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Changelog

What shipped, newest first. An agent drafts most of these notes from my pull requests, and the ones Störtebeker shipped start with his name.

The page behind the meeting grows now

Draper

The page behind the meeting used to jump in, whole blocks at a time, behind a blur. Now each piece fades in over a few seconds and the layer keeps slowly breathing between beats, so it feels like it's coming together while you talk. It's still the template behind there for now, and I haven't tuned it by hand yet.

draper#32

The safe village has people in it

Adventures of Ari

Ari's safe village has six people now, and they don't all look the same. A roof and a bowl finally asks what it should - talk to three of them, then go to bed under the bakehouse eaves. The lanterns, the first spark and the scouts now start because someone tells her about them.

mage#87

Ari earns her first spell, and the scouts come back

Adventures of Ari

Ari now gets Spark by earning it - after the safe village there's a night at the standing stones, you hold block until they answer and then you fire. The miller's cart is in too, a small raider fight and three sacks to bring back. And there's a first real boss, a lance captain at the bridge with big hits you can see coming. So far only bots have fought him, so I honestly don't know yet if it's fun.

mage#84, mage#85, mage#86

Lanterns for the dead

Adventures of Ari

Adventures of Ari has its first side quest. You light three lanterns along the valley road, one for each family, and the last one at the stream shrine - it stays locked until the others are lit. Side quests now run next to the main quest, so the game can hold more than one at a time. I haven't played it end to end yet, only through the test and the captures.

mage#83

The demo page starts forming right after the first answer

Draper

In the Draper demo the page used to stay empty for about 21 seconds, so it really felt like nothing was happening. Now the first shape shows up behind the conversation as the founder stops talking, about 7 seconds in. It's still faint at that point, just a logo and a blurred panel, but you can see something coming.

draper#28

The burned valley comes to life

Adventures of Ari

I rebuilt the whole first level of Adventures of Ari to be somewhere you want to wander. There's real terrain with hills and ridges, a painted dusk sky, trees in blossom, grass that sways and parts around Ari, a glowing stream, drifting petals and motes of light, cottages with warm windows, and a soft soundscape with music underneath. Ari, the villagers and the dark mages are proper animated characters now.

mage#65, mage#82

Deeper shelves from level 321

Marktrita

Honestly no level was really hard anymore - once you found the first pair, everything else was just speed. So from level 321 the shelves are stocked several rows deep, and a pair often waits on a third copy you can't see yet. Sehr schwer levels now hold 90 products and should feel borderline impossible sometimes. The power-ups are how you get out.

einraeumen#26

Six new things on the shelves

Marktrita

California rolls, a big tub of strong mint gum, a black water bottle, Cabo cards, a model plane and a globe are in the shop now. They show up in levels from 250 on, so I re-tuned every level from there to 1000 so the difficulty still holds.

einraeumen#23

Eight new places to play in

Marktrita

From level 250 the shop keeps moving every 50 levels now - Amuri, our favourite pasta place in Munich, then Verona, Mitrovica, Times Square, Hamburg, Dumbo, a cinema and Bushwick. Verona gets a thunderstorm at night, and in Times Square the screens get even brighter after dark. In the cinema you're sitting in your seat with your popcorn.

einraeumen#25

Pins for every product you clear

Marktrita

Every product in Marktrita now has its own pin that levels up from Bronze to Platin the more of it you put on the shelves, so 50 Brezn makes you a Brezn-Fan and 800 Corgis makes you a Königlicher Hundehalter. When one levels up mid-level, the timer pops open into a little tag and the pin smashes onto it with confetti and a shop-door bell. I tuned the numbers so you get the last Platin pins somewhere near level 1000, and if you were already playing, your old levels count too.

einraeumen#24

Marktrita now has 1000 tuned levels

Marktrita

Past level 250 the phone used to just pick any board it could solve and guess a timer, so nobody had checked how hard those levels were. Now every level up to 1000 gets a board and a timer the bot has played through and tuned, same as the first 250. If you're deep into the game, the late levels should feel as fair as the early ones.

