yourself.
  • More than a hundred items and upgrades, plus 16 kinds of peg, built to boost, copy and double each other.
  • Between rounds: a shop, a mystery prize, a hidden dealer and surprise events.
  • Characters that change the rules and special challenge runs, unlocked with badges you earn by winning.
  • Plays one-handed on phones, upright or sideways.
Stunt Circuit Zerov0.18.1

Cleaner race screen and new car art

  • Race messages no longer pile up on small phone screens: the countdown, hits, callouts, item hints and tips take turns.
  • Phones (including sideways) now show touch instructions instead of keyboard keys.
  • The Leader Seeker blast and Ink Cloud are much easier to see, and ink no longer covers your buttons.
  • Each battle arena gun now hits with its own feel.
  • New original art for the Cyclone, Helion and Nova cars, and some paint jobs renamed.
Swish Arenav0.8.0

New card: Slapshot

  • New rare spell: Slapshot. Costs 3 elixir and unlocks in Arena 7.
  • Slapshot fires a line down the rink. Every enemy on the line takes damage and is knocked back along it.
  • Slapshot hits ground units only. Flying units are not touched.
  • Slapshot is the only new card in this update. Ice Resurfacer and Enforcer are not in the card pool yet.
Swish Arenav0.7.1

New names: Milestone Path, Captain tower, stars

  • The milestone screen is now called Milestone Path. The same twelve milestones and rewards are there.
  • The main tower on each side is now the Captain tower, and your level for it is the Tower level. The numbers and play are the same.
  • Destroying the Captain tower earns all three stars and ends the match at once. Each Side tower earns one star.
  • Tower kills now count as stars: the star counters on the battle screen and the results screen show the towers you have taken.
  • The star icon is a gold badge, and a lost star is greyed out.
  • The Captain tower flies a pennant in your side's colour.
Swish Baseballv0.2.0

A full game

  • Play a whole game against the computer: 4 innings, with extra innings until someone wins.
  • The bat circle now has a sweet spot: centre it for the hardest hits; under the ball sends it in the air, over it hits it on the ground.
  • Tap to swing for contact, or press and hold for a power swing.
  • Throw meter: tap a base, then tap again in the green for a perfect throw. Double plays and slides are in.
  • Pitchers tire as the game goes on.
Swish Baseballv0.1.2

Portrait framing and swing timing

  • Phones in portrait now see the whole plate and strike zone. The pitcher and the batter both fit on screen, and the stadium scoreboard sits behind the top bar.
  • The catcher fades while you aim and swing, so the strike zone shows through.
  • Swing timing is more forgiving: a press within 90 ms of the ideal moment counts as Good or Perfect, and the cursor snaps to the ball when you are a little off.
  • The Home throw label fits on one line on a 390 px phone. The throw buttons still wrap onto two rows.
  • Early play-test. In landscape the batter touches the corner of the plate, the stadium scoreboard can show behind the top bar, and Next shows only briefly after an at-bat before the game moves on.
Swish Hockeyv0.7.1

YouTube Playables build

  • Swish Hockey now also ships as a YouTube Playables game: season, progress and quick match all play there. Online "Play a friend" stays here on shiccup.com.
  • Saves on YouTube use the platform's save, so progress follows the player.
Swish Hockeyv0.7.0

Progress and unlocks

  • Progress: earn levels in season games and spend points on Skate, Shot, Hit and Stick; unlock kit trims and a long goal horn.
  • Two team names changed.
Swish Idlev0.2.0

Ring Escape gets real physics

  • Balls now bump into each other and bounce off the rings, picking up spin on each hit.
  • The rings now fill the screen, the balls are bigger and easier to see, and broken rings shatter into pieces that clear quickly.
  • Ring hits flash and wobble, with small sparks and a soft tick.
  • Escaping balls fly out with their momentum, a floating payout and a comet trail; clearing the outer ring breaks it into falling pieces.
  • Tap to send a ripple out from the centre that pushes the balls away.
  • Balls grow a little with each escape, and fast balls leave a short trail.
Swish Idlev0.1.0

Six idle games, all running at once

  • One list of idle games that all keep earning while the app is open; tap a card to play, come back and everything kept going.
  • Ring Escape: drop glowing balls into spinning rings and let them slip out through the gaps.
  • Swish Hoops: hire shooters, chase swishes and build a combo streak.
  • Swish Bank: tap the big gold coin and build eight money makers.
  • Swish Gym: run sports businesses from a lemonade stand to a pro league; managers keep them going.
  • Swish Mine: dig eight gem shafts, run the lift and sell the haul.
  • Bucket Cannon: aim the cannon, pop bubble clusters and drop the hangers for a bonus.
  • Swish Coins unlock the next game; prestige any game for stars that boost it forever; up to 2 hours of earnings while away.
Swish Runnerv0.5.0

Defence: a new second mode

  • Survival is replaced by Defence: slide your gunner along the bottom and stop the horde marching down at you.
  • Gates multiply every shot that flies through them: x2 then x5 turns one dart into ten, so the stream becomes a wall.
  • Shoot the gold vault open for a huge multiplier, or shoot a statue down to wake a hero who fights beside you.
  • Waves come down one lane at a time, then a boss with its own health bar.
  • No more sandbags: the horde attacks your base line, and the Barricade upgrade is now called Base.
  • Steering now follows your finger or mouse: the squad and the gunner go to the spot under it.
Swish Runnerv0.4.2

See your shots land

  • Bullets now fly from your soldiers to whatever they are shooting, and spark where they hit.
  • Bullets are thicker and glow, so you can follow them on a phone.
  • A gate lights up while you shoot it, and a red gate you shoot blue bursts into sparks and shows its new number.
  • Zombie groups show one zombie per enemy, so you watch them fall one by one as you shoot.
  • Small damage numbers rise off zombies and the boss while you shoot them.
  • The screen gives a light shake when your shots kill something.
  • Your soldier count now sits under your squad, so it no longer covers the gates.
  • Rookie soldiers are light blue, so they stand out from the road.
Swish Runnerv0.4.1

Money wall: new colours

  • New colours on the money wall: each row climbs from deep teal to bright yellow.
  • Money wall rows still get more valuable the further back they stand.
Swish Cricketv0.10.7

Smoother batting controls

  • A slow drag off the pull bar no longer turns into a lofted shot.
  • The settings screen fits phones better.
Celestial Arcadev0.11.0

Three new games and a Roguelike switch

  • New game: Star Hopper. Run, jump and shoot through World 1, then face the Star Eater.
  • New game: Lunar Touchdown. Land on the pad before the fuel runs out, or race the clock in Speed Run.
  • New game: Nebula Crawler. Blast the crawlers apart before they reach you.
  • Flip the Roguelike switch in any game: pick a new upgrade after every level and stack them.
  • Many more upgrades in every game, plus missions and a Pilot Rank to climb.
  • Enemies get tougher as you get stronger.
  • New touch controls: a stick plus action buttons, and long holds no longer drop.
Celestial Arcadev0.10.0

Celestial Arena is now Celestial Arcade

  • A new arcade menu with more games to come.
  • New game: Meteor Shatter. Fly, shoot and split the rocks.
  • The gravity paddle game lives on as Gravity Rally, with every mode.
  • Earn stardust in any game and spend it on upgrades.
Periodicav0.2.0

Five puzzle hits, rebuilt

  • Every game is now a puzzle you already know, with an element twist.
  • Sodium Splash: swipe-to-match gems with rockets, water bombs and flame orbs; break salt crust and crates in 22 levels.
  • Stellar Forge: a true drop-and-merge jar; fuse hydrogen up the star ladder to iron, two irons go supernova.
  • Diamond Blast: drag pieces onto an 8x8 grid; full rows and columns crush from graphite into diamond.
  • Neon Jam: slide glowing glass blocks out through gates of their own gas colour to light the sign, 20 levels.
  • Silicon Sort: drop hex stacks of silicon wafers; matching colours fly together and ten polish into a chip.
  • Gilt, Fire Line, Pond Pop and Glowtube are retired.
Periodicav0.1.0

First playable: five elements

  • New puzzle collection: the periodic table is the menu, and each glowing element is its own game.
  • Hydrogen, Stellar Forge: drop atoms into a star, fuse matching pairs up the ladder to iron, then go supernova.
  • Neon, Glowtube: turn mirrors and move gels to route light and wake a neon sign.
  • Oxygen, Fire Line: close vents, drop CO2 and dig firebreaks to starve a fire before it reaches the cottage.
  • Sodium, Pond Pop: drop and slice sodium pellets so their pops chain across the pond.
  • Gold, Gilt: hammer gold across hex tiles to cover a shape; leaf one flake thin glows green.
  • Every level ends with a real fact about its element.
Rowing Simulatorv0.12.0

Voyages, finger steering and fishing

  • A title screen and three voyages to row, each scored with up to three stars.
  • New default controls: slide your finger up and down the right edge to set the pace. The old drum and oar controls are still there to pick.
  • The war drum is now a power: tap it for a burst of speed, then wait for it to recharge.
  • Fish swim in the cutaway below the boat. Harpoon them for coins.
  • Big waves can wash over the side. Too much water and the boat swamps, so hold to bail.
  • Phones get a hold-water button and tidier on-screen text.
Stunt Circuit Zerov0.18.0

Nine new race items

  • Nine new items: Triple Nitro, Overdrive, a bouncing Ricochet Orb (also as a spinning triple), a Leader Seeker that hunts down 1st place, a Warp Jet autopilot for the back of the pack, Storm Strike, Ink Cloud, Pulse Bomb and a Decoy Box.
  • Throw items backwards (swipe down on ITEM, or hold S), or hold ITEM to drag a mine, orb, bomb or decoy behind you as a shield.
  • Cars further back get better items, so races stay close.
  • Fixed: a boulder could keep re-spinning your car on Redwood.
Stunt Circuit Zerov0.17.1

Battle arena weapons, rebuilt

  • The battle arena guns each have their own job now: the Railgun charges up and fires a heavy slug with a lingering trail, the Shock Sniper stuns, the Chaingun spins up, and the Rocket Launcher can finish a fight.
  • Every hit in the arena tells you what got you (HIT BY ... or RAMMED) and shows the damage, and health and armour pads burst when you grab them.
  • The guns are rebalanced so no single weapon wins most fights.
Stunt Circuit Zerov0.17.0

Every pickup hits differently

  • Missiles now actually catch the car they lock onto (before, they often circled it and missed). A hit blows the car up into the air, and you get a warning the moment one is fired at you.
  • Mines spin you out in a crackle of electricity, EMP blasts shove nearby cars sideways and scramble their screen, and the pulse gun chips away at speed with sparks.
  • Burst nitro launches you with a flame and a camera kick, the shield flashes BLOCKED! and shatters when it saves you, and the Tachyon star leaves a rainbow trail and knocks rivals aside.
  • You now see MISSILE HIT!, BLOCKED! and HIT BY ... messages, so you always know what happened.
Swish Arenav0.7.0

Undead troops

  • Five new undead troops join the deck builder: Runner, Crawler, Brute, Skulker and Hulk, each with its own look and move.
  • Shambler Horde is now Walker Pack, the same five slow walkers in the undead look. Owned cards carry over.
  • Brute: its first hit on each new target shoves that target back, then it fights on.
  • Skulker hides until it attacks or an enemy comes within two tiles. Its first hit lands for double damage. Area spells still hit it.
  • Crawler takes half damage from area spells, so it is a cheap pair that survives a Confetti Volley.
  • Hulk attacks only buildings and towers, throws boulders that splash, and slams the ground to stun three or more units close to it.
  • Frisbee Flock now costs 4 (was 3), Pitchers cost 5 (was 4) and Dunker costs 4 (was 3), to keep the bigger roster in balance.
  • New cards unlock in order: Runner in arena 2, Crawler in arena 3, Brute in arena 5, Skulker in arena 6, Hulk in arena 9.
Swish Arenav0.6.1

Adaptive layout and polish

  • The battle column follows the window: on a full-screen PC the field, HUD and card tray sit in a centred 9:16 column, with fluid menus capped at 720 px.
  • Landscape phones (844x390 and similar) turn the field: the four cards and the elixir bar sit in a right-hand column, and the names, stars and timer sit in the corners.
  • Tower HP bars run across the tower with the level badge at the left end, clear of the labels. On large desktops the HP labels and damage numbers scale up.
  • Damage numbers: rapid hits on one target merge, at most two show per target, and a tower's number sits beside its HP bar. Hidden on the results screen.
  • Portraits: Pucklings and Shamblers are drawn as three overlapping chest-up figures, and Kite's head and wings fill the card.
  • Elixir bar fits at 390x844 and 360x780 phone sizes; towers are taller, with an archer on princess towers and a pennant on the Captain tower.
Swish Arenav0.6.0

Bigger field, troops and placement

  • The field fills almost the whole width of the screen, and the camera sits closer to top-down, so the arena reads bigger.
  • Troops are bigger: humanoids stand about 1.5 arena tiles tall and tanks about 2.4. Towers are 20% bigger. Hit sizes are unchanged.
  • Each health pie sits right above its unit. The match clock is in the top right corner, and the star counters sit on the right edge.
  • Tap a card and then tap the arena, or drag the card onto it: both place the troop the same way. While you drag, the tile under your finger shows teal (legal) or red (not legal).
  • Heavy troops shove light ones aside: a Linebacker or Bowlder pushes Pucklings and Dunkers out of its way and barely moves itself.
  • Dragging a card onto the arena with a mouse now places the troop where you let go, and the card no longer sticks lifted. The placement preview shows the card's real level.
  • Balance: no card's win rate is more than 8 points away from 50%, and the average match lasts 3 minutes 35 seconds.
Swish Arenav0.5.0

Lane paths, pie health and a calmer look

  • Health is a pie now: the slice you just lost flashes yellow and fades, and damage numbers pop above the hit.
  • Ground troops follow their lane over the bridge, and the walking trace you see while placing a card follows the same path.
  • Each new elixir point pops on the bar. Cards you can't afford are dimmed and fill up like a pie, then flash when they're ready.
  • Card art sits lower in each card so the weapon shows, and the hand shows a bigger role icon.
  • Calmer teal-and-yellow menus with readable text, bigger buttons, and a deck screen with sort, filters and your average elixir cost.
  • Tap any card to see its damage, speed, range and what it targets.
  • Balance: Pucklings now cost 4 elixir (up from 3), Ice Bucket costs 1 (down from 2), and Dunker has 990 health (down from 1100).
  • Top-tier bots hold their lanes, keep ranged troops behind tanks and push harder.
Swish Bucketsv0.13.9

