Until today, Endless Worlds was a silent film. Swords met in silence, rain fell without a sound and the Central City docks never heard a gull. This is the release where the music starts.
Every place now has its own music, written for this game and changing with the time of day. Every swing, spell, footstep in the shallows and creak of a door has a sound. Monsters call out, bosses roar, and when a dungeon fight starts a metal band kicks in behind you. And for the first time you can make music of your own: sit down at a piano, pick up a guitar, and everyone nearby hears what you play.
So turn your sound on, find the tavern, and play us something.
Thank you as always to everyone posting in #bug-reports and #suggestions. Every fix you found has your name beside it, and this release's bug bounty contributors are listed at the end.
Features, content and new systems

The overture: Endless Worlds has sound
Sound and music
- Endless Worlds has sound. Until now the game was silent. This update adds 597 sounds, recorded as 1,059 variations so a repeat never sounds identical, and 27 pieces of music, all made for this game. Sound is on from the first time you play.
- Music for every place. Central City, the forests, Wolfback Ridge and Wolfback Lake, the shops, the bank, the tavern, your own home, the sewer, the caves and the mines, the graveyard, the archive, the crypts, Gale Tower and every event each have music of their own. Walk from one place to the next and the old piece fades out over one second as the new one begins.
- Day and night. The forests and Wolfback have a piece for the day and another for the night. At dawn and dusk the two cross over two bars, started on the same beat so the rhythm never stumbles.
- Music that does not wear thin. Each piece is cut into short sections, and the game picks the next one as you play, by weight, never the same section twice in a row. An hour in the forest never loops the same few minutes.
- A theme for the title screen. A relaxed opening of electric piano, a clean guitar and a soft flute, with strings and bells when the chorus opens out. It fades in over one and a half seconds on your first click or key. Signing in, creating a character and stepping into the world each have their own sound too.

The headline act: a metal band in every dungeon
Fights you can hear
- Dungeons are played by a metal band. When you or anyone in your party strikes or takes a blow, a second layer of drums and guitars comes in over one beat. Six seconds after the last blow it settles back over two bars. Dungeon music is mixed to minus 19 LUFS, level with a town's, so your blows always cut through the band.
- Bosses have their own moments. Moonfang, the Galewrath and the Lost Memory Keeper each have their own fight music, a sound as the fight begins and a call when they are badly hurt. A boss speaks three semitones below its kind, with an extra layer an octave under and the echo of a great hall. Fighting the Galewrath turns Gale Tower's music into a storm.
- Every swing and every blow. A two handed weapon swings heavy, a thrust or an empty hand swings light, a bow is drawn and anything else is a blade. A hit is built from layers: what it landed on (fur, feathers, bone, stone, slime, a spirit, or the armour a player wears) plus one for each element that added damage. A blow on you that takes a fifth of your health or more lands heavy.
- Every monster has a voice. Monsters call out when they turn on you (their first attack after 10 quiet seconds), when they attack, when they are hurt (at most once in 0.6 seconds) and when they fall. Bigger kinds in a family play their voice slower and deeper, and the Galewrath strikes with a deep swoop of its wings.
- Every skill is heard. From a fireball to a ward, each skill's sound follows its effect on screen, starting when the effect starts and landing where it lands.
- Conditions you can hear. Burning, poison, bleeding, a stun and a ward each have a sound of their own, played as the condition appears on someone.
- Your own health. Below a quarter of your health you hear your heartbeat, and it stops once you are back above three tenths. When you fall, the world goes muffled as a filter closes down to 420 Hz, and it opens again under a chime when you come back. The heartbeat can be turned off in Settings.