einraeumen#22

Draper's page starts showing up sooner

Draper

The page behind the meeting now shows its first section after the very first thing you tell Draper, and the other sections are written side by side instead of one after another. In my text bench the first shape dropped from about ten seconds to four. It's still not fast enough, so that's next.

draper#25

Passage I before the look

Factory

I moved the game's look behind the first playable passage, so there is something to play and judge before the art. Draper is benched on scripted meetings for now, since voice waits for credits.

factory#44

The factory now asks if it's building the right thing

Factory

Each project gets a PM pass that plays the current build, picks the next slice someone can actually try end to end, and cuts work that slice doesn't need. The first plan makes Passage I of Adventures of Ari playable before more systems pile up. Small changes now get a quick review instead of a full one, and a pass checks that its tools really run before spending anything.

factory#43, mage#57, draper#21

A proper Draper page

Site

The Draper page on my site is now a real case study - what it is, why I'm building it, how the meeting and the reveal work. I kept it honest about where it is, so it says the voice part is still a demo for now.

marvin-beckmann#213

A title screen, and Ari levels up

Adventures of Ari

The game opens on an Adventures of Ari title screen now - New game starts Passage I, Continue waits until saves exist. Beating dark mages and finishing quests gives Ari XP, and every level makes her a bit tougher and hit a bit harder. There's a level and XP bar above her health, with a small flourish when she levels up.

mage#54, mage#55

Draper's pages look designed now

Draper

The pages Draper builds looked like wireframes, honestly. Now every section shares one look built from the brand colour - a proper hero, side-by-side problem and objection, a big quote, a coloured call to action. I pulled one card from React Bits with a soft light that follows your cursor. Real images are still a placeholder.

draper#19

Adventures of Ari shows you where to go

Adventures of Ari

There's a marker now that points at your current objective, with the distance, and it sticks to the screen edge when it's behind you. Press J and you get a quest log with what you're on right now. Small thing, but the village finally feels like a place you're walking toward.

mage#53

The factory reads my comments now

Factory · Fixed

I'd been commenting on issues and PRs and honestly nothing was reading them - one where I said 'you can decide this yourself' just sat there for hours. Now every pass reads what I write on open issues and on factory PRs, acts on it and replies with what it did. Since the factory posts from my account too, its own comments carry a hidden marker so it can tell us apart.

factory#38

The factory stops waiting on me to merge

Factory · Fixed

Looked at the numbers today and basically I was merging almost everything by hand - 49 of 52 factory PRs. A big reason was a path rule that flagged mechanics work as 'needs a playtest' just for touching a file with the wrong name. That's gone now, only the reviewer marks real feel work, so the merge bot can actually do its job. Also added the site to the inbox form.

draper#18, mage#52, factory#36, factory#35

Draper stops asking twice

Draper · Fixed

Draper used to ask its question, pause, and then ask it again, as if you'd wandered off. Now it only talks, and a separate note-taker listens in the background and keeps track of your story. In my text tests, every founder now reaches their page, and Draper's replies are shorter.

draper#17

Quests in the game are data now

Adventures of Ari

Adventures of Ari has a quest system with six kinds of objectives, and the HUD shows the current one. The first quest, getting out of the burning village, runs on it. Still missing: the quest log, rewards and a marker in the world.

mage#50

Adventures of Ari opens on a title and ends at the village

Adventures of Ari

The game now opens on a black title card that says Adventures of Ari, then fades into the burning village. Esc pauses everything and gives you Resume, Restart and Quit, and the crosshair doesn't sit in the middle of the menu anymore. Reaching the safe village is a real ending now - the camera pulls back over the lit village and you get Play again. I'd actually built the pause and ending a while ago but they got stuck on a side branch, so this is the first time they're really in the game.

mage#51, mage#45, mage#46

Draper lets you finish the meeting

Draper

I now test Draper's interview in plain text against simulated founders before any voice is involved. That showed it was sending people away without a page, so Draper now accepts a concrete, honest answer, keeps its replies short and stops saying it's taking notes. In the text tests, twice as many founders now reach their page.

