Changelog
What changed on this site, by UTC date. Newest first.
- Rules print has a Layout editor: drag sections on the sheet, then Bake writes those positions into CSS.
- Rules print Goal heading no longer shows the red marble.
- Rules diagram 4, the two-dice roll, is larger.
- Rules print never-trap-a-boat diagram no longer shows a red X on the open water hex.
- Rules v2 French who-starts copy is one paragraph: highest roll starts, then play continues left.
- Rules print Goal icons sit a little lower on the text line.
- Rules v2 print Goal diagram shows the marble without the hand holding it.
- Reactor, boat, and protection dome are light wood, not dark walnut.
- Rules EN elimination is third person: if a player has no marbles, they are out.
- Rules print raises Moves into the space under Setup and enlarges description type.
- Rules v2 print Goal has no diagram, a break between its two sentences, and more space before its divider.
- Rules FR elimination is third person: if a player has no marbles, they are out.
- Rules v2 dome upkeep drops “keep paying” and shortens the activate line.
- Rules v2 Unsink is just: unsink your boat to use it again.
- Rules v2 says the exalted marble can end its turn on your reactor without overheating.
- Rules v2 Exalt swap is immediate on the third uranium, then the marble can’t be pushed or crushed.
- Rules v2 Push says each of your marbles can shove a given opponent only once per turn.
- Rules v2 splits never-trap-a-boat into two sentences.
- Rules v2 lets you place a reactor only on a 2-tile stack or higher.
- Rules v2 says you can field as many player marbles as you want, then move them separately.
- Rules print mode paints a red strip when Goal, a rule, or an action overflows the sheet.
- Rules v2 Turn copy shortens move count, doubles, and the rolled-1 exception.
- Rules v2 turn order drops “then” after the highest roll starts.
- Rules v2 Move is one paragraph: revisit hexes, and board or leave your boat at any time.
- A rolled 1 places a uranium marble on every reactor on the board.
- Phone header keeps Train and Build links visible instead of hiding the whole nav under the md breakpoint.
- Rules v2 section titles are a little smaller and less glowy, and the descriptions are a bit larger.
- Sinking a boat and unsinking it are an experimental house rule, off unless you turn them on.
- Play media previous and next keys step through recent moves so you can see what a player just did.
- Play’s create-game color picker shows every swatch, even ones a bot already holds.
- Train’s Last match on Play steps through every board change, not a 80-ply sample that jumped at the end.
- Credits photo carousel gets larger controls, a progress cue, and captions you can read.
- Home welcome links list Play before Rules.
- Credits has a larger mobile logo, a Back button, and the end-of-roll photo carousel shows again.
- Heuristics and NEAT bots no longer shove their own marble into the ocean or walk into a hole.
- Rules v2 teaches generating uranium after the reactor, and jump distance with Crush.
- DIY is in the site header and on the home welcome links, next to Build.
- Rules v2 Goal copy says collect uranium to exalt your player marble and crush opponents.
- Play’s Create, Join, and Ready buttons use the same ice cyan as the home page, not green.
- Home nav icons sit inline beside each Rules, Play, Build, and Search label.
- Home link list under HEXALT shows icons again on Rules, Play, Build, and Search.
- Home keeps the hex mosaic background, lifts the HEXALT lockup, and lists Rules, Play, Build, and Search under the logo — Credits and Journal stay in the footer.
- The README Rules figure shows the full handbook with a different diagram on each section.
- The static site export typechecks again so Firebase Hosting can publish.
- Train keeps playing after the first marble is lost: nets can seat another on the boat and move more than one marble.
- Train Start saves the champion again so a run does not crash, and the generation list uses unique keys.
- Train Last match waits until after load before becoming a link, so /train hydrates cleanly.
- Print templates can download a vector PDF of the 1:1 cut sheet.
- Play no longer crashes the 3D table when a room snapshot is missing the last terrain-place animation.
- The uranium marble box honeycomb lines up with the hexagonal outline.
- The uranium marble box print plan no longer draws finger-hole circles.
- Print tools include a hexagonal uranium marble box with tight honeycomb cups.
- Print tools include a hexagonal uranium marble box with tight honeycomb cups and finger scallops.
- Train’s Last match opens at kickoff on Play, with arrows to step through the NEAT game.
- Train Start stays clickable while a saved run is loading, instead of sitting grey until IndexedDB finishes.
- Reactor and protection dome wood is walnut brown, not yellow.
- NEAT brain input neurons grow and shift cyan with their value (0 small, 1 big), and synapses pulse along the links.
- Play’s remaining-moves chip keeps “restants” / remaining in solid type so it stays readable over the grass.
- Play’s bottom-right Chat and Leave controls are icon-only.
- Play desktop middle-mouse hold orbits the table, a click anywhere rolls, and last-rolled dice stay on the felt when it is not your turn.
- Train’s Last match button opens the latest NEAT board on Play so you can orbit a frozen table.
- Reactor and protection dome wood is oak brown instead of yellow wheat.
- Play’s tile action menu keeps space on the right so labels are not flush with the edge.
- Rules print puts Elimination and Victory to the right of On your turn.
- Play no longer dims the whole table with Click to add marble — the top chip still does it.
- Play creates rooms on Realtime Database first and Ready can start the match after Firestore hit its write cap.
- Rules print gives Victory its own setup column after Elimination so it stays on the sheet.
- Rules print stacks Victory under Elimination again instead of a side-by-side pair.
- Rules print keeps Victory beside Elimination so it is not clipped off the setup band.
- Play picks a free live backend (Firestore or Realtime Database) so a Firestore write cap cannot take the table down.
- Crush jumps cannot delete an exalted marble, and optional crush range is one die — not leftover walk budget.
- Rules Goal shows terrain and an opponent marble beside building and pushing.
- Rules Terrain says to plan a 2-tile stack for the reactor before that placement rule.
- Rules Exalt is mandatory: it happens on your turn as soon as you collect the third uranium, and you cannot wait.
- Rules list both 1-on-a-die effects together on your turn: uranium and the other die as moves.
- Rules Push says the once-per-turn limit is per marble, so other marbles can still push that opponent.
- Boats can only sail on ocean — Play and NEAT can no longer cut through terrain to the far shore.
- Play lets you push your own idle marble instead of only selecting it.
- Play rooms write the lobby dice seed once (retry only on failure) so a leftover tab cannot burn the daily Firestore write cap.
- Play music is slow quiet piano with reverb instead of army-march drums.
- Rules print adds 5px of left padding so column text is not clipped.
- Rules print preview selection boxes hug the Letter sheet instead of stretching across the viewport.
- Rules Pieces title no longer has the faint underline.
- Rules English matches French: crush landings as one paragraph with the dome returning to its owner, and the Pieces title shortened.
- Rules Game pieces catalog shows the reactor without its hex base.
- Rules print pads setup below the masthead and gives action titles a little air above.
- Rules print packs denser so Elimination, Victory, and Protection dome stay on the Letter sheet.
- Rules FR shortens the pieces section title to Pièces.
- Rules print raises Actions by shortening setup and enlarges body description text.
- Rules print puts Victory after Mise en place in the setup band.
- Rules Victory diagram is again the marble on a mountain with a crown.
- Rules Goal describes taking land by building, pushing, collecting uranium, and crushing rivals.
- Rules Elimination and Victory no longer show a rule index number.
- Rules print shortens the setup band so Actions fit on the Letter sheet.
- Rules protection dome diagram no longer shows a blue shield badge.
- Rules crush landings diagram stacks terrain, dome, and boat top to bottom.
- Rules print packs Elimination and Victory under Goal and raises the setup band so they are not clipped.
- Rules print drops the cyan title glow in light mode.
- Rules print draws the horizontal rule under the Actions title.
- Rules print hyphenates body copy, widens diagram plates, and spreads Actions to fill the sheet.
- Rules print adds more left padding before the Game pieces title.
- Rules print puts Victory under Elimination in the setup band.
- Rules print makes the Game pieces title smaller and nudges it up beside the icons.
- Rules FR Goal says be the last player alive.
- Rules print restores the cyan glow on section and action titles.
- Rules print shrinks the Game pieces title, pads it from the logo, and draws a rule between them.
- Rules print keeps Game pieces title inline to the left of the piece icons beside the logo.
- Rules FR Goal says stay alive as long as possible; Victory reuses the player-marble plate and closes the setup band.
- Rules FR renames Move to Déplacer ta bille and shortens Push to Pousser un joueur.
- Rules print gives Actions more vertical space between moves.
- Rules print draws a horizontal rule under the logo and Game pieces row.
- Rules action titles keep the verb bright and dim only the words after it.
- Rules print packs Actions denser so later moves like unsink boat and protection dome stay on the Letter sheet.
- Rules print places the Game pieces label to the left of the piece icons.
- Rules print action verbs are bright white; the body text under each action is slightly dimmer.
- Rules print uses a tighter sheet inset so more Actions fit on the Letter page.
- Rules print HEXALT logo matches the bright white of section headers.
- Rules print keeps a single centered Actions heading with its sword icon.
- Rules print Game pieces catalog sits in one row under its title beside the logo.
- Rules print packs setup across three short columns and keeps Actions as the main three-column band under the logo and pieces row.
- Rules print shows one Actions heading instead of the chapter title and menu banner together.
- Rules print puts Game pieces beside the logo so more Actions fit on the Letter sheet.
- Rules v2 consolidates dice reading under On your turn and cross-links exalt overheat immunity.
- Rules Move uses a curved arrow icon and Build terrain uses a hexagon.
- Rules print section and action title icons are larger.
- Rules print puts setup (including victory and elimination) on top and full Actions in three columns below.
- Rules exalt intro only mentions push immunity; overheat stays on the reactor row.
- Rules print Game pieces marble icons are smaller.
- Rules FR crush landing says what happens on terrain, dome (back to owner inventory), boat, and ocean.
- Rules Vider le cache / Clear image cache invalidates print-mode diagram snapshots even when IndexedDB delete is blocked.
- Rules print section titles look heavier with a thicker stroke and slightly larger type.
- Rules print section and action titles use a heavier weight.
- Rules print diagrams are taller, with setup, dice, goal, and launch plates especially enlarged.
- Rules print body text is larger on the Letter sheet.
- Rules FR crush landing outcomes read as full sentences.
- Rules v2 draws Player, Exalted, and Uranium piece icons at the same size.
- Rules diagram loading spinners spin again on /rules and print preview.
- Rules Goal no longer tells you not to get eliminated by other players.
- Rules print keeps Elimination, Victory, and every diagram inside the Letter sheet.
- Rules Add a player marble splits the boat push into its own line.
- Rules On your turn no longer lists which actions spend a move.
- Rules launch diagram uses a vertical plate with a top-to-bottom hop and slightly larger pieces.
- Rules setup inventory shows green player marbles and ocean-colored uranium seats.
- Rules Goal hand uses a slate tint so it stays visible in light mode.
- Rules doubles the HEXALT mark size; the wordmark stays the same.
- Rules setup inventory diagram zooms out so the coaster and dome are not cropped.
- Rules print keeps the HEXALT banner in the first column so the other columns start at the top.
- Rules print puts Elimination and Victory back in the column flow like the other rules.
- Rules print keeps Elimination and Victory on the sheet and fits Protection dome back into the columns.
- Rules print Game pieces labels stay in their columns instead of overlapping.
- Rules setup no longer shows the boat-seat placement diagram.
- Rules setup combines the starting inventory and exalted-under-dome steps into one figure.
- Rules v2 body text is larger on screen and especially in print.
- Rules v2 light mode drops the beige page and diagram backgrounds for white.
- Rules setup inventory and dome diagrams use a taller plate so the coaster is not clipped.
- Rules Print mode previews the Letter landscape newspaper layout on screen, with larger Game pieces labels.
- Rules mobile feed drops the previous/next section arrows.
- Rules setup no longer says boat positions depend on the number of players.
- Light mode drops the blue glow on the HEXALT lockup and rules titles.
- Rules Game pieces labels use ink color so they stay readable in light mode.
- Light mode uses a pure white page background instead of a beige tint.
- Rules v2 print lays Game pieces in two rows, adds space above action titles, and lets rule text fill the column beside each diagram.
- Rules v2 crush landings list still says what happens on terrain, a dome, a boat, and the ocean.
- Rules v2 says every listed action costs a move, an exalted marble can end on its reactor, crush jump stays the higher die after a rolled 1, and spells out dome activation and elimination.
- Rules Game pieces names overlay the canvas so they stay under each mesh.
- Rules v2 lists crush landings as terrain, dome, boat, and ocean.
- Rules v2 says you can't end your turn on a reactor or you overheat and lose that marble.
- Rules v2 says terrain instead of terrain tile.
- Rules v2 unsink says you do it to use the boat again.
- Rules v2 crush jump uses the higher of the two dice, and shortens push, exalt, landing, and protection-dome copy.
- Rules v2 shortens generate uranium, exalt, crush jump, and chain-push wording.
- Rules v2 On your turn is one line: roll two dice, the higher number is your moves, and doubles give you one more turn.
- Rules v2 keeps each action title next to its rule text instead of floating above the diagram.
- Rules v2 Goal says not to get eliminated by other players.
- Rules v2 puts Elimination and Victory at the end, after Last breath.
- Rules v2 shows each rule’s text before its diagram.
- Rules v2 print keeps a 12mm inset on the sheet so Chrome’s Margins: None still leaves space from the paper edge.
- Rules v2 print on iPhone shows the feed instead of a blank white sheet.
- Rules v2 print keeps a margin around the sheet so the text is not flush to the paper edge.
- Rules v2 print leaves a little more space above each section title.
- Rules v2 restates, in English and French, how dice set your moves, how you step and stack, how a push and a rolled 1 work, and how exalt and crush jumps resolve.
- Rules FR win line no longer adds “exaltée ou non” after the player marble.
- Play’s wait room hides the board HUD and keeps table rules collapsed so Launch stays clear.
- Play rolls from the small turn chip instead of a full-board Click to roll overlay.
- Play’s experimental house rules start off each session: free starting dome, mines, last breath, push down a stack, and walls.
- Play bots speak only on important table events, and in French when the game language is French.
- When the Play host leaves and no other humans remain, the match ends and the room closes.
- Play’s latest-version popup sits above the bottom action bar so Let’s play stays visible.
- Play only shows chairs for seated players — empty filler chairs are gone.
- Play’s Leave confirm Stay and Leave buttons respond to clicks again.
- Play’s compass is white and upright when looking ahead, and darker with a matching arrow when the view is spun.
- Play’s bottom action buttons use the same 1rem inset and gap on the left and right.
- Ending a turn on any reactor overheats, not only your own.
- Play’s wait room says Room link copied after you copy the invite.
- Play’s lobby stacks name and color on two rows, with each label beside its control.
- Play pays 5 coins for pushing a player into the water and 50 coins for eliminating a player.
- Play’s latest-version panel is shorter so Let’s play stays on screen.