The backing track: a world that sounds alive
The world around you
- The world around you. Every place has its own background, with a day and a night version that cross over two seconds: water at the Central City docks, birds in the forests by day and crickets at night, wind over the ridge and round Gale Tower, drips and growls in the dens. Gulls, owls, crows and wolves call at random times from random sides, and the town's bell rings as the day turns.
- Sounds come from where they happen. A sound in the world is at full volume within 2 tiles of you, fades with distance, and is not played at all beyond 14 tiles. It is panned left or right to where it happens on screen.
- Every place has its own echo. Fights and spells ring in the room they happen in, from a small shop to a cave. The echo is switched off on the Low graphics preset.
- Weather you can hear. The wind's loudness, side and muffling follow the gusts you see. Rain blends from a shower into a downpour as it grows, and thunder follows each flash of lightning, near or far.
- Things you walk past. Fires, fountains, waterfalls, dripping rock, portals, a clock and the ships at the dock make their sound as you come close and fade as you move away.
- Moving about. Stepping into water splashes and swimming is heard stroke by stroke. Doors open with the sound of their wood or iron, and a ladder, a rope and a rock face each sound different as you climb. People have no footsteps, and a mount is heard by its own steps.
- Gathering and crafting. Mining, chopping and fishing each sound like the work, every strike timed to the frame the tool lands, so the sound keeps time however fast you work. A fishing line ticks as the dial enters the catch zone. The anvil, the furnace and the loom are heard as you use them.
- Items and money. Picking things up, dropping them and putting them on sound like what they are made of: cloth, wood, metal, glass, gems, ore and more, with a soft swipe for something plain. Coins sound like coins, and upgrading your gear has its own moment.
- People and pets. Townsfolk speak a few sounds as you talk to them, each at a pitch set by their name, so the same person always sounds the same. Emotes and pets have sounds of their own. Party, guild and trade invitations, new mail and other notices each make a sound, and the music dips while it plays so you notice it.


Your turn on stage: the Piano and the Guitar

Music you make
- The Piano and the Guitar. Both are played on a keyboard of one octave, 13 keys, tapped on screen or played from your own keyboard. Use one from your bag to take it up, and everyone nearby hears what you play. Play is the first thing in its bag menu, and either can go on your action bar, where one press takes it up and the next puts it away. The Guitar is made at the Carpenter's Bench.
- A walnut upright and a six string. The Piano you set down is a console upright in polished, figured walnut, wider than it is tall, with turned legs, panelled sides and back, a two page score on its desk and its black keys in their twos and threes. The Guitar has a real guitar's shape, half body and half neck, with a smooth waist, frets and three pegs a side, and is held at a size you can see, its neck well past your fretting hand.


The house band: the Central Tavern
The Central Tavern
- The Central Tavern. The tavern's music comes from its piano, loudest beside it. Its jukebox holds 8 songs of two and a half minutes each, and plays your choice for the whole room, joining anyone who walks in halfway through. A song costs what about two minutes of play earns at level 10.
- The Pianist's Lost Song. The pianist has lost a song. Find it, and from then on it is what the tavern plays for you at night.

Dressed for the show: two new outfits

The marching band
- A marching band uniform. The Marching Band Uniform is a scarlet coat with a high gold edged collar, three gold bars across the chest, gold epaulettes hung with tassels and a gold ring at each cuff, over white trousers striped in gold. The Shako to go with it is tall scarlet felt banded in gold, with a gold badge and a white plume, and the Marching Band Boots are polished black leather laced to mid shin. All are cosmetics, cut for both bodies, and the shako sits over your hair.


The pop star
- A pop star outfit. The Pop Star Outfit is a jacket in pink, cyan and white worn open over a white top with a gold chain, and a chain looped from the belt. His jacket has a pink hood draped over the shoulders, over black jeans torn at the knee. Hers is a striped pink varsity jacket over a pleated white skirt and leg warmers. The Pop Star Sneakers go with it, white with a pink panel on a thick sole.

