v0.2.1 · Jun 3, 2026
Mini Codex V2 becomes the production path
June 3's update makes Mini Codex V2 the default production surface, adds live agent-loop and event replay support, removes legacy Mini Codex source paths, improves production UX, and brings Avatar Studio into V2.
- Mini Codex V2 save evidence now covers Asset Studio, Game Studio, Studio Docs, event replay, default routing readiness, and final Stage 12 verification.
- Stage 13 removes legacy host surfaces and preload methods, routes V2 submits through host tools, marks proven legacy gates deleted, and verifies the V2-only routing path.
- Workbench transcript UI, shell styling, and frame pieces moved into shared V2-owned components so product surfaces can reuse the familiar layout without reviving legacy behavior.
- The V2 agent loop now drives production flows with run status, transcript updates, host apply coordination, subject production tools, and clearer pre-work messages.
- Production UX now shows stronger pending/apply state, progress copy, host evidence, and transcript treatment while avoiding legacy patch-card fallback.
- Avatar Studio now has V2 production contracts, a V2 host entry, active avatar boundary coverage, and virtual-file production support.
- Stage 15 deletes remaining legacy Mini Codex source paths and aligns docs, Electron bridge ownership, debug summaries, workflow tests, and cleanup contracts around V2-only behavior.
v0.1.21 · Jun 2, 2026
Mini Codex V2 host entry, apply, and save replay land
June 2's update establishes Mini Codex V2 as an isolated Codex SDK agent foundation and connects map, asset, game, and Studio Docs production through V2 host entry, apply, and save evidence.
- The V2 plan records a clean Codex-style agent foundation, isolation boundary, document authority cleanup, product mapping, and app migration stages before broad product cutover.
- Stage 10 adds the Mini Codex V2 implementation, production UI entry, and map, asset, and game production flows.
- Studio Docs continuation keeps approved source documents connected to V2 production work instead of falling back to old Workbench paths.
- Stage 11 adds the host entry contract, Map Studio, Asset Studio, and Game Studio V2 host entries, the V2 host tool bridge, and host apply evidence.
- Stage 12 adds the save/replay plan, host apply coordinator, Map draft apply evidence, and Map save persistence evidence.
- Electron smoke and legacy evidence gates were stabilized so V2 default routing can be verified before deleting legacy fallbacks.
v0.1.20 · Jun 1, 2026
Production contracts and completion evidence get stricter
June 1's update hardens Mini Codex production contracts, adds completion evidence verification, and repairs map production transcript and source handoff.
- Mini Codex, Map Studio, Studio Docs, creative orchestration, project virtual files, and Electron bridge feature contracts now describe production ownership more explicitly.
- Map production is hardened with no-prompt production planning, artifact capture, transcript state repair, route guards, patch parsing, and clearer Studio Docs context.
- The completion evidence gate adds scenario and evidence templates, a JSON schema, and a verification tool so completion claims need concrete proof.
- Runtime evidence and agent workflow failure notes document why mock-only output cannot be treated as product completion.
- Transcript handoff now keeps Studio tool results and action-loop updates tied to the same agent conversation before final assistant narration.
- Studio Docs checkpoint work keeps document-first production source context visible in editor and map flows.
v0.1.19 · May 30, 2026
Feature docs and Studio Docs production checkpoints tighten
May 30's update clarifies the feature documentation workflow and records the Studio Docs production checkpoint before the Mini Codex V2 transition work.
- The feature documentation guide now tells Codex to align feature docs before runtime changes when product ownership, behavior, or source responsibility changes.
- Map Studio, Asset Studio, Game Studio, Studio Docs, and Mini Codex feature docs now call out docs-first production workflow more clearly.
- The Studio Docs checkpoint records the no-prompt production plan and the editor/map Studio Docs UI work already in progress.
- Map and Game studio surfaces keep Studio Docs context visible while production plans and source artifacts are prepared.
v0.1.18 · May 28, 2026
Mini Codex Main Agent, transcripts, and feature docs deepen
May 28's update moves Mini Codex toward a conversational Main Agent tool loop, adds Codex-like transcript cells, expands feature documentation, and tightens document-first asset production.
