What's new in ArcQuill
1.3.2
2026-08-06
// A faster Dungeon Master
- The DM now handles its behind-the-scenes bookkeeping in batches instead of one step at a time. Looking up characters, recording what happened, updating the world bible: what used to take many separate passes now happens together, so turns resolve in fewer steps and responses arrive sooner.
- This also makes turns cheaper to run. The same story work now costs fewer credits' worth of processing per turn, and nothing about how the story plays changes: dice still land where they land, and the final narration still comes last, after everything it describes has really happened.
- World building and character creation got the same treatment, so Session Zero moves quicker too.
// Credits, explained on the spot
- The billing page now has a credits FAQ right below your transaction history, answering the questions that matter: what happens to unused credits when your subscription renews, what kinds of credits you hold, what upgrading does to your balance, and what happens if you cancel. In short: purchased credits are yours until spent, and cancelling never takes credits away.
1.3.1
2026-08-06
// Save your adventure
- Solo adventures now have save slots. The new SAVES panel holds up to 10 saves per adventure, and each one captures the whole game at that moment: the story, your character sheet, and the entire world bible.
- Restore any save, in any order. Jump back to before the dragon fight, play it differently, then jump forward again. Restoring never uses up a save, and the saves themselves stay put until you delete them.
- Saves name themselves after the turn and where you were, and you can rename or delete them any time.
// Duplicate adventures and drafts
- Duplicate a solo adventure in two flavors: a full copy that carries the whole story so far, or a fresh start that takes the same world back to turn one.
- Session Zero drafts can be duplicated too, so you can branch a world you are still building and try two directions.
- Copies are truly independent, images included. Deleting the original later never touches a copy.
// Revert to draft, your way
- Reverting an adventure to its draft now asks what should happen to the world: keep everything that happened in play, folding the changed world back into the draft, or reset it to exactly how it was before the adventure began.
- The same choice is offered whether you revert from inside the game or from the directory.
// A more honest directory
- Opening an adventure that was deleted or reverted on another device shows a clear notice instead of a broken, half-loaded page, including when you arrive via the back button.
- Small fixes that add up: menus near the bottom of a phone screen flip upward instead of hiding behind the tab bar, deleting a draft asks you to confirm first, and the Android back button closes the new dialogs instead of leaving the page.
// Playstyles: a fairer Dungeon Master
- Your established abilities now simply work. The DM no longer rolls you to decide whether you can use a power that is already on your sheet: when your ability strikes at someone, it is the target who rolls to resist it, at a difficulty set by your power. Dice stay reserved for genuinely contested outcomes.
- The DM now keeps private per-turn notes on what each character in the scene actually knows about you, and tracks enemy health and condition through every fight, so strangers no longer greet you like an old friend and a wounded enemy stays wounded next round.
- Growth the story grants you is now real. When the tale says you got permanently stronger, tougher, or gained a new power, the change lands on your character sheet the same turn instead of living only in the narration. And if you ask the DM out of character why your stats have not moved, it checks your actual sheet, records anything the story already earned you, and answers with the real numbers.
// Credits and billing
- A new per-turn spending cap keeps a single turn from ever running far past a model's typical cost. In the rare case a turn hits the ceiling, the DM wraps up the response cleanly instead of spiraling.
- Assorted billing fixes: your plan name can no longer briefly display a lower tier than you pay for, and a few rare renewal edge cases that could grant the wrong amount of credits were closed.
// Models
- DeepSeek V4 Flash now runs on its newest release, the July 31 checkpoint. If DeepSeek is your saved choice there is nothing to do: your games follow along automatically, at the same credit multiplier as before.
- Fixed a long-standing bug where, on turns that included a dice roll, everything after the roll was narrated by the default model instead of the one you picked. Your chosen model now handles the whole turn, rolls included.
- Gemini 3.6 Flash has been retired. It was rarely picked, cost about four times as much per turn as Gemini 3 Flash, and was behind the worst cost spikes we measured. If it was your saved choice, your games switch to Gemini 3 Flash automatically.
- Model descriptions in the model picker are now translated into your language, matching the settings page.
- The cost and popularity numbers shown for each model are more truthful: every model's stats now count only its own turns, so an average can no longer be inherited from an older model, and the "most popular" sort ranks actual play instead of burying models we simply have too little data on.
1.3.0
2026-07-14
// Multiplayer has arrived
- You can now play ArcQuill together at a shared table. Bring a world, invite your party, and either let the AI run the game or take the Dungeon Master's seat yourself.
- Every table plays on its own private copy of the world you choose, so your originals stay untouched.
- Tables run on the host's credits, and there is no time limit on a table. It waits for your group.
// Host a table
- Host a Table in the Create menu asks one question: who runs this game? Choose an AI Dungeon Master, which narrates and adjudicates on its own, or take the Dungeon Master's seat yourself with an AI copilot drafting suggestions you approve.
- Your table is created straight away, before you have picked a world. Invite your party into the lobby first and sort out the world together: attach one of yours, a table-ready draft, or an approved Marketplace world, or hit Forge to build a brand new one in Session Zero and bring it back to the table.
- Changed your mind about who runs the game? You can switch between an AI DM and a human DM any time before the adventure starts.
