Playden Updates

PATCH NOTES

Updates for Playden Classic and the 3D Printing Studio. Current build: V .060 · 60 recorded updates

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V .060
Published Oct 23, 2026, 04:00 PM UTC
Gift Credits (non-transferable)
  • The 500 credits granted at account creation are now Gift Credits, and every free Path / quest / progression reward is granted as Gift Credits too. Credits you buy or earn from player-funded pots stay fully transferable.
  • Gift Credits can be spent anywhere on your own account (store, packs, forge, re-rolls, show entry, cavern and adventure costs). Self-spends draw down Gift Credits first, then your transferable balance.
  • Gift Credits can never reach another player. Player-to-player gifting, trades and credit offers, arena wagers, spectator / race / sports prediction pools, Talent Show praise, and marketplace purchases that pay a seller all require transferable credits only, with a clear "Gift Credits can't be given to other players" message when the transferable balance is short.
  • Your wallet now shows the split — total credits, the Gift Credits portion and the transferable balance — in the header pill and on your profile.
Gift credits to a player
  • A new "Gift credits to a player" action on your profile lets you send credits to another player, funded only from your transferable balance. The confirm button disables when the amount exceeds what you can transfer, and both wallets refresh after a successful gift.
Talent Show show-off
  • Flaunting a stat in the Talent Show now highlights that stat on the on-stage card and pops a chat-bubble showing the stat and its value above the stage.
Fixed
  • Request Board trade value is now shown to the player viewing an offer instead of blocking proposals or acceptances: offers at or above the requested value are no longer rejected, while the exact requested cards and assets are still enforced.
  • Closed every path that could turn Gift Credits into transferable credits — arena spectator bets, Talent Show praise payouts, Talent Show entry-fee refunds on leaving, and failed pack-pool refunds all keep the gift portion as Gift Credits.
V .059
Updated 2026-09-29 UTCPublication not yet recorded
Direct trades and value matching
  • Propose Trade now carries the exact selected card ID into Want, Offer and Review, with its serial, rarity, owner and allowed preview—not just its name.
  • A direct trade stays private to the requester and the selected card owner. Only that owner can respond, and the exact card is mandatory; another same-named card cannot substitute.
  • Card trade values are rarity-only: Common100, Uncommon250, Rare600, Epic1500, Legendary4000 and Goddess10000 credits. Level, stats, attached gear and per-card base-value overrides add no premium.
  • The posting wizard now uses Want → Offer → Review, with a server-valued balance and an explicit credit-balancing action. Direct and fixed-asset requests must be balanced before posting; all responses and acceptances require exact equal value.
  • The owner response preselects the requested card. Pending direct offers can be withdrawn before changing them. Wanted rarity, tags, credits, tokens, materials and gear requirements are checked by the server.
  • Hidden target art stays hidden until the owner responds or existing collection permissions allow it. Invalid, unavailable or changed-owner targets are not silently converted into generic requests.
  • Asset reservation checks now use conditional ownership/availability updates and undo a failed attempt. Cancel, withdraw, reject and acceptance use status guards against duplicate resolution; existing database configuration remains unchanged.
Guild invite search
  • Guild leaders and officers can search all eligible players by public display name or username, select a result and send an invitation. Current members and pending invitees are excluded.
  • Search includes keyboard selection, pagination and empty/error states. Email addresses and other private account fields are not returned.
Mellower RPG music
  • Velvet Drift replaces the deep heartbeat-like kick with light shuffled percussion, softer sustained bass and a relaxed104BPM groove. No pitched bass drum is used.
  • Music remains original, built-in, opt-in and RPG-only. Existing saved volume and mute preferences are preserved.
Credit minimum follow-up
  • Saved pack prices are validated before quoting a payment, so a legacy or malformed pack below$5 cannot silently be charged as a$5 purchase. Invalid active packs are omitted from public purchase choices.
V .058
Updated 2026-09-29 UTCPublication not yet recorded
3D catalog viewer
  • Selecting a published catalog model now downloads its existing STL/OBJ into the interactive pricing scaler, with model measurements, default scale and live quote updates. Customers do not need to upload the catalog file again.
  • Recovered the existing model mistakenly stored as thumbnail data into permanent model storage, verifying identical file contents before updating its catalog reference.
  • Catalog model files remain permanent even when an older customer quote references the same file; quote retention no longer expires the shared source model.
  • Admin catalog editing separates the STL/OBJ model attachment from the image thumbnail. Model files cannot be saved as thumbnails, and new published listings require an attached model.
  • Loading failures have retry and choose-another-model actions, and failed or stale catalog loads cannot submit a quote for the previous model.
Forfeited cards
  • New ordinary card forfeitures reserve the exact card for its previous owner for 15 minutes, then make it available to all players. Existing listing deadlines are not changed.