Also on the bill

New
- The Invisi Hat. A baseball cap so clear nobody can see it. Wear it over your helmet and you look bareheaded, your hair and all, so you can show off your style without giving up your protection. It is a cosmetic.
- See what a skill reaches. Every active skill's card in the skill tree now shows a small map of the tiles it hits, where a leap or a blink sets you down, and the way you are facing. A skill you aim at something is drawn round its target, with its range beside it. It reads on a phone too.
- A fuller System tab. The System tab in chat now keeps a log of what happens to you: experience and what it came from, the experience each trade gains and each trade level reached, what a monster dropped for you, everything that reaches your bag, what you craft, gold you receive and from where, each level with the stat, elemental and skill points it gives, dungeon floors cleared and portals appearing. These lines never light the unread badge, so a fight does not keep the tab flashing.
- A Moonlight theme. Settings has a new look beside the default brown and gold: soft periwinkle on midnight charcoal. The charcoal keeps every lightness step of the default's brown, so all text is exactly as readable as before, only cooler.
- Silver where there was gold. In Moonlight the gold trim and the drawn window frames turn silver periwinkle, and the light under your character on the character screens is moonlight instead of lantern light. The experience bar turns pale silver, so it never reads as the blue mana bar beside it. Health and mana keep their colours in every theme.
Improvements
The mixing desk: your sound, your way
Your sound, your way
- An Audio tab in Settings. One volume for everything, starting at 70%, and one each for music (55%), effects (80%), ambience (60%), the interface (60%), alerts (80%) and other players (50%). At 0 other players' fights and spells are off altogether. There is also Mute all sound, Quiet in the background, Mono, Reduce loud sounds, Heartbeat at low health and Voices.
- Reduce loud sounds. For late nights: a gentle compressor on effects and alerts only, starting at minus 18 dBFS at a ratio of 3 to 1. A big hit comes down and a quiet sound stays exactly as loud as before. Music, backgrounds and the interface never pass through it, so the music never pumps under a blow.
- A crowd sounds like a crowd, not a wall. When effects start within 0.4 seconds of each other, each later one is turned down a little, never by more than 9 dB, so eight monsters turning on you at once are eight voices without the noise. Other players' sounds give way first, and your own swing, hit and blow keep their beat. A safety limiter at the very end keeps everything under minus 1 dBFS.
- Never too many at once. At most 24 sounds play together on a computer and 16 on a phone. When that is full, the least important sound fades out for the new one, and somebody else's sound never pushes out your own.
- On a phone. The silent switch silences the game, and any music or podcast you are already playing keeps going underneath it.
- Light on your phone. Sounds are Ogg Opus files of 8.5 KB on average, fetched only when needed: a monster's voice when the first of its kind appears, another player's skill the first time it is used. Music comes in pieces of up to 10 seconds at 128 kbps, each fetched 5 seconds before it plays and let go once played. Unpacked sound effects are capped at 24 MB on a computer and 12 MB on a phone, and after 10 seconds of silence the sound engine sleeps.
- Nothing is told by sound alone. Everything a sound tells you is also shown on screen, and a refused swing or skill says so in words, so playing with the sound off loses nothing.
Fine tuning