- Set your house rules from the lobby: party size (2 to 5), a round timer, whether idle players are skipped when the timer runs out, and a welcome note for arrivals. You can change any of them later.
// The lobby and joining
- Every table has an invite code (like TB-XXXXX) and a share link. Post it to your group, or they can enter the code from the Tables tab on the home page. You can rotate the code at any time to retire the old one. The join page tells anyone opening the link who is running the game, an AI Dungeon Master or one of the players, before they take a seat.
- In the lobby, players claim one of the world's ready-made heroes or forge their own character, ready up, and chat while they wait. Edit or change your character right from your own seat.
- Latecomers are welcome: you can take a seat even after the adventure has already begun, and the story weaves you in.
- Type /roll in table chat to roll dice out of character. Everyone sees the result, and the roll is made by the server, so nobody has to be trusted to report it honestly.
- Your home page and directory now label every game at a glance: SOLO, PARTY with an AI DM, or PARTY with a human DM.
// Your heroes are remembered
- Characters you finish with at a table are kept. When a game ends, or you swap to a new adventure, or you retire a hero mid-campaign, that character is saved to your shelf at that table instead of disappearing.
- The lobby shows your past heroes at this table alongside the world's ready-made ones, and you can bring an old favorite back into a new game in one click, restored to full health and ready to play.
// Who controls what
- At a table run by an AI DM, the host is in charge of everything, as before.
- At a table you run yourself, the two jobs are separated. The host still handles the table itself: invites, party size, timers, removing and re-inviting players, and the credits. But the campaign belongs to whoever holds the DM seat, so the world bible, dice policy, play style, custom instructions, and image style are yours, and the host cannot see or change them behind your back.
- The Dungeon Master's seat is not a one-way door. A host can take it back or hand it to another player, and nobody loses a character over it: the hero you set aside to run the game is saved to your shelf at that table, ready to bring back into play.
- Hosts of AI DM tables can hand out permissions per player: let a trusted player edit the world, or generate images, or both. Everyone can always manage their own character's portrait.
- At AI DM tables the world bible is fully open to the whole party, exactly like solo play. Nobody is secretly curating it, so there is nothing to hide. At tables with a human DM it stays yours to reveal: hidden by default, or readable with your private notes and secrets filtered out.
// Playing with an AI Dungeon Master
- Play runs in rounds: everyone posts their action, and the AI DM resolves the whole round in one turn once the party has acted.
- A round timer keeps things moving, and you can have the DM skip idle players when it runs out.
- Dice rolls happen per seat and show up in the shared transcript, so the whole table sees every roll.
- When a moment calls for several of you to roll, everyone rolls at once. Every targeted player's dice panel opens together and the story continues as soon as the last of you has rolled, instead of queueing you up one at a time.
- The DM narrates the party, not for the party. It will not speak for your character, decide what you do, or skip ahead past a moment where someone at the table needs to answer.
- If the host runs low on credits the game pauses and picks up right where it left off once credits return.
// Run the table yourself: co-DM mode
- Take the Dungeon Master's seat and get a full command center: the table transcript alongside your private copilot, the world bible, or out-of-character party chat, switched from an icon rail on the right. Close the panel entirely for a full-width table, and the choice is remembered per game. On mobile they are swipeable tabs.
- You write each turn in a private draft only you can see, then Publish Turn to post it to the table. Nothing reaches your players until you publish. You can also publish changes with no prose at all, when a quiet HP adjustment or a revealed handout is the whole turn.
- An AI copilot drafts narration, proposes changes to the world, prepares handouts, and lines up dice rolls. Everything it offers is a suggestion you can keep, tweak, or drop before it goes live, and every suggestion names exactly what it touches so you can approve at a glance.
- The copilot can handle dice too: it asks the table for player rolls and rolls for NPCs and the world itself on the spot, all shown in your private thread.
- Request rolls from specific players with their own modifiers and difficulty, reveal handouts (a note, or a spoiler-safe snapshot of a world-bible entity), and pin entities to the current scene. You can do all of it by hand, with or without the copilot.
- The copilot uses whichever AI model you pick for the table, and its reply tells you what the turn cost. If your credits run out you can still write and publish turns yourself.
// Change seats without leaving the story
- Swap characters mid-game: retire your current hero, who stays part of the story, and pick a different ready-made character or forge a new one.
- Leave a table from the lobby and rejoin later. Tables you have left show a Rejoin button on your home page, and stepping back in weaves you into the ongoing tale.
- Removed a player by mistake? Hosts get a Removed players list and can lift the removal so they can rejoin.
// A sharper Dungeon Master
- The DM now thinks a little harder on every model, which shows up as richer detail and narration that holds tension instead of resolving every scene too quickly.
- When you ask the DM a direct question, out of character with // or just by addressing it directly, the story pauses for a plain answer instead of the reply being woven into the middle of a scene.
- If you correct the record ("actually, the tavern burned down last winter"), the DM now takes your word as the author of the world and saves the correction instead of insisting it never happened.
- AI edits no longer quietly flatten your writing. When the DM or an editor rewrites an entity or character to fix one detail, it can no longer drop the rest of the description it did not restate.
- Long campaigns hold together better. The DM keeps closer track of what it has already established, so it repeats itself less, contradicts itself less, and stays consistent with your sheet and the world bible as a story runs on.