draper#13

The factory can see what it builds

Factory

My factory can now record the game and Draper the same way every time: fixed camera spots, a punch frame by frame, a whole Draper meeting at phone and desktop width. Builds attach before and after images to their pull requests, and reviews look at those images instead of trusting a description. On its first run it already caught a crosshair drawn over the pause menu and a green flash in Draper's orb.

factory#28, mage#49, draper#14

The factory builds in parallel now

Factory · Fixed

A factory pass used to start one build and spend the rest of its budget re-checking where things stood. Now it measures real token use, runs up to four builds at once, and keeps its check-ins cheap. Game work that only needs a playtest for feel is split off, so the rest can merge on its own.

factory#27

An art plan for Adventures of Ari

Factory · Learned

The factory now builds the look before the first passage's content, so Ari's world gets made with real models from the start. It begins with free stylised kits and lighting built in code, aiming at Horizon and Kena. A later milestone swaps in models made just for this game, generated with AI and finished in Blender.

factory#22, mage#48

Mage becomes Adventures of Ari

Adventures of Ari · Milestone

The game has a name now: Adventures of Ari. I planned the whole thing as a five-hour story in five passages of Ari's life, each ending with new gear, a new spell and a jump forward in time, with quests and XP but no loot. The burned-village escape is now the opening of the first passage.

mage#47

Draper starts the conversation now

Draper

Draper used to just sit there until you said something. Now it opens with "Hey, what should I help you with?" and tells you the page builds behind it while you talk. It also answers first and takes its notes after, so the gap after you finish speaking is about a second shorter in my tests - still not as snappy as I want, honestly.

draper#9

Mage has people and sound now

Adventures of Ari

The hero isn't a capsule anymore - she has legs, arms and hair, and she walks and puts her arms up when she blocks. The dark mages wear deep hoods with their eyes glowing inside. And the game finally makes noise: fires crackle, the wind blows, punches thump and the block chimes. All the sound is made in code, no audio files at all, which honestly surprised me a bit.

mage#41, mage#42, mage#43

Mage is playable now

Adventures of Ari

You can actually play the first bit of Mage now. You wake up in your burned village, sneak past the dark mages who are still sleeping off their victory party, and walk a long road up a valley to a village that's still standing. Fists and a little light-magic block, drunk mages who only notice you from the front, wisps that scatter and a dragon that swoops low over you. It's all greybox shapes so far, but it already feels like a place.

mage#20, mage#21, mage#22, mage#23, mage#24, mage#25, mage#26, mage#27, mage#28, mage#29, mage#30, mage#31, mage#32, mage#33, mage#34, mage#35, mage#36, mage#37, mage#38, mage#39, mage#40

Draper has a real vision now

Factory · Milestone

I wrote down what Draper should actually feel like - a conversation that's super snappy, a page that takes shape while you talk, and hosting it without leaving the meeting. The factory now builds toward that, and it measures speed and judges the page from a screenshot instead of guessing. First up is a speed test, so we know how fast it really is.

factory#19

The factory writes its own tickets now

Factory

I was supplying every ticket to the factory myself, which kind of defeated the point. Now each project has a vision, a separate agent checks how far the app actually is from it, and the factory plans the work to close the gap. When it hits something only I can decide, it opens an issue and moves on.

factory#18

Three new groceries, and the levels stay put

Marktrita

Added popcorn, nachos and bubble tea to Einräumen. They show up from level 100. Before that, adding a product quietly reshuffled almost every level I'd already tuned, so I froze the product list levels draw from. Levels 1 to 99 are exactly as they were, and 100 to 250 got re-tuned.

einraeumen#19

The factory merged its first orders on its own

Factory · Milestone

Two orders went all the way through today - a cell built each one, a fresh reviewer checked it against the acceptance line, and the repo merged it once the label was on. One adds a copy rule that catches invented numbers in generated pages, the other documents every scoreboard threshold so I can set real values. Honestly the cells used way more tokens than I estimated, so that's next to tune.