Improvements
- Fish bite sooner. A cast now waits 3 to 12 seconds for a bite instead of 5 to 20, about 10 seconds on average rather than 17. Three casts in four still get a bite.
- Experience in figures. Hovering the experience bar now shows how much experience you have into this level and how much the level needs, like 1,234 / 5,000, beside the percentage and the next level. The figures are the same ones the Character Progress window shows. Suggested by WelchDigital.
- No menu for somebody out of reach. Clicking or tapping a person more than 10 tiles away (counting a diagonal step as one) no longer opens a menu that can only say they are too far. Walk within 10 tiles and it opens. Suggested by WelchDigital.
- A quieter fountain. Central City's fountain kept a constant pitter patter of drops going round it. The drops are gone and the fountain's rush of water stays.
- Caster sounds without the boing. A staff's and a wand's basic attack used to end in a sliding pitch that sounded like a spring. Both now land as a short wooden knock, the same for each. Magic Missile's bolts each hit with a quick, bright cha.
- One notification at a time. Notices used to stack up to three deep, and a refusal counting down ("Try again in 9 s", then 8, then 7) became three cards. Now one shows at a time and the rest wait their turn, errors first. A notice that only differs by its numbers is counted into the one showing, which keeps the newest words.
- Firelight glows instead of strobing. Braziers, torches, candles, lanterns and fireplaces used to pulse their light up to six and a half times a second, which read as a strobe. Their light now swells slowly and gently, under once a second, like the warmth of a real fire.
- Workbenches from beside them. An anvil, a loom or any other workbench is only worked standing right next to it, and now its menu only opens from there too, instead of opening from across the room and then saying you are too far.
- Clearer names over people's heads. Names and the line under them are now semi bold (weight 600, up from 400) at 11 pixels, and each line starts on a whole pixel instead of being centred on a half one. Before, a thin letter like the l in Bosun Harl was one pixel wide and fell across two, where the 3 pixel outline turned it grey. Now it reads as clean white, most of all zoomed out.
- Tidier menus on a phone. The buttons along the bottom of the game menu are now icons, each still named for screen readers and with a tooltip, so none of them is cut short. Sign out keeps its words.
- Achievements show what they paid. When you unlock an achievement, what it gives you, a title, a nameplate, money or an item, is listed in smaller writing under its name, as a finished dungeon's reward is. A title that is the achievement's own name is not listed twice.
- Room to hunt yellow slimes. In North Central Forest all three groups of yellow slimes stood round the pond with both groups of blue ones, eighteen slimes within fifteen tiles. One group stays on the pond's north shore, one is in the west meadow and one in the south west glade, each at least ten tiles from any other group. Still twelve of them, at level 6.
- Your name as you wrote it. A new character's name keeps the capitals you type, so OtherManFace stays OtherManFace, and always starts with a capital letter. Names are still one name in any capitals, so nobody can take yours by changing the case. Names from before this update start with a capital now; the rest of their letters stay as they were.
- The Elements tab is just the wheel. The heading is gone and the wheel of elements sits in the middle. Your elemental alignment moved out of the equipment window and lives only on the wheel, so the equipment window is your gear and its stats.
Monsters and bosses
- Monsters follow you further, and a fight you keep up lasts. A monster now chases up to 27 tiles instead of 18, measured from where the fight began as well as from where it lives, so one you pick a fight with at the edge of its patch follows you the whole way instead of turning back early. However a fight begins, a monster never goes more than 54 tiles from where it lives.
- Bosses for smaller groups. The Galewrath is now made for a group of 4 instead of 8, Moonfang for a group of 3 instead of 5, and the Lost Memory Keeper for a group of 2 instead of 3. A boss's health, experience and gold grow with the group it is made for, so each now has fewer hit points and pays less in all, while every member of a group is paid what they were before. How hard each one hits is unchanged.
Keeping time: performance
Performance
- About 15% less work every frame. We timed a 10 second walk through Central City at 1920x1080 before and after this update. The game's main thread was busy for 592 ms of it, down from 699 ms, and every picture it drew is pixel for pixel the same as before.
- Shadows only look at what is near. The lighting used to test every shadow casting shape on the map against the view and against every light, every frame. Shapes are now sorted once per map into a grid of 512 pixel squares, so a frame asks only the squares near the screen and near each light's reach.
- Shadows are written straight into the buffer the graphics card reads. Each shape's corners used to be gathered into a small list of their own before being copied in. They now go straight in, which took that work from 31 ms to 6 ms over the walk.
- Fewer hitches. With fewer short lived objects made every frame, the browser's memory clean up ran for 6 ms over the walk instead of 13 ms, and those pauses are what small stutters are made of.
- Character colours are remembered. A character's skin, shirt and shorts are recoloured from a small colour table. It used to be rebuilt for every character on every frame; now it is built once for each set of colours and reused.
- Tall things off screen are measured once. To keep the top of a tall building just off screen from being cut off, the game works out how far the map's tallest artwork reaches past its tile. That was measured every frame and is now measured once per map, saving 6 ms over the walk.
- HUD numbers. Formatting a figure like your gold made a new number formatter every time. It is now made once, saving 5 ms over the walk.
- A quicker start. The game's lists of artwork and sounds are now bundled as JSON text and read in one step when the game opens, which a browser does faster than reading the same data written as code.