Settings fits phones

  • Settings screen fits phones: every tab is visible, there is much less scrolling, and it is centred on big screens.
Swish Bucketsv0.13.8

Bigger-headed players preview

  • Swish Buckets preview: players with big round heads and big rounded sneakers, try ?players=figure. Arms and legs are thicker too.
  • Team jerseys, shorts, numbers, hair, skin tones and headbands are unchanged.
  • Without ?players=figure the game looks exactly as before.
Swish Footballv0.13.4

Settings fits phones, and fan buttons size correctly

  • Settings screen fits phones: every tab is visible, there is much less scrolling, and it is centred on big screens.
  • Fan buttons are sized correctly on phones.
Swish Hockeyv0.6.0

Play a friend online

  • Create a room and share the code or link; your teammate and goalie are AI.
Swish Hockeyv0.5.0

Real players, a broadcast camera, and a real arena

  • Hockey now looks like Swish Basketball: real players instead of capsule balls, and a broadcast camera that follows the play.
  • The rink is a real arena. In portrait the jumbotron is blanked so the score bug stays clear.
  • The skater you control has a green ring. Touch controls and team chips follow Swish Basketball.
  • Settings screen fits phones: every tab is visible, there is much less scrolling, and it is centred on big screens.
Swish Hockeyv0.4.0

Season mode, heavier hits, sound, and more bank passes

  • Season mode: pick one of eight teams and play a 14-round season. The top four go to a playoff: two semi-finals, then the final. The table updates after every game, and your season is saved in this browser, so you can close the game and carry on later.
  • Hits have weight. A big hit stops the action for a moment, the screen shakes a little, and ice sprays off the boards. Goals get a celebration.
  • Under Settings: Graphics has a Particles option (Full or Less), and Accessibility has Reduce motion, which turns off screen shake and camera punch.
  • Hard check: hold CHECK for half a second and the next check lunges about a metre further.
  • Sound: sound effects and crowd noise, each with its own switch under Settings > Audio.
  • More bank passes: 0.74 per team every two minutes in computer-only tests, up from 0.13 in 0.3.0. Our target is 0.7 to 1.2, so this is at the low end of it.
  • Matches averaged 7.6 goals over 50 computer-only games (range 1 to 13). 33 of 50 landed in the 5 to 9 goal range we aim for. 8 went to overtime.
  • Narrow phones in portrait (360 px wide or less) get smaller touch buttons so the whole rink still fits.
  • Known issue: on narrow phones in portrait, the last tab in Settings is partly cut off at the right edge. It still opens; it is just hard to see.
  • Not in this version: bank shots aimed at the end boards by you, team strength in season mode, icing and offside whistles, I-PAC controller support, and button remapping.
Swish Hockeyv0.3.0

Three control schemes, Buckets-style menus, and bank passes you can aim

  • Pick your controls: Simple, Full keys, or Controller. The help screen shows the buttons for the scheme you picked.
  • Menus match Swish Basketball: a pre-match card with START and MENU, and a post-match card with PLAY AGAIN and MENU.
  • The post-match card fits on landscape phones at 640 x 360 and up.
  • Settings opens from the menu. It only lists options that work in this version.
  • Aim a pass at a side board and your teammate can bank it off the boards, when the line is clear and the target is within 6 metres.
  • Bank passes happen less often than we want: 0.13 per team every two minutes in computer-only tests, against a target of about one. This is not fixed yet.
  • Matches averaged 7.8 goals in 50 computer-only games; 32 of 50 landed in the 5 to 9 goal range we aim for.
  • Not in this version: I-PAC controller support, button remapping, and bank passes off the end boards.
Swish Hockeyv0.2.0

Real checks, goalie saves, board passes and a clear rink in landscape

  • Checks have results now. A head-on hit can knock a skater down, a glancing hit bounces off, and a carrier driven hard into the boards goes down.
  • A skater who is down slides to a stop and cannot pick up the puck until they get up.
  • Goalies save three ways: a poke, a rebound that bounces out, or a freeze. Low shots bring a butterfly slide.
  • Teammates bank a pass off the boards when the direct line is blocked.
  • Landscape phones at 740 x 360: CAM RINK fits the whole rink, and the right-hand net is clear of the CHECK button.
  • Bank-shot preview dots are spaced out in landscape so they no longer run together.
  • Early play-test. Computer-only test matches averaged about 8 goals over 20 seeds (range 3 to 13). We are still tuning toward 5 to 9.
Swish Hockeyv0.1.1

Overtime, shootouts, bank-shot dots and a camera switch

  • A tie now goes to a 3-minute overtime, 3 on 3. The first goal in overtime wins the game.
  • Still level after overtime? A shootout: three attempts each, then sudden death. Your goalie plays the shootout too.
  • The wrist shot has a short wind-up now, so a quick tap no longer fires instantly.
  • The bank shot is drawn as a dotted line: the path, the bounce off the boards and the way back.
  • CAM switches between following your skater and showing the whole rink, so both nets stay in view.
  • Settings are on the pause screen: Body checks (On, Light or Off), Camera, and a Controls page.
  • Landscape phones: CAM RINK shows the whole rink with both nets in view at 844 x 390 and 740 x 360. At 740 x 360 the right-hand net sits partly under the CHECK button.
  • Early play-test. Computer-only test matches averaged about 7 goals (range 3 to 13). We are still tuning toward 5 to 9.
Swish Runnerv0.4.0

Fights: groups charge and fight back

  • Zombie groups now charge you from 60 metres, so your squad shoots them for the whole approach.
  • Zombie groups that reach you cost soldiers, and most groups are beaten before they arrive.
  • Your squad shoots any zombie group in range before gates, props or walls, so groups no longer slip past.
  • Zombie groups grow a little larger across the road, in step with your squad.
  • The chest burst lifts higher and throws bigger chips, so it reads above the crowd on phones.
  • Wide screens show a centred 9:16 play column, with the scenery filling the sides.
  • On short landscape screens the squad count and bars are slimmer, so the gates stay visible.
  • Gates never read +0 or x1: plus gates start at +2, the first times gate opens at x2, and every level has a good and a bad gate to choose between.
Swish Squadv0.2.0

Battles are math now

  • Battles play out turn by turn with no physics: the front two creatures strike, faints and buffs resolve in order, and you can skip to the end.
  • Your run is saved. Reload and you carry on from the shop, or watch the same fight again. It never re-rolls.
  • Shop cards show attack, health and the full ability text, readable on a phone.
  • Creatures on the battle board are bigger and their numbers are easier to read in portrait and landscape.
  • Placeholder art and still no sound.
Swish Soccerv0.13.6

Settings fits phones, and the title HUD fits too

  • Settings screen fits phones: every tab is visible, there is much less scrolling, and it is centred on big screens.
  • The settings gear sits top right, and the title HUD fits phone screens.
Swish Soccerv0.13.5

New listing picture

  • The listing picture is now a real frame from the game, with the Swish Soccer title on it.
Swish Cricketv0.10.6

Settings fits phones

  • Settings screen fits phones: every tab is visible, there is much less scrolling, and it is centred on big screens.
Swish Cricketv0.10.5

New listing picture

  • The listing picture is now a real frame from the game, with the Swish Cricket title on it.
Swish Zombiesv0.65.0

Classic Test

  • A test mode to try: add ?classic=1 to the game's address. Normal games are not changed.
  • Classic plays with a different set of numbers: zombie health and how many come each round, the most zombies on the map at once, and each gun's damage, fire rate, magazine and reload.
  • Points and your health stay the same in Classic. Wonder weapons keep their printed damage instead of growing with the round.
  • Behind the scenes: the game now follows only the official YouTube Playables size limits.
Celestial Arcadev0.9.1

Phone fixes

  • The collapse button no longer covers the tabs in landscape Drift.
  • Controls sit 16px in from the screen edge, so nothing is cut off.
  • The drift pad is moved in from the edge.
  • The landscape header no longer overlaps the game.
  • The HUD fits on phones.
DressForgev0.8.1

A roomier cutting table

  • Drag a piece from the fabric back onto the pattern list to put it away. The list lights up when you can drop it.
  • The fabric now fills the table, so pieces are big enough to grab, and you slide along the roll to see the rest.
  • The Cut buttons and the fabric meter no longer sit on top of your pieces, and small pieces keep their names inside them.
  • "Roll out fresh fabric" and "Buy more" are always in view. Buy more takes you straight to that fabric in the shop.
  • In the shop, pick a length in one tap (1, 2, 3 or 5 m), or how much your drafted dress needs.
DressForgev0.8.0

Style filters and a phone-sized fit

  • Filter the Fabric Shop and the sketchbook by style. Your client's wishes are one tap away (like "Sweet" and "Playful"), and "+ Styles" opens all eight scales.
  • "Best for client" puts the fabrics, trims and design pieces that suit the brief first. Little style badges on each card glow gold when the client wants that style.
  • Every screen now fits a phone held upright with no scrolling up and down. Shelves and lists slide sideways instead.
  • The sketch is bigger on phones: it zooms onto the dress, and the colour pencils tuck behind a crayon button.
  • The dress form shows the whole form above the panel, and the seam list and cutting tray no longer cover the screen.
DressForgev0.7.0

Style Compass and a new sketchbook

  • Every dress now has a style on eight scales: Casual to Formal, Daytime to Evening, Minimal to Ornate, Sweet to Edgy, Flowing to Tailored, Modest to Daring, Breezy to Cozy and Classic to Playful.
  • Clients tell you a story, and the Style Compass shows the style they're hoping for next to where your dress is heading. Tap any scale to see what's pushing it, like "Velvet makes it more evening".
  • Styles follow real life: shiny dark fabrics read evening, linen reads breezy, long sleeves and collars read modest, flared skirts read flowing.
  • The sketchbook draws your actual dress as a pencil and watercolour fashion sketch: skirts flare, sleeves puff and collars sit the way they will on the dress form.
  • Drag a fabric onto the bodice, skirt or sleeves in your sketch to plan it, and the forecast updates as you go.
DressForgev0.6.1

See every seam

  • Seams are now drawn right on the dress: golden chalk lines show what still needs sewing, and neat thread shows what's done.
  • Once every piece is pinned, the tray becomes a seam checklist. Tap a seam to turn the dress towards it, or tap Sew to go straight to the machine. You can also tap a chalk line on the dress.
  • The sewing machine no longer turns by itself. Straight seams are relaxed; curves are where your steering counts.
  • Shoulders slope naturally, sleeves sit into the shoulder, and close-fitting skirts no longer let the dress form show through at the hip.
DressForgev0.6.0

Made for your phone

  • Every station now fits a phone: big buttons, pieces and tools in pull-up trays, and pinch, twist and tap controls.
  • A painted atelier is your new home screen. Tap the sewing machine, the dress forms, the fabric shelves or the window to get to work.
  • Never wonder what's next: a Next button always points to your next step, and finishing a step gets a little celebration.
  • Sewing is friendlier and deeper: the machine helps you stay on the seam, warns you before curves, and only snags if you wander off for a while. Fast and precise sewing earns the best grades, and you can start a seam over any time.
  • Size the dress form by turning its bust, waist and hip wheels, on the form itself or with a big dial.
  • Fabric now drapes onto the dress form without passing through it, and cut pieces show up in your tray in the fabric you cut them from.
  • Select several pattern pieces and cut them all at once.
  • Vibration can be switched on or off from the top bar.
DressForgev0.5.0

Rebuilt from the ground up

  • A brand-new DressForge: take a commission at the front desk, set the dress form to your client's measurements, design the dress in your sketchbook, buy fabric, cut the pieces, pin them on the form and sew every seam.
  • Cutting table: lay pattern pieces on the roll, keep the grain straight, avoid overlaps and waste as little fabric as you can, then watch the scissors cut them out.
  • Sewing machine: guide the fabric under the needle and keep your stitches on the seam line. Stray too far and the thread snags.
  • A new 3D dress form with skirts that fall in real folds, gathered sleeves, rolled hems and fabric that shines like silk or glows like velvet. Pieces now drape onto the form and get pinned in place.
  • Ten new clients with their own stories, plus regulars who keep coming back, 28 fabrics and 14 trims to collect.
  • Your dress is judged on grain, stitching, fit and style. Beat the client's hopes for a tip.
House Flippingv1.0.2

Phone fixes

  • The ? button and the wheel sit inside the screen edge, so nothing is cut off on a phone.
  • In portrait, the title sits clear of the ? button.
  • The info close button is bigger and easy to tap.
  • The info panel fits on short landscape screens.
  • The landscape game over screen starts at the top, with the reels side by side.
Stunt Circuit Zerov0.16.2

Castles, storms and giant redwoods

  • Medieval Castle is lined with crenellated walls and pennants; Tempest Coast is a storm coast with a breakwater, buoys, surf and rain; Redwood Forest has giant trunks towering over the road.
  • Volcanic Caldera is black basalt and ash, while Magma Core glows red with drifting embers; snow falls on Glacier Spine.
  • Desert Canyon has red rock towers, and the harbour's shipping containers come in every colour.
Stunt Circuit Zerov0.16.1

Every track looks like itself

  • Much bigger roadside scenery, and a ground of its own on every theme: snowfields on Glacier, pine forest at Pine Hollow, pale stone at the Pyramid, a green oasis, hex-cracked salt flats, a glowing grid on Neon Overdrive and towers along Neon City Grid.
  • The harbour is lined with shipping containers, and the salt flats with flag poles.
Stunt Circuit Zerov0.16.0

Polish: coach, callouts and a real results screen

  • Your first race now teaches the controls as you go: steering, releasing a drift for boost, and using an item.
  • Bigger, clearer callouts for perfect landings, final lap, top-tier boosts and overtakes.
  • A new results screen shows your place, time, best lap, the VP you earned and what you can buy next, with the buttons always in reach on phones.
  • Each track theme now has its own roadside props, curbs and start gate, so tracks look different all the way round, not just at the landmarks.
  • Lava vents rise up before they erupt, so you can see them coming, and the Pyramid Ruins no longer float.
  • Reversed tracks start on the right line, and battle-mode rules no longer leak into normal races.
Stunt Circuit Zerov0.15.0

