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    <title>StoonGame : Ember Worlds — Dev Log</title>
    <link>https://stoongame.com/forum.html#devlog</link>
    <description>Development log for StoonGame : Ember Worlds — a free browser-based multiplayer colony-building game.</description>
    <language>en</language>
    <item>
      <title>Config as content, an outage-proof forum, and the first animation framework</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-24</guid>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <description>Every gameplay, balance and ops tunable moved into versioned config tables shared by client, server and headless sims — one precedence rule (env &gt; ruleset &gt; table &gt; fallback), gated by behaviour-fingerprint diffs. The net-resilience pass shipped: joins retry on flaky links, terrain builds off the main thread (a 256² map join dropped 2.5 s → 4 ms of main-thread work), congested sockets get a resync valve, and map fingerprints stop same-seed collisions. The forum got an outage-proof replica on Cloudflare Pages + D1, so it keeps working even when the game servers are down. And a new animation/FX framework landed its first slices — the woodcutter finally swings his axe on screen.</description>
    </item>
    <item>
      <title>We're on the internet — landing page live, first public serve over the tunnel</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-23</guid>
      <pubDate>Wed, 23 Sep 2026 12:00:00 GMT</pubDate>
      <description>StoonGame crossed the home-network boundary: stoongame.com plus play./hub./node. are live through a Cloudflare Tunnel to a home Mac mini — the first time the game was served to the public internet. A net-experience campaign then followed the bytes: ambient animal updates now ride a 5 Hz cadence (~75% smaller), the join-time map baseline is built once per room instead of per player (23.6→0.6 ms per join), and map loading dropped from 4.4 to 2.6 s. Static bundles are prepped for Cloudflare Pages so even the download leaves the home uplink alone.</description>
    </item>
    <item>
      <title>Full-cycle test campaign: everything at once</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-22</guid>
      <pubDate>Tue, 22 Sep 2026 12:00:00 GMT</pubDate>
      <description>A whole-day campaign ran the full stack — unit suites, browser e2e across device profiles, headless AI matches, a real-player session probe and a docker multi-node mesh. It caught — and fixed — an AI caravan retry loop, a recurring 40-tick analysis spike, and out-of-reach expedition targets (now bounded, with a reach ring in the UI).</description>
    </item>
    <item>
      <title>Admin console, command palette, building wear — and the federation begins</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-20</guid>
      <pubDate>Sun, 20 Sep 2026 12:00:00 GMT</pubDate>
      <description>A new tabbed admin console lands in the lobby and in-match: a live dashboard with per-room tick rates and stall warnings, server + database health and sanity checks, user roles, feature-vote aggregates, evaluation stats with mapgen-fidelity results, AI leaderboards and the feedback inbox. Under the hood the tick loop consolidates scans and sheds ambient work under overload; buildings accrue wear and can be repaired by engineers (auto-repair toggle included). For players: Ctrl+K opens a searchable command palette, keys are remappable in settings, a procedural ambient bed follows the game clock, the first real art assets ride the new manifest pipeline, and a curated five-scenario learning path guides new players. First federation plumbing links servers into a shared world mesh — control plane only for now.</description>
    </item>
    <item>
      <title>Edge walls, the soul vault, and prototype toolbars</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-18</guid>
      <pubDate>Fri, 18 Sep 2026 12:00:00 GMT</pubDate>
      <description>Walls are now true edge-based structures — fence lines node to node with gates, breach combat and AI integration. Soul vault UX: bound/free souls, empty bind slots, soul details. EmberSim and EmberFrontier toolbars, always-on 🐞 feedback button, camera terrain clamping, rivers enforcing multi-spring origins.</description>
    </item>
    <item>
      <title>EmberHeroes lands: souls, heroes and dungeon floors</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-17</guid>
      <pubDate>Thu, 17 Sep 2026 12:00:00 GMT</pubDate>
      <description>The whole P2α loop shipped: soul types and the vault, binding, the hero layer with XP/perks/equipment, direct unit control, death-and-extraction write-back, portal shards — and procedurally generated dungeon floors (both grids) with monsters, loot, chained depths and co-op. Plus the EmberSim megaplan and the Aztherion story campaigns.</description>
    </item>
    <item>
      <title>Scenario engine, campaigns and server persistence</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-16</guid>
      <pubDate>Wed, 16 Sep 2026 12:00:00 GMT</pubDate>
      <description>A data-driven scenario-v1 engine (triggers → effects → objectives) with story campaigns and a built-in editor — plus a big i18n sweep and server-persisted profiles, saved games and friends.</description>
    </item>
    <item>
      <title>Rivers, boat-ways and bridges</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-15</guid>
      <pubDate>Tue, 15 Sep 2026 12:00:00 GMT</pubDate>
      <description>Rivers became real water infrastructure: springs and tributaries, lakes and carved channels, boat-ways for inland couriers, and bridges as buildable structures — plus the map editor's water-level slider and profile refinements.</description>
    </item>
    <item>
      <title>Production sounds, worker progress and Settlers research</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-12</guid>
      <pubDate>Sat, 12 Sep 2026 12:00:00 GMT</pubDate>
      <description>Every production building got a fitting sound and worker progress bars became toggleable. Detailed concept documents for Settlers II, III, IV and New Allies were added to guide the ruleset mixes.</description>
    </item>
    <item>
      <title>Colony logistics and the Charring Kiln</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-09-10</guid>
      <pubDate>Thu, 10 Sep 2026 12:00:00 GMT</pubDate>
      <description>Sea colonies now receive generic settlers from the home colony. Added the Charring Kiln (Köhlerei) producing coal from logs.</description>
    </item>
    <item>
      <title>Day one: first prompts, first lines of code</title>
      <link>https://stoongame.com/forum.html#devlog</link>
      <guid isPermaLink="false">devlog-2026-08-22</guid>
      <pubDate>Sat, 22 Aug 2026 12:00:00 GMT</pubDate>
      <description>The project started here: a pnpm monorepo, the plugin API, the triangular node map system and the first Three.js terrain renderer — followed the same day by the network protocol, the A* pathfinder, the transport system and the first buildings. Every feature on this site grew from that seed.</description>
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