- Play dice keep a finite shared-roll cursor, so a bad room snapshot can no longer lock both faces on the same number.
- Play’s bottom compass resets the seat view on the first click, then cycles three zoom levels.
- Play hides the dice until you click to roll — the prompt is text only.
- Play’s You have N moves chip hugs the line of text instead of stretching across the board.
- Play’s lobby name and color sit on one row, and French calls the name field Nom.
- Play shows a Leave button in the bottom-right corner; it asks before sending you back to the lobby.
- Play’s wait room copies the invite link from a link icon instead of a labeled button.
- Play’s default camera starts closer on the board.
- French Play copy says 3 déplacements restants instead of Il te reste 3 déplacements.
- Play’s outdoor backdrop is a night mountain valley — dark grass, distant pines, a moon, and fireflies around the table.
- Play keeps you as host after a refresh, asks for a real name instead of sitting down as Player 1, and shows table chat once you are in a room.
- Each player’s two dice are their color in Play and in the rules.
- Play music goes silent on Mute — stems stop instead of fading back in.
- Play’s marble shop buy button says Buy for 25 coins instead of a separate price and Buy.
- Play’s hex menu says Move and Build with an icon, in a short chip with no extra space on the right.
- Play’s hex menu, wait room, marble shop, join lobby, and confirm dialogs follow the site language.
- Play’s wait-room host button says Launch the game, joiners get a visible toast, reactions burst from lineup seats, roll-overlay pips are smaller, and French Play copy uses tu.
- Play shows only Blue is placing terrain in the turn chip, without extra placed-terrain popups.
- Play dice advance the shared roll cursor after each AI or human roll, so bots no longer loop the same doubles forever.
- Play’s music Normal level is the old Quiet loudness, so the stem mix no longer peaks as hard.
- Play’s in-match music moves through question, answer, a major-key shift, and a new question instead of looping one short chord cell.
- Play music keeps playing after the first tap — a second click or touch no longer tears down the live stems.
- Play preloads the in-match music in the lobby so starting a game no longer freezes on decoding stems, and the second song can actually begin.
- Play’s lobby intro music uses the earlier army-march keys and choir again, quieter at the keys, without the harsh inversion stack.
- Play online matches start again after everyone is ready — the shared dice seed no longer leaves the table stuck on Starting, and the board loads once the match begins.
- Play music uses a fast army-march lobby intro that fades to silence, then a slower stutter-house match track that unlocks with firsts, swells as lives drop, hushes on one life, and crashes at the end.
- Play’s army-march music loops longer without a silent seam, with consonant keys locked to the bass and choir string inversions that move each bar.
- Play restores scroll and pinch zoom; only an orbit drag still blocks accidental scroll zoom-out.
- Play’s top-right heart icon shakes when you have only one life left.
- Play’s army-march stem music starts louder on the first tap and keeps a groove bed in the lobby.
- Play multiplayer uses a lobby commit–reveal shared seed for dice and an append-only peer-validated action log so clients can reject illegal moves.
- Rules v2 and Play: a pushed marble that lands on another marble pushes that one too — a chain reaction.
- Play no longer zooms the page or camera when an orbit drag starts on the You marble or HUD.
- Play sound keeps working on iPhone Chrome with the silent switch on — after a tap, Web Audio uses the playback session instead of staying muted.
- Play’s music Mute / Quiet / Normal control sits next to sound FX volume.
- Play shows a what’s-new summary when you start a game after a new site release.
- Play adds adaptive drum-and-bass stem music with army-choir layers that swell with the match.
- Play’s wait room host button says Launch the game, reactions burst from lineup seats, joiners get a toast, roll-overlay pips are smaller, and French Play copy uses tu.
- Play’s Move here / Build here menu and top moves bar use the same light wash as the health and uranium chip.
- Play ignores a board click after you drag the camera, so orbiting no longer moves or builds by accident.
- Play waits for marble move animations to finish before showing the click-to-roll screen.
- The marble shop plays a thun-thun and blinks your coin balance when you try to buy without enough gold.
- Play marble achievements add dunk-into-water milestones (5–300) and collect 100 uranium.
- Play’s click-to-roll overlay shuffles die faces more slowly before the result lands.
- Play’s wait room adds empty seats; the host then adds or removes a bot on that chair.
- Play’s Ready to play wait overlay is more opaque so room text stays readable over the table.
- Play follows the site language setting, with a full French interface when FR is selected.
- Play’s Controls sheet on phones uses a three-column tab grid with shorter labels so the five tabs stay readable.
- Play’s “Blue has N moves remaining” dice use that player’s color instead of the satin red rules die.
- Play’s AI bots only talk in first person on their own turns, and the lines are shorter.
- Play’s volume button is an icon only — Mute, Quiet, and Normal stay in the tooltip.
- Play’s You have N moves chip die updates to the remaining count — two moves shows two pips.
- Play’s click-to-roll overlay uses 2D pip dice from the start instead of blank 3D cubes with question marks.
- Play says Blue placed his reactor or terrain, with a cooling-tower or hex icon instead of a generic dot.
- The Play host sets house rules in the wait room; they lock when the match starts.
- Play asks Stay protected? at the start of your turn to spend one uranium and keep a raised dome, or return it to inventory.
- Play fades land you cannot reach this turn instead of snapping it darker.
- Play shows placing terrain or a wall in the turn chip, and hides the unused gray die on You have N moves.
- The header version next to HEXALT is smaller than the wordmark.
- Online Play chat keeps other players’ lines even if a later snapshot omits them.
- Play shows your name over your chair marble, the same way other seats are labeled.
- Play waits for a click to roll dice instead of rolling after three seconds.
- Play’s lobby color picker hides swatches already taken by other seats.
- Play’s volume button shows Mute, Quiet, or Normal and stays above the lobby overlay.
- Play reactions are emoji-only — the React button and names like Love and Hatred are gone from the picker and chat.
- Play dice use the Rules v2 satin red cubes with cream pips, including the click-to-roll overlay.
- Play tints ocean hexes beyond the current player’s remaining moves the same shade as out-of-range land.
- Play raises a protection dome by clicking the inventory dome, then a player marble, and the prompt shows the one-uranium cost.
- Play’s bottom-left volume button cycles Mute, Quiet, and Normal.
- Play’s dice prompt says Click to roll dice.
- Play keeps a marble still while its protection dome is up — no walking or crush jumps until the dome comes down.
- Play’s dice-roll sound is quieter so it sits under the rest of the table mix.
- Play doubles dice glow in that player’s color instead of gold.
- Play’s marble shop opens above HEXALT and the table HUD on phones, with a compact side preview so the catalog can scroll.
- Play’s table chat keeps other players’ lines in the thread after the toast fades.
- Play table dice have solid rounded corners instead of a hollow mesh you can see through.
- Play counts down three seconds under Click to roll and Click to add marble, then does it for you — click sooner to skip the wait.
- Play’s turn chip and status lines say moves left, matching the roll overlay, instead of mixing in actions.
- Play tints land beyond the current player’s remaining moves a shade darker, and every seat sees that range.
- Play’s dice-roll sound lasts through the tumble instead of cutting off halfway.
- Play and the HEXALT logo unlock sound on iPhone after a tap, instead of staying silent.
- Play lets you shove a marble by clicking the ocean hex it would fall into; an empty boat stays a safe place.
- Play no longer shows an End turn button on the turn chip.
- Play’s Controls, Chat, and React buttons are very dark gray instead of green.
- Play lets you raise a protection dome on your marble hex — it blocks crush and push and costs one uranium per turn.
- Play orbits the table while you set up, and the HEXALT mark plays when a new game starts instead of on page load.
- Play treats a click on a reactor tower as that hex, not the tile behind it.
- Play closes the You have N moves roll overlay as soon as you click it, instead of waiting out the hold.
- Play’s click-to-roll overlay shows cube dice with a ? until you roll, then pip dots instead of numerals.
- Play’s AI bots talk more — short, pointed lines that use player names and needle awkward rolls, dunks, steals, and last-heart moments.
- Play’s top-right name chip and action toasts use a lighter fill so they sit quieter on the board.
- Play’s Click to add marble prompt dims the board like Click to roll, and that roll veil is a lighter tint.
- Play shows one action toast — Blue placed terrain. — instead of the same popup twice.
- Play’s marble shop is a full-screen sheet on phones — HEXALT, Controls, and chat stay behind it, and the catalog gets the leftover height instead of a second Buy bar.
- Play’s top-right lives count includes player marbles on the board and boat, not only those left in inventory.
- Play dice dim the unused lower face, glow a 1 when you have a reactor, and both faces glow on doubles.
- Play’s Controls button is just the sliders icon — the word Controls is gone.
- Play names AI bots after their marble color — Red, Blue, Green — instead of made-up names like Kateo.
- Play asks before you end your turn on your reactor, the same way it warns before walking into the ocean.
- Play’s game-over screen shows the cause of death — fall, push, overheat, or crush — including when the next-turn banner would have wiped an overheat or crush.
- Play shows +1 uranium above the dice when you roll a 1 with a reactor, and a marble flies from the HUD onto the tower as the roll chip fades.
- Play says Blue stole your uranium when they take a marble off your reactor, or Blue stole Red’s uranium when it was someone else’s.
- Play adds a Splash reaction — water droplets and a plop — and plays it automatically when a marble drowns.
- Play’s “N actions remaining” bar is more opaque in the middle so the line stays readable over the board.
- Play shows Click to add marble and lives left when you have no marble on the table, in the same chip as Click to roll.
- Play reaction particles rise from the boat when that player has no marble in play.
- Play action toasts sit under the moves-remaining chip and use the same panel chrome, a little smaller.
- Play’s turn chip says Click to roll, with the same small die faces as the actions-remaining line.
- Play closes the table chat panel when you click the board or anywhere else outside it.
- The Play waiting room says Press ready to start when you still need to ready up, instead of Waiting for your own name.
- The header version next to HEXALT is a lighter weight and slightly faded.
- Play opens with the top-down HEXALT hex mark over the board, then the camera glides to your seat as the logo fades.
- The home mosaic zooms out in about two and a half seconds instead of nearly five.
- Hexalt is V30.0 — Play dice stay settled after the first action, table chat keeps other players’ lines, boat boarding is Move to boat, the turn chip sits up top, the seat camera frames your apparel, and other players’ marble hops play hex by hex.
- Play lets other players’ marble hops finish instead of skipping across the board when the next snapshot arrives.
- Play’s marble shop fits on a phone — shorter preview, scrolling catalog, panel stays inside the screen.
- Play dims the board and waits for a click to roll — the die numbers spin fast, then You have that many moves.
- Online Play sends every seat’s moves to the other browsers — guest turns and host-run bots no longer stay local until the host acts.
- Play shows new chat lines above the Chat button — player name and color on a dark chip that fades out.
- Play’s place-reactor sound is a short army-drum cadence instead of a sad descending tone.
- Play chat lists matching slash commands as you type /.
- The home-page HEXALT trefoil uses ice-cyan ink on the dark mosaic instead of black.
- Play’s AI bots fire table reactions on big beats, and the burst starts on that seat’s selected board marble.
- Hexalt is V30.0 — Play dice stay settled after the first action, table chat keeps other players’ lines, boat boarding is Move to boat, the turn chip sits up top, the seat camera frames your apparel, and other players’ marble hops play hex by hex.
- Play’s top toast names what happened in a sentence — Blue placed terrain. — instead of a color and a noun.
- Play’s turn-table hands pick up a terrain tile or marble and wander during the move step, blending from the idle rest like the hand sandbox.
- Play marble hops keep a visible arc on phones and weaker GPUs instead of snapping to the landing hex.
- Online Play sends every seat’s moves to the other browsers — guest turns and host-run bots no longer stay local until the host acts.
- Play’s waiting room names who still needs to ready, instead of a generic everyone-ready line.
- Play no longer ends when a player’s last board marble falls if they still have player marbles in inventory.
- Play’s chat panel drops the title and player-count header so the thread starts at the top.
- Play’s top-right chip uses a heart for your player marble (health).
- Play’s actions-remaining chip fades out at the left and right, and the wording is a little see-through.
- Play’s win screen puts the winner’s dressed marble in the center, smaller rivals on the sides, bigger victory type, and boasts like Pushed 7 times instead of 1 tile.
- Hexalt is V30.0 — Play dice stay settled after the first action, table chat keeps other players’ lines, boat boarding is Move to boat, the turn chip sits up top, the seat camera frames your apparel, and other players’ marble hops play hex by hex.
- Play lets other players’ marble hops finish instead of skipping across the board when the next snapshot arrives.
- Play’s default seat camera pulls back so your chair marble and apparel stay on screen.
- Play’s turn-status chip sits in the top half of the board and spans most of the width.
- Play’s boat tile menu says Move to boat instead of Jump in boat.
- Play’s table chat keeps other players’ lines on screen instead of clipping them beside the toast chips.
- Play table dice stay settled after the first action instead of tumbling again when the roll line leaves the status.
- Play sound effects unlock on iPhone and iPad after a tap — they no longer stay silent from a blocked Web Audio context.
- On a phone, dragging the Play board rotates the view instead of previewing a marble move.
- Play closes the table chat panel after you send a message.
- The top-left HEXALT name and version share the same lockup look, and Play no longer shows a Menu label.
- Play’s inventory table hands are no longer left/right swapped.
- Play’s seat camera shows your apparel on your chair and board marble — lower chair back, avatar faces you, board cosmetics yaw toward the camera.
- Play’s local chair marble shows your equipped hats and shades (and a dressed default if the shop is empty), facing the seat camera.
- Play’s waiting room on phones is a simple column with smaller seat orbs so the header, ready actions, and chat no longer pile on top of each other.
- Play hides table chat and reactions until you have joined an online room.
- Play’s game-over screen is a podium: the winner in the middle, #2 and #3 on the sides, each with one stat.
- Play adds Love, Hatred, Shy, Sick, and Desperate reactions next to chat, each with a sound and particles from the reacting player.
- Play’s name-and-color panel drops Create new game and the pick-how-you-look line, and starts at Your name.
- Play chat no longer opens with a This table is local system line.
- Play leaves your name blank by default and asks for it before you sit down.
- Play’s table chat is shorter on phones so the board stays visible behind the panel.
- Play’s lobby hides Open rooms when none are listed, drops the start-a-table line, uses Enter a room code, and makes Join green.
- Play shows your name, uranium, and health in a chip at the top-right of the board.
- Ending your turn on your own reactor overheats and destroys that marble.
- Online Play chat labels guests by their player name instead of the leftover NPC seat name (Magto).
- Play orbits with click-and-hold; two-finger trackpad pans the camera instead of jumping the zoom.
- Play’s waiting room and in-play marbles wear your equipped apparel and cosmetics.
- Play opens with the hex logo over the board, then the camera eases to the Reset (R) seat view.
- Play’s Click to roll prompt uses a pair of die icons.
- Play’s camera moves with arrow keys as fast as WASD — hold to orbit or dolly, no tiny key-repeat steps.