- Sound costs almost nothing. In a crowded town fight, everything sound does takes 0.156 ms of a frame on a computer and 0.085 ms on a phone, inside a budget of 0.2 ms. Other players' sounds start at most 3 a frame on a computer and 1 on a phone, and your own always start.
Bug fixes
Off key, now in tune
Out in the world
- A conversation stays open when the person wanders off. Townsfolk who walk about could stroll out of reach while you were reading their quest, shop or bank, and everything you pressed said they were too far away. Your reach is now measured from where the conversation began, and you stay where you are while their window is open, so you can always finish. Found by WelchDigital.
- No gathering prompt for a node on another floor. Standing under a deck, as in Gale Tower, you were offered to mine or chop a node on the deck above, then told to stand next to it. The prompt already checked that a chest or a person was within 2 steps of height of you but never checked a node. It does now. Found by WelchDigital.
- Stair railings are solid. At the foot of a flight of steps you could walk sideways straight through its railing onto the stairs, as at the big stairs up from Central City's dock. A railing now stops you like any fence, and the stairs are climbed from the front. Found by junkbotfire.
- Seats are left from the front. Pressing sideways while sitting stood you up on the bench, and the next press slid you along it into the next seat. Now a seat is left only the way it faces: a press any other way does nothing, and a seat that faces into a table still lets you out any way. Found by WelchDigital.
- Doors open from the front. Walking along the floor above the Graveyard Crypt, a step onto the top of the wall took you through the Forgotten Archive's door from behind. Every door now opens only from the side you would walk up to it from. Found by WelchDigital.
- Ladders and climbing rocks no longer block the way. The tile at the foot of every ladder, rope and line of holds could not be walked on, so where a cave or a ledge left two lanes, a ladder closed one, and another player or a monster in the other could trap you. Now you walk across the foot like any other tile. Walking straight at a ladder still climbs it, and if you are standing at its foot, face it and press toward it to climb. Found by WelchDigital.
- Pets keep up across floors. Walking down to a floor well below your pet could leave it standing on the floor above, close to you on the map but stuck up there. A pet whose owner is on another floor now comes to their side on the same level. Found by WelchDigital.
- Gather from the saddle. Riding up to a tree, a vein or the water offered to chop, mine or fish it, then refused because you were mounted. Pressing it now gets you off your mount and starts the work, as an attack already did. Found by WelchDigital.
- Walk into event portals. An event's portal now takes you in as soon as you step onto it, as a dungeon's door does, with no click needed. It works on a deck, a raised floor or a stair, on the level the portal stands on. Clicking still works too. Found by WelchDigital.
- Wolfback Ridge looks like itself on the world map. Its picture was a photograph of Central City. Every region's picture was taken again from the maps as they are now. Found by WelchDigital.
Quests, dungeons and events
- The quest trail goes to the right floor. In a building with an upper floor, the trail could lead to the floor below the person you were looking for. A quest's destination now knows which floor its person or node stands on, and the trail leads there: beside them where it can, otherwise the nearest spot within their 10 tile talking reach. So Mark's letter takes you to the Tailor at her counter and not down to the loom room. Found by WelchDigital.
- The quest trail leads you to what you are collecting. In The Pianist's Lost Song and Bones for the Restless, the trail pointed back at the person who asked before you had anything to give them. Now, while you still need pages or bones, it leads to the nearest monsters that drop them, through the doors on the way if they are on another map, and once you have them all it leads back to hand them in. The same goes for any quest that asks you to bring something monsters drop. Found by WelchDigital.
- People thank you for what you bring them. Handing over one of Mark's letters, or anything else an errand sends you with, made no sound at all: the line written for that moment only showed on a quest board nobody opens. The person now says it in a speech bubble as you hand it over.
- No more shooting a monster as it walks home. When a monster reached the end of how far it would chase you, it turned and walked a few tiles back, and anything you hit it with on the way stayed hit. A ranged player could pull it out, shoot it as it left and pull it back again, and win a fight without fighting. A monster that gives up a fight away from home now heals fully and walks all the way back untouchable: every blow shows EVADE, and it answers nobody until it is home. It finds its way round walls, ramps and buildings, and one that cannot get home is returned there.
- No safe spot behind the Flooded Cellar's exit. Monsters would not step onto the way out, so standing past it left a Big Rat stuck in front of you, where it gave up and healed. A monster chasing you now crosses an open way out to reach you. Doors are still never entered. Found by WelchDigital.
- Dungeon rewards show their odds. A dungeon's card used to say only "Up to 2 items". It now lists each item it can pay and how often, like "Charge Dice 4, 5% chance" or "2 to 4 Rat Tail, every clear". The Ancient Crypt's two dice really are 5% each, so going ten clears without one happens about one time in three. Found by demskittlez.
- Player events count toward achievements. Clearing a Rift, or any other player event, never counted toward Answered the Call, Always There or Wanderer. Every clear counts from now on. Clears from before this update were never recorded, so they cannot be added. Found by WelchDigital.
- Rewards named on every banner. Clearing an event could list a reward on its banner as a number, like Item 90404, when it was your first of that item. Every banner now names what it gives. Found by WelchDigital.
- No stray lines beside monsters. A thin grey line could flicker beside the Crypt Warden as it moved: the edge of its shield from the picture stored next to it. Every creature's pictures now have a clear pixel between them, and look exactly as before otherwise. Found by WelchDigital.
