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      "date": "2026-10-09",
      "notes": {
        "url": "https://gamewright.diy/changelog#v0.2.1",
        "markdown": "The web Studio at gamewright.diy/app now plays your game in the page, and its Director sees the\npreviews it draws. Choose a model, sprite, sound, the music or the Style and the Inspector\npreviews it. The Studio's own keys work while a game has the keys, and Esc closes the palette.\n\n### Added\n\n- **Play your game in the web Studio.** Play (or F5) builds it on Gamewright's computer and plays\n  it in the middle of the page, as the desktop Studio does. The web Studio no longer offers what\n  only the desktop can do (opening a folder, exporting a zip, a window of its own, quitting).\n\n- **See what a document makes.** Choose a model, a sprite, a sound, the music or the Style and a\n  preview shows above its fields, built as the game builds it: a model turning under the game's\n  light (drag it, or see it at night) with its triangles against its budget, a sprite's clips at\n  their own rate, each sound's variants with their waveform, the music's sections with each layer\n  on or off, the Style's colours by name. Change a field or undo and it follows. A proposal shows\n  Now and Proposed side by side, with Approve and Reject.\n\n### Changed\n\n- **The Director reads less to make a change, so a change costs less.** A document's schema\n  gives the kits your game runs in full and the rest in a line each; a kit's vocabulary comes in\n  brief, each entry whole by its id; and the templates come as an index, the chosen one whole.\n  An Archetype's schema went from 50 kB to 20 kB, and every later step of a turn reads it again.\n\n### Fixed\n\n- **A game whose kits cannot run together is refused when it is checked**, saying which systems\n  clash, where before it passed every check and only failed to start.\n\n- **While you play, the Studio's keys still work.** Once a click gave the game the keys, F7,\n  Ctrl+R, Ctrl+Shift+B and every other Studio key went into the game instead; they are the\n  Studio's again (each is Ctrl and a key, or a function key, which no game uses).\n\n- **Ask the Director to change a sample at once.** Five samples had no brief, so asking Saltwell\n  to \"Make the nights darker\" (the Studio's own suggestion) got a brief to approve first, and\n  Tideline's look could not be changed until you said you had played it. Every sample now ships\n  with its brief, played through.\n\n- **The Director can look at your game in the web Studio.** On Gamewright's computer its\n  previews (pictures of a change at dusk, at night, on a Screen) drew nothing and failed, so it\n  proposed a look without seeing it; they draw there now, as on the desktop. And after you approve\n  a change there, the status bar no longer says the game \"changed since\" the build that just\n  made it.\n\n- **Playtest finishes in the web Studio.** On Gamewright's computer it ran out of time before\n  every playtest had run; it now passes in about six minutes, and the status bar counts the runs\n  as they end (\"Playtesting… 7 runs done\"), here and on the desktop.\n\n- **The Director says where your game plays.** It sent you to a Play tab the Studio no longer\n  has; the game plays in the middle of the window, and F5 plays it on the web too.\n\n- **A brief fits the Inspector.** Its pillars and goals are sentences, each on one line, so the\n  form grew wider than the dock and ran off its edge; a long item now wraps within it.\n\n- **Esc closes the palette.** Its search field kept Esc for itself, so the palette stayed open and\n  the next click (on a menu, say) only closed it. And it finds a document typed as the project\n  names it: \"Saltwell (brief)\" found nothing.\n\n- **In the web Studio, Play builds again after you change the game.** A field changed in the\n  Inspector or a room painted in the level editor played the build from before it. The console's\n  ✓ and ✗ were boxes there (a browser lends no font for a mark the Studio's own lacks). Settings\n  there no longer offers updates or Claude Code, which only the desktop has."