- Play hides the inventory table hands while the boat-load pointing hand is up, so one right hand is not in two places.
- Play’s lobby puts a 6-letter room-code field next to Join, with Create as the primary action and a quieter empty open-rooms state.
- Play again starts a clean match — the first elimination no longer re-ends the previous game.
- Play’s multiplayer color picker outlines the black swatch so it stays visible on the dark lobby panel.
- The HEXALT wordmark at the top left goes to the home page — on Play, Menu opens the site nav instead.
- The top bar shows Hexalt V29.3, and each production build raises the number (V29.4, V29.5, …).
- Play keeps your name and shop coins on this device after a reload.
- Play’s performance panel drops the Live WebGL blurb and the How to read section.
- Play again after an online match starts a new game at the same table instead of leaving everyone on the old result.
- Play waits for you to click the dice — humans see Click to roll instead of auto-rolling.
- A Play invite link previews as Join Alex on HEXALT in SMS and Facebook.
- Play skips valley trees and fireflies on phones, weak GPUs, and when the frame rate drops.
- Play on iPhone no longer treats the whole board as selectable text you can copy.
- Play’s multiplayer color picker outlines the black swatch so it stays visible on the dark lobby panel.
- You can join a Play room after the match has started — sit in an empty chair or take over a bot.
- The HEXALT logotype uses Chakra Petch Bold in the header, mark downloads, and rules masthead.
- Play’s “N actions remaining” chip sits at the bottom center of the board, same as the roll-dice prompt.
- Online Play sends every seat’s moves to the other browsers — guest turns and host-run bots no longer stay local until the host acts.
- Play shows new chat lines above the Chat button — player name and color on a dark chip that fades out.
- Play’s AI bots talk in table chat — randomized lines like “Oh sweet, doubles!” on rolls and big plays.
- Joining an existing Play room sits you down already ready — only the host still has to ready up.
- Play’s waiting room puts names under the marbles, uses green/orange ready dots, labels Bot (Heuristics) with an icon, starts with one bot, and lets the host kick other seats.
- Play’s 3D board stays visible on iPhone — the load veil no longer sticks black, and dark mode no longer blanks the canvas.
- Play’s lobby lists open rooms so you can join a table without typing a code.
- Online Play keeps marble hops and tile tosses on screen instead of snapping when the next seat auto-rolls.
- Joining a Play room sits you in an open chair or adds a seat — it no longer turns a bot into that player.
- Play room codes are six letters only — digits are dropped from join and new codes.
- Play’s waiting room shrinks the marble lineup so every seat fits, shows Bot beside the name with Ready underneath, and adds a + to spawn an AI.
- Play labels each bot marble Heuristics or NEAT on top of its head.
- Play hides an eliminated player’s inventory coaster and gives their seated marble angel wings.
- Play rooms treat each browser tab as its own player, and ending your turn is no longer dropped so the next seat is skipped.
- Play chat is larger and talks to online rooms — arrow-key recall, Tab commands, and /help /me /who /ready /leave.
- Play’s new-game window starts with Create new game or Join existing game, then a room code, then name, color, and Ready.
- Play’s orbit coast uses the typed azimuth and polar setters so the site build succeeds.
- The home page loads much faster — leaner site search, booklet CSS only on Rules print, and a lighter mosaic.
- Play’s orbit keeps a short ease-out after you release the mouse, so high-refresh screens do not snap still.
- Play and Train add sounds for walls, shields, exalt, resurface, buys, lobby, controls, confirms, and Train start/stop.
- Play keeps the Controls button above the iPhone Safari toolbar and beside the actions-remaining chip instead of hiding under them.
- Play’s turn hands rest on the table beside the inventory instead of sinking through the wood.
- Play SFX covers dice tumble, walls, buying a boat or shield, exalt, escaping a well, and elimination — not only hops and the shop.
- Play’s under-cursor hover bubble says Click to…, sits a bit lower, and blurs the board behind it.
- Play’s HEXALT header stays put on hover — the nav overlays instead of shifting the bar.
- Play tosses a marble from the coaster onto the boat in a parabola instead of a straight line.
- Play shows !!! over a marble when an adjacent opponent can still push them, and hides it after a shove or if they walk away.
- Play tosses the cooling tower onto the hex when you place a reactor, the same way a terrain tile flies in.
- Play can create or join a real-time room so people share one table, ready up, and take turns together.
- Play’s Jump in boat hop no longer slides the empty hull to your land hex and back — only the marble jumps; the boat stays put until you sail.
- Play has a table chat panel — local-only for now, with a real client API ready for multiplayer rooms.
- Play shortens or skips hops and idle motion on phones, weak GPUs, reduced-motion, or when the frame rate drops.
- Play’s marble shop sells Club Penguin–style hats, sunglasses, flags, and cushions instead of the old blocky accessories.
- When you Play against NEAT, the net’s graph sits in the top-right of Play and lights up while it is thinking.
- Play ends as soon as only one seat still has a marble in play — an opponent with an empty board (even leftover inventory) no longer stalls the match.
- Play keeps the Controls button and turn chip above the phone home indicator and browser toolbar.
- Play’s camera stops as soon as you lift your finger, with no coast.
- Home mosaic hex labels and icons sit smaller on a phone so words like Journal and Chercher stay inside the cell.
- The marble shop plays short sounds for open, browse, buy, equip, and unequip.
- Train’s bottom Play against NEAT seats you across from the current net on a compact Play table (same engine as /play).
- Train drops the fake plant labels (channel numbers, batch reactor) and keeps the real NEAT copy.
- Train’s control-room screens use larger type, quieter chrome, and a smaller center brain.
- Train’s bottom Play against NEAT seats you across from the current net on a compact Play table (same engine as /play).
- Train drops the fake plant labels (channel numbers, batch reactor) and keeps the real NEAT copy.
- Train’s control-room screens use larger type, quieter chrome, and a smaller center brain.
- Train is a NEAT tutorial in a reactor-style control room, with the current best genome on the center screen.
- Train’s Win panel reports how many player-turns the match lasted.
- Train’s Win panel says who won (or that nobody did), whether the table stalled or stuck, and why the match ended.
- Train checkpoints store compatibility δ and the innovation registry, and eval matches no longer pad empty seats with looper genomes.
- Play’s ocean-sink white flag only appears once the marble starts dropping into the water, not during the hop or rim roll.
- Play no longer lets unseated marbles path through ocean holes as a land bridge — AI (and humans) need a boat or exalt to cross water.
- Shared links on Messenger, Discord, and Twitter show a HEXALT title, description, and logo card.
- Play’s push preview keeps the hop arc and ghost marble but drops the floating “Push green” label that duplicated the menu tip.
- Train recovers from looper monoculture by reseeding from the hall-of-fame genome, keeping compatibility δ below 1, and giving injected nets a short cull-grace instead of wiping the population every generation.
- Play’s turn hands rest naturally on the table beside the inventory, with a soft idle motion.
- Play’s helicopter hat rotor spins more slowly.
- Play pulls chairs closer and higher, and the current player’s hands fidget on the table beside their inventory.
- Play puts the turn readout back on the bottom die-face chip and drops the cramped top status box.
- Play’s marble shop shows a live turning preview of the selected accessory instead of blank product cards.
- Play’s valley floor faces up again so the grass under the table is visible.
- Play’s AI chair marbles always wear varied sunglasses, and every seat marble (with its hands) slightly turns to follow the cursor.
- Play shows whose turn it is and what they’re doing in a status chip over the board, even when Controls is closed.
- Play boats row across ocean hexes faster than land marble hops.
- Play hides the site header and shows only HEXALT top-left until hover or tap opens the navbar, with a wrap-friendly mobile menu.
- Play’s hover tip drops parentheses around action cost (Move 1/2) and softens the fraction.
- Play waits for your marble to finish hopping onto a hex before shoving the marble that was there.
- Play’s Add marble menu choice no longer also jumps the land marble onto the boat (which fell through and handed the turn away).
- Play’s marble shop Canada flag uses the real 11-point maple leaf, and the band slot adds many more country flags (France, Spain, China, UK, and others).
- Play’s Push tip names the shoved marble’s color and shows a tiny marble swatch beside it.
- Play ocean sinks play a rim-roll rumble, then a wood thunk when the marble hits the catch under the board.
- Play’s outdoor backdrop is a night valley — star sky, distant mountains, rolling hills with grass and trees, and fireflies around the table.
- Play pins “N actions remaining” at the bottom center of the board and drops the Actions keybind panel.
- Play’s right controls panel starts closed, and the Play tab is just Autoplay, speed, turn stats, and restart — no rename, color, or camera keybind lists.
- Train’s Stuck landscape hint lists recovery levers: raise mutation, lower δ, reshape the looper cull, or reseed an active champion.
- Train Species panel keeps a fixed height beside Brain and scales the tree down when lineages multiply, so the page no longer jumps.
- Train’s Win panel shows the highest-fitness match board until a real FFA win lands.
- Play’s night backdrop puts the forest under the stars again and softens the ground into darker grass.
- Train neuro bots seat a marble before building, so matches no longer abort stuck on a begin-build noop and can actually finish games.
- Play’s marble shop is a little marketplace grid with a live 3D preview on every item.
- Play lets you keep walking inland after leaving a boat in the same move when you still have actions left.
- Play’s R camera snap eases to the seat view instead of jumping.
- Play’s New game lobby drops the seat blurb and shows only the opponent count before Play Now.
- Play marble and boat hops match terrain-place speed instead of zipping past.
- Play’s boat pointing-hand tip clears the well instead of poking into the hull.
- Play’s R camera snap (and default seat view) looks more straight down on the board.
- Play game-over breakdown is fixed above the 3D board (full-screen) and also listed in the Play controls panel so the end reason and moves are hard to miss.
- Train stops 1-species collapse: lower starting compatibility cutoff with live δ adaptation toward 6–14 species, capped fitness sharing, and monoculture / looper diversity wipes.
- Train fitness pays more for collecting uranium (+12 each, +20 first grab) so mining competes with chasing.
- Play shows a game-over breakdown with why the match ended and each player’s moves (plus a Play again button when not in autoplay).
- Train fights long plateaus: harsher looper culls (no breeding mass), young-species grace, add-node–biased mutation, earlier diversity wipes, and a mixed-species eval table instead of top-N clones.
- Train pays much more for terrain builds and makes begin-build compete with chase-moves so nets stop only shadowing each other.
- Train Stats shows when the run started and how long it has been going, kept across Resume.
- Train keeps grinding in a background tab by spending most of each throttled wake on engine work instead of ~16ms then sleeping a second.
- Train adds a Speed slider — drag it down (even mid-run) to watch matches play out; Turbo only stays on at speed 10.
- Train landscape markers read local peak and global peak so the two summits are obvious while orbiting.
- Train lets you pick 2p, 3p, 4p, 6p, or mixed 2+3 tables so evolution is not stuck on early 6-player pile-ons.
- Train Stats paints metric values green when they’re doing well and orange when they’re struggling, using thresholds and recent trends.
- Train lists every match fitness grant at the bottom of the page so scores are readable without digging in code.
- Train Stats adds an eval win-rate sparkline (plus last-10 avg) and species churn (+born / −extinct) so you can see whether champions are fading and whether lineages survive.
- Train’s orbitable convergence landscape uses chunky low-poly facets and dark edge lines again.
- Train hardens against looper collapse: exploratory seeds, end-turn soft bias, first-activity fitness bonus, and mass fresh-genome wipes when most of the pop is idle.
- Train’s convergence landscape is a draggable 3D mountain view — orbit it like the brain graph.
- Train moves cryptic heartbeat numbers into a Stats section with labeled metrics, sparklines, and green↑ / red↓ cues for whether higher or lower is better.
- Train shows a live isometric fitness landscape that moves with species count, style diversity, looper share, and gens since last peak.
- Train fights premature convergence with higher mutation, tighter species distance, periodic fresh-genome injections, a rare-strategy fitness bonus, and a looper scoring audit in the log.
- Train Styles panel shows a short plain-language description under each play-style tag.
- Train brain auto-spin resumes in the direction of your last orbit fling (soft release still freezes 10s first).
- Train shows generations since the last all-time fitness record, keeps that peak genome in the population, and stops the leaders list from flashing zeros mid-generation.
- Train brain auto-spin freezes 10s after a soft orbit release, but resumes immediately if you fling it past a speed threshold.
- Train tracks population diversity, mean network complexity over generations, and gens/sec throughput beside the fitness chart.
- Train brain hover tip shows each neuron’s live activation, or the last value after it stops deciding.
- Train Turbo mode runs long engine slices with sparse UI paints and a live progress heartbeat so training stays fast without looking frozen.
- Train Boards keeps a fixed See more row and preview height so the Brain panel below doesn’t jump when waves shrink.
- Train brain graph labels input/output layers and pauses auto-spin for 10 seconds after you drag to orbit.
- Train fitness graph shows labeled axes, tick scales, and a best/mean/species legend.
- Train brain weight links stay dim red/green and only brighten a little when signal flows.
- Train’s brain view shows what each neuron means on hover (observation inputs and action / hex-weight outputs).
- Train Boards shows the top 3 ongoing matches by default with a See more control so the page doesn’t jump when wave size changes.
- Train live board previews show reactors, exalted marbles, protection domes, walls, and uranium jewels — not only boats and plain dots.
- Train aborts no-progress free-for-alls early and hard-culls roll→end loopers so they stop wasting generations.
- Train’s brain panel follows the prospect under test (current best / eval favorite), lighting up when that net decides — not only the crowned champ.
- Train page drops section blurbs and keeps the activity log collapsed by default.
- Train live board previews draw boats as pointed hulls instead of plain circles.
- Train auto-scales how many live boards run at once from measured frame cost — faster machines run more in parallel.
- Train autosaves population and generation in the browser and restores them on reload so you can Resume instead of starting over.
- Train’s best-net brain lights each neuron (and hot links) when that genome is deciding on a live board.
- Train page is tighter: short section labels explain each panel, less duplicate chrome and log noise.
- Train shows an interactive 3D view of the champion (or seed) neural net — drag to orbit, weights as colored links.
- Train evolves bots in random 6-player free-for-alls, shows the champion network’s top links/hidden nodes, and a species tree — no heuristic opponent.
- Train no longer yanks the page scroll when the activity log auto-follows new lines.
- Train streams an activity log of generations, parallel waves, match winners, and heuristic evals.
- Train shows a live grid of parallel ongoing matches (not only the victory frame) while neuroevolution runs.
- Train lab at /train evolves MarI/O-style neural bots in parallel headless matches — generation graphs, strategies, victory frames — and lets you fight the champion on Play.
- Play shows the same little turn diamond above the current player’s active board marble as on the big seat marbles.
- Play loads from black into a cyan wireframe board, then fades into the full shaded scene.
- Play keeps the 3D board off the React render path while the mouse moves — hover tip tracks the pointer without dropping to ~10 FPS.
- Play’s hover tip stacks dual actions on two lines when costs differ — e.g. Board (2/4) over Add marble (1/4).
- Play’s default rival names are Kateo, Magto, Alberto, Elto, Samto, Mamto, Danto, Papipo, Mamiepo, and Kimo.
- Play snaps the camera back to the seat play angle and distance with R (button or key; still rolls when it is your roll).
- Play inventory demon-cores float the wheat protection cap above a gap again, matching the rules booklet.
- Play opens a lobby when Autoplay is off so you can set your name, color, and how many AI opponents to face.
- Play picks ocean hexes with one instanced hit mesh and builds flat tiles as BufferGeometry — far fewer Extrude draws in the Performance tab.
- Play ocean falls play a Mario-like descending arpeggio with the splash.
- Play ocean falls roll around the hole rim like a basketball before dropping through.
- Play gives each seat its own exalted marble look — galaxy, Carrara, green jewel, pink, cat’s-eye, or chrome.
- Play stops rebuilding every hex instance on hover or hop highlights — smoother FPS while autoplay and pointer move.
- Play lets you click-drag your marble or boat to move — release to go, right-click to cancel.
- Play seat avatar left/right hands no longer double-mirror — same parent rotation, left mesh handles the flip.
- Play seat avatars hold a flag with one hand; the other stays at the marble’s side.
- Play move paths take the cheapest route, including walking across ocean gaps instead of long land detours.
- Play lets you jump onto your empty boat from land, and when Add marble is also legal the tile menu offers both.
- Play remembers the camera angle across reloads and skips the intro when a saved view is available.
- Play board draws hex tiles and wells in a few instanced batches, shares sphere tessellation, and drops shadow casts on small props.
- Play’s Cheater AI also probes re-pushing the same marble and raising stacks without neighbor support, and logs those in Reports.
- Play’s boat pointing-hand hint sits a little higher above the well.
- Play shows a small down triangle above the seat marble whose turn it is.
- Play’s tossed terrain tile spins a full turn and eases into the board’s flat yaw, instead of snapping when it lands.
- Play marble shop flags are USA, Canada, and Québec — thinner poles, held up in both hands.
- Play blocks shoving a marble off any reactor and refuses pushes onto hexes already holding a marble or boat.
- Play AI seats push when they can, close distance more, and shop or build less — every style plays more aggressively.
- Play boat color rings keep blue and green apart — clearer azure vs yellow-lime, without the white wash that made them look alike.
- Play’s hover tip and tile menu say Collect instead of Move when walking onto a reactor with uranium.
- Play seat avatars have player-colored hands at their sides (same hand system as the hand sandbox), and the boat-load pointing hint matches the player color.
- Play boat wells show a wider, brighter player-color ring so each boat is easier to tell apart.
- Play paces AI turns so dice, walks, and builds finish before the next bot action — no more whole turns collapsing into one frame.
- Play marbles shoved into the ocean sink slowly into the hole while waving a little white flag.
- Play adds a Cheater AI style that probes illegal Rules v2 actions and logs blocked vs slipped attempts in Reports.
- Play lets you click another of your marbles on the board to make it the active one.
- Play’s reactor uranium-generate sound is quieter and warmer, without the bright crystalline ding.
- Play’s hover tip and tile menu say Push instead of Move when the click would shove another marble.
- Play boats turn to face each glide segment, including mid-path waypoints, so sailing looks like floating.
- Play lines up each inventory coaster and chair with that player’s boat, rotates the board so your boat sits in front of you, and keeps the seat camera on that same ray.
- Play never puts more than six chairs around the table.
- Play seats a dressed marble avatar on every chair — rivals get fake names and randomized accessories.
- Play’s boat-load hover tip says Add marble instead of Marble.
- Play shows a transparent boat or marble ghost on the hex you would move to.
- Play’s Performance tab shows a live FPS graph and callouts for high draw calls, shadow casters, and heap pressure.
- Play’s chair avatar marble uses the same bright swirl-and-glass look as the board marbles.
- Play keeps the ocean hole visible under a flying terrain tile until it lands.
- Play’s boat pointing-hand hint is fully solid, not a faint transparent ghost.
- Play’s boat pointing-hand aims straight down at the marble, centered on the well instead of tilting past it.
- Play’s marble shop sells a Helicopter hat — a beanie with spinning rotor blades.
- Play’s marble tiny-flag accessory has a larger cloth and a thicker, darker pole so it reads as a flag.
- Play’s seat camera sits farther back so the big chair marble stays in view, and the avatar glass reads more clearly.
- Play plays a chime and sparkle burst when you unlock an achievement.
- Play’s uranium collect sound is quieter and softer.
- Play’s under-cursor action tip only appears when the hovered hex is a legal click, not when snapping toward a far tile.
- Play seats a big marble avatar on your chair — unlock achievements for coins, click it to buy and equip accessories.
- Play moves render Stats into a Performance tab with frame, GPU, draw, host, and sim counters for diagnosing a slow board.
- Play’s night table is brighter, and the boat pointing-hand aims straight down at the well again with a straight index.
- Play’s boat pointing-hand aims at the well with a straight index, instead of hyperextending down through the deck.
- Play’s night ground and star sky stay readable: grass and treeline are moonlit, and the dome keeps zenith up so the sky is not a black void.
- Play’s Build here menu action no longer loses the click through to the board underneath.
- Play hides the suicidal Move here option when Build here is also available on that ocean hex.
- Play’s hover action tip is shorter — Move or build (1/5) when costs match, or Move (3/5) · Build (1/5) when they differ.
- Play hides legal-move, hover, and path highlights while it is another player’s turn.
- Play’s actions-remaining pill shows 6+ (+) after doubles, so you can see you get another turn.
- Play’s actions-remaining pill stays centered when it pops in, instead of sliding in from the left.
- Play only lets you seat a marble on an empty boat — you cannot place another while one is already there.
- Play’s boat pointing-hand hint only appears on your empty boat before the first marble, and Play uses the non-deprecated soft shadow map.
- Play shows a Click to… label under the cursor when hovering a place-marble, terrain, wall, move, build, or reactor hex.
- Play chairs sit upright with the back touching the seat; empty seats are gray and occupied seats pick up a little of that player’s color.
- Play SFX makes opponent doubles and wins quieter and bittersweet — a faint echo of your victory motif, not a full fanfare.
- Play: hovering or clicking a tile beyond your move range previews and moves you to the closest reachable hex toward it.
- Play shows a click cursor and a brighter ghost hand pointing down at your boat when you can seat a new marble.
- Play SFX adds doubles (melodic), crush, dome break, overheat, and win fanfare on top of the existing dice and action sounds.
- Play’s intro splash shows the HEXALT wordmark under the mark, plus the app version and how long ago it was released.
- Play boats start empty; after you roll, spending one move places your marble on the boat.
- Play’s intro camera drops to the table sooner, and the outdoor backdrop is a darker night sky with stars instead of a bright daytime haze.
- Play’s intro camera settles in front of your inventory coaster, looking across the board.
- Play table dice no longer float a 2 + 3 label; the upward faces stay bright and the other faces dim after the roll.
- Play’s actions-remaining line shows a player-colored die face beside the count.
- Play’s flying terrain tile keeps the recessed marble well, matching the tiles already on the board.
- Play move-cost dice match the player table dice and sit smaller, darker, and more transparent on the path.
- Play Reports write a live play-by-play each move, including why the AI picked it, what else it considered, and the board state when something important changes.
- Play shows a Push arrow and ghost marble when you hover a move onto another player, so you can see where they would land.
- Play shows die-face dots on the hover path so you can see how many actions a move will cost.
- Play move-preview lines stop at the destination instead of leaving a leftover zigzag from the last longer hover.
- Play SFX also covers terrain builds, land walks, boat sails, dice rolls, reactor placement, boat boarding, and uranium pickups.
- Play treats doubles as two matching faces: take the higher as this turn’s moves, then play again — a 2 and a 6 is six moves, not twelve.
- Play inventories carve marble wells, seat the demon-core lid on the bowl, keep the exalted marble in the core, and scale inventory marbles to the coaster.
- Play’s planned walk tints those hexes a little in the player’s color, instead of dimming the rest of the board.
- Play tosses each built terrain tile from the placing player onto the hex along a short arc.
- Play tile menu says Move here and Build here.
- Play lets a bot take its opening turn when it wins who-starts, instead of sitting forever on their roll.
- Play two-player games rotate the board on the table so boats face the inventories head-on, without moving the chairs.
- The footer build line says how long ago the site was updated, not only the date and time.
- Play tile menu labels the walk-then-place option Build there, same as a normal build.
- Play’s wooden board is shorter, slightly wider on the rim, and has a 45° chamfer on the top outer edge.
- Play chairs have padded seats, a reclined back, and armrests; table legs sit under each hex corner and socket into the apron.
- Play labels Place my reactor and shows a ghost cooling tower on the hex while you hover that menu option.
- Play plays event-based SFX: splash into water, a bright ding when your reactor generates uranium, and a push thud when a marble is shoved.
- Play ocean pads use pine wood grain (parallel lines) instead of a tiled square pattern.
- Play’s ocean-hole Move there is smaller and quieter, and asks This will kill you (with Remember my choice) before you walk in.
- Play turns on MSAA and up to 2× resolution on beefy desktop GPUs instead of always rendering jagged 1×.
- Play auto-rolls your dice at the start of each turn — no Ready (Enter) or Roll (R) gate.
- Play still opens the skull Move there menu when the only option is walking onto open ocean.
- Play reactors use the Rules v2 wheat cooling tower: solid lathe, cup well, hex plinth, and player-color paint bands.
- Play highlights the hexes on your planned walk and dims the rest of the board while you aim a move.
- Play player inventories use the Rules v2 wood demon-core (nested hemispheres, lid well, and exalted marble in the seat when it is not on the board).
- Play unmounts the 3D canvas and pauses autoplay if WebGL is lost, instead of trying to create a new GPU context on every AI move.
- Play board outlines use cheap WebGL lines so the 3D view no longer blows the GPU on Windows (LineMaterial shader OOM).
- Play's wooden board frame sits flush on the table with closed sides, so you no longer see the hollow inside.
- Play seated marbles stay locked in the boat well while the hull glides, instead of trailing behind.
- Play AI builds terrain around the boat instead of spending every move dumping extra marbles overboard.
- Play autoplay shows a short result card when a game ends, then starts a new game and keeps going until you turn it off.
- Play respawns a player marble in its boat well, not down in the ocean hole.
- Play boats stay on water: they cannot occupy another boat's hex, and they cannot path across land (jumping off onto an adjacent tile still leaves the hull on the ocean).
- Play and Rules v2 experimental toggles start off: free starting dome, mines, last breath, and push down a stack.
- Play automatically seats a marble from your inventory onto your boat whenever you have none in play, hopping from the coaster to the hull.
- Play: you cannot place a terrain tile on a hex that already has a marble, including one waiting in timeout.
- Play: a boat hex costs one full move, same as land — water is not cheaper from a boat.
- Play table dice sit still while waiting for another player to roll, instead of tumbling forever.
- Play follows Rules v2 on protection domes (1 uranium per turn), who starts (highest roll, then to the left), and never trapping a boat's water path to the board edge. Walls are an experimental toggle and default off.
- Play tile menu adds Move and build there: walk next to a distant hex, then place the terrain tile.
- Play lets you field as many player marbles as you want: add one to your boat each time (bumping whoever was already seated into the ocean), move them separately, and crush as a reactor jump capped by one die — landing in the ocean returns the exalted marble to inventory.
- Play: Place your reactor is a click action on a 2-high (or taller) stack next to your marble, matching Rules v2.
- Play: you can only stack terrain to a new height when all six neighboring hexes already sit at the previous level.
- Play: clicking a tile with only one legal action (move or build) does that action immediately instead of opening a menu.
- Play: you cannot build terrain on a hex occupied by a player marble.
- Play autoplay slowly orbits the camera clockwise around the board; at speed ×4 one full turn takes about five minutes.
- Rules print (v1 booklet and v2 handbook) no longer draws scale rulers; they stay on the fabrication templates.
- Play: the intro camera's top-down hold now lines up a board hex vertex under the fading Hexalt logo mark instead of a flat edge, so the board and the logo's hex outline visibly match before the camera glides down.
- Play: building no longer replays your last walk animation in place. Moving onto open ocean without a boat now shows a red "Move there" with a skull icon, and an eliminated marble sinks and disappears instead of resting in the ocean forever. The actions-remaining HUD is bigger, pops in on a fresh roll, and now also covers other players' turns ("Red has 3 moves remaining"); it (and the status line) no longer report "0 actions left" while a boat-hex move is still available, which used to look like the turn was stuck. Removed the dice-cam picture-in-picture zoom.
- Play: the tile click menu only offers Build there on tiles exactly adjacent to your marble (not anywhere on the board), and Move there / Build there now show footprint / hammer icons.
- Hex template's Full board top/bottom split now rotates the half 90° to fit the tall tabloid sheet at full size, instead of shrinking (and slightly overflowing) to fit sideways. Print scale rulers on every print diagram now sit as a small L in the top-right corner (3 in each way) instead of framing the whole sheet.
- Play: moving onto another player's marble now pushes it one space (two off a stack) instead of only a supercritical dunk — pushed marbles fall through open ocean like any other hole. Player coasters no longer show a floating name label or a player-colored rim (color already reads from the marbles), are smaller relative to the board, and the table is taller with a hexagonal top/apron and bigger chairs.
- Play: hovering board tiles now shows a normal pointer cursor instead of a stray question-mark cursor.
- Play simulation: stepping off your boat onto land no longer ends your turn — you keep any remaining moves.
- Hex template's Full board layout has a Show red alignment guide toggle, so you can hide the cut/ocean-outline guide if it prints past the sheet.
- Play: click a highlighted board tile to choose Move there / Build there instead of moving instantly; the move-step HUD now reads "N actions remaining" (covering walk, build, and boarding your boat) and never shows a fractional count. Fixed a bug where boarding a boat at the start of your roll doubled your move budget on top of the boat's own per-tile discount, quadrupling boat range instead of doubling it.
- Play's player coasters now rest flush on the table instead of floating above it; the pulled-up chairs have real seat/leg proportions instead of stretched-tall legs.
- Play now shows real player-colored dice resting on the table, tumbling and settling on the rolled numbers, plus a brief "dice cam" picture-in-picture zoom on every roll.
- Play no longer shows a walk-tile hint before you have a marble in play; hover your empty boat for a ghost-marble preview and click it to load a marble. Boats now face the board center at setup and turn to face their last move.
- Play's table is a satin oak finish with big chairs pulled up around it; the forest horizon is now a distant camera-locked skybox instead of scattered fake trees.
- Play sits the board on a shiny dark-oak table under an open-air forest backdrop instead of a flat color.
- Credits now open on a dark, image-free auto-scrolling roll, then hand off to a photo carousel with captions once the roll ends.
- Print-tool edge rulers use a wider strip, thicker ticks, and larger bold numbers.
- The Build hub follows the site language toggle, with French titles and blurbs.
