News from September 7

Hello everyone,

Big week on the editor side: your scenarios now have their own characteristics and resources, and content updates finally work end to end.

:art: Your characteristics and resources, not ours

Until now, you were checking stats in a platform list and taking their name, icon, and translations as-is. That list has now become a set of templates: you start from a template if it suits you, but what you get is a copy that your scenario owns. You choose the name, the short name shown in the HUD (6 characters, no surprise truncation), an icon from a library of 185 icons sorted by category, a color, the number format (raw, percentage, currency), the bounds, the starting value, and whether the player can see it or not. Up to ten characteristics and ten resources maximum per scenario.

The “From a template” tab also lists the game values from your other scenarios, translations included — a stat you’ve already had translated doesn’t cost credits again.

3warning: **Two things to know before you dive in.** The internal key can’t be changed once created (the name can be renamed as much as you want), and the entire set of game values is frozen permanently when you publish, including the content update. It’s written plainly in the new help article “Characteristics and resources.”

:battery: The resource that pays the day is a role, not a name

:date: dating-sim only

The planner needed a resource named energy to function. A scenario whose budget was called Stamina, Souffle, or Pep would silently lose the whole mechanism: no locked activities, no meter, no morning recharge.

Now you tick “Use as day budget” on the resource of your choice, and the labels follow: “You need 20 Souffle” instead of an “NRG” that meant nothing to you. Existing scenarios keep exactly the same behavior they had.

:rainbow: A color means “what value”, and nothing else

Every surface had invented its own palette: cyan/rose depending on the genre, green/red depending on the sign, amber for money. A shade now says only one thing — which characteristic or resource we’re talking about — and the sign stays in the text, readable even in case of color blindness.

The color you pick in the editor is finally the one that shows up in-game: the client used to calculate it from the key, which made the selector purely decorative. Same for the format: your “Argent” keeps its symbol and its color even if it isn’t called money, and a characteristic named money that doesn’t count anything won’t accidentally gain those properties anymore.

:robot: The AI knows what it’s writing on

:date: dating-sim only

When you generate an activity, the model didn’t know your scenario’s stats: the example it received had energy and mood hard-coded. So it suggested costs and prerequisites based on values that don’t exist, and the editor filtered them out without saying anything — you paid credits for an activity that arrived with no cost or conditions, and nobody explained why.

The model now receives your game values, including their bounds. And if something is still mismatched, a warning clearly names exactly what got lost.

:moneybag: A failed AI generation can be reimbursed

A generation that fails already cost nothing. The remaining case was the one that succeeded but is unusable: two characters in a portrait that’s supposed to show only one, or a musical loop that ignores the brief.

You can now report it from the results panel, before using the asset. A moderator checks the output alongside the prompt that requested it, then reimburses and deletes it, or refuses while explaining. This applies to images and audio — the text costs a credit, and “failed” there is too subjective to be arbitrated.

:arrows_counterclockwise: Content updates, fully rebuilt

Five workstreams on the feature that lets you add content to a game that’s already been published:

  • :eye: Your draft content stays invisible to players until it’s merged — including mid-session, where it appears as soon as it’s approved.
  • :shield: A rejected update no longer unpublishes your game. It stays in the catalog, the draft comes back to you, and you decide between fixing and resubmitting or abandoning it.
  • :test_tube: The draft goes through the same automatic checks as a first submission (assets, scene graph, completeness), and the error message is the same.
  • :leftwards_arrow_with_hook: You can remove a draft that’s already been submitted as long as no reviewer has taken it over.
  • :mag: The panel is in place: it moves to the top of the “Ready to publish” tab as soon as your game is online; the project page shows the update status; and the entities added by the draft get a “New in the update” badge in all six lists (scenes, characters, locations, activities, messages, flags).

A useful detail for reviewers: the manifest now also notes the entities you modified during the draft, not just the ones you added.

:newspaper: “What’s new” on the game page

Merged updates now show up on the public game page, with the most recent first. People who already own your game can see what was added; people who are on the fence can see that it’s still being followed.

:compass: The publishing panel breathes

The publishing checklist gets its own tab, first, and the page uses the full width instead of being squeezed beside a 288-pixel column. Completeness warnings are translated: a French-speaking creator no longer sees a panel in French filled with messages in English.

:wrench: Small editor tweaks

The last item in the start checklist, “Test your scenario,” used to launch navigation to the page where you already were — now it actually opens a preview. The in-game preview button for an activity has moved next to the Save button instead of sitting under the title. The preview debug panel now searches across all your scenes, not just the first twenty. And the window for adding a game value no longer goes off-screen.


Hope you’ll like this—feel free to send me feedback :slight_smile: