Changelog

Built in the open.

This changelog is generated straight from the project's git history — every feature, fix and improvement, dated and categorised. No marketing gloss; just the work, as it happened.

80
Logged updates
4
Active days
0.1.0
Current version
6 Jun 2026
Since
New Fixed Improved Visuals Packaging
15 Jun 20262 updates
Newmobile Capacitor iOS/Android — touch + forced landscape
Neweconomy 30-day mastery-arc calibration + Ens family recipes
14 Jun 20265 updates
Newforum Ship alchemy-only subset + rename Heredom→The Temple, NZ→Isles of Gold
Newphone Settings about/changelog/fullscreen + dev speed cheat; Tips support email
Packagingwin Add portable .exe target (double-click-to-play)
PackagingLocal no-CI all-platform installer script + build/signing guide
Newbrand Salmethic app icon + cross-platform icon pull-through
13 Jun 20264 updates
Packagingdist Electron-builder packaging for linux/win/mac
Newcomputer In-game forum archive + PDF library + bookmarks; launch screen + power app
Fixedcore Canonical cross-pass mint ORDER for fold-equivalence
Fixedaudit Seam compile-out, VLE mole-conversion, selector narrowing, fold-fuzz + coverage
6 Jun 202669 updates
Newdemo Playthrough trailer capture + recombine celebration + receiver-bottled fix
Improveddemo Phone-app sweep — $ consistency in Banking + tighter Settings/Tips text
Improveddemo Remove dead "market day" flavor + cellar/garden/quest label fixes
Improveddemo In-vessel "Grade now" readout + drop dead-end shop items
Improveddemo Crucible loads dried plants, op-aware vessel labels, every distillate bottle + full quality-dot consistency
Improveddemo Quality dots, shorter labels, flask contents, hide social layer + regression & screenshot suites
Newgarden Plant Remove verb + full-width planting picker
Newui Settings + Tips phone apps, and garden plant info
Newplatform Browser build target + IndexedDB save adapter
Visualsgarden Rework all plant visuals — distinct, soft, and vertical
Fixedlab Switch the hotplate off when a run ends (decant + boil-dry)
Newlab 500 mL beaker for the in-vessel ops + consistent vessel naming
Newlab Inspect shelf bottles directly at the overview
Newscenes Logical 16:10 stage, overview wheel-zoom, selection glow
Newcellar ADR 0011 — the cellar (3rd location), drying/aging, larder + shared weather
Fixedlab Bench popover floats above the piece's body, not centre-screen
ImprovedFill visuals for loaded lots + per-op load filters + setPower charge guards
VisualsCorrect per-op labware + soft back-glow selection (lab bench)
VisualsGarden refine — grapevine fruit + space-aware, non-overlapping plants
ImprovedFull from-scratch playthrough e2e + the fixes it surfaced
FixedBoil-dry salvages the beaker's distillate (flask breaks, collection is fine)
NewTodo quest-log app + close the 3 deferred E2E gaps + 500× speed slider
NewSkill effects — Lab Work + Gardening grade bonuses
NewLab danger — the flammable fire incident
NewThe monthly bill — a fold-safe watts→money meter
NewFermentables — grapes (garden) + shop sugar
NewThe hydrosol — steam-distil a herb
NewProvenance threading → named products + escalating pricing
ImprovedMeasure the ops + re-tune for coherence
NewVerify the full grown-herb chain (garden → harvest → dry → macerate → strain)
NewA distilled spirit is a usable `ethanol` ingredient, not just a sale bottle
NewStrain + recombination (the spagyric capstone — the loop closes)
ImprovedUnify distillation (substance-driven, no separate ethanol op) + polish the op picker
NewFermentation (Pass 9, the one rate-accumulation op)
NewMaceration playable surface (multi-input bench + dry verb)
NewMaceration engine + the dry step (the spagyric Sulphur)
NewEthanol distillation playable surface (spirit + ABV + shop)
NewEthanol distillation engine — real compositional VLE state
NewDissolution + coagulation (the paired Salt-branch in-vessel ops)
NewCalcination playable surface (bench flow + scene)
NewCalcination engine (the fork-closer, first in-vessel op)
NewGeneralized operation kit + 3 new engine blocks
NewSales redesign (one-off sell) + phone apps (messages/shop/health/notes) + wall-clock fix
VisualsPlayable garden polish + weather + day/night atmosphere + dev speed dial
VisualsFix bed re-selection + much better, space-aware plant art
NewGardenScene + plant inspector + species picker
NewGameStore plant/water/harvest wrappers
NewGrowth fold-pass — the garden engine + first ingredient producer
NewIngredient item model — the keystone engine block
ImprovedHUD polish + shed-room dressing (window, poster, floor bottles, plant, props)
NewPhone redesign + remove the heat-gun
NewBubbles, bulb-fill fog + rolling condensate droplets
NewSteam/clamp/drip refinements
ImprovedSteam/fog polish — build-up ramp, broad up-column + cloud, collar-over-fog
NewPlayer-driven distillation — event-time physics, honest live display, glassware overhaul + e2e suite
NewBench-native interaction overhaul + lab-alert hazards + QA pass
NewReal water-distillation physics + temperature model
NewObject-level interaction layer + diegetic temperature (greybox)
NewEconomy + relationships skeletons + v2→v3 save migration
NewGreybox room→desk→object zoom + multi-part rig
FixedHUD icon buttons inherit theme colour (phone icon was UA-default black)
ImprovedCrafted icon set + remove the Electron menu
NewPresentation layer — shared UI store, notification HUD, phone overlay, FOV gate
NewPhone UI shell — home OS + calendar core + Notebook/Messages/Calendar
NewPlayable split-pane shell (React phone + Phaser lab) — M2b.2 complete
NewIntegrate process engine into SimulationState + v1→v2 migration
NewAlchemy process engine core (pure, seeded, no persistence yet)
NewPersistence via IPC + offline reconciliation (M2b.1 complete)
NewTime loop + game store + tick hook