Trades, gear and your bag
- Every trade's experience is told. Smelting bronze pays 1 Smith experience, because the copper and tin ingots that go into it already paid 25 each, and a bar moving by one point looked like nothing. The System tab now says what every craft, harvest and catch paid, down to the single point. Found by dodgy1981.
- Crafted furniture says where it went. Furniture you craft goes to your Storeroom rather than your bag, so a new Pine Stool looked lost. The recipe, the message when it is made and the System tab now all say the Room Master opens your Storeroom. Found by dodgy1981.
- Your trade levels move as you earn them. With the character window open beside the crafting window, the Smith bar stayed where it was until you opened the character window again. It now fills as you craft. And a crafting window's "Made" notices stay in the crafting window instead of turning up in whichever window is in front. Found by WelchDigital.
- Windows stay side by side while you craft. The crafting window steps aside while you work, and a window you opened meanwhile could end up underneath it when it came back. Now the two stand side by side again. Found by WelchDigital.
- Fishing tells you about your level before your bait. A fishing spot that wanted a bait you were not wearing said so first, so you could buy Mackerel Feathers and only then be told your fishing level was too low for the spot. Now it checks in the order you can fix things: the rod, your fishing level, then the bait or hook it takes, so you never spend money on something you cannot use yet. Found by WelchDigital.
- Gear stays at your level when you change class. Picking up another class's weapon left on anything you were already wearing, so a level 20 Knight's shield stayed on a level 4 Cleric. Now anything the class you become is not high enough for comes off into your bag, and if your bag has no room for it the switch waits until it does. And going back, your level 20 sword is offered again: a weapon is measured by the level of the class it makes you, so a level 4 Cleric can pick up the sword of their level 20 Knight. Found by LettuceCatte.
- A click in your bag no longer throws things away. Clicking a claw, a tail or anything else with nothing to do but drop put it on the floor. Now a click leaves it where it is, and Drop is still in its menu when you mean it.
- Max health and max mana are listed once. The equipment window showed each of them twice.
Letters, chat and notices
- Write a whole letter. After the first letter you typed, the rest went to the game, so typing a letter walked you around. Every key now stays in the letter. Found by WelchDigital.
- Write to anyone, however you type their name. A letter only found somebody if their name was typed in the exact capitals it was kept in, and every name was kept in lower case. Now othermanface, OtherManFace and OTHERMANFACE all reach the same person, and so do whispers and every other place you type a name. Found by WelchDigital.
- Your own news in the System tab. Using a reset scroll, learning an emote, finishing or cancelling a trade and sending a report all wrote their line into Global, which is for other players talking. They now go to System with the rest of your own news. Found by WelchDigital.
- The daily reward notice says it once. After claiming a daily reward, "Daily reward claimed!" popped up again every time you opened the Journal. The Journal rebuilds its Rewards section on every open, and the new section started out believing it had announced nothing. It now starts from what you have already been told, and the bank, crafting and shop windows count their notices the same way. Found by WelchDigital.
- A quieter sign in. The sign in screen showed the sign up rules under each box and complained while you were still typing. It now shows two plain boxes, and only says what is wrong if you press Sign in with something missing. Found by WelchDigital.
Phones, speed and the site
- The game no longer slows down the longer you play. The buffers that carry shadows, lighting and effects to the graphics card each frame doubled whenever a busy map needed more room, and never shrank. After one trip to the South West forest, a frame in Central City uploaded 14.7 MB instead of 7.2 MB and took 21 ms instead of 11 ms, until you refreshed. Now a buffer under a quarter full for 300 frames (about 5 seconds) shrinks back to fit, and the same spot after the same trip measures 2.2 MB and 9.7 ms a frame. Found by WelchDigital.
- Dragging onto the action bar works on every phone. On some phones, a Pixel 7 among them, a skill, an item or an emote held to drag lifted and then dropped back a moment later, so nothing could be put on the action bar or moved in the bag by dragging. The phone's browser was taking the touch for a scroll. Now the drag keeps hold of your finger until you let go. Found by kassio3738.
- Windows clear of a phone's edges. On a phone, a long quest's window could reach the bottom of the screen, leaving Accept on the gesture bar where it was hard to press. Windows now stay clear of the space the phone keeps for its own bars, top and bottom. Found by kassio3738.
- No Full screen button in the app. The Android app is always full screen, so the button that did nothing there is gone. The game now asks the app itself whether it is running inside it. The button stays in the browser, where it works.
- Tab underlines sit under their tab. The line under the chosen tab could be too long and off to one side, most often just after the game opened. It was measured before the tabs had settled their size, for example while the game's font was still loading, and now measures again whenever any tab changes size.
- The leaderboards really work this time. Last update's fix was right, but the website's boards were built before the fix reached the game server, so total levels still read 0 and the class boards were empty. A release now updates the game server before the website, so the boards show everybody's real levels.
Bug bounty contributors
The players who found this release's bugs, most reports first. Every one of these fixes started with somebody taking the time to write it up. Thank you, and take a bow.
- WelchDigital, 24 reports
- kassio3738, 2 reports
- dodgy1981, 2 reports
- LettuceCatte, 1 report
- junkbotfire, 1 report
- demskittlez, 1 report
Found something off key? Tell us in #bug-reports and your name could be up here next time. Got an idea for the next set list? #suggestions is open.