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      "notes": {
        "url": "https://gamewright.diy/changelog#v0.2.0",
        "markdown": "A new Studio. Its window is laid out as an editor is: the game's documents on the left, the game\nplaying in the middle, the Director and a document's fields in a dock on the right, the checks\nand playtests in a console below, and a status bar. Every panel resizes, folds and is\nremembered, and the window fits a 13-inch laptop. On a Mac the menus are in the menu bar and the\napp has Gamewright's own icon. You can export a game for anyone to play and paint its levels.\nWhen the Director builds one change on another, one press approves both. Builds are not signed\nyet: macOS and Windows ask you to confirm the first time you open it.\n\n### Added\n\n- **Export a game** for Linux, Windows, macOS or the web, as one zip anyone can download and play\n  with nothing else to install: Export (Ctrl+E) in the Studio, or `gamewright export`. The first\n  export for a system downloads that system's player once and keeps it. Exporting for macOS needs\n  a Mac for now, which signs the game again once it is inside the app.\n- **Paint a level.** Double-click a room or a level in the project and it opens in the middle as\n  the game draws it: paint, erase, fill, draw rectangles and move things with the mouse, its\n  pieces named in words with a key each. Each stroke is one change, and Ctrl+Z takes it back. A\n  puzzle level that can no longer be won turns its tab red and says why; Play starts the game\n  from the level in front.\n\n- **Choose the Director's model** in Settings or the Director menu: Sonnet 5.5, Opus 5.5 or\n  Haiku 4.5, each said with what it is good for and what it costs.\n\n### Changed\n\n- **The Studio is laid out as an editor.** The project's documents on the left, filtered as you\n  type; the game in the middle, with Play (F5), Pause, Restart, where to start and Open in a\n  window in the header; the Director and the Inspector in a dock on the right; checks, problems\n  and playtests in a console below; and a status bar saying the core's state, the last build,\n  the checks and what the Director spent. Every panel resizes and folds, and is remembered. File,\n  Edit, View, Game, Director and Help menus hold every command with its key (the Mac's own menu\n  bar there); Ctrl+K finds any command or document, and Settings sets the size of everything.\n- **A game started from nothing starts with the Director**, or from a template instead, and Play,\n  Build and Playtest say there is nothing to do yet.\n- **The Studio rests when no game is playing.** It draws only when something changes, where 0.1.0\n  kept a core busy redrawing an open game.\n- **A welcome that shows what you can make.** It fills the window: the games you opened lately,\n  each with its picture and when you last opened it, and the nine sample games as cards with\n  their posters; one click copies a sample for you to play and change.\n- **Talk to the Director as in a chat tool.** Write over several lines (Enter sends, Shift+Enter\n  starts a new line), stop a turn with Stop or Esc, and start from three suggestions drawn from\n  your game. While the Director works it says so. Your key's card shows only until a key or\n  Claude Code is connected; after, it is under the key button in the Director's header.\n- **Every document's fields read as a tool's, not a form's.** A label sits beside its field when\n  there is room and above it when the panel is narrow; no field stretches across the window;\n  numbers are compact boxes with their range on hover, and a slider when the range is short;\n  each field says what it is for. A part of a document that is not set offers Add, with values\n  that already work, and Remove when it is; a list of things gets Add an item. Where a document\n  came from folds away under About this document.\n- **Approve a proposal made on top of another in one press.** When the Director builds a change\n  on one still waiting for you, its card says what it builds on, and \"Approve both\" applies the\n  one beneath first, then it. Waiting proposals are listed oldest first, as they were made.\n- **The Director runs on Sonnet 5.5 unless you choose otherwise.** In the first whole games made\n  from nothing it reached a playable game for about a third of Opus 5.5's price, and made the\n  more finished game; Opus is one choice away for the hardest changes.\n- **The Director costs less a change.** It reads only the one entry of the engine's vocabulary a\n  change needs (a model's builder, an action), not every entry of its kind: in the Studio's first\n  paid change half the cost was one answer it read again on every step.\n\n### Fixed\n\n- **A game started from nothing opens with a title and its HUD.** The platformer and puzzle\n  templates carried both screens but never opened them, so the Director's first platformer\n  booted straight into play with no title, no hearts and no level name.\n- **The Director keeps to its budget.** A turn's budget was looked at only after each call, and\n  one late call could take it nearly twice over; now a call that could pass it is not made, and\n  the Director sums up instead. A reply cut off at the output limit no longer leaves the\n  conversation stuck.\n- **The Studio's window on a Mac.** It opened at a quarter of the screen with its UI drawn twice\n  as big inside it, and could not be made usable. It now opens on most of the screen it is on, or\n  where you left it, remembers whether it was maximized, draws its UI a little smaller on a small\n  screen rather than spill off it, and on a narrow window the panels give way so the game keeps\n  its room. It fits a 1366×768 laptop.\n- **Gamewright's own icon** on the Mac app, the Windows program and the Linux AppImage, and in the\n  Studio's header, where Godot's and a gamepad's were.\n- **A platformer level's fields** showed \"Could not read its fields\" for every level.\n- **The game in the Studio is as sharp as the Studio.** On a Retina screen it rendered half the\n  pixels it was shown on, each blown up to four. And its title and HUD were laid out on the\n  view's pixels rather than the game's 1920x1080 frame, so text in the Studio was bigger or\n  smaller than the game shows it. It now renders at the screen's pixels and lays out as in its\n  own window, its smallest text kept as readable as the Studio's at any size of everything.\n- **A field's help is in words.** The Inspector no longer cites design documents, decisions or\n  code under a field (\"(ADR-0006), from library/templates/\").\n- **A problem's row lands the keyboard in a number** as it does in any other field.\n- **Undo and redo show at once on Linux.** After a file of the game had been saved once, the\n  Studio stopped hearing that it changed again: an undo wrote the file, but the open document\n  still showed the edit, and a second save from your own editor went unseen."