- Play board now uses the same real wood-grain texture as the Rules v2 diagrams, and boats are an eye-shaped hull (not a plain box) matching the rules-v2 model.
- The Build hub lists the player handbook as Rules, not Rules v2.
- DIY opens with an official safety notice and labels Amazon shop links View on Amazon with a referral tag.
- Hand sandbox has a Hide skeleton button to view the bare hand mesh.
- DIY folds the old chef tips into the materials, tools, and build lines.
- DIY drops the Templates section; click a figure to open that print template.
- Print-tool rulers stay on the sheet edges, stay small and faint, and sit numbers beside the ticks.
- DIY materials, tools, and templates sit in tables with blueprint 3D figures and size callouts.
- Print tools show a hover icon for shared marble-size fields instead of repeating "Shared across print tools." text.
- Clicking the home mosaic's center trefoil replays the blast animation.
- The Build hub no longer lists the old Rules v1 booklet.
- Home mosaic icons and labels are bigger and easier to read.
- Print-tool rulers sit only on the page edges, with centimetres and inches on the same strip.
- The DIY page is a short materials-and-tools list, in English and French.
- Play starts on a blank ocean with corner boats, lets you pick your marble color, and waits to place reactors until you build a 2-high stack.
- The 3D board lives at /play; /simulate redirects there.
- Play labels autoplay as Autoplay my turn and drops the extra helper copy on the simulate sidebar.
- Hex template length fields show mm or in on the input; hex conversions sit under Details, and the 61-tile board is labeled Standard.
- Play no longer floats the roll banner in 3D over the board; that line stays in the Play sidebar.
- Play uses thicker inventory coasters, a thinner board, and the real player colors (blue, red, green, yellow, white, black); camera help and render stats sit in the inspector.
- The hex template settings are grouped as Board, Marbles, Print, and Export.
- The home mosaic stays put when you click the field; only the Rules hex opens rules, now at /rules.
- Print-template rulers match each sheet size, sit on top in preview, and Hosting build is fixed.
- Cm/in edge rulers show in the print-template preview only; rules pages keep them for actual print.
- Print template tools drop redundant preview captions; hex grid overflow warns in the sidebar.
- Hex full-board print halves no longer include extra mating hexes past the zig-zag split.
- Printable templates and rulebooks show cm and inch scale rulers along every page edge.
- Rules setup no longer says the exalted marble will be useful later or that empty holes retrieve uranium.
- Rules Game pieces catalog names are all white.
- On a phone, Rules v2 no longer shows green section-progress pills at the top.
- DIY recipe: one reactor cooling tower per player, not one for the whole set.
- New DIY recipe page — wine-box wood, marbles, shop tools, template links, and step-by-step build method.
- Rules boat-seat hexes are pointy-top so the 3-player layout reads as a Y.
- Simulate stacks repeated uranium toasts as ×2 / ×3 and shows only one at a time so speed-up no longer fills the phone screen.
- Rules v2 Experimental toggles expand inside the mobile bug-icon debug panel instead of being cropped.
- Rules v2 Move says you can jump between your boat and land, with a boat-to-land hop figure.
- Rules v2 on phones no longer keeps a sticky chrome or section header while scrolling.
- The Rules handbook logo opens the home page.
- Rules v2: ending your turn on any reactor is an overheat and costs a player marble.
- After a crush jump lands, the exalted marble returns to normal, or to inventory if it hits the ocean, with no replacement.
- Rules live at /rules; the old /tools/rules-v2 path redirects there.
- The home mosaic and site header show French labels when FR is selected.
- Only the home mosaic hex buttons navigate; the field and trefoil no longer open Rules.
- The home mosaic animation follows the site light/dark theme.
- Credits on a phone scroll again: the photo grid no longer traps touches under the roll.
- Rules v2 setup says the exalted marble under the dome will be useful later.
- Rules v2 Experimental toggles expand inside the mobile bug-icon debug panel instead of being cropped.
- After a crush jump lands, the exalted marble returns to normal — or to inventory if it hits the ocean, with no replacement.
- Rules v2 turn line: roll two dice, take the higher as your move count.
- Rules v2 win line: be the last player with a player marble still in play.
- Rules v2: one short reactor line — others may cross, ending a turn there overheats, and on yours you lose the uranium.
- Rules v2 who-starts figure shows a smaller die.
- Rules v2 on phones keeps diagrams and text inset from the screen edges, including safe-area margins.
- Simulate on mobile uses a full-bleed board with Controls in a bottom sheet, and starts with render stats collapsed so they do not cover the view.
- Rules v2 setup inventory line names player marbles without the inline marble icon.
- Clicking the home mosaic field opens Rules instead of zooming into the trefoil.
- The home mosaic Rules hex uses a lighter cyan edge instead of a heavy glow.
- The home mosaic no longer shows HEXALT.NET under the hex links.
- Clicking the trefoil on the home mosaic opens Rules.
- The home mosaic zooms out far enough that the hex links stay on screen on a phone.
- The home mosaic adds a Changelog hex, icons on every link, and a blue glow on Rules.
- On mobile, Rules v2 hides the top tools behind a bug-icon debug button in the top right.
- The home mosaic links fade in before the zoom-out has fully landed.
- Rules, Play, Build, Search, and Credits sit on the hex cells around the home trefoil.
- The home mosaic hexes share the lockup grid so they sit on the hex around the trefoil.
- Rules v2 print opens more space above section titles and between sentences.
- Rules v2 landscape print adds a little space above sections and between sentences without leaving the page.
- Rules v2 shrinks action icons and aligns smaller piece-name labels under the Game pieces strip.
- Clicking the mosaic grows the trefoil as a screen-size SVG around the hex center.
- Rules v2 puts Game pieces, Elimination, and Victory in the same column flow as Goal and Setup.
- The mosaic hex links sit above HEXALT.NET with a brighter ice outline so they read on the dark field.
- Rules v2 landscape print packs each rule into its own column fragment so exalt through last breath fit before Elimination.
- The mosaic trefoil grows from the blades’ own center again.
- The home page is the animated HEXALT mosaic instead of Rules v2.
- After the mosaic logo lands, Rules, Play, Build, Search, and Credits appear as dark hex tiles.
- The How To tools hub is now Build at /builder, and search labels it Builder.
- The mosaic mark fades in at the start of the zoom-out instead of appearing fully opaque.
- HEXALT.NET sits at the bottom center of the mosaic page, and the Replay button is gone.
- Rules v2 landscape print flows across three columns, with Elimination and Victory pinned along the bottom.
- The mosaic trefoil grows around the hex center so the white triangles do not drift down.
- Clicking the mosaic grows the white trefoil triangles in sharp vector, with dark negative space between them.
- HEXALT.NET appears only after the mosaic zoom-out has landed.
- Clicking the mosaic dives into the trefoil while the hex grid bursts at the seams and the page goes white.
- Rules v2 prints on one landscape A4 page: setup on the left, actions on the right, with Elimination and Victory at the bottom.
- HEXALT.NET zooms out with the mosaic hex grid and eases into the lockup.
- HEXALT.NET fits in the lockup: the T is visible and the period sits between HEXALT and NET.
- The animated logo mosaic uses a single hex grid, with no extra fractal layers.
- The mosaic background hexes sit at a lower opacity.
- Rules v2 combines crush terrain, dome, and boat landings into one three-element figure.
- The mosaic hex grid fades out toward the edges of the screen.
- The mosaic hex grid lands on the same hex as the HEXALT.NET lockup.
- Rules v2 tightens Add a marble, Collect uranium, end-of-turn launch, and crush jump distance copy in French and English.
- The animated logo mosaic zooms out across a full-screen hex grid.
- Rules v2 groups Crush with Exalt so all exalted-marble rules sit together; Unsink stays under Combat.
- The animated logo mosaic fills the whole screen with a hex grid as it zooms in.
- Rules v2 Unsink no longer singles out a one-action cost that other moves omit.
- Rules v2 print keeps the dark charcoal plate when the page is in dark mode.
- The animated logo mosaic zooms in, fading in smaller hex fractals, drawn lightly on canvas.
- The mosaic zoom drops the dense hex grid sooner so the pull stays smooth.
- Rules v2 Place your reactor icon is a hyperbolic cooling-tower silhouette with a flared rim.
- The mosaic hexes stay visible longer, line up with the lockup, ease out a little after HEXALT.NET appears, and the period sits with more space beside NET.
- Rules v2 action titles are uppercase at a smaller size, matching the section-header look.
- Rules v2 lists Place your reactor before Generate uranium.
- The animated logo mosaic settles into HEXALT.NET with no blast, sound, or leftover hex overlay.
- Rules v2 who-starts and turn dice figures zoom in so the dice fill the plate.
- Rules v2 action titles use the same white cyan-glow type as section headers instead of green.
- Rules v2 section headers are slightly smaller, and Game pieces uses a marble icon instead of a nine-dot grid.
- The HEXALT.NET period is a small baseline dot with no extra glow.
- Rules v2 Add a player marble says a marble already on the boat is pushed into the ocean and eliminated.
- Rules v2 On your turn takes the higher die instead of choosing it.
- The animated-logo sandbox shows only the mosaic-to-lockup animation.
- The animated-logo mosaic fills the first screen and zooms out in one continuous pull, without stepped pauses.
- Rules v2 several-marbles figure shows one marble sailing its boat while the others hop on land.
- Rules v2 Generate uranium notes that the other die is your action count.
- Rules v2 section headers use white type with the logo cyan glow instead of faded red.
- Rules v2 setup merges exalted-under-dome and empty uranium holes into one figure.
- The animated-logo sandbox opens on a hex mosaic that zooms out into one hexagon, then the HEXALT.NET lockup.
- Rules v2 drops the Exalt, Combat, and Protections chapter banners so those moves sit under their own action titles only.
- Rules v2 Goal hand fills a taller plate, dice and stack figures sit larger on tighter plates, and media sits closer to the rule text.
- Rules v2 crush diagrams lift an intact terrain tile instead of shattered shards, center the tipped dome over the hex, and seat the sunken boat deeper in the hole.
- The animated-logo hex faces the camera; HEXALT.NET matches the logotype size and the uranium period fades to white.
- The animated-logo lockup spells HEXALT.NET with a slightly smaller uranium marble as the period.
- Rules v2 Renflouer / Unsink seats the upright boat down in the ocean hex hole.
- The animated-logo hand holds a solid white hex, then vanishes into the blast instead of flying off.
- The animated-logo hand presents a terrain hex face-on to inspect, then the HEXALT lockup adds .net with a uranium marble as the period.
- Rules v2 dice figures sit on a much smaller plate so who-starts and turn rows lose empty padding.
- Rules v2 who-starts and roll-die figures sit on a tighter plate with less empty padding.
- Rules v2 Goal uses a shorter plate so the hand row has less empty padding.
- Rules v2 Goal lowers the ghost hand slightly in the frame.
- Rules v2 Goal keeps the camera aimed below the lifted hand so the pinch sits high in the frame.
- The animated-logo hand keeps a stable grab pose: terrain tips toward the camera without tumbling, and the uranium marble seats then the hand leaves without snapping away.
- Rules v2 Goal raises the ghost hand much higher in the frame.
- Rules v2 tightens last-breath one-die and push figures plus the elimination inventory plate.
- Rules v2 shrinks setup inventory figures further and tightens vertical gaps between rules and around dice, stack, and crush plates.
- Animated logo sandbox opens with a ghost hand that presents terrain, triggers the detonation lockup, then seats a uranium marble in the trefoil.
- Rules v2 setup inventory figures 2–4 are smaller and fill their plates with less empty padding.
- Rules v2 follows Simulate experimental toggles for mines, last breath, push-down, and free starting dome, with the same On/Off controls on the rules toolbar.
- Rules v2 shows those setup and last-breath figures uncropped, with smaller dice on who-starts and turn.
- Rules v2 Goal lifts the ghost hand and marble in the scene itself so they sit higher in the frame, not only via camera tweaks.
- Rules v2 tightens empty padding on setup inventory, dice, boat-drop, fatal-water, and elimination figures.
- Rules v2 numbering starts at Place your boat; Goal has no figure index.
- Rules v2 2J–6J boat-seat marks under Place your boat are a bit larger and less faded.
- The French rules toolbar shortens the image-cache control to Vider le cache.
- Rules v2 setup inventory coasters are smaller and shorter so the player, exalted, and uranium figures sit more compact.
- The Goal ghost-hand figure sits higher in the frame so more of the hand is visible.
- Rules v2 places boat seats as a small 2j–6j strip under the Place your boat caption, as one setup rule.
- Rules v2 setup rule 6 no longer says the protection dome is free until your first uranium.
- Rules v2 turn rule 8 spells out rolling both dice, picking the high result as actions, any order, and playing again on doubles.
- Rules v2 boat-seat figure 3 is slightly smaller and less bright.
- Rules v2 opens with Game pieces / Pièces du jeu, then Goal / But.
- Rules v2 crush figures 26 and 27 show destroyed terrain and a broken dome without an exalted marble.
- Hand sandbox skeleton bones stay visible when the ghost hand is fully solid.
- Rules v2 rewrites the sunken-boat crush, last-breath one-die, and elimination lines in French and English.
- English Rules v2 matches the French wording on goal, setup, turns, build, combat, and last breath.
- Hand sandbox middle-mouse drag orbits the hand; scroll still zooms.
- Hand sandbox skeleton editing clamps joints to human ranges so Move/Rotate/Curl cannot break knuckles.
- French Rules v2 rewrites the goal, boat-path, generate-uranium, crush-terrain, and last-breath lines.
- French Rules v2 rewrites setup, turn, build, reactor, crush, dome, and mine sentences.
- French Rules v2 tightens draw, last-breath, exalt, and push wording.
- Hand sandbox skeleton editing adds Move and Rotate gizmos plus arrow-key nudges, not only up/down curl.
- Rules v2 boat-path rule names terrain as the trap and says the water path must reach the ocean edge.
- Rules v2 boat-positions figure sits beside its rule text like the other Setup diagrams.
- French Unsink says if your boat is sunk, not if it is a sunk boat.
- Rules v2 section titles sit on the left edge of the column and read larger than the old chapter captions.
- Hand sandbox adds a grabbable skeleton: drag yellow joint spheres to curl fingers instead of guessing pose presets.
- Rules v2 Place your empty boat figure uses the same wide frame as the other diagrams, without the square letterbox padding.
- Rules v2 Game pieces catalog seats marbles and other pieces on one shelf so Mine no longer sits farther than the rest.
- Rules v2 Goal diagram sits higher in the frame so more of the ghost hand shows.
- Rules v2 print keeps the on-screen two-column layout and drops the extra padding that was turning the booklet into many sparse pages.
- Rules v2 rule numbers are a touch more transparent again.
- Hand sandbox Love 1–10 close the thumb onto the index crease so the mini-heart actually touches.
- Rules v2 rule numbers sit on the same baseline as the first line of rule text.