- This is most noticeable on the faster, cheaper models, which is where consistency used to slip first.
// Playstyles and Session Zero
- Playstyle tuning: Strict no longer punishes you with harder dice than Balanced. Its character comes from firm enforcement, not inflated difficulty. Abilities on your sheet are usable without a roll just to allow them, passive abilities fire on their own, and a clever, well-set-up plan earns an edge.
- The DM is more willing to reward growth: win a hard fight or finish an arc and you can come away with something lasting, not just narration.
- NPCs are no longer secretly all-knowing, in every playstyle: a stranger does not know your name, your stats, or your unspoken plans until they have a way to.
- Balanced rolls more dice. Its guidance read as "only for big dramatic moments", which meant too many attempts were simply narrated as successes. Now anything that could fail in a way that matters gets a roll, and asking to roll is enough on its own. Strict and Relaxed are unchanged.
- Session Zero can now author a character's personality directly, and book import can read a book into a world you have already started building instead of only a blank one.
- Session Zero sticks to what you asked for. Ask for one more location and you get one more location, not five, and what it tells you it saved is what it actually saved.
- Building a world by hand is steadier. An entry saved without a name is refused up front instead of quietly disappearing on the next render, editing one of an NPC's trigger lists no longer clears the others, the NPC editor no longer breaks when the AI writes a trigger as a sentence rather than a list, and an NPC will not turn up in its own list of people it has met.
// Dice and rolling
- A natural 20 is no longer an automatic success on its own. The verdict is your total against the difficulty, which is how the game was already scoring it behind the panel.
- The dice panel is more accurate and now fully translated: totals and verdicts match the recorded result, modifiers are counted once, multi-dice rolls total correctly, and typing your own result keeps the number you typed.
// Models
- Newer Gemini models sit behind the same picks: Gemini 3.6 Flash and, as the default narrator, Gemini 3.5 Flash Lite. Your saved model choice carries over, nothing to change.
- At a table, the host picks the DM model in Settings, and each option shows its average credits per turn in recent play so you can weigh quality against cost before you commit the party to it.
// Credits and billing
- Upgrading mid-cycle now adds credits instead of resetting your balance. You are charged the price difference and you receive the matching difference in credits, on top of what you already had, so moving up a tier can never leave you with less than you started with.
- A refund now only ever takes back what that payment paid for. Refunding a credit top-up can no longer eat into your subscription credits, and vice versa.
- Fixed annual plans handing out several months of credits at once after a period away. Credits do not roll over, so that granted a balance no regular player could ever hold.
// On your phone
- Dragging to scroll back through the story no longer skips the text being typed out. A tap still jumps to the end of it, a drag just scrolls.
- Small controls (chips, tabs, icon buttons, filter pills, back arrows) keep the compact look they were designed with, but now carry a full-size invisible tap area, so they are easy to hit with a thumb without bloating the dense rows they sit in. Header icons that had drifted to slightly different sizes match again.
- A single Continue card on the home page stacks on a narrow screen instead of squeezing your game's name down to a couple of letters.
// More
- New "Story so far" recap: generate a clean prose summary of your adventure from the world bible. At a table, the host generates it and it refreshes for the whole party. It sits collapsed at the bottom of the overview so it no longer buries everything else.
- Chat scrolling behaves everywhere. Scroll up mid-reply and it stays where you put it, come back to the bottom and it follows along again, and sending a message always takes you to it. Long replies also type out at a sensible speed instead of stalling and snapping to the end.
- Solo games gain Revert to Draft: step a game back to the Session Zero draft it came from, and land in that draft ready to keep building.
- Edits you type while your character is saving are no longer lost. The creator waits for them before finalizing, a save can no longer overwrite what the AI just wrote onto your sheet, and list rows commit on the first press again.
- Quick Start's Back and Continue no longer re-run generation you have already paid for.
- Your opening scene is written by the model you picked, instead of always the default one.
- Signing in returns you where you were headed. An invite or a shared world link now survives the login instead of dropping you on the home page.
- More of the app speaks your language: the Marketplace, the join page and your review history are served in your account's language, and the model descriptions in Settings are translated.
- The world picker no longer shows internal game copies among your worlds when you start something new.
1.2.3
2026-07-03
// Custom playstyles
- You can now create your own playstyles: named blocks of instructions that shape how the DM runs your game, from dice philosophy to tone to house rules. The built-in Strict, Balanced, and Relaxed styles are still there and work as starting points for your own.
- Edit blocks by hand, or chat with an AI editor that writes and reworks them for you.
- A size meter shows how much room your playstyle has left.
- Experimenting is safe: unsaved changes are kept as drafts automatically, and you can resume or discard them from the playstyles page.
- Pick a default playstyle in Settings, or switch per game from the game settings.
- Share playstyles as JSON: export yours, import someone else's. Imports are validated and cleaned up safely.
// Faster, cheaper images
- A new default image model generates portraits and world art in a few seconds at about half the credits per image. The previous model is still available in Settings if you prefer its look.
// Light theme and appearance
- ArcQuill now has a light theme: a warm parchment-and-ink look across the whole app. New accounts follow your device's theme, and a sun/moon toggle lives in the menu, Settings, and onboarding.