- Mini Codex production now routes through an SDK Main Agent path with a Studio Action Protocol, app-owned Studio tool registry, persisted tool events, and compact tool result summaries.
- Asset Studio creation can run through Main Agent tools for draft generation, preview application, preview inspection, and follow-up assistant narration over the returned tool result.
- The transcript experience now reduces persisted SDK events and Studio tool events into Codex-like cells, with active progress rows, sanitized hidden actions, compact tool cards, and replay-safe persistence.
- Document-first asset production now keeps approved Studio Docs in front of asset creation, so broad production work stays anchored to reviewed source context before edits begin.
- Feature documentation now has a dedicated graph and authoring guide covering Mini Codex, Studio Docs, Asset Studio, Game Studio, Play Runtime, project virtual files, Electron bridge, and related product surfaces.
- Game creation prompts and map scale budgeting were tightened so broad requests keep their intended scope, traversal time, spatial budget, and prompt fidelity instead of shrinking to safer defaults.
- Clockwork Garden follow-ups capture the game concept, Electron/Computer Use test report, map effect diagnostics, and repair notes from the latest production playtest pass.
- Regression coverage expanded across the Main Agent bridge, Studio tools, transcript reducer/UI, persistence, Electron asset smoke path, feature docs, and document-first asset workflow.
v0.1.17 · May 23, 2026
Play session safety, map scale budgets, and contract lint arrive
May 23's update keeps generated play sessions safer, reduces creation bias, adds map scale budgeting, and introduces deterministic contract lint diagnostics before Mini Codex marks a game complete.
- Play Preview now keeps host-level Pause, Restart, and Exit controls outside custom Game UI so generated interfaces cannot hide the global session escape path.
- Completion diagnostics inspect custom Game UI source for game-specific result, restart, and exit flow, giving Mini Codex repairable feedback when generated play sessions cannot end cleanly.
- Game creation defaults now treat camera, controller, map structure, blockers, and spatial intent as design decisions instead of forcing top-down or landmark-heavy assumptions.
- Creation validation was tightened with richer message context, map overlay normalization, local session traces, virtual-file repair checks, and the Orbital Cleaner survivors reference design.
- Creative Orchestration and Mini Codex production handoff now plan map scale budgets from player size, object scale, camera readability, spawn pressure, and playable width/depth before source generation.
- Game contract lint now collects deterministic cross-source diagnostics for UI commands, system handlers, data table reads, uiState publishers, save/result conditions, module paths, scene anchors, and virtual patch validation.
- Regression coverage expanded around session exit flow, game creation diagnostics, orchestration budgets, contract lint, generated foundation data, map overlays, and local solo traces.
v0.1.16 · May 22, 2026
Convenience survivor, virtual UI, and completion reviews harden
May 22's update hardens the Mini Codex playtest path with source provenance, virtual Game UI Tailwind support, Studio Doc completion reviews, and completion diagnostics repair flow.
- The convenience-store survivor Electron test plan now records source provenance, manual intervention rules, expected gameplay, and verdict labels for Mini Codex creation runs.
- Virtual Game UI can now compile Tailwind utilities from DB-backed UI source and pass the resulting artifact into Play Preview.
- Editor game cards now show map thumbnails, making existing projects easier to scan before opening them.
- Studio Doc completion review is required before source-producing child production work can run from a selected document.
- Completion diagnostics repair flow gives Mini Codex clearer game creation diagnostics, repair hints, and follow-up context.
- Creative production retry handling, Game UI runtime resolution, generic runtime scene rendering, and command envelope traces were tightened for repair runs.
- Regression coverage now checks Tailwind UI artifacts, completion diagnostics, document review blocking, map thumbnails, virtual files, and runtime behavior.
v0.1.15 · May 21, 2026
Runtime physics and game UI contracts get stronger
May 21's update adds a runtime dynamic physics protocol and tightens Mini Codex game UI contracts so generated games can express collision, actions, and UI affordances more safely.
- Runtime physics now has normalized scene physics metadata, collider extraction, a registry, a runtime world, and local play session traces.