  • Equipment recovery timing is unchanged. Shared-code cards still follow their permanent lockout policy rather than being sold. Store availability refreshes while the page is open.
Credit purchase minimum
  • New card, crypto and Venmo custom purchase requests reject dollar amounts below $5. Custom inputs show the $5 / 2,000-credit minimum and disable checkout below it.
  • Existing orders, price tiers, credit balances and payment confirmations are unchanged.
Race loot and human-funded wagers
  • Competitive first-place loot is now gear or a consumable: no card mint and no system-funded credit reward. Gear retains a 60% chance, with a consumable replacing a missed gear drop.
  • The best-placed human can still collect the actual human-funded buy-in pot. AI racers contribute zero credits. Credit payouts derive from recorded human stakes, not a cached or simulated pot.
  • Player-funded spectator payouts remain, with exact integer allocation to prevent rounding from creating extra credits. Credit payout receipts protect against duplicate payment on retry.
  • Last-place card forfeiture, shared-code lockouts, card XP and House progress remain. Free practice races do not grant loot or forfeit cards. Existing completed race results are unchanged.
RPG soundtrack
  • Night Pulse is an original built-in 118 BPM instrumental: soft techno percussion, warm bass, spacious minor/ninth chords and restrained melody. No external music service, recording, subscription or key is needed.
  • Opt-in playback starts only with the music play button. Initial volume is 18%, with play/pause, volume and saved mute settings in the RPG header.
  • Music continues across RPG routes, pauses when the tab is hidden, and stops when leaving the RPG for the portal or 3D studio. It does not auto-play on reload.
V .057
Updated 2026-09-29 UTCPublication not yet recorded
Credit purchases
  • Base pricing is 400 credits per dollar: $5 buys 2,000 credits. Quick packs: $10/4,400, $20/9,840, $35/18,900 and $50/30,000 credits.
  • Non-stacking bonuses are 10% at $10, 23% at $20, 35% at $35 and 50% at $50. Custom amounts use the same tiers, with a $5 minimum and $2,000 maximum.
  • Stripe card checkout is available alongside crypto and Venmo, with a small Powered by Steele Industries label.
  • Card payments are independently verified with Stripe before credit delivery. Same-wallet receipts prevent duplicate grants and allow interrupted confirmations to resume.
  • Pending Stripe purchases can be checked again from purchase history. Signed webhook support is implemented but requires a separately configured endpoint signing secret; until then, return-page/history confirmation is required.
  • Existing payment orders keep their original pricing snapshot. Prior quick packs are archived, not deleted.
Minimal earned credits
  • System-funded credit rewards are reduced by 90%, rounding down with a one-credit minimum for positive rewards; zero-credit rewards remain zero.
  • Applies to new ordinary quest assignments, card-replacement credits, free card/pack exhaustion compensation, Deep Dive chest/boss/duel/new-quest credits, Arena flat win rewards and Talent Show participation.
  • Community poll credit rewards use the same reduced value in the displayed reward and the one-time payout.
  • Items, equipment, SP and card odds are unchanged. Purchases, redemption codes, paid commission compensation, banked Deep Dive loot, previously assigned quests, refunds, wager returns and player-funded transfers are unchanged.
V .056
Updated 2026-09-21 UTCPublication not yet recorded
Earned loot rebalance
  • Cavern and competitive Race prize mints now roll at 25% of their former frequency. Missed mints pay rarity-based credits and a Reroll Token instead.
  • Cavern bonus-card opportunities retain one quarter of their former frequency, with credits and a Reroll Token replacing missed bonus mints.
  • Arena, Cavern and competitive Race gear drops increase from 30% to 60%. Cavern and Gauntlet bonus-token chances double.
  • New quest assignments retain one quarter of card rewards; other card rewards become additional credits and a Reroll Token. Existing assigned rewards remain honoured.
  • New skill-tree card and pack weights fall by 75%, replaced with gear. New commission card and pack offer weights are 6.25% each; token offers increase.
  • Arena random loot replaces 75% of card/pack selections with affordable gear or tokens, or credits when no non-card option fits.
  • Purchased packs, explicit Arena loot selections, existing skill-tree layouts and accepted commissions, redemption codes, admin grants and card evolution remain unchanged.
  • Cavern and Race screens display replacement credits and current reward rules. Cavern XP, materials, SP and House progress no longer depend on receiving a card.
Talent Show mobile
  • Show chat starts minimised on mobile and opens within the page, so it cannot cover the spectator Leave button. Desktop chat remains movable.
  • Stage artwork enlarges only on deliberate click, tap or keyboard activation; scrolling no longer opens a full-screen overlay over Leave.
  • Show chat waits for signed-in user details on page reload, preventing a startup crash when spectator role data arrives first.
  • Mobile game navigation stays within the screen in a compact two-column, vertically scrollable area.