- World and character art gets matching parchment versions in light mode.
- New typography settings: pick a font style, set text size from 60% to 140%, and adjust line spacing, with a live preview.
// Writing and chat
- Chat inputs across the app now show your formatting live as you type: bold, italics, lists, and more.
- The DM can answer with tables when it fits, like inventories and stat blocks.
- The DM's action lines in chat are clearer: batch actions show what was actually created, and character updates show the real change (like "HP -5").
// Faster turns
- Turns start faster and fail less. One of the most common causes of the AI stalling before it answers was removed.
- Opening scenes are shorter and punchier, ending on something you can react to instead of a wall of text.
// New landing page and onboarding
- The landing page was redesigned from scratch: it follows your device theme and shows a live demo of the DM's memory at work.
- The landing page now ends with a roadmap: every major release so far as a ship log, plus a peek at what's next.
- Onboarding now starts with a d20 you roll to begin. It always lands on 20. A good omen.
- You can tap your way through the onboarding tips instead of hunting for the dismiss button.
- The back button no longer traps you in stale setup pages after starting your first adventure.
- If a Quick Start build fails, you can retry it in place instead of starting over.
- The Forge a New Reality page now shows a "Continue your draft" shortcut to your newest unfinished world, so coming back no longer quietly starts a fresh one.
// Interface polish
- The pricing page got a premium redesign with clearer tier cards and an honest free-tier overview.
- Directory cards now show your character's name next to the turn count, and cards keep equal heights.
- Mobile polish: a more transparent bottom tab bar, a smaller like button on marketplace cards, and larger tap hints on dice.
// Improvements and fixes
- Fixed a rare issue where a turn or background task was accepted but never actually started.
- Fixed "Begin Adventure" failing on certain AI-authored worlds.
- Fixed the opening narration sometimes appearing twice right after onboarding.
- Fixed changing an entity's image from the mobile World Bible not working.
- Fixed the image generation dialog opening behind another dialog on mobile.
- Fixed a DM message's tool details missing the dice roll and everything before it after a manual roll, until you refreshed the page.
- Fixed notification toasts being see-through, letting the page bleed through the message.
1.2.2
2026-06-23
// Model insights
- The model picker now shows a live availability dot next to each model, so you can see at a glance which ones are responding right now.
- Each model now shows its real recent stats: roughly how many credits a turn costs and how reliable it has been lately.
- The billing and pricing pages have a redesigned Model Costs table showing credits per turn for every model, sorted from priciest to cheapest, so you can pick the one that fits your budget.
- The model picker has a cleaner, more compact layout on mobile, now opened from a "Change Model" entry in the menu.
// Smarter DM
- The DM is better at recording what actually changes during a turn (items used, moves, stat changes) instead of only describing it, so the game state and the story stay in sync.
- Within a single turn, the DM now gets a running summary of what it has already done (items picked up or used, where you moved, stat changes). It could always see earlier turns, but mid-turn the world-state sheet was rebuilt to the post-action result with no note of the action that produced it, so it could narrate a potion you just drank as if it were still in your pack. Now its narration stays consistent with the actions it took earlier in the same turn.
// Book import
- Book import is now available to anyone with enough credits. No subscription required.
- Limits are now counted per hour instead of per day, so a single busy session no longer locks you out for a whole day.
- Plain text and Markdown files now cost less to import since they skip the heavier document parsing.
- PDFs can now be up to 30MB, and other formats (EPUB, DOCX, TXT, MD) up to 100MB. The smaller PDF limit keeps very large books from overwhelming the importer.
- Imported characters now always get a description, even when the source material barely mentions them.
// Session Zero
- Clearer guidance in Session Zero about its role as a setup helper, steering world-building toward something you can actually play.
// Improvements and fixes
- Fixed iPad showing a confusing mix of the desktop and mobile layouts at once. iPad now renders as one consistent touch layout.
- Hardened recovery for DM turns that never start: if a turn fails to kick off behind the scenes, it is now cleaned up with a clear "couldn't start, try again" message instead of leaving you stuck on a spinner.
- The game now rides out brief AI provider hiccups instead of failing a turn, retrying on a backup model without mischarging credits.
1.2.1
2026-06-16
// Book import (experimental)
- New experimental book import in Session Zero: upload a PDF, EPUB, DOCX, TXT, or Markdown file and ArcQuill reads it and fills a new world's World Bible from its contents.
- Watch the World Bible fill in live as the import runs. Characters, locations, factions, items, lore, rumors, secrets, and relationships appear as they are found.
- Imported NPCs keep their full personality (disposition, how they react to strangers, what they will share or keep secret), quests keep their objectives and rewards, and story threads keep their trigger, effect, and status, so an imported world behaves like one you authored by hand.
- World rules such as magic level, sources, and restrictions are inferred from the source, so that section is no longer left blank.
- You see an upfront cost estimate before you commit, and checking a price no longer uses up your daily import budget.
- The import window shows your limits clearly (monthly remaining for subscribers, trial state for free accounts), with an Experimental badge while the feature is being refined.
- The progress bar shows an animated sweep while your import is queued so it never looks frozen, and an import recovered after a dropped connection no longer shows a false "may have stalled" warning.