- Play Preview can use dynamic physics and collider data for richer scene interaction while keeping debug geometry and validation available.
- Mini Codex game UI contracts now make UI file responsibilities, runtime host behavior, and invalid patch cases clearer before code is applied.
- Virtual file patch validation and Game UI runtime tests now guard against unsafe or incomplete UI/system changes.
- Harness and runtime capability coverage expanded around physics, movement, collision, dynamic interaction, and generated UI requirements.
v0.1.14 · May 20, 2026
Engine boundaries, Scene FX, and runtime surfaces sharpen
May 20's update moves gameplay work into reusable runtime surfaces, renames map effects to Scene FX, adds creative game UI handoff, and builds the first scene physics collision runtime.
- The system-driven survivor runtime and generic project play surfaces move gameplay behavior out of one-off branches and into reusable runtime paths.
- Engine boundary repairs reduce game-type leaks, clarify effect handoff, and keep project-specific logic out of shared runtime code.
- Map effects are now Scene FX across prompts, editor surfaces, debug tooling, runtime code, and project documentation.
- Creative orchestration can hand off game UI authoring work, with virtual JSX UI support, GameUiHost rendering, and runtime tests.
- Scene physics collision runtime adds scene physics metadata, collider extraction, physics-world validation, and playtest coverage.
- Electron and Computer Use playtest charters now document how real app validation should catch runtime repair failures.
v0.1.13 · May 19, 2026
Document-first production and tile authoring get clearer
May 19's update turns the convenience-store survivor concept into a plan, deepens Studio Docs and agent queue production, and tightens map and asset scale contracts for Mini Codex.
- The Night Shift: 03:00 Survival plan turns a late-night convenience-store premise into a survivors-like game loop with maps, assets, systems, and playtest targets.
- Document-first creative production now routes approved Studio Docs, design depth, and source context into more structured agent queue work.
- Studio Docs virtual markdown flow adds lazy body loading, virtual files, body routes, and subject-scoped planning context for games, maps, and assets.
- Tile-based map authoring scale makes map metadata, previews, editor controls, and play surfaces line up with tile dimensions.
- Asset scale and motion readability contracts help avatar, asset, and Scene FX output stay readable in previews and play.
- Codex reasoning labels now use the xhigh label consistently in the composer.
v0.1.12 · May 18, 2026
Mini Codex agents, Studio Docs, and FPS playtests advance
May 18's update adds Mini Codex agent orchestration, Studio Docs draft-save authoring, and richer studio memory while improving FPS-style game creation playtests.
- Mini Codex can turn approved creative briefs into scoped agent work orders, run bounded subagent passes, and evaluate whether each run stayed inside its source responsibilities.
- The desktop bridge and workbench now expose agent orchestration runs, with visible run cards for reviewing role output and execution state.
- Studio Docs can stream, draft-save, and reload subject-scoped planning documents for games, maps, and assets before production edits begin.
- Workbench message context gained a richer studio memory window so long-running orchestration, Studio Docs, and follow-up prompts keep the right project context.
- FPS creation playtests now handle first-person camera alignment, pointer-lock look, HUD/crosshair feedback, shootable targets, and player-camera direction checks more reliably.
- Game Flow, map expansion, harness, creative orchestration, and Electron smoke coverage were repaired or expanded after the orchestration test pass.
v0.1.11 · May 17, 2026
Game Flow advanced repair loop gets safer
May 17's update strengthens advanced Game Flow repairs with better source understanding, data normalization, virtual-file patch handling, and regression coverage.
- Mini Codex now has stronger Flow repair guidance and workbench support for advanced game editor repair loops.
- Game Flow panel behavior was tightened so repaired flow data can render and stay inspectable during follow-up edits.
- Game understanding, data tables, and gameplay metadata normalization now preserve richer foundation data for repaired projects.
- Virtual file patches now handle game-foundation and data-table changes more safely during repair cycles.
- Regression coverage now exercises Flow panel rendering, game foundation data, virtual files, game understanding, and gameplay metadata validation.
v0.1.10 · May 16, 2026
Creative orchestration expands across games, maps, and assets
May 16's update makes Mini Codex orchestration subject-aware, adds clearer workflow visibility, and hardens asset, map, and Flow repair paths before production edits run.