- Rules v2 rule numbers are a little less faded so they read more clearly.
- Rules v2 adds a top toolbar for language, light/dark, hiding the site header, player color, and print.
- Hand sandbox Love poses clear the held object to Empty — the mini-heart cannot hold a marble.
- Rules v2 puts each extra sentence of a numbered rule on its own indented line under the rule number.
- Rules v2 Unsink shows the capsized boat righting into a floating hull with onion-skin motion.
- The hand sandbox offers ten closed-fist Love poses (Love 1–10) so you can pick the mini-heart where thumb and index meet at the first crease.
- Rules Game pieces catalog shortens labels to Player and Dome.
- Rules win condition: be the last player with at least one player marble (exalted or not) in play.
- Rules v2 Crush splits land-on-terrain and break-protection-dome into their own diagrams, like the sunken-ship figure.
- Rules v2 drops the Reactor and Your reactor section banners; Place reactor and Collect uranium stay under Moves.
- The hand sandbox Love pose closes the thumb onto the inside of the index instead of spreading them into a V.
- Simulate Rules has an experimental Push down a stack toggle (on by default).
- Rules v2 Game pieces / Pièces du jeu catalog gives labels a little more room so neighboring names do not touch.
- Simulate Rules has an experimental Last breath toggle (on by default).
- Simulate Rules has an experimental Mines toggle (on by default).
- Rules v2 diagram 1 raises the ghost hand and marble higher in the Goal frame.
- Rules standardize on protection dome and player marble (not short dome / marble) in booklet copy and piece labels.
- The hand sandbox Love pose is a palm-view K-pop mini-heart: index leans left, thumb stays flat on the inside, and the other fingers stay at rest.
- Rules v2 Setup says the starting dome is free until your first uranium is collected; Simulate Rules has an experimental toggle for it (on by default).
- Rules v2: ending a turn on your reactor means the exalted marble automatically launches next turn, matching the mandatory jump.
- Rules v2 Push says a marble pushed into the ocean is eliminated.
- Rules v2 Setup states that each player starts with 5 player marbles in their inventory.
- Rules v2 Generate uranium is mandatory when either die shows 1 — not optional.
- The hand sandbox Love pose puts the thumb on the back of the index so the two fingers read as a K-pop mini-heart.
- Rules v2 shows the player-marble icon on Goal and again on Place your player marbles / Place tes billes joueur.
- The Goal figure frames more of the ghost hand, not just the pinch.
- Hex template half sheets draw the mating middle hexes past the zig-zag join so the two tabloid pieces are easier to align when building.
- Hex template full-board mode prints left or right half on its own 11×17 tabloid sheet so the board fits at true hex size.
- Rules v2 puts Unsink your ship under Combat, after Crush, instead of under Moves.
- Rules v2 boats show a shallow underhull dome when floating, and the Unsink figure no longer punches the capsized hull through the ocean hex.
- Rules v2 keeps game-pieces catalog names fully visible under the portrait 3×3 grid.
- The animated logo sandbox stacks ten lockup variations you scroll through.
- The Rules v2 forbidden-placement X is a single-layer plus so the transparent bars do not darken where they cross.
- Rules v2 French names the Moves section Actions, and body copy says actions instead of coups.
- Credits Special thanks now includes every playtester who provided valuable feedback.
- Rules v2 sits the inline mine icon a little lower so it lines up with la mine.
- Print templates keep section titles and dimension labels from stacking on the same spot.
- The animated logo sandbox no longer shows Radiation · detonation · lockup above the mark.
- The animated HEXALT logo plays a generated boom with a sub-bass drop, then geiger-counter ticks.
- Hand sandbox terrain tiles sit in a three-finger pad grip (thumb, index, middle).
- The animated HEXALT logo opens on a white blast, then settles into a cyan lockup with closed hex corners.
- Rules v2 FR: the stack-height line now says the terrain can reach 3 levels high.
- A /sandbox/animated-logo page plays the HEXALT mark: radiation trefoil, nuclear flash as negative space, then the glowing lockup.
- The Rules v2 handbook trefoil is larger beside the HEXALT wordmark.
- Rules v2 drops the These are the moves / Voici les coups line under the Moves heading.
- The who-starts die on Rules v2 sits slightly higher in its frame.
- Rules v2 has a Clear image cache and reload control at the top right, like the v1 booklet.
- Rules v2 sits the inline protection-dome and mine icons on the text line with the other piece icons.
- Rules v2 boat-seat hexes sit closer together instead of stretching across the row.
- Rules v2 game-pieces catalog names are larger under each mesh.
- Rules v2 shows a capsized boat, bow up in the ocean hole, on Crush and Unsink.
- Rules v2 placement hexes use a thinner outline chamfer.
- Pushes to main publish the site through GitHub Actions to Firebase Hosting.
- Rules v2: an exalted marble that lands on a protection dome breaks it, and other players may cross your reactor in passing but overheat if they end their turn there.
- Rules v2 no longer forbids building terrain after the reactor is placed.
- Rules v2: an exalted crush that hits a boat leaves a sunken ship, and Unsink your ship costs one move.
- Rules v2 action titles no longer start with You can / Tu peux.
- Rules v2 game-pieces catalog is larger, with inventory, dome, and mine aligned to the row.
- Rules v2 drops the Common mistakes / Erreurs fréquentes appendix.
- Rules v2 drops the red tint on the HEXALT / Rules Handbook header.
- The Build terrain figure fades out-of-reach ghost tiles into the distance, like the stack-height diagram.
- The six-neighbor stack figure zooms out so the left and right hex edges stay in frame.
- On desktop, Rules v2 descriptions sit vertically centered beside their diagrams.
- Rules v2 shows a second Push figure for knocking a marble down a stack two spaces.
- Rules v2 action titles start with You can, so each move reads as optional.
- Who starts shows a die that rolled 6, not a marble hopping onto a boat.
- The six-neighbor stack figure drops the 1-high island, zooms the rest, and turns the last island so the missing 3-high tiles face the camera.
- Rules v2 puts piece icons back in the sentence, bold only the first time a piece is named.
- Rules v2 says landing exalted on your reactor leaves you there to launch and crush next turn.
- Rules v2 calls the roll-a-1 action Generate uranium, and says the other die is your moves for the turn.
- Rules v2 says to leave the board rim as ocean so boats can sail.
- The Move stroll figure walks a one-way path and does not go back to a tile it already visited.
- The Rules v2 game-pieces strip is a shorter band, closer to the v1 booklet catalog.
- The exalted-marble setup figure shows the marble under the protection dome again.
- A trapped boat must keep a path of water to the edge.
- Add a marble says to place a player marble on your boat, without naming the inventory.
- The setup inventory dome sits flush on the lower hemisphere, with no air gap.
- Last breath says to place your exalted marble on your boat for one last turn.
- Rules v2 sits the inline dome and mine icons on the text line.
- The Place your empty boat figure sits closer so the boats fill the frame.
- The Game pieces catalog shows the exalted marble before uranium, matching the names.
- The Place your player marbles figure shows the lower protection bowl, without the exalted marble or the top dome lid.
- The first and last Rules v2 rules say the last player with a player marble in play wins.
- Rules v2 uses the same dark charcoal plate as the v1 booklet.
- On a phone, the Rules v2 section name sits tighter under the progress pills.
- Rules v2 says you can have as many player marbles in play as you want.
- The Place your empty boat setup figure shows the full board, not a cropped corner.
- Rules v2 puts Crush in a Combat section, instead of stacking it under Your reactor.
- Rules v2 says you stay in the game with a player marble, exalted or not — uranium does not count.
- Rules v2 gives Place your reactor its own section, instead of listing it among the routine moves.
- Rules v2 ends with a Common mistakes appendix that settles booklet-versus-Play disputes.
- Rules v2 says the last player with a marble in play wins.
- Rules v2 numbers each caption the way the v1 booklet does, as 1. 2. 3.
- On a phone, Rules v2 section banners stick under the progress pills instead of repeating the name in the overlay.
- The Place your player marbles figure shows a full ring of five and no protection dome.
- Rules v2 has a light and dark toggle next to the language switch.
- On a phone, the Rules v2 progress pills stay at the top while the page scrolls.
- The last-breath figure is framed on the boat instead of sitting off to the left.
- The Place your player marbles setup figure seats three marbles, not a full inventory.
- Rules v2 piece names sit under each mesh on the catalog figure, not in a row below it.
- Rules v2 names each move once, instead of repeating the title on later beats.
- Rules v2 uses the v1 booklet inlined chapter banners to split each section.
- Rules v2 setup teaches inventory as three figures: player marbles, exalted under the dome, then empty uranium holes.
- Rules v2 makes action titles like Add a marble larger.
- Victory confetti fills a larger volume so the spawn box no longer reads as a rectangle.
- Rules v2 says what the dome and mine do, then that each costs one uranium per turn.
- Rules v2 names the attack Crush a player, not Jump onto a player.
- Rules v2 shows each piece icon and name at most twice, and only a second time after a long gap.
- Rules v2 centers the piece names under the catalog figure.
- Doubles give you an extra turn, instead of saying play again.
- The empty-boat setup figure keeps the near ocean rim in frame instead of cropping it at the bottom.
- Rules v2 setup places the empty boat and seat figures before the inventory coaster.
- Rules v2 puts the three-tile stack sentence on the height figure and the six-neighbor sentence on the surround figure.
- The pieces catalog shows player, exalted, then uranium.
- On a phone, These are the actions sits tight against the rules above and below it.
- The print booklet and Rules v2 first section are Goal (FR: But), not Objective.
- Each inventory coaster has ten holes and five player marbles, not twelve holes and six marbles.
- Rules v2 calls the turn budget moves instead of actions.
- On a phone, the Rules v2 handbook header scrolls away with the page instead of staying pinned.
- Rules v2 lists each named piece as an icon-and-name legend above the paragraph, not inside the sentence.
- Rules v2 drops the every-piece-with-its-name line under the labeled pieces catalog.
- Rules v2 puts these are the actions on its own page before Add a marble.
- Rules v2 Elimination uses the booklet line: a player with no player marbles left is eliminated.
- Rules v2 opens with the small HEXALT Rules Handbook lockup from the print booklet, not a full welcome page.
- The empty-boat setup figure pulls back so every ocean corner of the board stays in view.
- Rules v2 paints section titles the same red as the print booklet chapter banners.
- Rules v2 piece names sit under each mesh the way the print booklet does.
- Rules v2 swaps the new-level and three-tile-stack figures under Build terrain.
- The build-terrain board-edge figure paints available land green, not wood.
- Rules v2 says these are the actions before the Actions list.
- Rules v2 Setup begins with start by placing your marbles, not place your.
- Rules v2 shows a marble walking onto the reactor to collect uranium.
- Rules v2 lets the player with the highest dice roll start, not the youngest.
- Rules v2 shows the labeled game-pieces catalog from the print booklet after the objective.
- Rules v2 makes obtaining uranium its own action, separate from placing your reactor.
- On a phone, Rules v2 scrolls smoothly as one column, without snapping to a page per rule.
- On a phone, the Rules v2 left section arrow stops on the first page instead of wrapping around.
- The Rules v2 reactor mark is a cooling tower with a well, matching the piece.
- On a phone, the first Rules v2 page has an EN/FR control at the bottom center.
- Every Rules v2 section heading has an icon, including On your turn, Protections, and the opening Rules title.
- On a phone, Rules v2 action icons next to titles match the letter size, not twice as tall.
- On a phone, Rules v2 descriptions sit in a centered column with left-aligned lines.
- On a phone, each Rules v2 snap centers the diagram and its text in the screen.
- On a phone, the Rules v2 opening trefoil is smaller so it no longer fills the first screen.
- On a phone, Rules v2 section names like Setup are smaller, and action titles like Place your reactor are larger.
- On a phone, the Rules v2 section arrows are fainter.
- On a phone, going back a Rules v2 slide keeps the section pills, arrows, and title on screen.
- On a phone, Rules v2 section titles never wrap; the letters shrink to stay on one line.
- On a phone, Rules v2 section titles are smaller than the action titles on each slide, and the section arrows are quieter.
- On a phone, the Rules v2 opening trefoil fills most of the first screen; the HEXALT title stays the same size.
- On a phone, Rules v2 section titles stay on one line and shrink to fit the width.
- On a phone, Rules v2 diagrams span the full screen width and the rule text sits directly under them.
- On a phone, Rules v2 uses centered section pills and left/right arrows to change section, like a synth bank.
- On a phone, Rules v2 section and action titles are larger.
- On a phone, Rules v2 opens on a logo and HEXALT title card before the first rule.
- On a phone, the Rules v2 Victory page includes the credit footer instead of a separate last screen.
- On a phone, Rules v2 uses larger diagrams, sits the text closer under them, pairs short pages, and counts progress inside each section.
- On a phone, Rules v2 scrolls one full-screen rule at a time, with a progress bar instead of the site header.
- Rules v2 colors the first mention of actions and the Actions heading green, matching the action names.
- The site header drops Play, Rules, How To, and Search on small screens, and Rules v2 keeps a single EN/FR control.
- Rules v2 says not to build on the board edge because that outer ring is ocean for the boats.
- Rules v2 says a marble already on the boat is pushed out and into the ocean.
- Rules v2 copy says ocean everywhere it used to say water.
- The around-you build figure uses solid moss hexes, without terracotta marble wells in the green tiles.
- Rules v2 diagrams have no nicknames or captions under the figures.
- The build-around figure paints out-of-reach hexes as solid red glass, without ocean wells in the centers.
- Place tes bateaux fills the board-edge hex gaps with the same parchment wood as the tiles, not a dark brown underfill.
- The home page redirects to Rules v2.
- The Rules v2 water-path figure marks the open hex with a transparent red tile and a cross, like the no-more-tiles figure.
- The Rules v2 draw figure has no skulls, and the dunking marble hops in from off-screen with none on the path.
- The Rules v2 dome and mine figures no longer show a ×1 uranium mark under the shield and skull.
- Rules v2 puts each diagram on the left and its text on the right in landscape, and stacks them in portrait.
- The Rules v2 boat-placement figure is labeled Seats / Places, not Parking.
- The Rules v2 objective hand is white with a faint blue Cherenkov halo, matching the HEXALT logo.
- The Rules v2 parking caption is regular-weight body text, not bold.
- Rules v2 shows each piece icon in the text only the first or second time that piece is named.
- The hop-aboard figure has no marble in the middle of the drop.
- The Rules v2 water-path figure seats a marble on the boat and pulls the camera back slightly.
- The exalted marble is a slightly darker red glass with black marble streaks, not steel.
- Rules v2 boats are a solid wood slab with a circular marble well, without a raised cockpit rim.
- The Rules v2 parking figure marks occupied corners with circles.
- Rules v2 names the dome and mine actions after the piece, not Place.
- Rules v2 places each description under its diagram, centered.
- Rules v2 setup places player marbles in the inventory and the exalted marble under the protection dome.