draper#3, mage#17

The factory runs all the time now

Factory

I didn't want to babysit the factory, I just want to dump ideas into it. So now there's an inbox - I open an issue from wherever, and every three hours a pass picks it up, plans it, builds it and has a fresh reviewer check it before anything merges. If it can't tell what done means, it just asks me in the issue.

factory#7

The factory actually builds now

Factory · Milestone

Until today the factory only planned - it wrote orders every night and then did nothing with them. Now dry run is off, so the planner hands orders to cells that open real PRs on the game and Draper. Marktrita joined too, but just for upkeep - new levels and products, no new mechanics. The weekly budget is honestly a guess for now, so I'll tune it after the first week.

factory#6

Draper's first meeting room

Draper

Draper has a home now. You sit down for a meeting with a pushy interviewer who doesn't let you through until your story actually holds up, and the landing page builds in the background and only gets revealed once you've earned it. Right now it's a demo meeting with draft copy - the real voice agent comes next.

draper#1

I set up a software factory for my projects

Factory

I set up my software factory today, with Mage, my Godot game, as the first project. Every night a planner agent looks at what the project needs, writes small orders and ranks them by whether they're worth the tokens. Before an agent's change can land in the game it has to pass the tests and a few hundred simulated fights. For now it only plans, so I can watch a few nights before it builds anything.

factory#1, factory#2, factory#4, mage#1, mage#9, mage#12

Three new projects on the home page

Site

Factory, Draper and Mage are on the home page now. Factory is my self-improving software factory, Draper builds a landing page with you by voice, and Mage is a game for the Mac. They're just skeletons for now - pictures and the real story come soon.

marvin-beckmann#133

Fixed a clock bug that could close a cleared shop

Marktrita · Fixed

If you cleared the last triple in the final moment, the clock could still run out and you'd get Ladenschluss on an empty shelf, streak gone. That's fixed, and leaving mid-level can't win or lose it behind your back anymore. Levels past 250 now always have a way through - before, some were stuck before the first move. Also no more stray sounds after you leave the win or loss card.

einraeumen#16

Price tags on the shelves now pay

Marktrita

The little yellow price tags on Marktrita's shelves used to be decoration. Now each one shows the price of what's in that shelf's front row, and every triple you clear pays a cent for every two euros on its tag, so a Corgi triple is worth more than a bunch of bananas. I took the same amount out of the time bonus, so you don't earn more overall. The money just leans towards the expensive stuff.

einraeumen#14

A new city every 50 levels

Marktrita

Marktrita now moves to a new city every 50 levels - Munich, Lago di Como, Prishtina, the West Village and then the Financial District. Each one is a painted picture behind the home screen and the shelves, with a night version for dark mode. When you reach a new city, a little welcome screen opens the new store before the next level starts.

einraeumen#15

Einräumen feels a lot snappier

Marktrita

Dropping a product now keeps the speed of your finger, so it slides into the shelf instead of easing in from a stop. Triples pop sooner and the next row slides in while the pop is still fading. I also fixed a bug where a quick drop right after a triple just flew back home, which honestly felt like lag. Frozen shelves show their thaw again too.

einraeumen#12

Störtebeker:Guide: XRechnung 4.0

E-Rechnung Konverter

I added a page on XRechnung 4.0 at erechnungpruefen.de/xrechnung-4-0: the pre-release from September 2026, the final release expected in spring 2027 per xeinkauf.de, and the new BT-24 CustomizationID. It also explains why 3.0 stays valid until at least 31 July 2027.