V .055
Updated 2026-09-17 UTCPublication not yet recorded
Credit top-ups
  • The existing volume bonus of +1% per $0.30 now stops at +50%; the base rate remains 1,400 credits per dollar.
  • Crypto and Venmo quick packs, custom quotes and new payment requests use one calculation, with matching base, bonus and total credit displays.
  • Admin package credits and bonus labels are calculated from the pack price, preventing stale or uncapped rates.
  • Existing pending payment quotes retain their promised credit amounts; new payments record a pricing snapshot.
Guilds and Houses
  • House and Guild pages and data require sign-in, including direct links and nested API routes.
  • Guild discovery has server-side pagination, search, join-policy and House filters, with each Guild’s actual House banner displayed.
  • My House ties uses existing card and Guild pledges; no new membership restrictions are introduced.
Talent Show spectators
  • Ongoing Talent Shows have their own category and a Spectate entry point while live; finished shows leave that category.
  • Spectators enter with one available card, free of charge. The card is reserved until they leave or the show ends, with no forfeiture or participation reward.
  • Spectators watch read-only: no voting, gifts, hype, performance actions or chat posting. Existing judges retain their permissions.
  • Live artwork and streams require card-backed admission; password-protected shows retain their entry checks.
  • Talent Show card pickers have server-side search, rarity filters, sorting and pagination; performer selections persist across pages.
  • Shows can be filtered by your judging, performing or spectating role within Ongoing and Upcoming categories.
Game challenges and item identity
  • Unanswered Arena challenges and unstarted Race/Cavern lobbies close after 15 minutes, with reserved assets released and applicable wagers returned once.
  • Open-lobby actions coordinate with automatic expiry; accepted/live matches keep their existing lifecycle.
  • Gear, battle items, tokens and materials share reusable icons, rarity colors and item-name typography across their displays. Trade behavior is unchanged.
Fixed
  • Card role badges always supply a boolean query setting, preventing a runtime crash for signed-out or non-interactive views.
  • The public store waits for sign-in before requesting private gear data, preventing repeated authentication errors from interrupting browsing.
  • Cards per pack is now a prominent, large-text count on store packs.
V .054
Updated 2026-09-17 UTCPublication not yet recorded
Fixed
  • The current agreement, registration, legal pages and site badges now use the same release version. Historical acceptance records remain unchanged.
  • Agreement acceptance rejects stale versions and remains blocked when saving fails; open sessions refresh release metadata.
  • Missing historical patch-note entries are restored from archived summaries without inventing publication dates.
  • The age-verification dialog keeps both choices fully visible, with wrapped labels and scrollable terms on desktop and mobile.
Improved
  • Patch Notes replaces Full version history, with a prominent purple button on the roadmap and Terms page.
  • A large purple-and-red glowing ALPHA label now sits above the current version beside the Playden header logo.
  • Release validation requires a unique sequential version and nonempty patch notes; the roadmap is synchronized from those same notes.
V .053
Updated 2026-09-13 UTCPublication not yet recorded
Release history
  • Every update receives a distinct product version with matching roadmap notes.
  • Development dates and confirmed publication dates are tracked separately. Unknown publication dates are not invented.
  • Administrators can record or correct confirmed publication timestamps; roadmap dates stay synchronized without rewriting creation dates.
V .052
Updated 2026-09-13 UTCPublication not yet recorded
Shared digital cards
  • One shared code can be claimed once per account, ever. Each claim creates the next digital-only edition and grows the series supply.
  • A forfeited shared card stays in its owner’s Playden with its stats and equipment intact, permanently locked out with no recovery option.
  • Shared codes can be disabled without erasing claim history. Existing physical cards and their edition codes retain their rules.
Fixed
  • Empty-body requests and simultaneous sellbacks cannot bypass permanent lockout or pay credits twice.
  • Late session-restoration responses cannot clear a newer successful sign-in.
V .051
Updated 2026-09-13 UTCPublication date unverified
Update
  • Startup migrations preserve game history instead of automatically deleting older finished records.
V .050
Updated 2026-09-12 UTCPublication date unverified
Update
  • Secure cookie sessions, CSRF protection, hook and key fixes, shared XP logic, and 3D viewer reliability improvements.
V .049
Updated 2026-09-11 UTCPublication date unverified
Update
  • Admin passcode plus single-use final approval protects removal of unminted templates.
V .048
Updated 2026-09-09 UTCPublication date unverified
Update
  • Horizontally mirrored PDF output for heat-press transfers.
V .047
Updated 2026-09-08 UTCPublication date unverified
Update
  • Custom physical card dimensions without stretching the artwork.
V .046
Updated 2026-09-08 UTCPublication date unverified
Update
  • Playden 56×88mm card preset and optional 2% snug-fit expansion.