- Rules v2 puts spending actions in any order in the dice paragraph, and zooms the water-path figure to the boat and its six neighbors with one red gap.
- Rules v2 diagrams use short nicknames instead of Fig codes.
- French Rules v2 splits the turn intro so rolling the dice, taking actions, and doubles each have their own line.
- Rules v2 folds who starts into Setup instead of a separate heading.
- Rules v2 headings for Objective, Setup, Actions, Your reactor, and Last breath each get an icon.
- Rules v2 adds a figure after the empty shore: never trap a boat inland; it must keep a water path to the ocean edge.
- French Rules v2 splits the push rules into short lines.
- The Rules v2 exalted marble is a slightly darker red with stylized black marble veins.
- Rules v2 diagrams scale down to fit the frame instead of cropping the sides in portrait.
- Rules v2 says you cannot build on the board edge because that ring is the water the boats sail.
- The empty-edge ring uses a darker oxblood red.
- The empty-edge ring is a stronger red glass so it does not wash pink on the parchment ocean.
- The empty-edge figure is a wood island with a red glass ring, with no green wash on the land.
- The empty-edge island is terracotta with a green glaze, so it does not mix olive on the parchment ocean.
- Rules v2 inline piece icons sit tighter next to their names, with larger marbles and a higher inventory disc.
- The empty-edge island uses a cooler emerald glass so it does not mix olive on the wheat board.
- Rules v2 names pieces with small inline icons in the text instead of catalog strips before each section.
- Boat-seat hexes sit pointy-top on their centers, opposite the flat-top outline.
- The Rules v2 exalted-on-reactor figure (Fig X1.2) has no red cross over the tower.
- The home page opens Rules v2.
- The empty-edge figure uses the same quiet green and red glass as the other build diagrams.
- The build-around figure tints the faded ocean field a quiet red, like the illegal ring.
- The build-around figure uses quieter green and red glass, closer to the stack-height tops.
- Setup ocean-edge triangles use the same golden wheat wood as the board frame.
- The build figures use green glass for legal land and stack tops, and red glass for the empty board edge.
- The Rules v2 move figure walks one adjacent space at a time, crosses the same hex twice, and is framed from a 3/4 angle around the player marble.
- Rules v2 fills the six neighbors before the three-tile stack, and English names Place your reactor and Jump onto a player.
- Reactor cooling towers keep a flat top, with a modestly thinner wood ring around the well.
- Rules v2 figure labels sit faintly to the right of each diagram and use English section letters (Fig S1, Fig A1.2).
- The turn-roll dice sit at uneven yaws and tilts, not square to the 45° camera.
- The site header trefoil stays header-sized instead of covering the page.
- Rules v2 numbers each diagram under the picture, as Fig M1 or Fig A1.2.
- Rules v2 who-starts and add-a-marble figures sit farther right in their frames.
- Rules v2 shows a labeled piece intro before each section that uses those pieces.
- The build-around figure paints hexes beyond the six neighbors as red glass tiles.
- The Rules v2 move figure steps one adjacent ocean hex at a time toward a farther shore.
- Rules v2 boat-seat hexes are smaller and flat-top, like the play tiles.
- The Rules v2 elimination figure is an empty player inventory in a low-contrast near-monochrome.
- Rules v2 explains filling all six neighbors before the three-tile stack height.
- The Rules v2 exalted-on-reactor figure no longer has a red cross over the tower.
- The build-around figure uses a zoomed-out 3/4 camera like the other action diagrams.
- Rules v2 lays boat seats in one full-width row, with the caption under the figure.
- The left sandbox hand keeps a pinch instead of opening when switched from the right.
- The Rules v2 move figure sails the player boat across ocean hexes, then hops the marble onto land.
- The Rules v2 elimination figure shows the reactor leaving the board in a low-contrast, near-monochrome.
- Setup ocean-edge triangles use the same wood as the board frame.
- Rules v2 puts several marbles in play under Move.
- Rules v2 French names the jump action Sauter sur un joueur.
- Rules v2 gives diagrams a wider picture column and a tighter text column.
- Rules v2 puts the no-more-terrain line under Place your reactor.
- The Rules v2 objective figure is framed closer on the ghost hand and marble.
- The Rules v2 objective figure is a ghost hand pinching the player marble.
- The add-a-marble boat figure no longer has a halo on the seated marble.
- Rules v2 paints Elimination red and Victory green, matching their heading icons.
- The hand sandbox can switch between left and right, mirroring the grab.
- Rules v2 diagrams are shorter, cropping empty space above and below each figure.
- The hand sandbox shows copyable pose JSON with camera and every control.
- The who-starts figure drops the seating halo and the marble in the middle of the hop.
- Rules v2 French names the reactor action Place your reactor.
- The boat-seat figure shows only occupied boat hexes, without empty ghost seats.
- The Rules v2 inventory setup figure shows ghost uranium in the empty holes used to collect uranium.
- The who-starts figure on Rules v2 shows the red marble seating on a boat.
- The sandbox depth-shade slider now darkens farther hand mesh.
- The hand sandbox has a Sink slider so pads can press slightly into a grabbed marble or die.
- The sandbox marble pinch holds the sphere between thumb and index pads instead of clenching through it.
- Rules v2 setup names the player marble, exalted marble, inventory, and dome before placing them.
- Rules v2 diagrams share one picture-column width.
- The who-starts figure on Rules v2 seats all six players, with the full board in frame.
- Sandbox hands stand right side up instead of hanging fingers-down.
- Rules v2 action titles name what each action does, in body color after the green verb.
- Rules v2 splits building into five figures: around you, stack height, six neighbors, empty edge, and no terrain after the reactor.
- Rules v2 splits building a reactor and placing uranium on a roll of 1 into two figures.
- Rules v2 uses the HEXALT logotype and Chakra Petch type from the booklet.
- English and French can be switched from the site header and on Rules v2.
- Rules v2 puts doubles on the same turn line as rolling for actions.
- Rules v2 drops the picture beside use your actions in any order.
- Rules v2 diagrams sit on the page with no gray picture box.
- Rules v2 last breath is appear exalted on your boat, one die, still pushable, water is fatal, and a last-marble dunk is a draw; rolling while exalted on your reactor forces a jump.
- Rules v2 fills the remaining picture slots with 3D figures for who starts, action order, several marbles, last gasp, and staying in play.
- Rules v2 adds a last-gasp turn after the final player marble, and pushing down a stack moves 2 spaces.
- Rules v2 splits doubles onto its own row and clarifies push, reactor, and attack.
- Rules v2 reuses the booklet 3D figures in matching picture slots.
- Rules v2 splits setup into inventory, boat, and seating, and turns dome and mine into actions.
- Rules v2 is a linear reading page: a picture beside each section, in English and French.
- Rules quadrant lines are fainter and fade to transparent at the sheet edges.
- The seat diagrams no longer caption how 2–4 boats sit.
- The doubles figure says matching faces mean you play again after this turn.
- The exalted-marble chooser in the rules booklet has more space above the diagram.
- The turn figure is shorter: highest opening roll starts, take the highest die as your budget, and a 1 spawns uranium.
- Rules booklet reading view is flush to the viewport, without the outer padding or red page frame.
- The marble pinch is an OK-sign circle near rest, with the other fingers tilted inward.
- Sandbox wrist pitch, yaw, and roll go to ±180°, and the grabbed piece turns with the hand.
- The hand sandbox has no studio floor, so the ghost hand is not cut off by the ground.
- The sandbox hand can be fully solid, and farther mesh darkens so depth is easier to read.
- Seat-diagram outlines wrap around the placement hexes instead of cutting through them.
- The sandbox marble pinch uses the thumb and index, with the other fingers relaxed.
- The sandbox ghost hand pinches a marble until the fingertips touch it.
- Goal-figure rival marbles and skulls are grayscale so the crowned player marble stays in color.
- The Goal figure now flanks the crowned player marble with two smaller rival marbles and mine skulls.
- The booklet lockup kicker is Rules Handbook, without Master their reaction.
- The build figure says you can build around you; the next figure says the board edge stays empty so boats can travel.
- Doubles is its own rules figure: matching dice, play again.
- Seat diagrams outline each placement hex, mark boats as small hexes, and put 2P–6P under the figure.
- Setup now shows empty boats on the board first, then seating by player count, then marbles, exalted, and dome on the inventory.
- The player coaster is now called inventory in the rules, wiki, and simulate HUD.
- The setup caption is just place your empty boat on an ocean corner.
- Rules diagram updates show as a small bottom status instead of a full-screen overlay.
- Rules-booklet dice are satin red plastic instead of glass-shiny.
- The move figure is one marble hopping up, right, then down, with ghost marbles on each landing hex.
- Goal caption is now don’t lose your marbles, then crush the others.
- Handbook kicker reads Master their reaction.
- Roll two dice each turn (highest moves/builds, doubles re-roll and add); a 1 spawns uranium; start with 10 terrain tiles; load a coaster marble onto an empty boat for 1 move.
- The horizontal full-board split stays in the staggered middle gap on odd hexes-per-side boards instead of diving to the far side of the next hex.
- Hex template center marks are a crosshair only, without a filled circle at the intersection.
- Full-board hex template split is vertical (tips) or one left-to-right horizontal that weaves up and down around the middle row of hexes.
- Hex template print tool can download the current sheet as a PDF next to Print.
- Rules booklet diagram error banner no longer triggers a render loop that could freeze the page.
- Hex template print tool adds a full 61-hole board mode on 11×17 tabloid with a zig-zag puzzle-piece split line.
- Credits bento photos no longer overlap — each tile sits in its own grid cell with clear gaps.
- The HEXALT logo on /credits now opens centered in the viewport instead of starting near the bottom.
- Removed free and open source mentions from the site footer and wiki overview.
- Credits photo grid uses narrow portrait tiles so images fill their frames instead of sitting in wide landscape boxes.
- Credits bento photo captions appear only when you hover or tap a tile, not by default.
- Credits bento photos show the full image with a blurred duplicate filling empty space instead of cropping.
- Each playtest photo on /credits shows a short caption in the bento grid behind the roll.
- On the rules print preview, player seat layouts sit in a row below the setup diagrams in landscape instead of a squashed side column.
- Show /credits playtest photos in a bento grid behind the roll, with portrait and landscape tiles matched to each image.
- Show credits photos in a bento grid — portrait and landscape tiles keep their orientation.
- Switching light/dark mode on the rules page no longer regenerates diagram snapshots — only the page background changes.
- Strip blur and heavy shadows from /credits for a clean black roll in light or dark mode.
- Say you roll two dice each turn, pick one, and move and/or build up to that value (e.g. 3 and 5 → up to 5).
- Open the /credits roll with the HEXALT logotype instead of plain title text.
- Center credits photos with a blurred dark backdrop, drop Skip, and sync every image from _to_move.
- Paint setup board corner triangles parchment ocean yellow, above the wood frame chamfer.
- Add six more playtest photos to the /credits roll (14 total).
- Keep credits photos in the side margins behind the text, with slower scroll and longer fade-ins.
- Add a scrollable /credits roll with playtest photos that pop in as you scroll.
- Say a player with no player marbles is eliminated, not a player with no marbles at all.
- Say the dome and mine are yours, what they block or destroy, and that each costs one uranium per turn.
- Show hops of up to three tiles on the move figure, still skipping the missing ocean hex.
- Paint the setup ocean-corner triangles the same parchment as the board, not a darker fill.
- Drop the new-abilities aside from the choose-your-exalted-marble caption.
- Show a dark overlay that says we are generating fresh visuals while rules diagrams recapture.
- Fold the two move figures into one six-way hop that skips the missing ocean tile, and put the boat bump after the boat jump.
- Rewrite the goal caption as a short call to crush the others and keep the last player marble.
- Show the eliminated-player coaster in grayscale.
- State the win condition up front and at the end: last player with a player marble wins.
- Show that other players can sit in your boat and get pushed into the water if you respawn on it.
- Note that the exalted marble gives new abilities.
- Fade the build arrows, zoom the stack-adjacent figure, and spell out hex directions, ocean loss, and the boat as a safe place.
- Drop the clockwise aside from the first-turn caption.
- Say boats se place on a corner in the French setup caption.
- Call the goal generating uranium, not mining it.
- Drop the Goal marble, catalog coaster/dome/mine, and exalted padding; unclip the setup board; and align ghost ocean with terrain.
- Add space under the last-player-wins caption and use French tutoiement in the goal line.
- Pull the stack-adjacent figure back so portrait does not clip the sides, and set the handbook subtitle to Master the reaction.
- Enlarge the elements dome, raise the Goal crown, add height above the exalted chooser, and start with the highest first roll.
- Pad below the last-player-wins figure, drop catalog coaster/dome/mine into line, zoom the setup board, pitch the stack-adjacent camera, and mark the drowning marble.
- Float the Goal crown above the marble, shrink the elements dome and uranium cost gem, pad the exalted chooser, and fade the hop arrows.
- Show the dunk hop leaving the reactor, matching the launch figure.
- Call overheat ending a turn on a reactor, put the uranium cost gem after ×1, and keep the Goal crown inside the frame.
- Show building around the boat, pack the first stack-rule cluster closer, and require a 6 to collect reactor uranium.
- Shrink the elements dome, add a 6-player seat diagram, mark clockwise play, drop “around you” from the move figure, and raise the hop’s landing tile.
- Split rules figures 18 and 19: launch takes a tile from the reactor; dunk lands on another player.
- Raise the Goal crown, brighten dark-mode section titles, enlarge the exalted chooser, shrink the elements dome, and make exaltation cost three uranium.
- Inset rules diagram captions from the screen edges in portrait and on phones.
- Expose the rules booklet in static HTML and JSON so crawlers can read /tools/rules/ without JavaScript.
- Split move/build and uranium/overheat rules diagrams, restyle the ocean ring, add stack ghosts, purchase costs, and the victory figure.
- Give each rules diagram its own aspect ratio: thinner exalted, die, stack, and reactor frames; taller boats-on-island shot.
- Give Goal its own marble-and-crown diagram; keep the crowned island win figure at Victory.
- Restore the small demon-core lid on the diagram 1 coaster, not on the elements strip.
- Add short island-uranium contest lore on the wiki overview and rules booklet win caption.
- Shrink rules diagram captions on mobile and portrait screens.
- Add a dated /changelog page seeded from git history.
- Crop and enlarge rules diagrams; bump caption type.
- Spell out one/six uranium and lose a player marble in rules copy.
- Drop caption color tints and bold only one key phrase.
- Booklet and chrome: divider, footer, crop, camera, arrows
- Keep the white rules lockup in print preview.
- Shrink and fill the rules diagram shield, skull, and crown badges.
- Pack the rules booklet: bigger figures, tighter gutters
- Frame diagram 3's die in a near-isometric 3-6-5 pose
- Center 3×3 piece labels on the elements canvas
- Give the handbook title more room above the pieces strip
- Add space below the Rules Handbook masthead title
- Move the Move diagram after Boat jump
- Stack the handbook title below the HEXALT lockup in portrait.