Every track its own place

  • Every circuit now has its own landmark you can't mistake: a waterfall arch, a covered bridge and windmill, a giant redwood, a stepped pyramid ramp, castle walls and a portcullis, a harbour crane swinging its load over the road, an ice tunnel, a lava fall, a sea wall and lighthouse, magma geysers, a mesa jump, a timing gantry and more.
  • Tracks play differently too: slippery leaves, ice, sand, wet asphalt and shallow water change your grip, and rolling boulders and the crane load are hazards to dodge.
  • Racing a track in reverse now puts every hazard, ramp and surface on the same stretch of road as going forward.
  • Big jumps no longer fling you off the edge of the map.
  • Battle arenas each have their own set piece: a walled fort, an ice geyser, erupting lava vents and a sunken colosseum. Battle CPUs steer around walls and vents and get unstuck on their own.
  • Performance parts are rebalanced against real lap times: every upgrade is a clear trade, such as more grip for a little top speed.
Stunt Circuit Zerov0.14.0

New handling, tunable cars and smarter rivals

  • Drifting now pays out in three levels: hold a bigger, longer slide for a stronger boost. Clean landings off jumps pay more than crooked ones.
  • Brushing a wall slides you along it instead of stopping you dead.
  • Every car can be tuned: trade top speed, launch, turning and grip against each other, and save the setup per car.
  • Performance parts (tyres, gearing, nitro and chassis) can be bought with VP. Each one trades one strength for another, and on a phone the first tap on BUY shows exactly what it changes before you spend anything.
  • Each car has its own special ability, shown on its card.
  • Rival racers each drive differently, use items and boost pads, and keep the race closer. The Grand Prix names your rival.
  • Battle CPUs now play to the difficulty you pick, each with a style: rammers, snipers, dodgers and crown hunters. First to 15 knockouts wins, and a tie goes to sudden death.
  • One clear set of weapons in races and battles, and the item you get depends on where you are: further back, better items.
  • Glacier Spine has an ice section and a rolling boulder to dodge. Every track is getting its own set pieces next.
  • On phones, the car and tuning screen now fits and scrolls properly, and every button is easy to tap.
Stunt Circuit Zerov0.13.0

New controls, and a big round of fixes

  • Pick how you drive: ARCADE (the car drives itself, you steer, and DRIFT has its own button), MANUAL (your own gas and brake pedals) or TILT (lean your phone to steer). Change it in Settings or by tapping the scheme button on screen.
  • Steering now works in the smallest game window, and feels the same on every screen size.
  • The drift button and boost meter glow when a boost is ready, so you know when to let go.
  • Game controllers work: left stick to steer, triggers for gas and brake, A to drift.
  • Hold R to restart, so a stray key press never throws away a lap.
  • Fixes: health pads and every weapon now appear in battles, getting hit can no longer almost stop your car, rival boosts are fair, and paint jobs made for one car stay on that car.
  • This is the first step of a full rework of the game. More is coming: new handling, tuning that really changes your car, unique tracks and smarter rivals.
Swish Arenav0.4.1

Swish Clash is now Swish Arena

  • The game has a new name, Swish Arena, to steer clear of another game's name. Play is unchanged and your saves carry over.
  • New elixir look: a yellow liquid in a teal bar, a glowing orb for the count, and teal cost badges with yellow numbers.
Swish Arenav0.4.0

Clearer fights and easier play

  • The hand of cards now sits along the bottom in every layout, and the arena is bigger.
  • Play a card by tapping it and then tapping the arena, or drag it onto the arena and let go.
  • Troops are bigger and easier to read. Each stands on a ring: blue for yours, red for theirs.
  • Walking paths run from each side's towers across the bridges, so you can see where troops go.
  • A dotted trail shows the route a troop will take while you drag a card or choose one.
  • Every card has its own colour and shape, and a badge that shows how it fights.
  • A ranged card shows its reach as a ring. A card that only attacks towers shows its target.
  • Balance: side towers have 15% less health and bigger footprints, and the Captain tower is bigger too. Matches with no tower down fell from 12.3% to 6.9%; average match 3:34 to 3:21.
Swish Arenav0.3.0

A real game look

  • Every card now shows a picture of its troop or spell, drawn from the 3D model, in a frame coloured by rarity with its elixir cost.
  • Bright new look: sky background, glossy buttons, a wooden deck tray and arena banners.
  • Each chest tier has its own chest, and empty slots show a pedestal.
  • Battle screen: a liquid elixir bar, star counters and a timer pill.
  • Results open with a big VICTORY or DEFEAT banner and stars that pop in one by one.
Swish Arenav0.2.0

Playable battles

  • Home, battle and results now run as one flow: build your deck, fight a bot, claim your chest.
  • Drag a card onto your half of the arena, or tap a card and then tap a spot. A ghost shows where it lands.
  • A spot the card cannot go shakes the arena and tells you why.
  • Battles run three minutes, then overtime. Your towers grow with your Tower level.
  • The game pauses by itself when you switch away or the platform pauses it.
  • Settings cover music and effects volume, graphics quality and reduced motion.
  • Your progress saves after every battle and every chest you open.
Swish Arenav0.1.0

Battle engine

  • The arena is 18 by 32 tiles, with a river, two bridges, and a Captain tower and two Side towers per side.
  • Sixteen starter cards: troops, buildings and spells, each with stats in one data table.
  • Elixir regenerates one point every 2.8 seconds, doubles in the last minute, and triples in overtime.
  • An eight-card deck cycles through a hand of four, with the next card shown.
  • Your deploy zone grows into a lane once that lane's Side tower falls.
  • Three stars end a match at once. Overtime is sudden death, and an equal tower-health tie is a draw.
Swish Bucketsv0.13.7

Chunkier rounded players preview

  • Swish Buckets preview: chunkier rounded players, try ?players=figure. Bigger round heads, thicker arms and legs, rounder jerseys, bulkier sneakers and bigger mitten hands.
  • Team jerseys, shorts, numbers, hair, skin tones and headbands are unchanged. Taller and broader centres and shorter, quicker guards keep their sizes.
  • Without ?players=figure the game looks exactly as before.
Swish Footballv0.13.3

Phone fan buttons fit

  • On a phone, the A, B and C fan buttons no longer overlap each other. STIFF ARM and BURST were sitting on top of one another at every phone size; now each button has its own space and is easy to tap.
Swish Hockeyv0.1.0

First playable: Swish Hockey

  • The first playable build of Swish Hockey is here: 3-on-3 arcade hockey on a small rink, with a computer team to beat.
  • Skate with the stick, pass with a tap of the pass button, and tap shoot for a wrist shot inside the attacking zone. Hold shoot in the zone for a slapshot and let go at the right moment: the timing word tells you how it went.
  • Bank passes and bank shots off the boards are part of the game. A dump in from outside the zone is a hold of the shoot button.
  • Phones: a floating stick on the left, and the shoot, pass and check buttons on the right, in portrait or landscape. Pause with the PAUSE button.
  • Early play-test. There is no overtime yet, goals are still rarer than we want, and the camera will move as we tune it.
Swish Runnerv0.3.1

Tuning: gates and enemy groups

  • Plus gates can grow to three times their starting value, so shooting them pays more.
  • Enemy groups now match the squad your gates would give you, so they grow as you progress.
  • Zombie groups have less health, so they fall faster.
  • Squad growth now stays steady from level to level instead of spiking late.
Swish Runnerv0.3.0

Economy v2: prices follow your level

  • Upgrade prices now follow the level you are on, so they no longer run away as the game goes on.
  • Your starting squad follows a fixed curve: 2 soldiers at level 1, 5 at level 2.
  • Enemy groups are sized from that same curve, not from how big your squad happens to be.
  • Gate Power adds 2% per level and Coin Gain adds 4% per level, instead of compounding.
  • Plus gates now stop growing at 1.2 times their starting value.
  • The prize slabs at the end of a run are replaced by a finale bonus of up to +100%.
  • Coins per level depend on the level number, and each defeated group pays a fixed share.
Swish Runnerv0.2.0

Playable build, coins that stick

  • Runner and Survival play end to end: menu, level, results, shop, next level.
  • Steer with a drag on touch or mouse, or with A and D and the arrow keys.
  • A level's coins are paid once, when you claim them, so nothing doubles or vanishes.
  • 2X after a level: free on the web. In Playables a denied ad still pays the base coins.
  • Upgrades and claims save straight away; progress survives a reload.
  • A lost Survival run still pays a share of its coins instead of nothing.
  • Sound: a cue for each gate, the boss, a win, a loss, a claim and a purchase.
Swish Runnerv0.1.0

Foundation build

  • Runner and Survival are on the menu. The battles are still placeholders.
  • Six upgrades with no level cap: recruits, firepower, fire rate, gate power, coins, barricade.
  • 2X after a level: free on the web, and a real rewarded ad inside Playables.
  • Big numbers read as 1.23K and 45.6M, then carry on into letters.
Swish Soccerv0.13.4

New name: Swish Soccer

  • Renamed from Swish Strikers to Swish Soccer. Nothing else changed: same game, same saves, same ratings.
Swish Soccerv0.13.3

Phone and title screen fixes

  • On phones, the settings button no longer covers the pause button, and the scoreboard is hidden on the title screen in landscape.
Swish Cricketv0.10.4

New name: Swish Cricket

  • Renamed from Swish Wickets to Swish Cricket. Nothing else changed: same game, same saves, same ratings.
Swish Cricketv0.10.3

Phone layout fix

  • On a phone held upright, the batting crease buttons no longer crowd the score and the settings button. The small legend card steps aside when space is tight.
Swish Zombiesv0.64.0

Siege Preview

  • A test version of breakable houses. Add ?siege=1 to the game's address and play Larkspur Drive to try it. Normal games are not changed.
  • In the preview, doors are not bought: hold the button at a door to plant a breach charge, step back, and it blows the door open.
  • The wall between the living room and the kitchen is drywall. Bullets punch holes in it, and enough shots or one charge make a hole you can walk through.
  • Plant a charge on the living room ceiling and it creaks, swings down on its last edge, and lands as a ramp up to the bedroom. Zombies use the ramp too.
Swish Zombiesv0.63.0

Sharp From the First Second

  • The game now starts at your screen's full sharpness on every device. Phones used to start at a lower, blurrier resolution.
  • On a computer, Resolution now starts at Native. If you already picked a Resolution or a Quality level, your choice stays.
  • The YouTube version now uses the clean look: no blood, and fallen zombies fade away quickly. The website version is unchanged.
Swish Zombiesv0.62.0

Who Fits Where

  • Test option: add ?entrances=1 to the game link. Zombie-only entrances are still off by default.
  • Smaller zombies can use more ways in. Hounds and Skulkers can use every entrance: pet flaps, crawl vents, drains, drainpipes and all the rest.
  • Ordinary zombies are too big for the tight ones. They use coal chutes, cellar and attic vents, chimneys, floor grates, fire escapes and window wells.
  • Brutes now come in too, but only the big ways: up a fire escape or down into a window well. They climb slowly, and you can shoot them the whole way.
  • The Hulk and the bosses still use no entrance at all.
Swish Zombiesv0.61.0

A Settings Screen That Looks Like the Game

  • The Settings screen now wears the game's own colours: near-black with bone text, cyan for what is selected, a gold ring for where your keyboard or controller is, and red for danger.
  • Settings now opens on Controls instead of the long Graphics page, and the tabs run in the order you are most likely to want them: Controls, Gameplay, Audio, Graphics, Accessibility, Advanced.
  • Controls is split in two. Controls keeps look speed, sticks, buttons and key bindings. A new Gameplay tab holds fire mode, auto reload, the quest line, the compass and the camera.
  • Reduce motion and Screen shake now sit at the top of Accessibility, where you would look for them.
  • On a controller, A and Start no longer start a run behind the open Settings screen. D-pad moves, LB and RB change tab, B closes.
  • On a keyboard, Q and E change tab and Escape closes.
  • Every tab and the close button are full-size touch targets, on a phone held upright or sideways.
  • Nothing about how the game plays has changed.
Swish Zombiesv0.60.0

Tighter Sniper Zones

  • Snipers and marksman rifles now have a much narrower blue aim zone: about 40 percent tighter.
  • Sniper rifles go from 3 degrees wide to 1.9. Marksman rifles go from 4.5 to 2.8.
  • The blue zone is never tighter than the gun's own bullet spread, so it still shows where shots can land.
Swish Zombiesv0.59.0

A Pick Every Third Round

  • The card draft now comes every third round, after every hound round, and when a boss falls. Fewer picks, so each one counts for more.
  • Guns hit a little harder to make up for the fewer picks, and the starter pistol and rifle get a small boost.
  • Four new cards turn what you do into a perk. Waste Not can hand a round back after a headshot kill. Grit heals you on kills while you are hurt.
  • Fresh Legs fills your sprint when you open a door. Shake It Off gives you a burst of speed when you are bitten.
  • Three new cards come with a price the whole run pays. Head Start makes you much faster, and the zombies a little faster too.
  • Blood Money pays you more, but doors and the box cost more. Thick Skin gives you a lot more health, and the zombies a little more.
  • No card ever slows your own feet by more than 5%.
  • In co-op each player still drafts their own hand. A price paid by a card is paid by the whole room.
Wok Flipv0.7.1

Phone fixes

  • The top buttons and start buttons have moved in from the screen edge, so they are easy to tap on a phone.
  • The pause button is bigger.
  • COOK is always on screen on small phones, in portrait and landscape.
  • The recipe grid and the pause menu now fit on landscape phones.
DressForgev0.4.0

Watercolor Atelier & Storybook Couture

  • Hand-painted watercolor visual overhaul: sunlit atelier workshop, rustic pattern cutting table, and royal salon fitting room.
  • Hand-painted storybook character portraits for all 6 historical client commissions (Princess Aveline, Lady Seraphina, Countess Vivienne, Clara the Debutante, Rose the Botanist, Queen Eleanor).
  • Interactive client presentation reveal flow with celebratory confetti, fanfare, scoring, and instant souvenir snapshot download.
  • Engine optimization: removed over 60 MB of obsolete files, fixed audio context and reveal presentation runtime exceptions.
DressForgev0.3.0