- Book import launches fully localized in every supported language.
// Faster turns in long campaigns
- Reworked how the DM's prompt is assembled so much more of it is reused between turns. In testing, reused (cached) input rose from about 67% to about 77%, and it no longer fades as a session grows, which means quicker, cheaper turns even deep into a long campaign.
// Models
- Added Gemini 3.5 Flash to the model picker.
// Credits
- Raised the maximum credit balance you can hold from 10,000 to 50,000.
// Improvements and fixes
- Hardened recovery when a DM turn gets stuck: your typed action is now kept behind Retry instead of being lost, a stalled turn no longer leaves an empty message behind, and cancelling a stuck turn cleanly rolls back any half-applied world changes.
- Filled in missing translations so all nine languages are back to full parity.
1.2.0
2026-06-11
// Marketplace
- ArcQuill now has a public Marketplace where you can discover worlds penned by the community and publish your own.
- Browse with New, Trending, Top, and Most Played sorting, filter by genre, mood, and length, search by title, and page through results.
- A featured carousel highlights hand-picked worlds with a curator's note, including the Quill of the Month.
- Every listing gets its own page with the cover, blurb, tags, likes, fork count, and a summary of what lives inside the world.
- Two ways to play a listing: jump straight in as one of the author's premade characters, or fork the full world and build your own character in Session Zero.
- Like the worlds you enjoy. Likes and forks drive the Trending ranking.
- A report button lets you flag inappropriate content for moderation. Reports stay confidential from the author.
- The Marketplace launches fully localized in every supported language.
// Publishing and review
- A new publish wizard walks you through genre, mood, length, a share blurb, and a cover, with a final preview of the exact card other players will see. An Auto-fill with AI button drafts the metadata from your world.
- Marketplace submissions go through a content review. You can follow the status (in review, needs changes, approved), read reviewer feedback, and open a full review history for each world.
- You can set an opening narration and a starting location for your listing, so visitors begin the adventure exactly the way you intend.
- Submitting an update while a version is already in review replaces that version instead of being blocked, and your live listing stays up while the update is reviewed.
- Editing a live listing's blurb or tags goes through the same review. Link-only public worlds update instantly.
- Your author byline is your account display name and updates live everywhere your worlds appear. You can change it in Settings once every 90 days.
- The share modal was redesigned: a simple chooser to create a public template, then a status panel with your copyable link, marketplace status, and publishing actions. The share link is also copyable from the Template Editor.
// New navigation and home
- The app shell was redesigned: a top navigation bar on desktop and a bottom tab bar on mobile replace the old sidebar-centric layout.
- Home is now your archive: a hero carousel with announcements, Continue and Recent shelves, and featured community worlds.
- A notification bell shows announcements and updates, with an unread badge and read state saved to your account.
- A new Directory page collects everything you've made: Adventures, Drafts, and Published worlds in one place, with sorting, status chips, and per-world actions.
- Global search finds both your worlds and marketplace worlds. Entering a share code (AQ-XXXX) finds a public world even if it isn't listed in the Marketplace.
// Dice rolling
- Manual dice rolling is now the default for new games. When the DM calls for a check, you roll your own dice instead of the result being decided off-screen. You can switch back to auto-roll per game at any time.
- The dice panel got a visual overhaul: clearer check titles, the reason and stakes behind each roll, modifiers and advantage shown as tags, and batch rolls where each die carries its own check and modifier.
- On mobile the dice panel is now a full-screen experience with a big die and the roll button within easy thumb reach.
- Auto-Success now skips manual rolling entirely: your rolls resolve as successes and you still see the result in chat, with no pause.
- New Gameplay section in Settings: set account-wide defaults for manual dice rolling and Auto-Success, applied to every new game you start.
// Text inputs
- Chat inputs in the game, Session Zero, the Template Editor, and the character creator now grow as you type and scroll past their cap instead of clipping your text.
- Each input enforces its real character limit and shows a counter when you get close to it.
// Credits
- Turn cost estimates were retuned to match real usage: most turns cost around 2-3 credits, so the pricing and billing pages now advertise more accurate (and higher) turn counts. Prices and credit amounts did not change.
// Improvements and fixes
- Browser-native confirm and prompt popups were replaced with styled in-app dialogs throughout the app.
- Fixed a server error when chatting in the Template Editor after adding a premade character to a published template.
- Browser back/forward no longer shows stale pages such as outdated credit balances or world lists, and going back after starting an adventure no longer resurrects the finished setup page.
- Long unbreakable text, like a pasted link, no longer stretches pages sideways on mobile.
- Raw translation keys no longer flash on screen before translations finish loading.
- Shared world pages now show the app navigation when you're signed in, and their buttons no longer wrap awkwardly on phones.
- Fixed the entity detail expand toggle not responding in the mobile World Bible panel.
- Minor layout and styling polish across mobile authoring screens.
1.1.5
2026-05-09
// Story threads
- Story threads are now a real World Bible entity type, alongside characters, locations, factions, items, quests, and events.
- Each thread has a trigger, an effect, private DM notes, and a status. That gives the DM a clear promise to carry forward instead of a loose note that can be forgotten.
- You can author threads in Session Zero and the Template Editor, and Quick Start now makes sure a new world has at least one actionable thread before it finishes setup.