- Creative Orchestration now adapts to game, map, and asset workspaces with subject-specific briefs, prompts, schemas, transcript formatting, and production handoff.
- Mini Codex Workbench now shows more of the active orchestration workflow, including creative brief state, production steps, and persisted run context.
- Asset Studio orchestration routing was tightened so asset creative runs can finish longer requests and stay scoped to asset workspaces.
- Map creative brief approvals now stay unblocked, with safer prompt handling and coverage for approving map-focused orchestration output.
- Game Flow repair coverage was hardened across prompt profiles, playable-loop evaluation, play navigation, review context, and regression tests.
v0.1.9 · May 15, 2026
Creative orchestration makes rough game ideas easier to shape
May 15's update gives Mini Codex a creative brief stage for rough game ideas, then lets creators approve, revise, or reroll that direction before production edits begin.
- Mini Codex can route broad game-making prompts through Creative Orchestration before production, with separate scenario, game design, map, character, UI feedback, evaluator, and brief-normalizer passes.
- The desktop Codex bridge can run scoped creative micro-prompts and return structured role output for the orchestration loop.
- Creative briefs can be approved, rerolled, deepened, simplified, or hardened, then sent into Mini Codex with seed and brief metadata for a more traceable production run.
- Scenario and game-design passes now use candidate sampling, so orchestration can choose balanced, unusual, or divergent directions instead of always defaulting to the most common idea.
- Production brief normalization, transcript formatting, schemas, and tests now cover the new creative orchestration flow.
v0.1.8 · May 14, 2026
Playable-loop guardrails and blank starter maps land
May 14's update strengthens Mini Codex production edits with safer patch checks, playable-loop planning, and more useful blank worlds.
- Mini Codex patch guardrails now catch source ownership and game-foundation issues before accepting generated changes.
- The game harness now builds playable-loop plans for object-and-verb requests, checking player fantasy, collectibles, goals, rules, UI feedback, save fields, and runtime capability gaps.
- Blank starter maps now provide a stronger voxel foundation, giving new games visible terrain and safer default structure before Mini Codex begins editing.
- Workbench context and review panels now surface playable-loop evidence, runtime trace probes, and capability gaps more clearly.
v0.1.7 · May 13, 2026
Game Editor understanding and Mini Codex harnesses take shape
Today's update gives larger Codex-created games a clearer supervision layer, adds Harness Lab for reviewing Mini Codex execution, and makes blank game starts faster from the editor.
- Game Editor now builds richer understanding layers for data tables, systems, entity registry, validation, runtime trace, and source-backed project files so generated games stay inspectable as they grow.
- Studio tool windows can open scoped Mini Codex workspaces for selected game data, systems, validation, runtime trace, and progression context.
- Mini Codex harness profiles now guide game, map, asset, gameplay object, Flow repair, and save/progression work toward source-aware patches instead of prose-only suggestions.
- Harness Lab gives developers a read-only place to review harness profiles, scenario prompts, evaluation results, and run history.
- The editor can create a blank game directly, giving creators a faster starting point before choosing maps, assets, or rules.
- Game Flow panel interactions were refined again with smoother canvas browsing and focused selection behavior.
v0.1.6 · May 12, 2026
Game Flow canvas is easier to explore
Today's update makes the Game Editor flow board clearer to browse, select, and use as context for Mini Codex.
- Game Flow is now presented as a movable canvas with zoom, fit, reset, search, and issue-only filtering.
- Maps and flow sections can be opened as focused views, with back and forward navigation for returning to the wider game structure.
- Map cards can open the 3D preview while keeping the selected Flow context available for follow-up requests.
- The side panel now gives clearer selection summaries and prompt starters for refining goals, fixing issues, or improving a selected map.
- Empty and error states now provide clearer next steps instead of leaving the Flow board blank.
v0.1.5 · May 10, 2026
Map-to-game creation and studio workflows get clearer
Today's update turns maps into faster game starts, adds a dedicated game creation path, and tightens preview and patch safeguards across studio surfaces.