The Atelier & Fabric Harmony

  • Vintage Singer sewing machine minigame featuring treadle pedal throttle with inertia and curved seam guideline steering.
  • Live Fabric Harmony system with a cotton-and-silk textile clash warning and royal bonuses.
  • Bespoke commission slips with custom waist measurements and 3D dial knobs on the mannequin.
  • Hand-finishing embellishment station placing 3D filigree buttons, Venetian lace collars, and velvet sashes.
  • 5-Star customer evaluation scorecard grading Fit, Harmony, Pattern Yield, Seam Precision, and Trims with itemized bounties.
DressForgev0.2.0

Master Tailor & Grand Atelier

  • Expanded 3D atelier with 5 parametric bodices, 5 skirts, 5 sleeves, and royal jewelry with vertex cloth sway.
  • Workbench cutting station with waste efficiency scoring and cast-iron sewing machine with precision seam steering.
  • 6 historical clients, leather-bound order sketchbook journal, and Royal Boutique shop with unlockable fabrics.
  • Procedurally synthesized Victorian soundscape featuring cozy hearth ambience, acoustic parlor chords, and sewing mechanics.
DressForgev0.1.0

Welcome to the Atelier

  • First playable release of DressForge.
  • Interactive 3D mannequin draping, pattern cutting, sewing pedal station, and client orders.
Swish Bucketsv0.13.6

Rounded players preview

  • Preview: new rounded players made in Blender, try ?players=figure
Swish Bucketsv0.13.5

Menu fits a phone

  • The menu fits a phone on its side: the squad cards keep their normal size and "Play a friend" sits right under PLAY.
  • Settings: no more cut-off section tab on a phone. The tab row fades where there are more tabs, and the tab you open scrolls fully into view.
Swish Bucketsv0.13.4

Bolder art styles

  • Art style previews are now much bolder: toon has thick ink outlines and hard cartoon shading, watercolour is painted with soft washes but no longer blurry, and pixel uses bigger pixels and a fixed retro palette.
  • Fixed: in the toon style, the crowd behind the backboard no longer draws lines across the glass.
Swish Bucketsv0.13.3

Toy players preview

  • Preview: rounder toy players with ?players=toy (works with the art styles)
Swish Bucketsv0.13.2

Sharper picture

  • Sharper picture: the Resolution setting now draws real pixels for your window. 1080p is 1080 real lines of picture in a window, in the embedded player and in fullscreen, not a smaller picture stretched up and smoothed.
Swish Bucketsv0.13.1

Layup fix

  • Fixed: the ball no longer jumps to the other side of the hoop after a layup
Swish Bucketsv0.13.0

New settings screen

  • New settings screen, themed to the game; fully works with keyboard and controller
  • Settings are split into sections down the side: switch sections with Q and E or the shoulder buttons, move with the arrows or d-pad, and press Esc or B to back out.
  • Anything you have changed is marked, with a one-tap reset beside it.
Swish Bucketsv0.12.2

Art style preview

  • Preview: try art styles with ?style=toon, ?style=watercolor or ?style=pixel
Swish Footballv0.13.2

Settings tabs fit on a phone

  • Settings: on a phone held upright the section tabs scroll sideways, the edge with more tabs fades so none looks cut off, and the tab you open is always scrolled fully into view.
Swish Footballv0.13.1

A Resolution setting

  • New Resolution setting; sharp on high-res screens. Pick how many pixels the game draws (Auto, Native, 4K, 1440p, 1080p or 720p) in Settings, Graphics. On a Retina or 4K screen the picture is now drawn at your screen's real pixels instead of a smaller picture stretched up.
Swish Footballv0.13.0

New settings screen

  • New settings screen, themed to the game; fully works with keyboard and controller
  • Settings are split into sections down the side: switch sections with Q and E or the shoulder buttons, move with the arrows or d-pad, and press Esc or B to back out.
  • Anything you have changed is marked, with a one-tap reset beside it.
Swish Soccerv0.13.2

Settings tabs fit on a phone

  • Settings: on a phone held upright the section tabs scroll sideways, the edge with more tabs fades so none looks cut off, and the tab you open is always scrolled fully into view.
Swish Soccerv0.13.1

Sharper picture

  • Sharper picture: the Resolution setting now draws real pixels for your window. 1080p is 1080 real lines of picture in a window, in the embedded player and in fullscreen, not a smaller picture stretched up and smoothed.
Swish Soccerv0.13.0

New settings screen

  • New settings screen, themed to the game; fully works with keyboard and controller
  • Settings are split into sections down the side: switch sections with Q and E or the shoulder buttons, move with the arrows or d-pad, and press Esc or B to back out.
  • Anything you have changed is marked, with a one-tap reset beside it.
Swish Cricketv0.10.2

Settings tabs fit on a phone

  • Settings: on a phone held upright the section tabs scroll sideways, the edge with more tabs fades so none looks cut off, and the tab you open is always scrolled fully into view.
Swish Cricketv0.10.1

Sharper picture

  • Sharper picture: the Resolution setting now draws real pixels for your window. 1080p is 1080 real lines of picture in a window, in the embedded player and in fullscreen, not a smaller picture stretched up and smoothed.
Swish Cricketv0.10.0

New settings screen

  • New settings screen, themed to the game; fully works with keyboard and controller
  • Settings are split into sections down the side: switch sections with Q and E or the shoulder buttons, move with the arrows or d-pad, and press Esc or B to back out.
  • Anything you have changed is marked, with a one-tap reset beside it.
Swish Zombiesv0.58.0

Lighter Late Rounds, Sharper Windows

  • Busy late-round screens draw about 10 percent fewer things, and the game does less work per frame on High and Extreme.
  • The dark patch under each zombie is now drawn for the whole crowd at once. It looks the same.
  • On a PC, a Resolution size now means that many lines inside a window or an embedded page too, not only fullscreen. A 1080p pick in a small window no longer comes out soft.
  • Ambient shading and glow now follow the real picture size, so they are crisper and now step down with dynamic resolution.
  • Street lamps and the flickering windows in the distance no longer make a small mess every frame.
  • Nothing about how the game plays has changed.
Swish Zombiesv0.57.0

Ways In

  • Test option: add ?entrances=1 to the game link to try zombie-only entrances. It is off by default and solo only.
  • Zombies get in by more than the windows: pet flaps, vents, coal chutes, fire escapes and drainpipes to the roof, chimneys, floor grates and drains. Every map has 5 to 9 of them.
  • You see them coming. Each one walks up in plain view, then climbs, crawls or drops in with its own animation. Hounds scramble through, and Skulkers go quick and low.
  • You can shoot them the whole way in. A zombie hit on a wall flinches, and one killed halfway through a flap stays lying in it.
  • Larkspur Drive's workshop cellar window is back. Zombies hop down into its window well, then tear the boards off and climb in.
  • Brutes and bosses are too big for any of it. About half of the other zombies still come the usual way.
Swish Zombiesv0.56.0

Gun Card Clear of the Middle on Small Phones

  • On a short portrait phone (a 360 by 640 screen, or a 375 by 667 one) the gun card no longer reaches up into the middle of the screen.
  • The weapon icons and the upgrade pips now share one line, the name and ammo stay the same size, and the card is about 16 pixels shorter.
  • Bigger phones, phones held sideways and desktop screens look exactly as before.
Swish Zombiesv0.55.0

The Blue Zone Stops at Walls

  • The blue zone in front of you now stops at walls, shut doors and solid cover for every gun, not just the snipers. If a shot cannot cross it, the blue does not either.
  • Rifles get a much narrower zone: assault rifles go from 8 degrees wide to 5, and light machine guns from 12 to 8.
  • Pistols, SMGs and shotguns keep their size. They are just cut short at walls now.
Swish Zombiesv0.54.0

Work the Bolt

  • Bolt-action rifles no longer cycle like a pump shotgun. After each shot you lift the handle, drag the bolt back, drive it home and press it down.
  • The whole rifle comes off your shoulder: it rolls handle-side up, the muzzle swings and dips, and it jerks back with the bolt. It reads from the game camera and on a phone.
  • Applies to the Scarecrow, Widowmaker, Lancer, Nightjar, Pale Rider and Culverin. The Pale Rider's longer bolt throws its rifle the furthest.
  • Reloads that chamber a round work the bolt the same way, and the click lands as the handle locks.
  • Looks only: fire rate, reload time and damage are exactly as before.
Swish Zombiesv0.53.0

The Way Out Gets Harder

  • Overgrowth: the river winch now only turns from round 18, not round 10. Cranking it brings a much bigger crowd, 22 runners instead of 8.
  • Ashmoor Dig: the charge at the Support Line now waits until round 17, not round 10. Lifting it calls 5 runners, and setting it brings 12 from the road's two ends.
  • The first steps of both goals are unchanged, so you can still get the jar, the generators and the detonator early.
  • Leaving still costs 100,000 on both maps.
Swish Zombiesv0.52.0

Last Flight Out

  • Sub-Zero Station has a goal now. The Evac Helicopter stays grounded until the rotors are spun up, and leaving still costs 100,000.
  • From round 5, shoot the ice block in the Ice Caves: eight hits crack it open. You need the Cave Stair and Arrival Tube doors to get through.
  • Take the power cell from the broken ice and carry it to the helideck. You can sprint and keep a sidearm, but you have 45 seconds before the cold takes it.
  • Hold two seconds at the helideck to fit it. If time runs out or you go down, the cell goes back to the caves and the ice stays broken.
  • From round 10, hold the Landing Pad ring for 45 seconds while the rotors spin up. The horde surges and runners come in from the pad's windows.
  • The Scout Map (1,500 points) marks the ice block for everyone.
Swish Zombiesv0.51.0

Wake the Ferry

  • Overgrowth has a goal now. The Rope Ferry stays asleep until the river winch is cranked, and leaving still costs 100,000.
  • From round 5, take the jar from the spring at the south end and pour it into three basins, in any order. Each pour calls a few from the nearest edge.
  • The basins are the glyph stones in the south-west and north-west clearings, and the bowl on the idol's summit.
  • The jar carries like the torch: sprint and a sidearm, but no long guns, grenades or buying. You get 90 seconds, and the clock restarts at each pour.
  • If time runs out or you go down, the jar goes home to the spring and poured basins stay poured.
  • From round 10, crank the winch at the river's south pit: stay inside the ring for 40 seconds. The horde surges, and the river and the cistern send runners.
  • The Scout Map (1,500 points) marks the jar for everyone.
Swish Zombiesv0.50.0

Clear the Road

  • Ashmoor Dig has a goal now. The Rear Lines stay blocked until the road is blown clear, and leaving still costs 100,000.
  • From round 5, throw all three generators. Then find the detonator: it is hidden in one of three places each run, and you spot it once you are close.
  • From round 10, fetch the charge from the Support Line stash. It is heavy: slow, no sprint, a sidearm only. Three runners come when you lift it.
  • Carry it to the berm at the west redoubt and hold for a moment to set it. The road's two ends send runners at you.
  • Then the fuse is lit: you have 12 seconds to get clear of the red ring. Every zombie inside it is blown apart. You are hurt badly if you stay, but a wall shelters you.
  • The Scout Map (1,500 points) marks the detonator for everyone.
Swish Zombiesv0.49.0

The Warden's Toll

  • Greyhallow Keep has a goal now. The Sally Port stays barred until the keep's warden is broken, and leaving still costs 100,000.
  • First, feed the three stone urns: at the gate, in the cistern vault and in the Bailey Court. Kills near an urn fill it, eight each. Every fourth kill calls two more, and a full urn pays 750.
  • Then take the torch from the sconce upstairs and carry it to the Bailey Court. Light all four braziers in any order. Each flame sends a walker and gives you 90 more seconds.
  • You can sprint and keep a sidearm, but no long guns, grenades or buying. If time runs out or you go down, the torch returns to its sconce and lit braziers stay lit.
  • From round 10, stand alone in the ring on the Bell Tower for 4 seconds to toll the bell.
  • Then the Hollow Warden rises in the court. Break it to open the Sally Port. The usual boss waits until it is done.
  • The Scout Map (1,500 points) marks all three urns.
Swish Zombiesv0.48.0

The horde comes from out of sight

  • Zombies no longer appear in boxes behind the windows. They come in from out of your sight, along the streets and edges of the map, or up out of the ground.
  • A zombie that rises out of the ground shoves up through the dirt with a puff of dust.
  • On Larkspur Drive the windows work both ways now: zombies climb out of them as well as in.
  • On a very wide screen you will not see a zombie pop into view at the edges.
Stunt Circuit Zerov0.12.1

Sound controls tidied for YouTube

  • On YouTube the game no longer has its own sound on/off button; YouTube's mute controls the sound, and the music and effects volume sliders in Settings still work. Nothing changes on shiccup.com.
Stunt Circuit Zerov0.12.0

A better-looking track

  • Every cup has its own lighting now: warm gold on Emerald, cool and moody on Neon, hot and dark-edged on Elemental, bright and crisp on Velocity.
  • Cars have soft shadows under them, and on strong devices the car casts a shadow from the sun.
  • Neon tracks glow: pools of light fall on the road under every lamp.
  • The camera sits a little closer so your car is easier to see, plus a new CLOSE camera in Settings for an even bigger car.
Stunt Circuit Zerov0.11.0

Crashes you can feel

  • Big hits land now: the camera shakes and the action freezes for a split second on crashes, rams, wall slams and hard landings, harder the faster you hit.
  • Sparks fly when you scrape a wall, and new crunch, scrape, tyre and boost sounds follow how hard you hit.
  • Cars lean and settle more like they have weight, and feel the same on slower phones as on fast ones.
  • Bigger buttons on phones, so every one is easy to hit.
  • If your device is set to reduce motion, the screen never shakes.
  • Fixed: NOVA showed dark blue in the garage instead of its real pink-red paint.
Swish Bucketsv0.12.1

Bold lighting preview

  • Preview: try the bold broadcast lighting with ?look=bold
Swish Bucketsv0.12.0

Arena lighting

  • Arena lighting like a TV broadcast: the court is lit by the lamps overhead, so the floor is brightest where their beams overlap.
  • Soft shadows from every light: players and the ball now throw faint shadows away from each lamp, on top of one softer main shadow.
  • A glossy floor: on High and Ultra the lamps glow and reflect in the polished hardwood.
Swish Bucketsv0.11.0

Better ball sounds

  • New sounds: the ball, rim, backboard, net, shoes and whistle were rebuilt to sound like the real thing. A harder bounce is now louder and sharper than a soft dribble.
  • A clean swish sounds different from a shot that rattled in or banked off the glass.
  • Fixed the ball floating away from the hands during dunks.
Swish Footballv0.12.1