V .045
Updated 2026-09-05 UTCPublication date unverified
Update
  • Playden RPG portal banner and resin-only studio copy.
V .044
Updated 2026-09-05 UTCPublication date unverified
Update
  • Revamped 3D Printing Studio home and resin-print presentation.
V .043
Updated 2026-09-05 UTCPublication date unverified
Update
  • Portal NSFW switch keeps Playden Classic hidden by default.
V .042
Updated 2026-09-04 UTCPublication date unverified
Update
  • Physical edition status, claimed-by identity and redemption-date tracking.
V .041
Updated 2026-09-04 UTCPublication date unverified
Update
  • Physical edition claim codes reserve editions; already-minted editions cannot be printed again.
V .040
Updated 2026-09-04 UTCPublication date unverified
Update
  • Consistent translucent name, rarity and edition overlays in PDFs and previews.
V .039
Updated 2026-09-04 UTCPublication date unverified
Update
  • Card-name opacity and glow refinements for printed cards.
V .038
Updated 2026-09-04 UTCPublication date unverified
Update
  • Readable neon rarity labels over translucent print-preview bubbles.
V .037
Updated 2026-09-04 UTCPublication date unverified
Update
  • Adjustable bleed margins for physical card PDF exports.
V .036
Updated 2026-09-04 UTCPublication date unverified
Update
  • Card-sheet PDF export with per-card orientation; persistent object-storage uploads for 3D-print files.
V .035
Publication date unverified
Deep Dive — NPC Dismiss
  • Every NPC menu now ends with a free 'Wave them off (walk past)' action. The NPC flips to exhausted (walkable) so chatty vendors can't block the path to a boss door any longer.
Houses × Deep Dive
  • Every completed dive now contributes to the House its card was pledged to at the time of the run. Houses list + House detail pages show two new stats: Dives (lifetime run count) and Deepest (deepest depth reached).
Deep Dive — Gear Moves
  • Gear-granted attacks (e.g., a relic that grants Venom Burst) now appear in the run's Moves list and combat cooldown tracker. Previously the run started with the card's base moves only, so gear ability rows were silently missing from the on-run panel.
Roadmap Dates
  • Shipped roadmap items imported from the changelog now use the entry's real version date instead of the sync timestamp. Existing rows are auto-backfilled on startup.
V .034
Publication date unverified
Deep Dive — Fog of War
  • Fog restored with a robust one-shot reveal per move: all 8 tiles around the player are always visible, standing in any room reveals the entire room plus a 1-tile border (no more chest / enemy / door pop-in), and Chebyshev LOS handles corridors between rooms.
Deep Dive — NPC Menu Refresh
  • NPC dialog now refreshes its options live after every interaction: reforging a T1 gear at the Blacksmith updates the row to 'T2→T3' immediately, spending 3× T1 mats at the Trader disables the T1 option in place, no reload required.
Deep Dive — UI Consolidation
  • Depth, HP x/y, banked totals (coins / mats / gear), seed, and the Extract + Abandon buttons all live inside the player card aside now. Every stat cell shows the current value with a live delta from the value the card entered the delve with.
  • Cooldowns moved from a standalone block into an inline chip beside each move (cd{N} / rdy), so the Moves list also carries the readiness state.
  • Delve Bag now sits above the map in a 2/3/4-column responsive grid and uses the same bespoke material icons (Pickaxe, Sprout, Flower, Fish…) as /adventure. Gear rows expose the site-wide hover tooltip.
V .033
Publication date unverified
Deep Dive — Exhausted NPCs Walkable
  • Once you fully deal with an NPC, their tile becomes walkable — same rule as opened doors — so cleared prep rooms don't wall off the boss chamber any longer.
Deep Dive — Resource Icons
  • Every surface that shows a specific material (Delve Bag, Run Summary, Abandon Picker, Cavern loot list, Request Board) now uses the correct icon per resource key (ore→Pickaxe, herb→Sprout, essence→Flower, pearl→Fish, gem→Diamond, wood→Axe, scale→Shell, relic_shard→Shovel, stardust→Telescope) instead of a generic diamond.
V .032
Publication date unverified
Primary Roles — Tank / Mauler / Assist
  • Every card now gets an auto-assigned primary role at mint: Tank (Bastion — reduces incoming damage 15% and gains +25% max HP), Mauler (Berserker — +20% damage, doubles to +40% below 50% HP), or Assist (Conduit — +20% speed, every 3rd turn cleanses debuffs and restores 10% max HP).
  • The role is visible everywhere a card is shown: chip on the card face, chip on collection tiles, and a full role row inside the Arena hover panel.
  • Owners can click the role chip on their own cards to open a picker and switch role. A reroll costs 1 credit and re-rolls the card's base arena stats — 'roll for the right roles' punny mechanic.
