Recent Updates
What’s new in The SoloQuest
Plain‑English summaries of the latest improvements, focused on what players will notice most.
21
Recent merges
43
Feature themes
Jul 3, 2026
Latest merge
Recent update summaries
Each entry is written for players, so you can share what’s new without any engineering context.
Boss fights, rests, quests, and combat logs stay in sync
This branch is a broad gameplay consistency pass focused on the places where the story and mechanics could drift apart. Scenario bosses now use scenario-level HP targets instead of raw SRD stat-block durability, so early bosses like the Oubliette assassin are threatening without turning into impossible 78 HP walls. Combat narration is stricter about matching engine-owned HP: damage toasts use the right enemy names, model-written HP drops no longer override deterministic damage, and clear defeat language like destroyed, gone, or swallowed by the furnace now removes stale enemies from the tracker instead of leaving them in the sidebar. Short rests once again get a DM narration after the local rules apply, but rest mechanics are filtered so HP, abilities, and spell slots cannot be double-applied. Scene clocks can now clear cleanly, quest rewards were toned down, and the DM is more conservative about inventing a new quest for routine navigation like simply leaving a room.
Sidebar clarity and item details are easier to read
The hero sidebar now keeps its tab buttons and accordion sections aligned more cleanly, so the control rail reads as a deliberate stack instead of a crowded strip. Skill proficiencies now explain themselves on hover or focus in both the sidebar and character creator, and gear items open a full detail modal with equip, use, and drop actions instead of forcing you to infer what each row does. Hover previews on gear give you a quick read before you click, and the sidebar no longer lets long item names push the layout sideways.
Quests, choices, and story all stay tighter over long campaigns
Long-running adventures just got a lot more dependable. Quests now track cleanly from the moment the DM hands them out through to completion, so you won't see half-baked objectives or garbled difficulty ratings slip into your log. Your story choices — who you sided with, what deal you cut, which path you took — carry forward without ever duplicating or doubling up, even if you replay a turn. And the DM now stays perfectly in sync with where your character actually is: your inventory, your health, your active threads are all what the DM thinks they are, every turn. The result is a campaign that holds together beautifully from the first scene to the hundredth.
A first-run experience overhaul — clearer stories, fairer rolls, Focus Mode
The first few minutes of a new adventure now feel noticeably smoother. Scenario cards during creation show the world tone, focus, and danger level — not the private plot twists your DM is meant to reveal later, so every hook lands as a surprise. When the AI suggests an action like Investigate the altar, the roll now uses Investigation (Intelligence) as D&D expects, not Perception — the label on the button matches the actual skill, so you always know what you are rolling. The typewriter animation no longer locks your action input: narration can play out visually while you are free to act the moment the AI responds, and a Show full text button appears so you can skip ahead instantly. Character creation dialogue was rewritten in clear fantasy vocabulary — no more system, protocol, or combat chassis in your hero's origin story. A new Focus Mode toggle in the sidebar hides the full stats, gear, and skills panels when you want to focus purely on the story and your next decision. First-time adventurers now see a quick guide on their very first turn explaining how to read the scene, pick a suggestion or describe an action, and roll only when the DM asks — with a Dismiss button once the rhythm clicks. And the action bar stays pinned to the bottom of the screen as you scroll through narration, so you never have to hunt for where to type next.
A survivability pass — a few bad rolls won’t end your run before it starts
Low-level adventures used to be brutally swingy: one unlucky turn could drop a fragile hero before the story really got going. This update adds a safety net that respects the rules without coddling you. No single blow can erase more than a fraction of a low-level hero’s health, and several enemies can’t gang up to delete you in one turn either — damage is held to a survivable share of your max HP while you’re most fragile. The first hit that would take a healthy hero straight to 0 now leaves you clinging to 1 HP instead, once per fight, so you always get a chance to react rather than being knocked out cold with no warning. Going down is no longer an instant loss: a lone hero with no party healer gets a steadier hand on death saves, and once the danger has passed — every enemy down or fled — you stabilize and come to instead of bleeding out on an empty battlefield. The death-save panel now shows the help you’re getting, so a clutch save never looks like a glitch. Skill-check difficulty is steadier too: the DM now works from clear, level-appropriate target numbers, so an ordinary lockpick or leap doesn’t randomly become a near-impossible roll. And none of this declaws the late game — as your hero grows, the training wheels come off and big hits land with real weight again.