Real tackle, pad and kick sounds

  • Real tackle, pad and kick sounds: tackles, pad cracks, kicks, catches, the snap and the whistle were rebuilt to sound like the real thing, with no more buzzy synth tones.
  • Big plays now get their own sound: sacks, big hits, interceptions, great catches and field goals.
Swish Footballv0.12.0

Play a friend, online

  • Play a friend: a new button on the title screen. Create a room, send the link, and your friend joins from their own phone or computer. One of you is home, one is away, and each of you sees your own team driving up the field.
  • Only the offense picks a play, and the defense lines up against it, so there is nothing to hide. If the 25-second play clock runs out, the coach's pick is made for you.
  • Online games are 7 on 7. Quick Sim, the slingshot pass and pause are off in a friend match; the pause button opens a Resume or Forfeit menu while the game keeps running.
  • Rematch, forfeit, and an opponent-left screen are built in. There is no free-text chat, only quick emote buttons.
  • Under the hood, the game's math now gives exactly the same answer on every browser, so both players see the same match. Computer-vs-computer games play out a little differently than before.
Swish Soccerv0.12.0

Real ball, boot and post sounds

  • New sounds: the ball, boots, boards, goalposts, nets, goalkeeper gloves and whistle were rebuilt to sound like the real thing, with no more buzzy synth tones.
  • A hard shot into the boards now shakes the cage netting with a rattle.
  • A harder kick or pass is louder and sharper than a soft one.
Swish Cricketv0.9.0

Real bat, ball and stump sounds

  • New sounds: the bat on the ball, the ball hitting the turf, the stumps going over, the bails, the keeper's gloves and the fielders' calls were rebuilt to sound like the real thing, with no more buzzy synth tones.
  • A harder hit is louder and sharper than a gentle one, and a clean middle, an edge and a splice each sound different.
Swish Zombiesv0.47.0

Signal the Boat

  • Blackwater Landing has a goal now. The Motorboat will not dock until you call it in, and leaving still costs 100,000.
  • First, shoot the six lanterns standing in the lagoon: at the bridges, along the east leg and by the jetty. A lit lantern pays 300 and calls two zombies out of the nearest windows.
  • Aim at the lamp from a clear line and within 30 meters. A mangrove or a wall in the way blocks the shot.
  • Then, from round 10, hold the jetty ring for 60 seconds while the boat comes in. Runners come up the ramp as it starts.
  • The Scout Map (1,500 points) marks every lantern you have not lit for a minute.
Swish Zombiesv0.46.2

Guns and zombies sound as they did before 0.37

  • Guns, zombie voices and the clicks and clanks of reloading sound the way they did before version 0.37. The sound added in 0.37 is gone.
  • Everything newer keeps a sound: the Magpie and every other gun, the Skulker's click, rattle and glint, and your teammates' shots.
  • Nothing about how the game plays has changed.
Swish Zombiesv0.46.1

No more stuck bosses

  • In co-op, the boss no longer freezes when one of you is upstairs and another is in its yard. It goes after whoever it can reach, and the round can always end.
  • If nobody in its yard can be reached, the boss waits at the closest spot it can get to, and the zombies keep coming so the round still moves on.
  • On Ashmoor Dig, the three generators now stand right against their walls. Zombies can no longer get wedged in the gap behind them.
Swish Zombiesv0.46.0

Unseal the Blast Door

  • Nightfall Bunker has a goal now. The Blast Door is shut until you unseal it, and it still costs 100,000 to leave.
  • First, once the power is on, read the four door plates: in the Muster Hall, the Commissary, the Genset Hall and the Filter Gallery. Each read wakes a few zombies.
  • Then enter the code on the six buttons down the Crawl. A wrong button clears your entry, locks the panel for 8 seconds and sends runners.
  • Then turn both keys at the ends of the Crawl. A turned key stays turned for 12 seconds, so run for the other one.
  • From round 10, hold on for 40 seconds of red alert while the door grinds open. Skulkers come with it.
  • The Scout Map (1,500 points) marks every plate you have not read for a minute.
Swish Zombiesv0.45.0

Co-op, being tested

  • Up to four players can now play one run together online. It is being tested with a small group first, so it is not on the menu yet.
  • A bigger crew faces more zombies, tougher zombies and a tougher boss, so a crew of four lasts about as long as one player alone.
  • In a crew you see and hear your teammates' shots, reloads and falls.
  • Solo plays exactly as before: same zombies, same rounds, same saves.
Swish Zombiesv0.44.0

Every gun has a job

  • Heavy hitters fire slowly, hit hard and punch through two to four zombies. Bullet hoses spray small, fast hits and stop in the first body.
  • Every gun still kills a normal zombie in about the same time. What changed is how it kills: the gap, the hit, the kick and the zone.
  • Hair Trigger now suits the gun: a heavy gun gets much snappier, a hose barely speeds up but hits harder.
  • Guns now fire at their full rated speed. Some were waiting a fraction of a frame between shots.
  • Burst guns (Pale Rider, Surveyor, Harrier, Triplet) fire their whole burst from one press.
  • Snipers and marksman rifles aim in a narrow cone instead of a thin line. The cone stops at the first wall.
  • New wall gun: the Magpie, a 1,300-point marksman rifle.
  • The Doubletake is retired. The Poacher takes its walls, and old saves get a Poacher.
Swish Zombiesv0.43.0

Lights On at the Fieldhouse

  • The Fieldhouse has a goal now. Once the power is on, restart its three backup generators.
  • Each one takes a 3 second pull, then 20 seconds to spin up. Zombies go for a generator while it spins up, and if they wreck it you have to pull it again.
  • Then grab the game ball from the Hall of Fame and run it to the east hoop in 24 seconds. You cannot shoot while you carry it, but you can sprint.
  • From round 12, hold the final quarter: 90 seconds on the clock, and it only runs while all three generators are up.
  • Only then can you buy your way out on the Team Bus, for the same 100,000.
  • Fixed: on a phone, a long message (like a new objective) could sit off the top of the screen. It now shows in the middle, above your thumbs.
Swish Zombiesv0.42.0

Groundwork for co-op

  • Under the hood, the game can now hold up to four players in one run. Solo plays exactly as before: same zombies, same rounds, same saves.
  • A run saved on the last version still continues on this one.
  • Co-op itself stays switched off for now. It needs an online room server, which is not set up yet.
Swish Zombiesv0.41.0

Earn your way out of Larkspur Drive

  • Larkspur Drive has a goal now. From round 5 the car keys are hidden in one of four places in the house.
  • Then, from round 8, find the gas can and fuel the family car. From round 10, hold the drive for 15 seconds while the engine turns over.
  • Only then can you buy your way out in the car, for the same 100,000. The line at the top of the screen always says what to do next.
  • Stuck? The Map Board sells a Scout Map for 1,500 points. It marks what you are looking for. Finding it yourself pays 500.
  • The boss keeps coming back now: a few rounds after you beat it, it returns, a little tougher each time.
  • Prefer the old game? Add ?quests=0 to the address to switch the goal off.
Swish Zombiesv0.40.0

New grenades and an aim arc

  • Hold the grenade button to see where it will land. Let go to throw. A quick tap still throws at once.
  • Two new grenades on each map's grenade counter once the power is on. The Firepot leaves a pool of fire that burns whatever walks through it.
  • The Arc Can shocks what it hits, and the shock jumps on to zombies nearby.
  • You carry one kind at a time. Buying a different kind swaps your belt to it.
Swish Zombiesv0.39.0

The Skulker gets clever

  • Only the hooded Skulker hides and plans now. The rest of the horde just comes at you.
  • The Skulker watches your aim. Point at it and it ducks back, then peeks out from the other side.
  • It charges when you reload, run dry, swap guns, buy, throw a grenade or revive, or when you turn your back.
  • Two Skulkers work together: one keeps you busy while the other circles round to your side.
  • Every charge is warned: a rising click, a crouch, and its eyes flash when it spots you. You hear a scuttle when one goes round you out of sight.
  • It hits harder and takes more to put down. A hurt one backs off once, and it learns where its friends died.
  • Zombies get tougher sooner. From round 6 their health climbs faster, and by round 12 they are as tough as round 15 used to be.
Swish Zombiesv0.38.0

Blue zone: full size unless you run and gun

  • Standing still, or moving without shooting, you now get the base blue zone, full size. Nothing makes it bigger than that.
  • Moving while you shoot shrinks it to about three quarters of the reach and a narrower width. It eases in as you move and fire, and eases back out a moment after you stop.
  • Crouching no longer widens the zone and lying down adds only a little (10 percent). Both still steady your aim while you fire.
  • So the price of strafing and shooting at once is reach; stop, or stop firing, and you have it back.
  • Keyboard players now see a reminder on the gun card: C to crouch, hold C to lie down. Phones still have the stance button on the left.
Swish Zombiesv0.37.2

Zombies climb in through the windows

  • Zombies now climb in properly: they grab the sill, get a knee up, roll over, drop down and land in a crouch, instead of freezing in one pose and jumping inside.
  • Walkers clamber, runners hop over one-handed, and brutes haul their weight through.
  • Nothing about the fight changed: a zombie still takes exactly as long to come through as before.
House Flippingv1.0.1

Small fixes

  • House names on the picker are easier to read, even against a bright sky.
  • On small phones the demo house on the title screen no longer flies behind the title.
  • The fireworks crate is bigger and always stays in view, even when a house lands next to it.
  • New players' Daily house now picks an easier place instead of jumping to the hardest one.
House Flippingv1.0.0

The big upgrade

  • Six new houses: Red Barn, Igloo, Houseboat, Treehouse, Lighthouse and Castle Tower.
  • Four new places to flip: Harbor, Fun Fair, Building Site and Rooftop, each with its own feel.
  • Every place has something going on, like a big swell, a gusty wind or a speeding conveyor, with a warning just before it hits.
  • Things to bounce off and set off: balloons, a bumper, a swinging sign, a water tower and fireworks crates.
  • Earn up to 3 stars on each house. Stars unlock new houses and places.
  • A new Daily house every day, with a streak to keep going.
  • Catches hit harder: a short freeze, a bigger shake, combo pops and creaks as the house strains.
  • New sounds and music, and a bluer sky.
  • A quick 3-step guide for first-time players, which you can skip.
  • Fixed the web version playing no sound.
  • Fixed rare runs that never ended when the house got stuck.
Stunt Circuit Zerov0.10.0

Brand-new cars

  • Every car is rebuilt: six body shapes you can tell apart at a glance, from the buggy to the hydrogen racer.
  • Wheels steer and roll, the body leans into corners and dips under braking, and brake lights and boost flames show what each car is doing.
  • Skid marks now trail behind you in unbroken lines, with tyre smoke and dust kicked up off the road.
  • Lighter to run: a race now takes about a third of the drawing work it used to, so it stays smoother on phones.
Stunt Circuit Zerov0.9.6

Smoother on tablets and big screens

  • Smoother on tablets and big screens: the game now draws at a sensible resolution instead of maxing out.
  • Recovers instead of freezing if your device's graphics reset mid-race.
Swish Bucketsv0.10.0

Play a friend

  • Play a friend: send a link, play head-to-head online. Tap "Play a friend" on the main menu, make a room, and send the link or the short code to a friend.
Swish Footballv0.11.0

The game now explains itself

  • The game now explains what is happening between plays: after every snap a short card says what just happened and what comes next, in plain English, so you never need to know football to follow along.
  • Real blocking: your linemen now block in proper schemes, and running plays open real lanes. Runs up the middle gain about 3.6 yards on average, up from 2.4.
  • Catch control: while the ball is in the air you keep control of the quarterback, then take over the receiver the moment he catches it.
  • Audibles and hot routes: change the play or a receiver's route at the line before the snap, and the plays you call now run the way they are drawn.
  • New menus: a title screen, a drive header and field strip on the play-call screen, plus new halftime, pause and results screens.
  • A How to play guide, a scramble drill to practise, big hits that freeze the frame, and In The Zone streaks for hot hands.
  • New optional Quick Sim setting for the defense.
Swish Footballv0.10.0

Stadium lights and pick-your-receiver passing

  • New stadium lighting: floodlight towers at night, a crisp sun by day, and a new golden-hour look.
  • Cloth jerseys, glossy helmets, and a turf with mow stripes and worn paint.
  • Pick-your-receiver passing: a key floats over each receiver. Press it to throw to him, and hold it (or right-click) to lob the ball.
  • You can also click or tap a receiver, or use the on-screen pass panel.
  • New Controls setting: Simple (J K L ; keys, the default) or Full (the left-hand key cluster with the mouse, or the J row).
  • The whole game now plays from the keyboard or a controller, menus included. Press H for the key map.
  • Better movement: juke, spin, stiff arm, dive and sprint, with weightier players who plant and cut.
Swish Footballv0.9.0

A smarter camera

  • The camera now changes with the play: wide before the snap, it follows the pass in the air, then stays close on the runner without whipping around on cuts.
  • On defense the camera stays behind your team, so you face the offense.
  • Punts follow the ball through the air, then the returner.
  • The score bar and buttons no longer cover the ball carrier.
  • New Camera setting: Behind the play, Broadcast (side-on, like TV) or Close.
  • Smoother and gentler camera motion, and it respects your device's reduced-motion setting.
Swish Cricketv0.8.0

Diving catches and a steadier game

  • New player animations: fielders now dive, catch and throw with fresh, better-timed moves.
  • The game is steadier: if the graphics hiccup or the screen is interrupted, it now recovers on its own.
  • Removed the Vibration setting, since it did nothing.
Swish Zombiesv0.37.1

Grenades land where you throw them

  • Fixed: a grenade thrown under a balcony or an upper floor no longer pops up onto the floor above. It lands in the room you threw it in.
  • Fixed: a grenade that rolls off a cellar stair or the edge of a walkway no longer jumps up to street level.
  • A grenade that flies into the underside of a floor now bounces back down instead of passing through it.
Swish Zombiesv0.37.0

Guns and zombies, rebuilt from real sound

  • Every gun now has a sharp crack, a puff of fading air and a low thump, instead of a buzzing tone.
  • Reloads, latches, bolts and hinges are made of clicks, scrapes and rings, like real metal.
  • Zombies breathe and rasp now. Their voices used to buzz.
  • Big zombies sound bigger: lower voices with a rumble underneath.
  • Nothing got louder. The guns still sit in the same order, and the explosion is still the loudest sound.
Swish Zombiesv0.36.1