- Map detail pages now include a direct create-game action that carries the selected map into a new playable project.
- Game creation has its own studio entry point with map selection, public-game discovery, and clearer routes into the right starting flow.
- Map effect patches now run through runtime validation before applying generated changes, with focused tests for unsafe or invalid effect edits.
- Asset Studio preview panels were tightened with a cleaner layout and more focused action placement.
- Shared detail titles and gated map expansion preview mode make detail and studio surfaces more consistent.
v0.1.4 · May 9, 2026
Asset layers, region expansion, and Codex context get sharper
Today's update gives asset authors a more structured layer workflow, makes map expansion more precise, and keeps Mini Codex better aware of the current studio context.
- Asset Studio now includes a Figma-like Layers panel for selecting multiple parts, grouping user layers, renaming groups, toggling visibility, and pasting duplicate/style actions.
- Asset preview editing can select parts directly on the canvas, apply transform-focused controls to the active selection, and keep action playback in the inspector instead of crowding the preview.
- Map Expansion mode can select, move, and resize a snapped world-grid region before sending it to Mini Codex, with preserve and redesign modes scoped to that area.
- Mini Codex context chips now surface selected fields, actions, parts, expansion regions, and session context usage more clearly while drafting changes.
- Studio architecture was split into reusable workbench, info, review, command, footer, inspector, map-window, preview-data, and thumbnail helpers for shared Codex workflows.
v0.1.3 · May 8, 2026
Studio windows, map expansion, and asset layers ship
Today's update makes multi-window studio editing smoother, gives map authors additive expansion tools, and adds a clearer layer model for code-backed assets.
- Child Studio windows can save map and asset work back into the parent draft while keeping previews and dirty state in sync.
- Map authoring now supports additive irregular expansion, so voxel worlds can grow with cliffs, paths, rooms, and terrain beyond a rectangular starter shape.
- Asset editing gained selectable layer groups and component-aware draft actions for more structured Three.js asset authoring.
- Voxel Studio debug tooling now captures snapshots, saved-vs-live comparisons, map effect diagnostics, and MCP access for deeper local investigations.
- Editor navigation was tightened up, with avatar access moving into the account menu and cleaner entry points across studio pages.
v0.1.2 · May 7, 2026
Code-backed map effects and safer previews arrive
Today's update makes authored maps feel more alive, improves Mini Codex patch feedback, and keeps local Electron sessions separated across worktrees.
- Maps can now include code-backed Three.js effects from src/effects, with parameter schemas and runtime ticking in preview and play.
- Map previews can render harmless scene labels such as window parts while still blocking unsafe browser globals in generated code.
- Mini Codex result handling is clearer when a patch is ready to review, apply, or retry.
- Local Electron development now brands each worktree with its own app name, port selection, and session partition.
- Map viewing gained free camera controls for inspecting larger voxel scenes and prototypes.
v0.1.1 · May 6, 2026
Game saves, remix starts, and level authoring land
Today's update helps published games remember progress, lets creators start from remixable public games, and gives map authoring a stronger Three.js level model.
- Released games can load, validate, and persist one default save slot per player.
- Game Editor can start new projects from remixable public games instead of waiting on an up-front AI generation step.
- Maps now treat scene.ts as the visual level source of truth, with authoring metadata for sectors, layers, anchors, and connections.
- The home latest-update card now has more room for longer release notes.
v0.1.0 · May 5, 2026
Codex Studio editing, previews, and player avatars improved
Today's studio update makes Codex editing safer, visual previews clearer, and play sessions feel more complete.
- Codex Studio now has undo and redo support across creation flows.
- Game Editor can apply stronger code-backed Codex patches.
- Map and asset previews render richer Three.js thumbnails with grid context.
- Play sessions can fall back to a default voxel player avatar.
v0.0.9 · May 4, 2026
Asset previews load more reliably
Preview surfaces recover from invalid draft code and keep the creation flow moving.
- Draft preview errors stay contained to the preview panel.
v0.0.8 · May 3, 2026
Collect starter project is playable
A small game loop now ships with starter maps, rules, collectibles, and play-test flow.
- Starter projects can move from setup into a real browser play test.