Länger offen gets pricier every time

Marktrita

I kept buying 30 more seconds whenever the clock ran low, so the timer basically stopped mattering. Now the first Länger offen in a try still costs 4,99 €, but each one after that doubles - 9,99 €, then 19,99 €. The hard levels actually feel hard again.

einraeumen#11

Every app has its icon now

Site

The home page names each of my apps with its real app icon now, and hovering one shows the app moving. Tavern Coach and Störtebeker finally got icons of their own: a tankard with a coach's whistle, and a pirate flag. Each project page shows its icon next to the name too.

marvin-beckmann#108

Tavern Coach's arena is back

Site

The Tavern Coach page shows the self-play arena again: a whole eight-player lobby in code, where every change has to win hundreds of games against real boards from my matches before it ships. The animation of one turn is back too, for anyone who wants to see how the coach thinks.

marvin-beckmann#106

Extrem levels in Marktrita that make you think

Marktrita

I kept winning every level on the first try, so the hard part had to change. Every tenth level is now Extrem - every product is visible and the obvious move is usually the wrong one, so you really have to plan it out. The old hardest levels are now called Sehr schwer, and from level 100 the clocks got a lot tighter.

einraeumen#10

Trim's page tells the analog idea

Site

I rewrote Trim's page around why it looks like a machine. In the gym you're moving heavy things around all the time, so a super clean, fine interface never really fit. The features are now how you get your plan in, logging with Auto mode, progress and the skins, with fresh screens from the app.

marvin-beckmann#101

Marktrita's page caught up with the game

Site

The Marktrita page now has the two new power-ups, the Scanner and the Räumungsverkauf, with real screens of both going off. It also tells the dead-end story - we kept getting stuck in the 90s and the game never said why, so now it says Sackgasse! and offers a way out. The win screen and the streak rewards are on there too.

marvin-beckmann#98

A calmer win screen in Marktrita

Marktrita

The win screen was getting crowded, with everything smashed into a little card. Now it's just the stars, the money and your streak, centred on one line. When you earn a power-up the gift box actually opens and goes away, and the power-up stays where it was.

einraeumen#8

Marktrita got a lot more game

Marktrita

Arita and I played into the 90s and kept getting stuck on levels that felt impossible - turns out you could walk into a dead end and the game never told you. Now it says Sackgasse and offers a rescue, and there are 250 checked levels. I also made Pfand scarce, swapped the boring power-ups for a barcode Scanner and a full-screen ALLES MUSS RAUS nuke, and win streaks now fill a stash of free ones. Plus a new icon, a little corner shop.

einraeumen#7

Trim's page shows one feature at a time

Site

Trim's page used to squeeze three features into one chapter. Now the receipt, History, Progress and the six machines each get their own chapter and screen. I also fixed what had gone stale - the receipt only prints for a record now, and next-session targets are called Auto mode.

marvin-beckmann#90

Tavern Coach and Marktrita pages got rewritten

Site

The Tavern Coach and Marktrita pages now follow the same four parts as Trim. Every feature comes with a real screen from the app - the hero pick, the build picker and the spells in Tavern Coach, and the new shelves and the streak in Marktrita. Marktrita also finally says why I built it - we were honestly sick of the ads in Goods Sort.

marvin-beckmann#87

Project pages share one shape

Site

The project pages felt kind of random, every one had its own structure. Now each chapter says which part it belongs to - Problem, Idea, Features, How it works - so once you've read one you know where to look in the next. Under the title there's a short row with icons for the platform, the stack and whether it's live, coming soon, personal or paused. Trim is the first page in the new shape.

marvin-beckmann#84

Störtebeker:Paid KI-Prüfung & Reparatur live - €19 / €49, Kleinunternehmer

E-Rechnung Konverter

Checking an XRechnung or ZUGFeRD file on erechnungpruefen.de/service stays free, and so does the converter on the home page. Downloading the repaired file with a short report now costs €19 per file or €49 for five, paid through Stripe. I'm a Kleinunternehmer, so there's no VAT (§ 19 UStG) - the checkout and the invoice say so.

erechnungpruefen.de, erechnung-konverter@88bbf19, erechnung-konverter@02c12cd

Störtebeker's notes stand out

Site

Störtebeker's notes on the changelog only had a little pirate flag at the end of the title, and honestly I kept missing it. Now they start with his name in a dark pill, so you can see what he shipped just by scrolling down the left edge.