Smoother in long sessions

  • Long sessions no longer slow down and stutter. Memory the game held on to between rounds and between maps is now given back, so memory growth over a ten-minute run drops by about four fifths.
  • Switching guns, opening the crate and the Forge, and moving between maps no longer pile up hidden graphics data on phones.
Swish Zombiesv0.36.0

Smarter zombies

  • Zombies now circle to your sides and spread out instead of lining up behind each other.
  • A new hooded Skulker ambushes from cover from round 6. It waits where you cannot see it, peeks, then rushes.
  • Rounds run a little harder on most maps. Larkspur Drive, Greyhallow Keep and Ashmoor Dig bite the most.
Swish Zombiesv0.35.0

Fuel the car, for testing

  • Behind the scenes: a test version of Larkspur Drive where the way out has to be earned. From round 8 a gas can turns up in the Pool House.
  • Carry it to the family car on the drive and hold to fuel it for 4 seconds while the horde comes at you. Then the car is your way out, for the same 100,000.
  • The can is heavy. While you carry it you are slower, you cannot sprint, climb ladders or buy anything, and you only have a pistol. Swap puts it down, and you drop it if you go down.
  • It is switched off, so the game you play has not changed.
Swish Zombiesv0.34.0

New camera and crouch keys

  • Standing still now stretches your aim zone by up to a fifth, not a quarter.
  • Crouching stretches it by a fifth even while you walk. It does not add to standing still.
  • Lying down stretches it by half, the same for every gun.
  • Keyboard: hold Z and move the mouse to turn the camera. Hold Z and roll the wheel to zoom.
  • The mouse wheel on its own switches weapons again.
  • Keyboard: C is crouch now. Tap to crouch, hold to lie down. F still works too.
  • Phone: the turn button is gone. Drag the compass at the top to turn.
  • Phone: new players get small moving hints for the compass, pinch to zoom and the crouch button. Each one goes away for good once you use it.
Swish Zombiesv0.33.0

Sound balance and fewer stuck zombies

  • The light guns used to be drowned out by the zombies. The Vesper and the starter pistol now cut through a busy round, and quiet sounds like gun swaps, hits and idle groans come up.
  • The Thresher now shows the drum it reloads: the drum comes out, a fresh one goes in and the handle racks, in step with the sounds.
  • Zombies no longer stall on the end of a wall. Big ones like the Brute used to wedge on a door frame or a corner while a crowd pushed them. Every body now clears a wall end by its own width.

September 2026

Swish Zombiesv0.32.1

Cards that fit small phones

  • On a small phone, the cards you pick from between rounds now always fit on the screen. The longest cards used to push the heading and the REROLL button a little off the top and bottom.
  • Held sideways on a small phone, the cards now share the full width of the screen, so their names no longer break over three lines.
  • In Settings, the button that puts the camera zoom back to normal now says Reset instead of Run.
Swish Zombiesv0.32.0

Water in the pool

  • The pool at Larkspur Drive has water in it again. Wading through it slows you and the zombies down a little.
  • Rivers, swamps, moats, bogs and fountains on every map are now real water: it moves, catches the light, and is darker where it is deep.
  • Walking through water leaves ripples behind you and every zombie in it.
  • Shots, hits, kills and grenades in water throw up a splash.
  • You can't lie down in deep water. Going prone there puts you in a crouch.
  • Where zombies can walk and where they spawn is unchanged.
Swish Zombiesv0.31.2

If you can see it, you can shoot it

  • Your gun now locks on to a zombie as soon as part of it shows past a doorway or the edge of a window, and fires at the part you can see.
  • This works standing, crouched and lying down. A zombie fully behind a wall still cannot be shot, and your aim cone never grows to reach one.
Swish Zombiesv0.31.1

Pinch to zoom

  • On a phone, pinch two fingers above the sticks to zoom the camera. Pinch them together to see more of the room, spread them to come closer.
  • It works held upright or sideways, and it never gets in the way of the sticks, the compass, the turn button or the crouch button.
  • On a computer, the mouse wheel zooms instead. In first person the wheel still changes gun.
  • Your zoom is saved on this device. Settings has a Camera zoom slider and a button to put it back to normal.
  • Zooming out shows you more of the room, but it never changes how the zombies play. Every zoom plays the same game.
Swish Zombiesv0.31.0

Kick, and a crouch button

  • Firing now tightens your blue aim cone. It gets narrower and shorter the longer you hold the trigger, and opens back up when you stop.
  • Every gun kicks its own way. Machine guns and SMGs squeeze steadily, rifles in between, a sniper drops hard on each shot and recovers before the next, and pistols and shotguns barely move.
  • You never miss a zombie you can see inside the cone. Kick only changes how far and how wide the cone reaches.
  • Reloading, swapping guns, getting bitten and climbing all tighten the cone for a moment too. The Grip, Bipod Legs and accuracy cards steady it.
  • New: crouch. Tap F, D-pad down, or the new figure button on a phone. Crouching slows you down but widens and lengthens your cone and cuts the kick.
  • Hold the crouch button for half a second to lie down. You cannot move while lying down, but your cone reaches 50 to 80 percent further, most on snipers.
  • Tap again to get up, or just start moving. Getting up takes a moment.
Swish Zombiesv0.30.1

Half in view is in reach

  • A zombie standing at the edge of a window or a doorway, with half its body in view, can be hit with your melee and your grenades again.
  • The same goes the other way: a zombie half in a doorway can reach you. A zombie fully behind a wall still cannot.
  • The Fieldhouse is back to its old difficulty after a recent update made it much harder.
  • When you buy a door, its dark outline no longer hangs in the doorway while the door falls.
Swish Zombiesv0.30.0

Bad guns, and a pistol you will want to drop

  • Two new cheap guns on the wall in every starting room, 500 points each.
  • The Scarecrow is an old bolt-action rifle. It hits hard and a headshot drops a zombie, but it holds five rounds and the bolt is slow, so a crowd will catch you.
  • The Poacher is an old double-barrel. Two big shots, then a reload.
  • Forged, the Scarecrow becomes the Pitchfork: eight rounds, a faster bolt, and each round goes through two zombies.
  • Forged, the Poacher becomes the Brushfire: it reloads almost twice as fast and each shot leaves a patch of fire.
  • The starting pistol is weaker, carries less ammo, and the starting room no longer sells pistol ammo. By round 6 it takes six body shots to drop a zombie: buy a gun off the wall.
  • The forged pistol is unchanged.
Swish Zombiesv0.29.4

Walls are walls again

  • You can no longer shoot zombies through a closed door or a wall, even standing right against it. This holds for every gun, rockets and grenades included.
  • Zombies can no longer hit you through a closed door or a wall. Walkers, hounds, brutes and bosses all need a clear path to reach you. Windows work as before.
  • Blasts, sparks and bouncing shots stop at walls too.
  • Larkspur Drive: the dark outline that showed up in a doorway after you bought the door is gone.
  • Larkspur Drive: the swing set in the back yard has its top bar again, and the yard lamps have their heads.
  • On every map, tall things no longer lose their tops when you walk up to them: perk machines, counters, masts, statues, arches and trees.
Swish Zombiesv0.29.3

Hold to turn the camera

  • The quick 90 degree camera turn is gone. Tapping C or Z no longer spins the view on its own.
  • Hold C to turn the camera right, and Z to turn it left. It starts gently and speeds up.
  • Hold C and move the mouse to steer the camera exactly where you want it.
  • You can also drag the compass at the top of the screen to turn, on any device.
  • On a controller, hold RB to turn right and LT to turn left.
  • On a phone, hold the turn button between your thumbs, or drag the compass.
Swish Buckets

Camera shake fix

  • Fixed camera shake on big moments (like dunks) sometimes getting cut short by a smaller shake right after.
Swish Footballv0.8.1

Two bugs fixed

  • Fixed a crash that could happen when the team size changes.
  • The INTERCEPTED / PICKED OFF banner no longer lingers into the next play.
Swish Footballv0.8.0

Faster players, sacks added

  • Players are faster and snappier off the line.
  • Sacks are in.
  • Better balance between offense and defense.
  • Warmer floodlights at night.
Swish Footballv0.7.0

Closer camera, bigger hits

  • A broadcast-style camera sits closer to the action.
  • Bigger hit reactions and touchdown celebrations.
  • Faster pace, with less standing around between plays.
Swish Zombiesv0.29.2

Smarter zombies, for testing

  • Behind the scenes: a test version where zombies use cover. They come at you from the sides instead of walking down your gun, and they spread out instead of bunching up in the open.
  • From round 6 it adds the Skulker, a dark, stooped zombie with green eyes and a dry clicking call.
  • A Skulker hides behind corners near you, peeks out, and charges the moment you reload or run dry. If you can see it, you can shoot it.
  • It is switched off, so the game you play has not changed.
Swish Zombiesv0.29.1

Reloads sound like the gun

  • Reloading no longer sounds like loading shells one at a time on every gun. Each kind of gun now sounds like its own action.
  • Pistols, SMGs and rifles: the magazine slides out, the new one seats with a solid clack, and the slide or bolt slams home.
  • Revolvers: the cylinder swings out, the brass drops, all six go in together off a speedloader, and the cylinder snaps shut.
  • Break-open shotguns: open, the empties kick out, one shell per barrel, and it snaps shut.
  • The Thresher now changes its drum instead of loading ten shells and racking a pump it does not have.
  • Machine guns lay the whole belt in one go. The pump shotgun is still the one gun you load shell by shell.
Swish Zombiesv0.29.0

Stand still to focus

  • Your blue aim zone now breathes. While you move it gets shorter and narrower; stand still and within a second it grows longer and wider than before.
  • When you are fully focused, the edge of the zone glows brighter so you know you are at full reach.
  • Every kind of gun focuses its own way: shotguns barely change reach, sniper rifles gain the most reach, and SMGs mostly change how wide they spray.
  • The laser on sniper rifles still ends exactly where your shot would land, at every focus.
  • Two new body cards: Settle In (your zone opens up sooner when you stand still) and Sure Footing (your zone shrinks less while you move).
  • Steady Aim in the skill tree now also makes your zone focus faster.
Swish Zombiesv0.28.0

Doors that cost what they open

  • Larkspur Drive: every door out of the house now costs 3,000: the Patio, Balcony, Roller and Front Doors, and the Cellar Gate to the bunker. The backyard is earned now.
  • Larkspur Drive: the Kitchen Door is still 750 and the Cellar Door is now 1,000, so the power is 1,750 from the start and still inside the house.
  • Larkspur Drive: the yard lights now come on through any door out of the house, the Front Door and the bunker's Blast Door included.
  • No map's first door costs less than 750 any more: Blackwater Landing, Ashmoor Salient and Overgrowth went up from 500.
  • A door that only closes a loop, letting you run the horde in a circle, now costs at least 1,500. This changed seven doors on Blackwater Landing, Greyhallow Keep, Ashmoor Salient and Overgrowth.
  • The Fieldhouse, Nightfall Bunker and Sub-Zero Station are unchanged.
Swish Zombiesv0.27.1

A new way in, for testing

  • Behind the scenes on Larkspur Drive: a test version where zombies walk in from out of sight instead of climbing out of boxes by the windows. It is switched off, so the game you play has not changed.
Swish Zombiesv0.27.0

Fewer cards, bigger choices

  • You now pick a card after every second round instead of after every round. You still get one after every hound round, and killing a boss now gives you a card on the spot.
  • Stacking damage cards on one gun now pays off less and less past +25% extra damage, and never goes past +40%. Fire rate, magazine, reload and the rest still stack in full.
  • A big card's toll now makes the next round harder instead of slowing you down: faster, tougher or more zombies, or dearer doors and box. No toll slows you by more than 5%.
  • Three new body cards: Empty Sprint (a burst of speed when you reload an empty gun), Patch Up (every board you nail back heals you) and Shoulder Check (your melee slows the zombie you hit).
  • An epic card is now guaranteed after four drafts without one, down from six.
  • Ads still come about every eighth round, counted in rounds now rather than in cards.
Swish Zombiesv0.26.1

No zombie left behind

  • Fixed: if you dropped off the balcony into the yard before opening a door out of the house, the zombies still inside could get stuck with no way to reach you, and the round never ended.
  • Now any zombie that has no way to reach you is brought back round within about three seconds, and comes at you from somewhere it can walk.
Swish Zombiesv0.26.0

You can hear the hands

  • Every reload sound now lands on the moment you see it happen: the magazine clicks as it seats, the cylinder snaps shut as it closes, the lid slams as it comes down.
  • Pump shotguns now sound their pump after every shot, and bolt-action rifles their bolt.
  • Machine guns, marksman rifles and launchers have their own firing sound now. Before, they borrowed another kind of gun's.
  • Guns that share a firing sound no longer sound identical: heavier guns sit a little lower and lighter ones a little higher.
  • New handling sounds for racking a slide, working a bolt, loading from a clip, feeding a belt, loading a launcher's breech and swapping an energy cell.
  • Pulling the trigger on an empty gun sounds like that gun: a revolver's hammer falls, a launcher thunks, an energy gun fizzles.
  • Forged guns ring softly as their reload finishes.
  • Nothing about how any gun shoots or reloads has changed: damage, fire rate and reload time are exactly the same.
Swish Zombiesv0.25.0

Hands that work the gun

  • Reloads now use your hands. Your second hand fetches the new magazine from your belt, carries it to the gun and pushes it home, then racks the slide or the charging handle itself.
  • Revolvers swing the cylinder out by hand, shotguns are fed shell by shell at the loading port, and break-action guns are opened and closed by hand.
  • The Windlass and Bandsaw now reload like belt-fed machine guns, the way the Millstone already did: open the lid, lay the belt, close the lid. They sound like it too.
  • Pump shotguns now pump after every shot, with your hand on the pump. Bolt-action rifles work the bolt by hand between shots.
  • Launchers are loaded by hand, and energy guns have their cell pulled and pushed in by hand.
  • Heavier-hitting guns kick a little harder when you fire, and lighter ones a little softer.
  • The gun turns in toward you while you reload, so you can see what your hands are doing from the camera above.
  • Nothing about how any gun shoots or reloads has changed: damage, fire rate and reload time are exactly the same.
Swish Zombiesv0.24.0