- The DM reads active threads at the top of play and can weave them into ambient details, rumors, consequences, and future scene turns.
- The AI can also create new threads mid-campaign when play earns them, and update existing threads as the world changes.
// DM planning
- The hidden DM plan has been rebuilt. ArcQuill now refreshes the plan from current world state instead of leaving it frozen at Session Zero.
- Core conflict, NPC agendas, character goals, adventure hooks, and active story threads are carried into turns with fresher context.
- Long-running campaigns should be less likely to treat dead NPCs, collapsed factions, or resolved tensions as if they are still active plot anchors.
// World cleanup
- Long campaigns can accumulate duplicate NPCs, stale arc leftovers, and near-identical entities. ArcQuill now surfaces likely cleanup candidates to the DM during play.
- The DM gets guidance to merge or archive probable clutter while keeping the actual World Bible as the source of truth.
// State updates
- The DM is better at applying character-sheet changes when abilities, status effects, regeneration, healing, max HP, armor, stats, gold, inventory, or rewards change during play.
- NPC relationship updates are more consistent when you meet someone new, change trust, learn social information, or shift an NPC's attitude.
- HP changes that happen as part of a max-HP increase now show up correctly in live turn updates instead of only reporting the max-HP change.
// Login stability
- Fixed a session-refresh race that could make users feel randomly logged out when ArcQuill was open in multiple tabs.
- Token refresh now coordinates across tabs, preserves retry behavior during temporary refresh failures, and avoids unnecessary refresh-token rotations after another tab has already refreshed the session.
// Models
- Replaced the retiring grok 4.1 fast model with gemini-3.1 flash lite
- Model defaults, fallback behavior, labels, and smoke checks were refreshed for the current model lineup.
1.1.4
2026-05-06
// Memory and long campaigns
- Fixed long campaigns spending too many credits when old memories accumulated. Memory consolidation now archives older memory rows instead of repeatedly feeding the duplicated memories back into later turns.
- Added long-term memory consolidation for older memory summaries, so very long campaigns keep durable campaign state without carrying an ever-growing stack of mostly duplicated summary records into every DM call.
- The DM now uses long-term memory, recent detailed memory summaries, and semantic recall more deliberately, which should reduce token spikes and improve recall quality in campaigns with hundreds or thousands of turns.
- Story summaries now update from only the unsummarized turn range, preserving older context without repeatedly reprocessing the same history.
- Memory extraction now sees the current scene entities for disambiguation, helping it record who was present or affected without inventing facts from the wider world state.
- Memory consolidation is undo-safe: undoing a turn can roll back memory summaries and archived-memory tag changes created by that turn.
// Subscription credits
- Subscription prices stay the same, but monthly credits increased: Adventurer 650, Champion 1,500, Hero 2,300, and Legend 5,000 credits per month.
- Subscribers now get tier-based daily credit claims and larger daily banks: Adventurer 20/day with a 200 cap, Champion 25/day with a 300 cap, Hero 30/day with a 400 cap, and Legend 40/day with a 600 cap.
- The pricing page and billing balance endpoint now show the correct daily claim amount and cap for each subscriber tier.
- Annual subscriptions continue to drip monthly credits correctly, with stronger recovery logic around plan changes, delayed webhooks, and duplicate invoice/plan-change events.
// Interface polish
- The dashboard now shows the daily credit claim state again, including claim amount, daily balance, and daily cap.
- Billing purchase cards now show each subscription's monthly credits, daily claim, daily-credit cap, and 30-day total.
- Dashboard cards now show likes/forks where relevant and keep shelf-card sizing consistent.
- Published-template cards on the dashboard now open the Template Editor. A separate share button on the card opens the share modal.
- The mobile drawer closes before opening share modals from sidebar actions.
- Game input no longer steals focus automatically after each turn finishes.
- Character creator and mobile World Bible screens now keep bottom actions usable on small/mobile viewports.
// Authoring and new models
- Session Zero materialization now preserves more relationship and entity-link data when drafts become worlds, including duplicate-name edge cases introduced by manually edited drafts.
- Character prompts now preserve structured details for races, classes, abilities, inventory, race traits, and premade characters instead of flattening them to names only.
- MiMo was updated to v2.5 in model configuration and picker labels.
1.1.3
2026-04-30
// Onboarding
- New full onboarding flow for first-time users: language selection, archetype selection, play-style seeding, the Discord/community step, and guided paths into Quick Start or Session Zero.
- Onboarding now carries through the Quick Start loading screen, Session Zero, and the first playable turn with localized coach marks.
- First-turn, Quick Start, and Session Zero tutorial coach marks now remember dismissal on your account instead of only in the current browser.
// Models
- DeepSeek V4 Flash is enabled in model pickers.
- Text-model configuration is more stable across Settings, Session Zero, Template Editor, and gameplay.
// Images and templates
- Added a built-in template image picker and default image library for worlds and characters.
- Missing world and character images now use clean ArcQuill template placeholders instead of broken or empty image states.
// Billing and plans
- Added expanded billing tiers and updated the pricing/billing pages for the new plan structure.
- Plan changes and invoice recovery are more robust, reducing duplicate billing-credit entries during upgrades, downgrades, and sync recovery.