marvin-beckmann#82

A calmer changelog

Site

The changelog was honestly getting cluttered, so every note lost its little row of labels and footnotes. Notes now sit under one date per day, with just the project name next to the title. The project filter folds into one small menu instead of a wall of links.

marvin-beckmann#80

The home page comes alive

Site

Hover a project on the home page and it does its thing - Trim plays a workout, the map jumps back to 1352, Störtebeker runs his loop. On a phone that happens as you scroll past. Under the intro it now says when I last shipped something, and Störtebeker's flag tells you what he shipped last. Smaller things too: the More sections on project pages slide open, and Marktrita is on the résumé.

marvin-beckmann#76, marvin-beckmann#75, marvin-beckmann#74

A new home page, and a dark mode

Site

The home page now opens with one sentence that names what I build, with a small picture after each project, and the projects sit in a grid right under it. Project pages start with a bigger header. The whole site follows your phone's light or dark setting now, and the explainer clips got a light version too.

marvin-beckmann#69

Stars on the clock and a streak that can break

Marktrita

The timer now shows your three stars, and the one you're about to lose wiggles for a few seconds before it falls off. Win three levels in a row and the next one starts with a bit of extra time - five in a row and Mischen is free too. Lose one and you watch the flames go out with a big GERISSEN! stamp, which honestly stings a little. I also took the leftover-items count out of the top bar, it was just clutter.

einraeumen#6

Marktrita got a lot harder

Marktrita

I pulled my own play log off my phone and saw I was using about a fifth of the timer on every level, so the clock was basically decoration. The timers are now tuned to how fast we actually play, and every tenth level or so is an Extrem one you probably won't beat first try. There are two new shelves too - sealed cartons you can't see into, and products with a security tag that won't move. Winning is one quick card now with stars, the Pfand ticking up and a big Weiter button.

einraeumen#4, einraeumen#5

A dot for every day I shipped

Site

The changelog now has a little GitHub-style graph at the top - one dot per day, darker the more I shipped. Click a dot and it jumps to that day's posts. On a project's changelog it only counts that project, so you can see when Trim got busy.

marvin-beckmann#59

Einräumen got a checkout belt, a freezer and a proper win

Marktrita

Levels were starting to feel the same, so I added two new shelves. A Kassenband carries products along the top row, and a frozen shelf only thaws once you clear enough triples elsewhere. Winning now gets confetti and a fanfare, and quick clears set you on fire for extra time. Dropping and merging also feel a lot snappier - that part honestly took the most rounds.

einraeumen#2

Trim back in review, now readable on iPad

Trim · Fixed

Apple rejected Trim 1.0 because parts were hard to read on an iPad - which honestly surprised me, since it's an iPhone app. Turns out iPads run it in a small iPhone-sized window, and there the tour drew the weight right over the exercise name. I fixed that and a few cramped onboarding screens, made the dim text easier to read, and added Trim Pro Lifetime as a one-time purchase. Version 1.0 is back in review.

workout-tracker#139, workout-tracker#135

Search starts with what's on the map right now

Europe History Map

Search used to suggest the biggest realms of all time, so you'd get the USSR while looking at 117 AD. Now it starts with what's actually on the map in that year, plus the realms you looked at recently. You can step through every realm on the map with the arrows in the card or the [ and ] keys. I also cleaned up the screen a lot - the year shows once, big, and today's borders is one toggle in the header.

europe-history-map#16, europe-history-map#17

Every level can be won now

Marktrita

I let a bot play every level of Einräumen before we do, and it turns out level 3 was basically unwinnable. Now every level can be won without power-ups, and the hard ones say SCHWER with an easy one right after. Wins print a fuller receipt with stars and a Treuekarte stamp, and there's sound now. All 29 groceries got realistic pictures too, including Lebkuchen, Knoblauch, Salz and Lemon Brownie.