Both hands on the gun

  • Your second hand now holds the front of every rifle, shotgun, machine gun, launcher and energy gun. Before, on most long guns it hung back by your trigger hand, well short of the gun.
  • Pump shotguns are held on the pump, and the Drumfire by its front grip.
  • You now stand side-on behind a rifle, shoulder forward, the way a shooter does. Pistols stay squared up.
  • Six guns sat wrong in the hand and now sit on their grips: the Longhorn, Millstone, Vesper, Harrier, Stitcher and Bandsaw. The three revolvers now sit a little deeper in the hand too.
  • Pistols and revolvers are held two-handed, with the second hand wrapped around the grip.
  • Nothing about how any gun shoots has changed.
Swish Zombiesv0.23.0

Walls stay walls on Larkspur Drive

  • A wall only fades when it is actually hiding you, a zombie you can see, or the machine you are standing at. Before, walls all over the house faded for things in other rooms and on other floors.
  • A faded wall now keeps a solid base and a dark outline, so it still looks like a wall and never like a doorway.
  • A zombie waiting outside behind a wall stays hidden until you could really see it, and every zombie fades in instead of popping in.
  • The ground around Larkspur's workshop, vents and guest cellar no longer opens into dirt pits that showed zombies spawning.
  • Larkspur's front and kitchen planters now have a tall garden wall, so zombies no longer seem to appear on the yard side of the house.
Swish Zombiesv0.22.1

Every card says what it does

  • Legendary cards now say what they do on a phone. Headhunter's Crown reads EVERY HIT IS A HEADSHOT; before, a small screen showed only its name, its toll and its number.
  • Evolution cards now name what the gun starts doing, for example HITS SET THEM ALIGHT or KILLS CARRY ON THROUGH.
  • A pick now always mixes things up: at least one body card, and never three cards for the same gun while anything else could be offered. The cards themselves are exactly as strong as before.
  • A greyed-out REROLL button no longer lets the gun panel show through it.
Swish Zombiesv0.22.0

Big cards have a price

  • Rare, epic and legendary cards now come with a toll: a one-round catch you pay in the next round. The card tells you the toll before you pick it.
  • Rare cards: your reload is 30% slower, or you move 20% slower.
  • Epic cards: no power-ups drop, or two extra runners come at you first.
  • Legendary cards: four extra runners, or you move 30% slower.
  • A toll lasts one round. Hound rounds never charge one; it waits for the round after. While a toll is on, a red tag next to your power-ups says which one.
  • Common cards, evolutions and Overdrive ranks have no toll.
Rowing Simulatorv0.11.0

Faster loading, live stroke feedback

  • Loads about four times faster: a cold start drops from 20 seconds to under 5, with a loading screen straight away.
  • Every stroke is graded, with a rhythm ring and a big speed readout showing what each pull gained or lost.
  • Water rings spread where each oar catches the water.
  • An early test of a new control scheme where you drag the oar yourself.
Swish Buckets

Net, court, and animation polish

  • Scoring now shows the net snapping for real, instead of a flash effect — and the cloth net moves at every graphics setting, not just the highest.
  • Running players' feet no longer slide across the floor when planted.
  • New animations for jukes, layups, ankle-breaker moves, and celebrations.
  • Camera fixes: it no longer gets stuck behind the hoop's support pole, and the jumbotron lifts out of the way when the camera zooms in close.
  • Rain on outdoor courts now looks like small specks instead of white blobs.
Swish Footballv0.6.0

Players get real gear and animation

  • Players now wear helmets, pads, and jersey numbers.
  • Real animation replaces the placeholder look.
Swish Footballv0.5.0

Three stadiums to play in

  • Three stadiums to choose from: Metro Bowl, Glass Dome, and Brick Coliseum.
  • Each one can be played at day, sunset, or night.
  • Rain and snow weather in every stadium.
Swish Footballv0.4.0

First stadium, with weather

  • Games are now played in a stadium, in two looks.
  • Day, sunset and night lighting, with rain or snow.
Swish Footballv0.3.0

Team sizes, kicking, and overtime

  • Choose 5, 7 or 11-a-side teams, with real contact at the line.
  • Kicking: punts, field goals and the try after a touchdown.
  • Turnovers, timeouts, overtime and a Two-Minute Drill mode.
  • Sound effects.
Swish Footballv0.1.0

Swish Football arrives

  • A brand new arcade football game: 7-on-7, with real formations.
  • Tap the highlighted receiver to throw them the ball.
  • Early play-test — rules and feel are still being tuned.
Swish Soccer

Shadows, colors, and animation fixes

  • The ball carrier's highlight ring now shows the correct team color, instead of a dull green-ish smudge in sunlight.
  • Fixed player shadows that could vanish or sit oddly on the pitch's mown stripes.
  • New animations for tackles, get-ups, and the kick wind-up.
  • Players no longer visibly clip through each other during physical challenges.
Swish Cricket

More grounds, clearer view, smoother batting

  • Two new grounds — morning and golden hour light — plus a picker, for three grounds total.
  • The ball and batter are easier to see on phones, with better camera framing and contrast.
  • The batter now picks up the bat with proper timing, and the bowler's arm animates through the delivery.
  • Fixed overlapping on-screen elements, like the outcome banner covering the chase target.
  • The Match settings tab now comes first.
Swish Zombiesv0.21.0

Cards that change how your gun works

  • New weapon cards change what a gun does, not just its numbers. Each one belongs to one kind of gun.
  • Pistols and revolvers: the last round in the magazine hits much harder. Burst pistols can throw a free fourth round instead.
  • SMGs and machine pistols: Drag Rounds keep a hit zombie slowed for longer, and slowed zombies take more damage.
  • Shotguns: Stopping Power staggers a zombie you land four pellets on. Bank Shot skips pellets that hit a wall into a zombie nearby. Slug Core punches pellets through the first zombie into the next.
  • Snipers and marksman rifles: a kill can put the round back in the magazine.
  • Heavy machine guns and energy guns: finishing a reload shocks the nearest zombies.
  • Burst rifles: every burst throws one more round, and it costs no ammo.
  • These cards are priced like every other card, so the game is no easier.
Swish Zombiesv0.20.0

More say in your picks

  • Don't like the three cards? Reroll them for points. The first reroll costs 300, and each one after that costs double, all run long. Two per pick at most.
  • Banish a card you never want to see again. You get three banishes per run.
  • Picks are more varied: the last two cards can be for your other gun, a second card for the gun in hand, or a body card.
  • You'll never be offered two body cards of the same kind in one pick.
  • New body cards: Lucky Charm makes power-ups drop more often, and Long Fuse makes One-Shot and 2x Points last longer.
Swish Zombiesv0.19.1

A softer lawn, a cosier house

  • The lawns on Larkspur Drive are a natural grass green now, not a bright neon green, even under the patio lamp.
  • More furniture in the house: a reading chair and two lamp tables in the living room, a second dresser and a reading corner in the main bedroom, and another chest of drawers in the kids' room.
Swish Zombiesv0.19.0

Larkspur Drive feels like home

  • The house on Larkspur Drive is a real home now: wood floors, a tiled kitchen, carpeted bedrooms, rugs, and warm cream walls.
  • Every room is furnished: sofas, a fireplace, a kitchen with an island, beds, dressers, a pool table in the basement and a grill on the patio.
  • The walls are decorated too: pictures, family photos, clocks, a mirror, a coat rack by the front door and a calendar in the kitchen.
  • Warmer, brighter lamps indoors, and a dusk sky outside, so the yard is dim but never pitch black.
  • A green lawn, a driveway and a garden path out front. The bunker under the yard still looks like a bunker.
  • Furniture is solid: walk around a sofa or a bed, not through it.
Swish Zombiesv0.18.5

If you can see it, you can shoot it

  • If you can see a zombie, you can shoot it. Low walls, railings and stair walls no longer stop your shots, and a zombie at the top of the stairs can be hit.
  • Your aim stays where you point it. Auto-fire only shoots zombies inside your aim cone.
  • Tapping to fire shoots where you are aiming. It no longer turns you toward the nearest zombie.
  • When you let go of the aim stick, your aim holds for a moment, then turns back to where you are walking.
  • The laser sight now ends exactly where your shot will land.
Swish Zombiesv0.18.4

The Colossus finds its way

  • The Colossus no longer gets stuck against walls in its arena. When something stands between it and you, it now walks around it instead of pushing into it.
  • In an open arena it still comes straight at you, just as before.
Swish Zombiesv0.18.3

No more fake doors

  • Opening a door no longer leaves a closed-looking door propped against the wall beside it. An opened doorway is now just an open doorway, on every map.
  • A door that can never be opened now shows why: it is welded or boarded shut and marked with a red X, so it never looks like a way through.
Swish Zombiesv0.18.2

Cleaner screen, bigger rubble

  • The compass strip no longer lets its reading cover the letters and ticks, at every UI Size and on phones.
  • The phone RELOAD button's label fits inside the button.
  • The Colossus's thrown rubble is bigger, and the mark where it will land is easier to see.
  • Fixed a rare round that never ended because hounds kept climbing in and out of the same window.
Swish Zombiesv0.18.1

Solid machines

  • You can no longer walk through the Forge or other machines.
  • Fixed your character's head getting stuck tilted after taking hits.
  • Fewer ad breaks: now at most one every 8 rounds.
Swish Zombiesv0.18.0

New first map: Larkspur Drive

  • New first map: Larkspur Drive. You start inside a family house on a quiet street, and it is the gentlest map in the game.
  • The first few doors open the crate, a perk, the cellar and the power switch.
  • The back yard stays dark until you open a door onto it, then the lamps come on.
  • The Forge is in a nuclear bunker under the lawn, and the other perks are in the guest house across the drained pool.
  • Nightfall now unlocks when you reach round 10 on any map. If you already had it, you keep it.
Swish Zombiesv0.17.0

The Colossus fights back

  • The Colossus is a real boss fight now: about eight times tougher, and it takes several magazines to bring down.
  • It fights in three stages. At two thirds health it roars, calls runners and shakes the ground in a ring around it: step in close or back right off.
  • At one third it throws rubble where you are running. Watch for the marks on the floor.
  • It cannot be hurt while it roars, and One-Shot and Wipeout no longer skip the fight. The health bar shows each stage.
  • Each roar knocks a Full Mags loose, the round holds off while you fight it in its arena, and it pays more Salvage.
Swish Zombiesv0.16.0

Fits your phone, and a UI Size setting

  • The game now fits phones: the HUD, menus and cards scale to your screen instead of a desktop's.
  • On a sideways phone the gun card no longer lies across the middle of the screen.
  • New UI Size setting in Accessibility: Small, Default, Large or Extra Large. It replaces Larger UI.
  • Text never gets smaller than 14 px and buttons stay easy to tap at every size.
Rowing Simulatorv0.10.0

Four ways to row

  • Four ways to row are in testing: tap a beat, hold the oars, shift gears or match a tempo.
  • Stroke rates are realistic for each boat.
  • Hold water to brake.
Rowing Simulatorv0.9.1

Startup and crash fixes

  • Fixed a freeze while the game starts.
  • A graphics fault shows a message and recovers instead of locking up.
Rowing Simulatorv0.9.0

Storm drama

  • Storms are far more dramatic: glowing foam, flying spray and better lightning.
  • 4K screens hold 60 frames a second.
Swish Buckets

New lighting and controller support

  • New lighting: a bolder key light over the court.
  • Plug in a game controller or arcade-cabinet controls and play from the title screen.
  • A Resolution setting on computers, and the picture adjusts itself to keep the game smooth on every device.
Swish Soccer

New lighting and controller support

  • New lighting: a bolder key light over the pitch.
  • Plug in a game controller or arcade-cabinet controls and play from the title screen.
  • A Resolution setting on computers, and the picture adjusts itself to keep the game smooth on every device.
Swish Cricket

New lighting and controller support

  • New lighting: a bolder key light over the ground.
  • Plug in a game controller or arcade-cabinet controls and play from the title screen.
  • A Resolution setting on computers, and the picture adjusts itself to keep the game smooth on every device.
Swish Zombiesv0.15.0

Seven maps, rebuilt

  • All seven maps have new shapes, from an icy ring hub to a sunken college arena with a real basketball court.
  • Getting surrounded is dangerous again: stand still in a pack and you go down, keep moving and you live.
  • Every perk has its own machine now, with its own look, sound and price.
  • The camera turns: drag or twist it, and a compass strip points to the power, perks, the exit and the crate.
  • Walls fade when they would hide a machine, the power or the exit, and nothing on screen is smaller than 14 px.
  • Fixed: a rare gun could be bought for 0 points, and zombies got stuck on some corners.
Celestial Arcadev0.9.0

Smoother on big screens

  • Full screen on a 4K display runs smoothly again.
House Flippingv0.9.0

Smoother on big screens

  • Full screen on a 4K display no longer strains the game.
Rowing Simulatorv0.8.0

The drum is a throttle

  • The drum sets the boat's speed like a throttle, and the crew tires if you push too hard for too long.
  • Bigger crews follow your stroke.
Rowing Simulatorv0.7.0

A longship in testing

  • A second, much bigger boat is in testing: a longship with 20 rowers.
Rowing Simulatorv0.6.0

Breaking waves

  • Big waves break into foam and spray instead of just rolling.
Rowing Simulatorv0.5.0

Storm camera

  • A close, dramatic camera in heavy storms.
  • A sculpted rower and drummer, a sky-lit boat, and lightning.
Rowing Simulatorv0.3.0

Wind and drift

  • Waves run with the wind, and the boat feels wind and water drag.
  • An unrowed boat drifts on its own.
Rowing Simulatorv0.2.0

Rowing feel

  • The drum sets the pace, and rowing out of time with your crew costs you.
  • The oars have sound.
Rowing Simulatorv0.1.0

Rowing Simulator arrives

  • An early playtest: pound a drum to row a boat across a simulated ocean.
  • A cutaway view of the water and the sea life below.
  • A panel to change the weather and the time of day.
Stunt Circuit Zerov0.9.5

Settings, touch controls and a smoother start

  • One settings screen for controls, camera, sound and key bindings.
  • Touch controls you can resize and move around the screen.
  • Speed, catch-up and the in-game economy rebalanced so races feel fair, and the top difficulty can be beaten.
  • Pause now stops everything, and every button answers when you press it.
  • The browser no longer freezes while the game starts, and the title screen runs lighter on slower devices.
Swish Zombiesv0.14.0