// Interface polish
- The dashboard sidebar has a quieter, more premium visual pass.
- Navigation between app pages is smoother, with snapshot caching to reduce stale UI state when moving between dashboard, game, settings, billing, Session Zero, and Template Editor.
- World Bible and edit modals on mobile now keep their action buttons anchored at the bottom while the content scrolls.
- Fullscreen authoring modals better respect mobile safe areas, browser bars, and app-header layering across phone and tablet widths.
- Missing translations were filled in across dashboard, character creator, billing, settings, gameplay, onboarding, and authoring screens.
// Sharing and Session Zero reliability
- Sharing from an active or completed adventure now snapshots the world exactly as it exists in play, including World Bible changes that happened after Session Zero.
- Sharing before an adventure starts still uses the Session Zero draft, so pre-game world-building keeps the same publishing flow.
- Session Zero draft-to-world sync is safer around stale materialized worlds, starting locations, premades, and publish/share recovery.
1.1.2
2026-04-25
// Published template premade fixes
- Fixed published template drafts not carrying premade-character edits through the Template Editor correctly.
- Fixed premade portrait uploads, generated portraits, deletes, and refreshes targeting the wrong place when the character belonged to a published draft.
- Fixed published-draft premade portrait URLs returning "Invalid filename format" after upload or generation.
- Fixed the premade character creator losing the right return path after save, cancel, login, or finalize from Session Zero or the Template Editor.
- Fixed playing your own published world, forking it, or saving it to My Worlds losing premade characters, selected starter characters, or portrait images.
// Sharing/delete fixes
- Fixed deleting one of your private games also deleting the published template. Sharing still just makes a public template copy; only Unpublish removes the public template.
- Fixed unpublishing from the share modal not taking the public template down cleanly or leaving stale sidebar/dashboard state behind.
- Fixed deleting a Session Zero setup draft leaving a hidden setup game behind in Adventures.
- Fixed published templates leaking into normal Adventures/My Worlds lists, and tightened Published Worlds refreshes after publish, unpublish, and delete actions.
// Character sheet fixes
- Fixed DM tool updates for inventory, abilities, goals, notes, HP, max HP, AC, status, gold, and stats not always persisting to the real character sheet.
- Fixed items added by the DM tool only appearing in the current AI turn instead of surviving refresh and showing up in the next turn's character context.
// Session Zero fixes
- Session Zero and quick-build prompts now consistently establish world rules before presenting a world as ready.
// Model fix
- I tried the new DeepSeek V4 Flash because it had just come out, but it was not reliable enough yet. It is hidden from Settings and model pickers for now.
// Fixes
- Fixed unique names allowing leading/trailing spaces to create accidental duplicates, so "Guard" and " Guard " cannot slip through as separate entities.
- Fixed safe legacy media paths, like slugged character/world/entity image filenames, being rejected by the media proxy.
- Fixed referenced published-draft premade portraits and curated draft image overrides being eligible for orphaned-image cleanup.
- Fixed intermittent server errors in forking, undo, and template snapshots when a request had only loaded part of the world.
- Fixed login redirects losing safe return paths when the character manager sends you through Google login.
1.1.1
2026-04-23
// Unique names, everywhere
- Inside a single world, no two entities can share a name (capitalization does not count — "Alex" and "ALEX" are the same). Applies to locations, NPCs, items, factions, quests, and events together.
- When the AI would create a duplicate it now refuses, picks a different name, or asks you which one you meant — instead of silently making a second entity with "(2)" at the end.
- Worlds created before this rule shipped self-heal on load: any pre-existing duplicates get a numeric suffix so the draft opens clean, and you can rename or merge from there.
- Name collisions on manual add (through the REST endpoints used by mobile and admin flows) return a clean "that name is taken" message instead of a crash.
// Renames that stick
- Renaming your character mid-game now updates the header name, the mini-card, and the DM's memory all in the same turn.
- Renaming the location you are currently in updates the breadcrumb trail immediately — no more waiting until you move somewhere else for the header to catch up.
- If a rename happens while you are waiting on a dice roll, the breadcrumbs and header still refresh correctly after the roll resolves.
- Undo now restores your character's old name when you undo a turn that renamed them.
- Renaming an entity that appears in relationships no longer leaves a duplicate relationship row behind in the World Bible or Template Editor.
- If a rename fails (because the new name is already taken), the UI no longer flashes a fake "rename succeeded" update before falling back.
// Friendlier errors
- Name-collision errors from the World Bible now return a clear 409 with the conflicting name, instead of a generic server error.
- Similar-sounding rumors and secrets now stay distinct instead of one silently overwriting the other.
1.1.0
2026-04-20
// World sharing and Template Editor
- Publishing creates a separate public copy. Your private world stays private. Visitors fork the public copy, you keep playing your own version.
- You can also play your own published world to experience it the way visitors will.
- Unpublishing takes the public copy down but keeps your share link. Re-publishing reuses the same URL.
- You can fork your own published world without bumping your fork count.
- "Forked from X" shows on the share page, sidebar, and Session Zero.
- Sidebar triple-dot menu: Open Editor / Share World / Unpublish.
- Published worlds now have a Template Editor. Edit through a chat interface, same layout as Session Zero. Add NPCs, fix typos, tweak lore, introduce new quests. No unpublishing, no forking.