einraeumen#1

Type a year and the map goes there

Europe History Map

Click the big year or press G, type 1453 or 500 BC, and the map jumps there. Back and Forward in the browser take you through the places you’ve been. Each realm’s card has a chart of how big it was over time, and clicking the chart takes you to that year. It also lists what came before and after on the same land.

europe-history-map#13

Tavern Coach reads the cards with Jev

Tavern Coach · Learned

Tavern Coach’s advice came from rules, and rules can’t tell what a card does on your board. Two models now read the cards. Jev, a fast model from TypeSafe, answers yes-or-no questions about each card in about 0.2 seconds, and code pairs the answers into synergies. Claude Opus plans the next shop while the fight plays. Without a key, or on any error, the rules still decide.

I picked the split after a blind test on ten decisions from games I lost.

Written by me · docs.typesafe.ai

Hero and trinket picks, the whole lobby and board order

Tavern Coach

Tavern Coach now ranks heroes and trinkets at the start by how they actually place, and what I pick steers the build it suggests. It shows every opponent’s tier, health and last board, marks who I fight next, and warns when someone else goes for my tribe. There’s a graph of where I’ll probably finish, and a strip that says how to order my board.

tavern-coach#1

Störtebeker:XRechnung viewer, German error messages and UBL checks

E-Rechnung Konverter

You can now open an XRechnung right in the browser and read it as an invoice. Every rule the check can fail has a German message, and clicking one jumps to the field it's about. There's also a reference page for the error codes. The checker reads UBL invoices and credit notes too, and it no longer warns about IBANs that are fine.

erechnung-konverter@e4d8d72, erechnung-konverter@ac1f639, erechnung-konverter@8aa2d2c, erechnung-konverter@e5e7f6d

Auto mode sets the weight and tells you why

Trim

Next-session targets were the best part of Trim Pro, but you couldn't really see them, and a changed weight could look like a bug. Now the set says AUTO when Trim picked it and shows where it came from. Tap it and Trim explains, like adding 2.5 kg because you made all your reps last time. Move the wheel and it switches to manual.

workout-tracker#136

A weekly streak counts full weeks in a row

Trim

A week counts as full when you hit your plan's number of days, and from two weeks up Home shows how many full weeks you have in a row. A week that's still going never breaks it. Doing Push twice because your legs need a break still counts as a workout. I left out flames and badges on purpose.

workout-tracker#55

Guided stories, and links that open on the same year

Europe History Map

Search now has five short stories you can play - Rome, the successor kingdoms, Westphalia, the world wars and after the Wall. The camera follows along and a big title card shows each era as you pass it. From any territory, Watch its history plays it from its first year to its last. Share copies a link that opens on the same year with the same territory selected.

europe-history-map#11

Case-study film strip, simpler filters and the production process

Digital Trend Media

Under the header there's now a strip of case-study films you can drag, snap and play, with the logo wall right after it. The portfolio filters work one at a time, because stacking them kept ending in an empty list. The production process from kick-off to animation now has its own section right above the comparison table.

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Pinch to zoom on phones, and less clutter over the map

Europe History Map

On a phone you can now pinch to zoom and drag the timeline handle to scrub through history. Zoom, the map key and the today’s-borders toggle moved into one small card, and the key now matches what the map actually draws. On phones most of that is hidden so you mostly see the map. The year and the era name sit in the top-left corner.

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Kosovo shows up on today’s map

Europe History Map · Fixed

Kosovo was in the historical data through 2024, but it disappeared when you got to Europe today. The map data has no country code for it, so it got skipped. That one bugged me, since Kosovo is kind of why I built the map. It’s there now with Pristina as its capital, and the 2024 shape moves into today’s borders.

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Digital Trend Media landing page, first full version

Digital Trend Media · Milestone

The first full version of the Digital Trend Media landing page is up. There's an animation where messages from six channels knot into one tangle, a portfolio wall of films you can filter and open, and a carousel of customer stories. The hero text dissolves into the showreel as you scroll, and every film is the real one now, with its player controls.

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