Two new maps and a real boss

  • Two new maps: Overgrowth, a jungle ruin, and Sub-Zero, an ice station. Ashmoor Dig opens too.
  • Aim up and down as well as around: the gun follows the target instead of a flat line.
  • The Roaming Hulk is a real fight now, with tells you can read even on a phone.
  • The dead fall and stay down, and the Hulk has a body of its own.
  • A proper quality picker, and on a PC you can play in first person.
  • The last few zombies of a round come to you instead of hiding somewhere.
Swish Squadv0.1.0

Swish Squad arrives

  • An early test of a physics auto-battler: buy sport-ball creatures and set five on a floating court.
  • Merge copies to level them up, then watch them bounce, slam and knock each other off the edge.
  • Placeholder art and no sound yet, and the rules are still changing.
Swish Bucketsv0.9.6

iPhone fixes

  • The HUD and controls stay clear of the notch and the home bar.
  • Two fingers on the screen no longer zoom the page.
Swish Soccerv0.8.6

iPhone fixes

  • The HUD and controls stay clear of the notch and the home bar.
  • Two fingers on the screen no longer zoom the page.
Swish Cricketv0.7.6

iPhone fixes

  • The HUD and controls stay clear of the notch and the home bar.
  • Two fingers on the screen no longer zoom the page.
Swish Zombiesv0.13.19

The torch lights the street

  • The torch throws a real beam again, with a switch for it and three looks-only upgrades.
  • The Compound builds a walled yard outside the Fieldhouse, then on Blackwater Landing and Greyhallow Keep too.
  • The streets outside the Fieldhouse are actually drawn now, not a torch in a void.
  • The generator and roof vents are solid, and you can shoot over the low ones.
  • Blackwater Landing and Greyhallow Keep wear a BETA badge: fully playable, still being worked on.
  • Short phones get their whole HUD back.
Swish Zombiesv0.13.12

Save, quit, come back

  • One saved run per profile: SAVE & QUIT, then CONTINUE on the map card, same round, same guns.
  • The Lucky Crate parades the guns it can give you before it lands on yours.
  • The Bandolier: 12,000 points buys a third weapon slot for the rest of the run.
  • On a keyboard, 1, 2 and 3 pull a weapon slot straight out.
Swish Zombiesv0.13.7

Fixes and silhouettes

  • Fixed the pause button, and the layout on iPhone Safari.
  • Beam auto-fire aim has its own setting.
  • The draft's fourth card unlocks once per run.
  • Every gun has its own silhouette icon, so they are easy to tell apart.
Swish Zombiesv0.13.0

The content update

  • Sixteen new guns, twenty-four in all, each with its own body and sound.
  • Two new maps you earn your way into: Blackwater Landing and Greyhallow Keep.
  • One upgrade console holds the whole skill tree and the Compound you build with Scrap.
  • A Guides screen explains every item in four sentences.
  • The map draws itself as you explore, and remembers it next run.
Swish Zombiesv0.12.1

Lamps and fixes

  • Lamp rings light up the street around them.
  • Fixed the muzzle flash.
  • Going down plays out faster.
Swish Zombiesv0.12.0

Out past the door

  • Past the Perimeter Door lie rings of dark district, richer and deadlier the further out you go.
  • Scrap: a new currency you earn out in the districts.
  • The Compound: spend Scrap on a Perimeter Wall, a Watchtower and a Supply Line.
Swish Zombiesv0.11.0

Streets, a boss, a skill tree

  • Streets outside the walls to fight through.
  • The Colossus, a boss zombie, can show up.
  • Stores to buy from mid-run, and a skill tree to spend salvage on between runs.
  • Hits feel like hits, with clearer feedback.
Swish Zombiesv0.10.1

Guns you can hear

  • Guns have real models and their own sound effects.
  • Every gun has its own shot sound, and each shot sounds a little different.
  • The upgrade draft deals rare cards now.
  • Status effects on zombies.
Swish Zombies

Twin-stick and two maps

  • The game is rebuilt: twin-stick survival in the Nightfall Bunker.
  • A second map, the Fieldhouse, and an upgrade draft between rounds.
  • Touch controls with aim lock and auto-reload.
  • Beam auto-fire: the torch cone is the trigger.
Swish Zombies

Swish Zombies arrives

  • Round-based zombie survival in 3D, free in the browser.
  • Buy guns off the wall and hold off a shambling, jointed horde.
Swish Soccer

One look, better phones

  • Every menu redrawn in one consistent style.
  • Mid-range phones get cast shadows and a full crowd.
Swish Buckets

Nets and new materials

  • Hoop nets move like real cloth on the Ultra setting.
  • Shadows, glow and richer materials on the court and the players.
  • Fixed the net-swish moment waiting on the wrong team's score.
Swish Cricketv0.7.0

Swipe to swing

  • Swing with a swipe: its direction picks the shot, its speed decides how much air it gets.
  • Good contact freezes the frame, punches the camera in and flashes the sweet spot.
  • A read-the-ball assist quietly saves a near-miss swing (for you, never the computer).
  • Shuffle in the crease and pick front or back foot between balls.
  • Fixed swipes on phones being read as taps.
Swish Buckets

Career mode

  • Build your own player and your squad, with sliders that show what each body does on court.
  • A season ladder with training and a finals game.
  • Five court themes to unlock and pick from.
  • Big players get real edges on rebounds and finishing through contact.
  • Fixed dunks and alley-oops that could launch from behind the backboard.
Swish Soccer

Feel overhaul

  • Tighter dribbling and sprinting.
  • Tackles are never swallowed, and shots strike faster.
  • A proper passing animation, and a calmer goalkeeper.
Swish Cricketv0.6.1

The re-ship

  • The guided first balls come back with the freeze fixed; for a few hours that day the game went back to the previous build.
  • Returning players are not sent through the tutorial again.
  • Play Again no longer shows the last match's result, and a run is never offered to a batter who was just bowled.
Swish Cricketv0.6.0

Made for newcomers

  • Batting with three tap lanes: block, drive and pull.
  • Bowling in two taps: aim, then release.
  • A one-line objective always tells you what to do next, and the first balls are guided.
  • The ball has an outline and a flight trail, and the result of each ball shows at once.
Swish Soccer

Pass, shoot, beat your man

  • Passing and shooting are two clearly different moves.
  • Swipe toward a defender to skill past him.
  • Feints read clearly, with a ring, a shake and a tip that explain them.
Swish Soccer

Camera and touch fixes

  • The camera stops at the touchline.
  • The player on the ball wears a ring.
  • A second finger on the screen no longer switches menus off.
Swish Cricketv0.5.0

Doors on the game

  • A title screen, a coin toss and a result screen.
  • A proper pause, and your save survives a slow connection.
Swish Cricketv0.4.0

You bowl now

  • Bowl yourself: pick length, line and pace, then time the release.
  • Computer batters, bowlers and captains on Easy, Mid and Hard.
  • The Super Over as a tiebreaker match, sound effects, and timing callouts.
Swish Soccer

A title screen, and a bug hunt

  • A title screen with settings for mode, difficulty, venue, sound and crowd, plus a how-to-play.
  • Your settings and progress survive a slow load.
  • Around fifteen fixes, including a halftime freeze, keyboard dead ends and a second finger stealing a shot.

August 2026

Swish Soccer

Two modes and a soundtrack

  • Two modes: Arcade to pick up and play, Classic for the full game.
  • Push the stick past the drawn ring to sprint; inside it you keep close control.
  • Sound: 18 effects and a crowd, from post clanks to the net swish.
Swish Cricketv0.3.0

Swish Wickets arrives

  • Arcade cricket, free in the browser, where every result comes from real ball flight.
  • A full fielding side with catches and run-outs, and running between the wickets.
  • A first-timer tutorial.
Swish Soccer

Real matches

  • Teammates and opponents play in formation, make runs and cross the ball.
  • Matches with a clock, halves, overtime and a box score.
Swish Buckets

5v5 and more squads

  • A 5v5 full-court mode alongside 3v3.
  • A women's league with its own roster.
  • Pick the CPU's squad, and choose stick or D-pad touch controls.
  • Fixed crowd volume Off not silencing the crowd.
Swish Soccer

Tackles, shots and keepers

  • Tackles and slides.
  • Charge a shot and time the finish, including in the air.
  • Goalkeepers who dive and make reflex saves, and day and night pitches.
Celestial Arcade

Fixes

  • Pause now stops sound and input, not just the ball.
  • Every control answers the moment you tap it.
  • Fixed things that were cut off at the edge of the screen, and a ball that sometimes never started.
House Flipping

Jelly houses, real destruction

  • Houses are soft and wobbly instead of stiff and blocky, with new lighting.
  • Wooden frames snap and break apart piece by piece.
  • You can see inside the houses through their windows as they tumble.
  • Fixed a few houses that were nearly impossible to flip.
  • Fixed a reward message that appeared without giving you anything.
Swish Soccer

Swish Strikers arrives

  • Street-caged arcade football, free in the browser.
  • Early build: dribbling, physics passing and a follow camera, with no tackles or match clock yet.
Swish Buckets

Dunks, layups and a crowd

  • Dunks, alley-oops, jukes and a full family of layups.
  • The rim rattles on near-misses, and the ball bounces off the rim and net properly.
  • A crowd that cheers, chants and reacts, and sneakers that squeak.
  • Rookie, Pro and Hall of Fame difficulty, a tip-off jump ball, and and-one finishes.
Swish Bucketsv0.5.0

Swish Buckets arrives

  • 3v3 full-court arcade basketball, free in the browser.
  • Computer players on both teams, and a broadcast-style camera.
  • Early build: animations and shot balance still rough.
Celestial Arcade

Up to four players

  • Local multiplayer for up to four players on one screen.
  • A head-to-head mode: first to 16 points wins.
  • A free-play sandbox: freeze, pin and sling the ball around the planets.
  • Your best scores are saved between visits.
  • Survival speeds up in three tiers and keeps climbing.
Celestial Arcade

Survival, sharpened

  • In survival the ball hunts you, and every save counts toward your score.
  • The flying mode is trimmed down to its best-feeling version.
Celestial Arcade

Flying duels and a tutorial

  • The flying mode plays as a proper one-on-one duel.
  • A short animated tutorial shows how each mode works.
  • The black hole pulls the ball in properly.
Celestial Arcade

Faster, with more modes

  • Stutters fixed, and the whole game runs noticeably faster.
  • A flying and dodging mode, and a rock-blasting mode.
  • Sound is on from the start, and there is a gentler arena for beginners.
Celestial Arcade

Celestial Arena arrives

  • A paddle duel with real gravity: planets drift through the arena and bend the ball's path.
  • A survival mode where one paddle guards the whole rim.
  • Plays on phones as well as computers.
Stunt Circuit Zero

Ready for phones

  • Every menu fits a phone screen without scrolling.
  • Every track, car and cup is open from the start.
  • Fixed pause and a popup that could block taps on the title screen.
Wok Flipv0.7.0

Smoother sauce, new faces

  • Sauces and liquids have a smoother, more realistic look.
  • Customers have new, more expressive character art.
  • Fixed free-cook mode, which could not pour anything at all.
Stunt Circuit Zero

Battle arenas

  • A battle mode with three ways to play: demolition derby, balloon pop and crown grab.
  • Homing missiles, and a boost for whoever is in last place.
  • Fixed a black screen that could stop the game loading, and see-through spots under bridges.
Stunt Circuit Zero

Items, cups and unlocks

  • Weapons and power-up boxes to grab mid-race.
  • A Grand Prix mode with cups, trophies and stars to collect.
  • Difficulty tiers from casual to master.
  • A currency you earn in races and spend on paint jobs, effects, music and sound packs.
Wok Flip

Free-cook mode

  • Free-cook mode: cook whatever you like, no recipe, unlimited ingredients.
  • Customers actually eat what you serve, chopsticks and all.
  • A renovation shop with extra decor and backgrounds.
  • A cleaner receipt with your grade and stars.
Stunt Circuit Zero

Real cars on real circuits

  • Each car has its own gearbox and driving feel, and the engine no longer drones.
  • Circuits climb and cross over themselves on bridges, and every circuit can be raced in reverse.
  • The cars have proper bodies instead of boxes.
Wok Flip

A real kitchen

  • One connected kitchen: chop at the board, cook in the wok, plate at the counter.
  • Chopping has its own controls, separate from the toss.
  • Upgradeable restaurant rooms to work through.
  • The kitchen fits any phone or screen, progress saves properly, and there is a real pause.
Colorfrontv0.5.0

Credits fix

  • The credits link works however the game is opened.

More circuits

  • More circuits, and a championship that runs to eight rounds.
  • A knob instead of a dimmed wheel in drag steering mode.
Wok Flip

Grades and tips

  • Finished dishes earn a letter grade and tips for how well you cooked.
  • Receipts show a rank badge and an itemized tip breakdown.
  • A bonus for a well-timed toss.

July 2026

House Flipping

Wear fix

  • Fixed wear-and-tear patterns on houses that looked broken or repeated.
Stunt Circuit Zero

Stunt Circuit Zero arrives

  • A 3D arcade racer, free in the browser.
  • Touch steering with a wheel and pedals on phones, keys on a computer.
  • Chase, top-down and hood cameras.
Wok Flip

Customers and a shift

  • A restaurant shift: customers walk in, order, sit and react to your cooking.
  • A new kitchen scene with music, steam and animated diners.
  • Noodle dishes, a deep-fried dish, and a shop to spend your earnings in.
Colorfront

Colorfront arrives

  • Paint the map in your color: where armies meet, the colors mix.
  • Build factories and supply routes, and fight across rivers and bridges with weapons, units and boats.
  • A pan-and-zoom camera over a big battlefield, with a choice of map layouts and player counts.
  • Bots with their own personalities, and a win screen with stats and Play Again.
  • Built for phones too, with a radial menu for placing buildings.
House Flipping

House Flipping arrives

  • Flip a house across the yard with one button, or smash it for points.
  • A spin wheel picks your house, with 12 houses to unlock.
  • Houses wear and crack the longer your run goes.
  • A day-night cycle with lit windows after dark, and decorations around the holidays.
Wok Flip

Wok Flip arrives

  • Toss real recipes in a wok with cooking physics.
  • Sauces move and stick like real food, and ingredients change color as they cook.