V .031
Publication date unverified
Deep Dive Fixes
  • Fixed the movement / fog-of-war desync where rapid WASD or click presses could leave the player token painted on the wrong tile with the world briefly appearing to regenerate on each keypress. The optimistic move handler now reads player + floor state from the live cache instead of a stale React closure — token and fog stay perfectly in sync with the server.
V .030
Publication date unverified
Deep Dive — Boss Prep Room
  • Every boss floor now includes a dedicated ANTECHAMBER packed with NPCs (Trader, Merchant, Healer, Blacksmith, Informant, Challenger, Gatekeeper, Quest Giver) so you can shop, heal, and reforge before the encounter.
  • A distinct amber-coloured BOSS DOOR tile signposts the passage into the boss chamber — you can't miss it.
  • NPC count formula: n = randint(1 - depth, 1 + depth) + depth * 2 (min 1). Depth 5 rolls 6–16 NPCs; depth 10 rolls 11–31; depth 15 rolls 16–46.
  • The prep room auto-expands to guarantee every NPC fits — no more placement overflow or 'missing' NPCs on high depths.
V .029
Publication date unverified
Deep Dive — Abandon
  • Abandoning a dive is now a partial-loss. You must PICK which items to keep, capped at your deepest-reached floor (depth 3 = up to 3 items, depth 0 = nothing). Anything not selected is destroyed forever. Extract still delivers everything — it's the reward for going the distance.
Fixes
  • Fixed the WASD movement desync where hammering keys could send the server two /move requests out of order — the loser would reject as non-adjacent and the client would appear stuck on the wrong tile. Movement now serialises with a 1-deep buffer so hammer-key play stays smooth AND consistent.
V .028
Publication date unverified
Deep Dive — Boss Floors
  • Every 5th depth (5, 10, 15, 20…) now spawns a designed BOSS in place of the usual enemy roster — no other enemies or NPCs on that floor, just the encounter you're here for.
  • Roster: The Ferrous Guardian (D5, kinetic tank), Emberlord Vokh (D10, pyro nuker), Frostqueen Nyx (D15, cryo control), The Void Herald (D20, astral/umbral). Beyond D20 the pool cycles with an HP/ATK buff so late-game dives keep escalating.
  • Every boss defeat pays a bespoke loot table straight into the bank: guaranteed credits + high-tier gathering materials + guaranteed gear rarity (still runs through the Critical Forge multiplier).
  • Cinematic title-card cut-in when entering a boss floor, and the boss token pulses gold on the grid so you can't miss it.
V .027
Publication date unverified
Deep Dive Performance
  • Movement is now INSTANT — WASD, arrow keys, and clicks paint your token at the destination immediately with optimistic UI. No more waiting on the network round-trip between each step. Fog-of-war reveals locally too so exploration doesn't visibly pop.
  • Successive movement inputs no longer block each other — you can hammer WASD across a corridor at native keyboard speed.
  • Cache is now updated in-place after every interact / NPC / extract response, eliminating the mid-run refetch that used to briefly stall the UI.
Fixes
  • Anvil-Smith reforge no longer fails with an 'action_id too long' error when banked gear has a uuid-based id. Server accepts up to 128-char action ids.
V .026
Publication date unverified
Deep Dive UX
  • Chest drops now bank the SPECIFIC material — you'll see 'Iron Ore T2 ×2' or 'Stardust T3 ×1' in the run panel, not a generic 'T2 material'. Materials keep their identity all the way through Trader upgrades.
  • New persistent Delve Bag panel on the run screen — every banked credit, material (by name + tier), and gear item (by name + rarity + slot + Critical Forge multiplier if applicable) is listed live so you know exactly what you'll walk away with.
  • Extract / Abandon / KO now pops a full loot summary modal itemising every reward. On a KO the card is still safe AND every material/gear you banked before the fall is delivered — a wipe never zeros a dive.
  • WASD or arrow keys now drive movement (click still works). Keyboard is suppressed while a modal is open or an input is focused.
  • Zoom on the dungeon grid is plain scroll wheel — no Ctrl needed.
Site Consistency
  • Card picker in Deep Dive now uses the site-wide hover preview (matches the Vault / Arena look).
  • Resistance chips + element badges now use the same ResistGrid the rest of the site uses — no more Deep-Dive-specific format.
V .025
Publication date unverified
Deep Dive Phase 6 — NPCs
  • The stairs down are now sealed until every enemy on the current floor is defeated. No more skipping past the tough ones.
  • Eight NPC roles spawn from depth 1 onward: Trader (upgrade materials 3→1 tier), Merchant (buy gear), Healer (full HP restore), Blacksmith (reforge banked gear +1 tier), Challenger (duel for bonus credits), Informant (reveal the whole floor), Gatekeeper (bypass the descent seal), Quest Giver (accept a run-scoped kill quest for a lump-sum reward).