- Changes stage as a draft with a pending changes menu. Publish when ready or Discard to restore the live version.
- Each entity is visually marked so you can see what will go live before publishing.
- Closing the tab mid-conversation and coming back picks up where it left off.
// Art style
- Set a default art style in Settings (up to 500 chars). Every AI-generated image uses it unless overridden.
- Per-game override available in the in-game settings sheet.
// Session Zero
- Quests and Events are now editable sections in Session Zero. Objectives and rewards carry through publishing and editing.
- Delete Draft moved to the Session Zero header. Share modal is now just for sharing.
// Smarter DM
- Questions like "how do I do X?" now get accurate answers pointing at real UI buttons.
- The DM reads the full World Bible every turn. Lore, rumors, secrets, quest progress, NPC behavior, world rules, and character info persist throughout the session.
- If two NPCs share a name, the DM asks which one you mean instead of guessing (it is a very rare case but I had this issue once and it was very annoying).
- Character levels removed. Growth is narrative through HP, stats, and abilities (it always was narrative, but I might bring something to track this later on).
// Fixes
- Character portraits no longer vanish when reverting a played world to draft.
- In rare cases reverting to draft threw away entities, relationships, lore, rumors, secrets, or generated images. I made it much more robust, everything should come back into the draft now.
- Starting an adventure after a revert sometimes duplicated the starting location, also fixed.
- "Generating..." animation now shows immediately on submit for characters, locations, and factions.
- Discarding a staged image delete no longer leaves the draft pointing at a missing image.
- CRITICAL SUCCESS / CRITICAL FAILURE banners only fire on actual d20 checks, not damage or multi-dice rolls.
- Advantage animation only plays for d20 rolls.
- Credits counter in the Template Editor populates on load.
- Change Model button works on the first click, including on mobile.
- Sidebar "changes pending" badge clears after a full revert.
- Quest objectives, rewards, and status render in detail modals without a page reload.
- Objectives use a list editor so commas inside an objective no longer split it.
- Refreshing mid-turn in Session Zero keeps your message visible.
- Premade character count badge stays in sync with the actual list.
- Premade character creator no longer shows AI quick-action chips.
- Google login always shows the account picker.
- Added missing translation strings.
- Minor fixes to styling and loading states across the app.
1.0.5
2026-04-09
- Play style presets: choose between Strict (rules-as-written, manual dice), Balanced (guided checks, auto-success on easy rolls), and Relaxed (narrative-first, minimal dice). The DM adapts how it runs the game based on your choice. Find it in the game settings.
- Undo now works on mobile. A dedicated undo button appears on the latest DM message so you don't have to hunt for it.
- "Revert to Draft" is now in the sidebar menu instead of buried inside the delete confirmation. Easier to find, less confusing.
- Auto-Success Player Rolls now actually works. When enabled, dice results are overridden so your character always succeeds. The DM sees a clear success signal and narrates accordingly.
- Custom instructions limit increased from 2000 to 4000 characters.
- Fixed "Begin Adventure" failing for worlds with 100+ NPCs and locations. The DM's memory was left blank, making it unable to find anything in your world during gameplay.
- Fixed dice rolls occasionally misreading notation or ignoring advantage.
- Avatars and world images now reliably update instead of showing stale cached versions.
1.0.4
2026-04-08
- Undo is now more thorough. When you undo a turn, the DM fully forgets what happened, including its own notes and story progress from that turn.
- Improved model reliability with deeper fallback chains, so you're less likely to hit a timeout during play.
- Fixed the chat input briefly shifting height when the DM is thinking.
- NPCs you create during world setup now carry their full personality into the game. The DM remembers their disposition, how they react to strangers, what they'll share, and what they keep secret.
- Worlds published from Session Zero now include all NPC and location relationships, so visitors see the full picture and forks inherit the connections.
- Fixed broken images on shared world pages showing the browser's default error icon instead of a clean placeholder.
1.0.3+ Hotfix
2026-04-07
- Fixed a crash when starting an adventure with longer world descriptions or character class names, especially in non-English languages.
1.0.3
2026-04-07
- When your world is ready, the chat input now transforms into a Begin Adventure prompt so you never miss the moment. You can dismiss it to keep building, and a banner stays nearby so you can jump in whenever you're ready.
- Promo codes! Redeem a code to get bonus credits.
- Fixed a visual bug where some models showed the wrong name in the status bar.
- Improved opening narration quality. The DM now sets the scene more naturally.
1.0.2
2026-04-06
- The DM now automatically tidies up its memory behind the scenes, merging duplicate notes and keeping facts sharp even in long-running campaigns.
- NPCs and world facts now track when things happened, so the DM can better reason about the timeline of your adventure.
- New model: MiMo V2 Omni - a fast, versatile narrator with strong reasoning.
- Faster model failover - if a model is slow to respond, the system switches to a backup much quicker now.
- Updated model descriptions and ratings to better reflect real-world performance.
1.0.1
2026-04-05
- Added new AI models to choose from, with smarter failover when a model is slow to respond.
- Trimmed models that were unreliable or too expensive from the selection list.
- Fixed a bug that could cause the model selector to break on some browsers.
- Improved image processing speed.