- Add print preview mode with inkjet-stable colors
- Show a progress bar while rules diagrams recapture.
- Make rules caption sequence numbers more opaque.
- Shift A4 rules booklet down so print does not clip the header.
- Spell out “a player marble” and “one uranium”
- Show the demon-core hemisphere on the elements coaster.
- Make rules masthead subtitle all caps without a period.
- Add vignetteBlur support and copy fixes
- many many changes
- Revalidate unhashed Hosting files so deploys show without a hard refresh.
- Polish the exalted metallic marble to chrome metalness 1 and low roughness.
- Wire the metallic exalted marble into the shared look catalog and booklet chooser.
- Add a polished metallic exalted marble to the booklet chooser and simulate.
- Inset the rules print frame 3mm so the right-edge stroke is not clipped.
- Drop the underline on the Aldé Roberge credit link in the site and print footers.
- Enlarge Crush the competition under HEXALT to a readable subtitle (~1.05rem / 12pt print).
- Drop the underline on the Aldé Roberge credit link in the site footer and printed notes.
- Make Crush the competition larger under HEXALT and add more space above booklet section titles.
- Make uranium a solid jewel, rebuild the cat-eye vane, and thicken Carrara veins.
- Put Crush the competition under the HEXALT wordmark, number figures 1. 2. 3., and center leftover diagrams.
- Clip each rules booklet page inside the A4 sheet so Chrome does not print empty red-frame leftovers.
- Place the exalted-marble heading immediately before booklet figure 1.
- Call the upgraded marble exalted in player-facing copy, and rebuild uranium, cat-eye, and veined stone looks.
- Center the mine tile like the dome and thin the puck with a well.
- Keep EN and FR booklet captions in lockstep, including build around you and push another player.
- Keep each rules booklet sheet to one A4 page so Chrome does not emit leftover red-frame pages.
- Give caption figure numbers more space before the description text.
- Restart rules figure ids per section and polish the booklet masthead, purchase badges, and reactor.
- State that your reactor sits atop your first completed 3-high stack.
- Print the rules credit only after figure 21 so it no longer occupies its own sheets.
- Show the footer build stamp in the visitor's local timezone.
- Tighten A4 print fit and drop leftover masthead subtitle CSS.
- Keep rules booklet sheets inside a single A4 page in print.
- Remove the Cyrillic subtitle from the rules masthead.
- Remove the Cyrillic subtitle from the rules booklet masthead.
- Show four player marbles on the fill-coaster rules diagram.
- Remove the fall-tube cylinder under the marble-push ocean marble.
- Render the rules masthead handbook title in all caps.
- Add a dual-script Rules Handbook lockup to the booklet masthead.
- Keep rules booklet diagrams visible on screen after print shrink-to-fit.
- Show the mine as a cork disc and add it to the pieces catalog.
- Print designer credit and copyright on each rules booklet sheet.
- Strip surplus ocean and terrain from the marble-push rules diagram.
- Fit each rules booklet page to one A4 sheet in print.
- Tone down the HEXALT Cherenkov glow.
- Add an anti-personnel mine diagram to the rules booklet.
- Extend the Cherenkov glow to the HEXALT wordmark.
- Stop numbering the pieces catalog so faint figure indices start at the eliminated coaster.
- Give the HEXALT chrome mark a Cherenkov pool glow.
- Remove the seated marble from the place-reactor rules diagram.
- Sink the demon-core bowl into every coaster so the lid and critical marble sit with it.
- Enlarge site footer copyright and designer credit so they are easier to read.
- Leave the pieces catalog unnumbered so booklet figure indices start at the eliminated coaster.
- Show the eliminated coaster with empty seats and no ghost marbles.
- Keep the designer credit only in the site footer as k8, with French par.
- Seat the eliminated-diagram demon-core lid on the lower hemisphere.
- Add a blue ghost-health coaster diagram after the pieces catalog so elimination reads as empty lives.
- Credit HEXALT as a game by K8 and Aldé Roberge on the rules booklet and site footer.
- Label the rules booklet print control Download PDF so Save as PDF uses existing A4 print styles.
- Use booklet locale captions in the diagram lightbox so French pages no longer expand with English copy.
- Floor terrain elevation shade at coaster cork so ground tiles are not nearly black.
- Keep prerendered captions identical on first client paint to fix React #418.
- Guard loseContext and serialize the rules-diagram WebGL slot.
- Detect the browser language on first visit and default the site to FR or EN.
- Serialize rules-diagram WebGL so booklet canvases cannot pile up.
- Turn off mesh outlines by default and retire chromatic aberration.
- Fix iOS portrait hiding rules captions and the logotype.
- Default the rules booklet type to Chakra Petch instead of VT323.
- Fill the board-well pad with ocean so the play surface meets the inner rim.
- Keep ocean pads matte parchment and restore terracotta terrain.
- Close the demon-core air gap in diagram 13 so the small hemisphere sits on the large one.
- Match in-game ocean pads to the sampled parchment/sand play-surface.
- Lighten terrain terracotta so tiles stay readable, keep coasters on the photo sample.
- Raise the ocean-fall marble and boat respawn so diagram 6 sits higher in the cell.
- Match simulate terrain tiles and coasters to the physical terracotta MDF color.
- Add wood lip padding between edge tiles and the board rim on setup and ocean-ring diagrams.
- Shrink the ocean-fall respawn halo so diagram 6 reads smaller around the marble.
- Sit the roll-diagram die flat and axis-aligned so diagram 3 reads as a settled face, not a yaw-tipped cube.
- Zoom diagram 9 adjacency so the four stacks fill more of the frame.
- Share the setup board frame with the ocean-ring diagram.
- Lower the boat-jump hop parabola so diagram 10 reads as a flatter hop.
- Fade sequential caption numbers further so they recede against the rules text.
- Phrase diagram 18 as an ability instead of a command.
- Flatten the marble-push victim hop so diagram 17 reads as a short push, not a high jump.
- Keep hop-parabola mid-flight marbles the same size as seated player marbles.
- Soften sequential caption numbers so they recede against the rules text.
- Treat jsdom's missing WebGL getContext as unknown, not a user-facing failure.
- Keep rules booklet usable on iOS after WebGL snapshot.
- Make coasters a single thin plate instead of two stacked discs.
- Restore COASTER_EDGE_BEVEL_SEGMENTS so next build typechecks.
- Number rules booklet captions in reading order instead of overlaying 1. 2. 3. on the figures.
- Show a single ghost marble at the hop parabola apex.
- Show a translucent player marble at the end of each move-race path.
- Carve coaster wells as true hemispheres so the inner bevel lip disappears.
- Widen the setup-diagram board lip to a full eighth-tile rim.
- Drop leftover caption isolation and plate now that copy sits under the figures.
- Put rules booklet captions under the diagrams instead of overlaying them.
- Seat setup-diagram marbles in the boat cockpit wells.
- Replace JumpArc hop heads with a translucent cone flush to the tube.
- Put portrait piece names under each mesh and shrink the 3x3 catalog.
- Steepen the stack-adjacency camera so the 7-hex rings read from above.
- Lift the buy-dome a notch so more of the marble shows under the rim.
- Mark the first three page-1 diagram cells with faint 1. 2. 3. so the opening setup sequence reads without shouting.
- Darken uranium marbles another step to #0d5a28 so they read as forest glass, not lime.
- Drop Then/Puis from the placeTerrain caption so it just says you may move and/or build.
- Use a neutral gray multiply on caption plates so highlights dim without shifting wood and ocean hues.
- Nudge the boat-jump camera to frame the two remaining tiles.
- Fill the A4 rules booklet edge to edge so print no longer letterboxes.
- Shorten the boat-jump caption to the user's English and matching French.
- Use the borderless radiation mark in the site header and rules masthead.
- Simplify the move-race caption so it only says you can move in any direction.
- Wrap each rules page with the masthead accent stroke so it fades around the full perimeter instead of dying out below the brand row.
- Lower the setup-diagram catch plate so ocean wells show more wooden depth.
- Lower the rules caption paper-plate so the fade sits behind the words instead of covering the 3D diagram.
- Merge JumpArc hop tube and arrow into one translucent pastel stroke.
- Remove the scratch uranium commit helper that was accidentally tracked.
- Seat boat-diagram marbles in the cockpit well instead of hovering above the deck.
- Tighten the pieces-diagram gap between 3D meshes and name labels.
- Space JumpArc ghost marbles by arc-length so transients read evenly along each hop.
- Remove the yellow hex rings under boats on the setup rules diagram.
- Show only the upper-right movement quadrant on the die-roll diagram so the three paths fill the frame.
- Enlarge rules-sheet type so captions, piece names, and the masthead read at a glance.
- Lower the protection-dome camera so the seated player marble reads under the hovering shell.
- Ghost the ocean pads on the stack-adjacency diagram so the terrain rings read first.
- Rewrite ocean-fall as losing the marble, placing a new one on the boat, and skipping the turn.
- Specify that only player marbles go on the coaster at setup.
- Remove the Marbles grouping heading from the pieces catalog.
- Remove the hole-UV patcher and note lockUvRotation on well linings.
- Show three example move paths on the die-roll diagram instead of hop-dot trails.
- Type the pieces-layout snapshot so the rules print page typechecks for deploy.
- Add a recessed wood catch plate under the setup ocean so wells bottom out on wood.
- Remove the yellow drop-target glow from the place-terrain rules diagram.
- Replace jump with get on in the setup-diagram spawn caption.
- Trim jump-arc tubes to marble surfaces so they do not show through glass.
- Draw a Marbles/Billes ink brace grouping player through critical on the pieces diagram.
- Restore the simplified protection-dome stack and frame it from overhead.
- Simplify the protection-dome diagram to a single tile stack seen from overhead.
- Seat uranium in the coaster wells on the critical-exchange diagram instead of mid-air ejects.
- Lighten move-race terrain with each step from the start tile.
- Zoom out the coaster setup diagram so the disc and marbles are not cropped.
- Drop the pieces inventory table and label each mesh, with a Marbles heading over the three balls.
- Put each piece icon on the left of its inventory table row.
- Convert the pieces inventory into an Item / Qty / Purpose table.
- Specify the protection dome blocks dunks and pushes, not overheat.
- Use sRGB LDR IBL for simulate board reflections.
- Add the control-room environment module the rules diagrams import.
- Say exchange instead of swap for the player marble.
- Drop the false 'on your reactor' condition for uranium spawn.
- Show move reach as a hex bloom with zigzag hops, not a straight strip.
- Widen the demon-core lid well so the critical marble sits lower.
- Use the control-room panorama as the IBL environment for reflections.
- Scale coasters and hop arcs to match 16mm marbles.
- Fix print-rules diagrams and always pull, push, and redeploy after finishing work.
- Ship rules-diagram and coaster-well fixes, and always redeploy after git sync.
- Label boat seats 2P–5P (2J–5J) and always rebase-push plus Firebase deploy.
- Use top-only hex chamfer so tile sides stay vertical.
- Remove ocean hole rim so wells are plain through-cuts.
- Give placeReactor a legal 3-high support pyramid.
- Remove cyan OceanBubbles from oceanEscape and thin respawn halo.
- Rewrite protection dome caption: cost first, then effect.
- Apply amber-brown DIAGRAM_PALETTE to rules-diagram wood.
- Remove demon-core dome from pieces diagram coaster.
- Align setup BoardSeam with lowest-to-top corner marbles (60 deg from N-S).
- Shift rules-diagram wood from honey yellow toward amber-brown.
- Increase setup diagram board underside thickness.
- Show app version and build time in the site footer.
- Soften wood grain contrast on rules diagrams
- Clarify reactor launch dunk caption in EN/FR print rules.
- Remove extra floating marbles from oceanEscape right panel.
- Strip oceanEscape surrounding tiles so only the hole and boat seat remain.
- Restore pieces ortho framing so the inventory strip fits horizontally.
- Clarify coaster setup: place all marbles on the coaster (EN/FR).
- Darken red player marble shade slightly.
- Label uranium as x20 in the pieces inventory strip.
- Shorten the checkmark left stroke in rules diagrams.
- Fix flattened sections title order after oceanRing move.
- Move oceanRing diagram to follow placeTerrain.
- Simplify stackAdjacent caption to one stacking rule.
- Strengthen terrain hex top chamfer; skip bevel on buried/floor layers.
- Remap setup diagram seats so selected color is nearest the camera.
- Shorten boatJump caption in EN and FR print rules.
- Add faint center plank seam on setup ocean board wood.
- Neutralize dark-mode rules print background tint.
- Make play marbles more saturated and glass-shiny.
- Add coaster with half-dome to the pieces inventory strip.
- Halve setup BoardUnderside height again (~9.5 mm).
- Save rules diagram camera overrides.
- Make moveRace path tile circles white.
- Reorder ocean escape earlier, respawn on boat; raise push arcs; zoom rollDie.
- Zoom out rollDie camera further.
- Raise marblePush JumpArc peaks so push curves read more clearly arched.
- Show only the filling coaster in coasterUranium diagram.
- Clarify moveRace caption allows movement in any direction.
- Halve setup diagram board underside height.
- Zoom out rollDie diagram camera for clearer framing.
- Fix rules diagram caption tests for bold/plain figcaption runs.
- Improve rules diagrams: board underside, expand lightbox, separators, rollDie/moveRace split, placeTerrain highlight, flat arrows, mobile snapshot cache, and multi-agent sync rule.
- Remove the visible Rules page header from the print tool UI.
- Update setup diagram caption copy on the rules print sheet.
- Update coaster diagram caption copy on the rules print sheet.
- Make diagram captions selectable again and polish white logo/favicon modes.
- Use white logo mark for favicon and clear rules page description copy.
- Add brand logo favicon/apple-icon with force-static for static export.
- Improve rules print tool UX: hide settings, post-FX, fonts, mobile layout, and brand favicon/title.
- Add terrain hex chamfer and default outlines off on the rules print tool.
- Add element outlines, lighter wells, reactor piece-strip order, and outlines UI copy.
- Clarify print-rules copy and diagrams so players can follow setup and turns from the sheet alone.
- Add Cloudflare DNS setup tool for Hexalt domains
- Fix Firebase token refresh client secret in setup script
- Update RulesDiagrams.tsx
- Fix README merge conflict markers
- Finish hexalt-site hosting setup and fix project race
- Harden hosting setup against taken/foreign project ids
- Add interactive Firebase hosting setup for all Hexalt domains
- Add Firebase Hosting deploy for hexalt.org domains
- Offer logo downloads with or without wordmark
- Rotate radiation blades to aim at hex corners
- Extend radiation triangles to the inner hex edges
- Add /logo page with HEXALT mark SVG and PNG downloads
- Update README player range to two to six
- Support 2–6 players instead of 2–4
- Rename game brand from SUPERCRITICAL to HEXALT
- docs: add Cursor Cloud setup instructions to AGENTS.md
- rules
- adding diagrams
- new print tools
- added reactor
- added files
- Initial commit