  • NPC prices scale with depth. Each NPC exhausts after one use so pick your favours carefully.
V .024
Publication date unverified
Deep Dive Balance
  • Chest credits reworked to a tight, depth-scaled curve: (depth × 2 + 3) ± depth. Floor 0 chests pay 3 credits; floor 5 chests pay 8–18. Materials and gear drops (still the real prize) are unchanged.
  • Enemies now gain +30% HP per depth. A floor-0 Wandering Shade has 30 HP; a floor-5 Shade has 75. Deeper floors demand deeper strategy, not just more clicks.
V .023
Publication date unverified
Deep Dive
  • Your card's REAL arena stats now port into the dive — HP, ATK, DEF, SPD, moves (with cooldowns), mods (crit / dodge / armor-pen / lifesteal), and elemental resistances. A levelled legendary feels legendary; a base common learns humility fast.
  • Attack picker replaces auto-swing. When you engage an enemy you get a popover of every move on the card — greyed out on cooldown, showing multiplier, element, and expected damage vs that enemy's resistance profile.
  • Enemies now have elements and resistance/weakness charts. Hover any enemy on the grid to see full stats + resistances so you can pick the right move.
  • Fixed: open doors are now walkable in a single click (previously required re-interacting).
Card Picker
  • Search by title, rarity filter, hover preview, and a focus mode — once you pick a card the rest fade so you can commit before you Descend.
V .022
Publication date unverified
Deep Dive
  • Chests now drop real loot: credits (banked), gathering materials (tier scales with depth), and — often at deeper floors — a full gear item forged through the same pipeline as the crafting bench (so the Critical Forge multiplier can still fire, giving you a chance at a legendary chest-drop weapon).
  • Loot is BANKED as you open chests and delivered on Extract. Encounter loss no longer wipes your dive: the card returns unharmed AND everything you banked so far is credited to your account (per the spec's card-safety guarantee).
  • New Run History panel on the Deep Dive start screen — see your last 20 dives with depth reached, outcome, enemies defeated, chests opened, and loot totals.
  • Extract / Abandon / fail summaries now include an itemised toast: credits earned, materials by tier, and any gear items pulled from chests.
V .021
Publication date unverified
Deep Dive
  • Enemies now spawn on every floor (deeper floors = more enemies + tougher pool). Look for the red-outlined tiles.
  • Bump-to-engage encounter system — you can't walk through an enemy; click their tile to Interact and resolve. Combat runs a deterministic exchange based on your card's Arena stats and the enemy's stats, seeded by the enemy's id so retries never re-roll (per the spec's persistence rule).
  • Win: enemy tile clears to floor and you can pass. Partial: both sides survive the round — attack again to finish it. Loss: run ends but your card is ALWAYS returned unharmed (card-safety guarantee from the spec §4).
  • New HP chip in the run header tracks how much punishment your card can still take this dive.
V .020
Publication date unverified
Added
  • Deep Dive (early access) — a new roguelike exploration mode at /deep-dive. Pick any card you own, seed a persistent multi-floor dungeon, and navigate a tile map with fog of war, doors, stairs, and chests. Every run is deterministic from its seed — chests, doors, and NPC deals never re-roll on refresh. Backtrack floors freely; everything you cleared stays cleared. If the run fails, your card is always returned unharmed.
  • Zero-LLM guarantee: Deep Dive's procedural generator is pure seeded Python — no AI runtime dependency, no per-run API cost, offline-provably-deterministic.
  • Extract any time by walking to a green runeplate in the entry room and pressing Extract; or Abandon safely (also returns your card).
Coming next
  • Phase 3-7 (per the Deep Dive spec): enemy card encounters routing through Arena, chest loot integration with the forge, NPC roles (Trader, Merchant, Healer, Blacksmith, Challenger, Informant, Gatekeeper, Quest Giver), secrets + trait unlocks, run history and depth progression, extraction UX polish.
V .019
Publication date unverified
Fixed
  • Admin bulk STL/OBJ upload no longer fails with a 500 on the live site when multiple files are dropped at once. Uploads now go one file per request with a per-file progress bar, so a single oversize model only skips itself instead of taking the whole batch down (the production 500 turned out to be the Cloudflare/nginx 100 MB edge cap on multipart bodies, not the handler).
  • Bulk upload surfaces per-file failure reasons in the toast (oversized, network, or server) so admin can see which model needs to be shrunk or split off.
  • Backend upload directory is now checked and repaired on every request, and falls back to /tmp/prints_uploads if /app/data ever becomes read-only on a fresh production pod.
V .018
Publication date unverified
Trade
  • Direct trades from a card page are now private end-to-end — the target card is auto-locked as the sole 'want', the request never appears on the public board, and it lives only in both sides' Activity tab.