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      "notes": {
        "url": "https://gamewright.diy/changelog#v0.1.0",
        "markdown": "The first version of Gamewright Studio, the desktop app you build a game in, on the engine that\nruns every game at [gamewright.diy/play](https://gamewright.diy/play). In this version the Studio\nstarts a new game or opens one, plays it, checks it, lets you change any document by hand, and\nlets the Director propose changes that you approve or reject. It cannot yet export a game; that\ncomes next. Builds are not signed yet, so macOS and Windows ask you to confirm the first time you\nopen it.\n\n### Added\n\n- **Gamewright Studio**, a desktop app for Linux, Windows and macOS, made in Godot. It opens on a\n  welcome with the games you opened lately, Open a game folder (Ctrl+O) and New game (Ctrl+N).\n  A game's documents show by section (its world, characters, items, rules, look and sound,\n  playtests), named as a person names them. Check, Build and Playtest run with one click each,\n  and their results are said in plain words in the Checks panel.\n- **New games that play at once.** Start from a template's starter, the smallest game on it,\n  playable the moment it is made in its sample's look and sound; from one of the nine games; or\n  from an empty folder the Director fills. Each game opens on its next steps: build it and play\n  it, playtest it, ask the Director, read its brief.\n- **Change any document by hand.** Its fields in plain words, each in the control it needs, with\n  its range and what it is for; lists as chips you add to and take from. Each change is yours,\n  checked as you make it, and Ctrl+Z takes it back; a value the game would refuse is said under\n  the field. What the Director proposes shows under the field it would change, with Approve and\n  Reject there.\n- **A pro tool's habits**: sections on a rail (Ctrl+1 to 7), panels that fold away, drag to any\n  size and are remembered, every key on a sheet (Ctrl+/), Ctrl+K to find a document, a section or\n  a command, and a UI size of your own.\n- **One core, always running.** The Studio keeps one session with its core for the open game, so\n  a Director turn answers while a playtest runs, and a change made in your own Claude Code shows\n  the moment it is made. If the core stops, the Studio starts it again.\n- **Say when a new version is out.** The welcome says so when gamewright.diy has a newer\n  version; it never installs anything, and a switch turns it off.\n- **Play while you work.** Play runs the game in the Studio's Play tab. A click gives the game the\n  keys and a click elsewhere takes them back, so typing to the Director never moves the hero.\n  The game keeps its own clock and its own sound.\n- **The Director in the Studio**, on your own Anthropic API key, which the Studio keeps in your\n  system's keychain (or, where there is none, a file only you can read). Its answer streams in,\n  each tool it uses shows as a line, and each change it proposes becomes a card: its title, why,\n  each field from what to what, and what the checks say. You approve or reject each one; an\n  approved change is baked and played at once.\n- **Your own Claude Code as the Director.** `gamewright mcp` serves the Director's tools to Claude\n  Code or any MCP client. What it proposes shows up in the Studio as cards to approve.\n- **One download, nothing else to install.** The Studio is also the engine its checks run on, and\n  the core (validation, baking, the checks, the Director's tools) is one program beside it, with\n  the schemas, templates and kits it reads. No Node, Godot or Python needed.\n- **Six templates**: action survival, grid puzzle, platformer, visual novel, adventure and\n  twin-stick arena, built from 21 kits. A game is a folder of small JSON documents: a template\n  plus what makes it different. New mechanics come as kits every game can use, never as code in\n  one game.\n- **The checks**, from L0 to L5: the documents (L0), a boot run twice to the same state (L1),\n  every Playtest played by bots (L2), rendered frames checked for a subject you can see and text\n  you can read, on a monitor and on a phone (L3), a vision model's reading of those frames\n  (L4, optional, on your key), and the web build ending on the desktop's state (L5). Grid\n  levels are proven solvable and platformer levels completable.\n- **The `gamewright` command line**, beside the Studio: `validate`, `analyze`, `bake`, `sim`,\n  `shot`, `tour`, `play`, `verify`, `solve`, `reach`, `changes`, `director`, `mcp`, `key`, `fmt`,\n  `hash` and `version`.\n- **Nine sample games** made with the engine, three of them by the Director from one sentence\n  each, playable in the browser at [gamewright.diy/play](https://gamewright.diy/play), with a\n  keyboard or by touch on a phone.\n- **Downloads and this changelog** at [gamewright.diy/download](https://gamewright.diy/download)\n  and [gamewright.diy/changelog](https://gamewright.diy/changelog), with a release feed. Each\n  package is built and tested on its own system from one commit, with its SHA-256 listed."
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