  • New 'Direct Offers For My Cards' section in your Activity tab shows every incoming private trade at a glance, with the target card's thumbnail, the requester's bounty, and Accept / Counter buttons.
  • Counter-offers can now go back and forth on the same request until both parties agree — send a Counter-Offer with your own terms; they can accept, reject, or counter again.
  • Request summaries now show 'This card · <name>' when a specific card is targeted, instead of the misleading 'open — any offer welcome' placeholder.
Fixed
  • Locked cards no longer stack a fullscreen padlock overlay on top of a placeholder gradient (the 'double-lock' look). Single-layer design now: rarity-tinted background with a small corner lock chip.
  • Trade propose / offer pickers show per-slot gear icons (weapon → sword, armor → shield, trinket → sparkles, relic → gem, consumable → flask) and per-material icons (ore → pickaxe, herb → sprout, pearl → fish, etc.) instead of a generic wrench / gem for everything.
V .017
Publication date unverified
Added
  • Critical Forge — every craft (bench forging, adventure clears, and Arena / Cavern / Race gear drops) now has a rare ~2% chance to trigger a Critical Forge that multiplies every stat on the finished item by a random 2×–13× multiplier. Crits above ×10 mint as Mythic-tier drops; ×6 → Legendary; ×4 → Epic; anything lower shows as a Great craft. Look for the amber ★ Crit badge in your bag and on equipped gear.
  • Critical Forge celebration — successful crits fire a long-duration toast, rename the item with a CRIT tag, and stamp a badge on the item card in your inventory and equipped slots.
V .016
Publication date unverified
Added
  • Public Roadmap (/roadmap): four transparent columns — In Progress, Planned, Community, and Shipped — so every player can see what we're building. Any logged-in player can propose a change, 👍 upvote what they want to see next, and reply on any thread. Admin replies carry an Admin badge and admins can move any item between statuses, pin, close or archive it.
  • Roadmap ↔ Changelog link — every shipped item you see on the changelog is auto-mirrored into the Roadmap's Shipped column so history stays in one place.
  • Admin 3D-Print Catalog manager (/admin/prints-catalog): drop STL / OBJ / ZIP files → auto-drafts → fill in name, description, category, price, preview image → publish to /prints/shop. Feature toggle, publish / unpublish / archive quick actions per row.
Security
  • Locked cards no longer leak their front-image URL to non-owners. The server payload literally excludes the URL for anyone who doesn't own the card — the CSS blur used to be defeat-able via DevTools, now there is nothing to defeat.
  • The card's template id, lore, description, back-image, and tags are also stripped from non-owner responses so nothing leaks upstream via a template lookup either.
V .015
Publication date unverified
Your data
  • Every Playden update ships new code on top of the existing database — updates never wipe or reset your account, cards, credits, XP, House pledges, or Guild membership. If a redeploy happens while you're playing, refresh once and pick up right where you left off.
Added
  • Guild role management: founders can promote members to officer (and demote back). Officers can kick regular members; only the founder can remove another officer.
  • Guild join policies: choose Open (anyone joins), Approval (leaders review requests), or Invite-only (leaders send invites) when founding a Guild — editable later from the Settings dialog.
  • Guild invites: leaders/officers invite a specific player by user id. Pending invites surface in an amber banner at the top of the Guilds page with Accept / Decline shortcuts.
  • Guild join requests: approval-policy Guilds queue join attempts as pending requests; leaders/officers see the queue on the Guild Hall and can approve or decline.
  • Guild founder Settings dialog: edit motto, description, crest, and join policy without leaving the Guild Hall.
Improved
  • Card House badge now updates instantly the moment you complete a Pledge — no more page reload to see the new banner.
  • Guild rosters now show member display names (not just id fragments) and colour-code the founder / officer / member role.
Admin
  • New Void Contributions panel under Admin › Houses: filter contribution rows by house / card / owner / category, void fraudulent scores with a required reason, and restore any voided row from the audit trail.
  • House stats (Trophy Room, category leaderboards) automatically exclude voided contributions in real time.
Legal
  • ToS bumped to .015 — no material change. The Guild policy / roles / invites and admin void tooling are documented for transparency.
V .014
Publication date unverified
Added
  • Houses: eight official factions (Unhoused, Gooner, Cuck, Savage, Degenerate, Gremlin, Filth, Simp). Each card pledges to a House from its card page; unpledged cards belong to Unhoused. Every House competes for the overall + per-category rankings and hosts a public Trophy Room.
  • Guilds (thin slice): create/join/leave a Guild, pledge the Guild to a House, display owned cards in the Guild Hall, and hold meetings that vote on rulebook changes.
  • Central contribution pipeline: existing gameplay (Arena, Cavern, Race, Show, Quests, Craft, Gather, Trade, Upgrade, Merge) can now award House contributions via one server-side helper — no client-submitted scores.
Legal
  • ToS §8A added — Houses & Guilds allegiance is disclosed, including the 'contributions/achievements do not transfer' rule when a card or Guild changes House. Public visibility of Guild names, mottos, meetings, and card displays is called out.
V .013
Publication date unverified
Legal
  • ToS §2 now discloses that we capture your device's physical location at every acceptance — high-accuracy browser geolocation when you grant permission, or IP-based location as a fallback. Acceptance is refused if no location can be resolved.
Improved
  • Admin ToS Records page now has a 'Ban IP' button and a 'View profiles for this IP' lookup that shows every account that has ever accepted from a given IP.
V .012
Publication date unverified
Added
  • Quick trade requests: post a Give / Want (specific card OR any card of a chosen rarity) straight from the Trade chat channel — the request lands on the board and drops a link back into chat.
  • Public changelog page (this page) with grouped release notes.
  • Revision counter on the Terms page — shows the total number of published ToS versions since launch and a full version history.
3D Prints
  • New Print Shop: browsable catalog of ready-to-print STL / OBJ models — search, category filters, and 'Start quote' handoff to the existing quote engine.
  • Admin bulk upload: drag-and-drop multiple STL / OBJ files or ZIP archives to seed draft catalog entries.
  • Admin quote review now shows the customer's file with a prominent Download for Slicing button and downloads with the original filename.
Improved
  • Forge overhaul: every crafted item now rolls positive-only stats in a tier band (T1 → 1% max · T5 → 10% max) and is guaranteed at least one bonus trait — up to 5 traits at Tier 5 — so every piece you forge is worth using.
  • Equipped gear now surfaces a 'Forge traits' section in its hover tooltip listing every guaranteed roll (e.g. +7% Crit · +5% Dodge · +3% Multistrike) so you can see exactly what an item is contributing at a glance.
  • Whenever an equip grants an attack or ability (not just a stat boost), the gear tooltip now shows a dedicated 'Grants' block with the full move name, description, element, damage multiplier and cooldown — no guesswork about what your equip actually adds.
  • Gear-granted attacks and abilities already show a 'Gear' tag on the combat action bar — the new traits + grants panels complete the 'From equipped' picture across a card's full loadout.
V .011
Publication date unverified
Legal
  • Operator identity reduced to the minimum — 'Playden Inc.'; registered address and corporate details are disclosed only on written request.
  • Governing Law rewritten to invoke US federal law and the laws of the state where Playden Inc. maintains its principal place of business.
  • Support contact fixed to playdeninc@gmail.com in both §22 and §23.
V .010
Publication date unverified
Added
  • Bountiful Charm shows up in the PlayerHub hover panel with a live 1-second countdown.
Improved
  • PlayerHub hover now has Profile + Sign-out shortcuts.
  • Admin console on mobile: sticky horizontally-scrolling chip tabs replace the awkward vertical sidebar.
V .009
Publication date unverified
Added
  • Floating balance chip next to the lobby chat bubble — Credits + SP stay visible while browsing the Store even after the header scrolls out.
  • Balance strip inside the open chat window so you can glance at your balance without closing the panel.
Improved
  • SP now shows on the mobile header next to Credits.
V .008
Publication date unverified
Archived update
  • Skipped (internal build).
V .007
Publication date unverified
Improved
  • Mobile compression pass across Arena, Cavern, Battle, RaceLobby, Store — no more vertical scroll during active states.
  • Tap-to-preview HoverCards in Trade and Requests for touch devices.
  • Mobile navigation tap targets bumped to 44px.
  • Sticky header on mobile now only reveals when you swipe down from the top.
  • Cavern boss resistances restored on non-rotated mobile.
Fixed
  • Ghost-click bug on hidden sticky header.
  • Horizontal scroll caused by the 'Every mint is one of one' banner.
V .006
Publication date unverified
Added
  • Privacy, DMCA, UGC Rules and Refunds legal pages (footer links).
  • In-service Report button + admin queue for moderating user reports.
Improved
  • Age gate tightened to a 5-point acknowledgment; the dev bypass button was removed from production.
V .005
Publication date unverified
Archived update
  • Age verification tightened to a 5-point acknowledgment; dev bypass removed from production.
V .004
Publication date unverified
Archived update
  • Reworded 'wagers' as 'community prediction pools'; removed 'gambling / betting / house' terminology throughout.
V .003
Publication date unverified
Archived update
  • Bare-gear forfeit warnings noted in the play-rules acknowledgment.
V .002
Publication date unverified
Archived update
  • Fingerprint / IP / user-agent capture disclosed (ToS §2); admin ToS ledger.
V .001
Publication date unverified
Archived update
  • Initial published Terms of Service — closed-loop 21+ platform, arbitration + class-action waiver, Mint Recall clause.