A gameplay quality pass — clearer combat, fairer rules, a living world
A focused pass on how the game actually plays. In combat, you can now tell the DM to close the distance and attack in a single command — if an enemy is out of melee reach, your hero moves up and strikes in one go instead of being told the target is too far. Spell attacks now use your class’s real spellcasting ability instead of guessing, and a clean revival after a natural-20 death save no longer secretly spends your abilities or hands you a free attack — you come back at 1 HP and get to choose your next move (stand, retreat, call for help). Short rests were fixed so spending Hit Dice heals you once, not twice. We also stopped internal rules-engine debug warnings from ever showing up in your story log. On the screen itself, a new scene panel in the sidebar keeps your current location and the active threat visible at a glance, the action bar locks while narration is still typing so you can’t accidentally fire the same action twice, and the scenario picker now previews the world you’re stepping into — how many places, faces, and unresolved threads each adventure holds. Behind the scenes, each starting scenario now behaves like a persistent world with recurring characters, connected locations, and threads that develop over time instead of resetting each turn.
A retro-arcade visual overhaul
The SoloQuest has a whole new look. The entire app — from the landing page to the game table — now wears a retro purple HUD theme with neon cyan, pink, and gold accents inspired by classic arcade cabinets. In game, a new vitals HUD keeps your hero’s health and key stats visible above the narration, the top bar and hero sidebar were rebuilt as a command-console rail, and character creation, combat, dice, and login screens were all restyled to match. We also tightened up the sidebar on desktop: tab labels and settings toggles now fit cleanly at every window size instead of spilling off the edge.
Payments are back online
Stripe checkout was completely broken — the payment window would not open for some players, so buying turn packs or upgrading to Pro was impossible. We fixed it. Everything works now.
Stealth openings can now create real surprise rounds
Combat no longer starts as a flat exchange every time. If you open an encounter from stealth, the engine now checks that approach against enemy passive perception and can mark hostiles as surprised. Surprised enemies lose their first turn instead of immediately acting like they were ready for you, and the combat tracker now calls out who is surprised so the opening state is visible at a glance. The DM context also receives that surprise state, which helps narration stay aligned with what the engine has already resolved.
Combat feedback and tracker readability pass
Combat moments are easier to read at a glance. HP changes now surface with clearer on-screen feedback, defeat events are called out more reliably, and the party tracker has been cleaned up so hostile enemies sit above companions instead of getting buried beneath support characters. Companion entries were also tightened up to take less space, making the tracker easier to scan during busy fights.
Grappling, poison, disease, attunement & social contests
A large batch of SRD mechanics land all at once. In combat you can now grapple enemies to pin them in place, shove them prone or push them back, make offhand attacks with a light weapon in your other hand, and attempt to hide mid-fight. Poison and disease are now fully tracked — each has its own save DC, damage, and cure threshold, and effects tick automatically during combat rounds and rests until you shake them off. Social encounters now resolve via deterministic skill contests rather than pure AI narration, supporting both fixed-DC checks and fully contested rolls. Finally, magic items that require attunement are tracked correctly: you have three attunement slots, the AI knows which items need them, and attunement is broken when items are lost or confiscated.
Combat engine overhaul — Phases 5 through 8
Four major phases of the rules engine shipped together: tactical positioning now tracks distance, cover, and line-of-sight so ranged attacks and spells are blocked or penalized realistically. Reactions — Shield, Uncanny Dodge, and Opportunity Attacks — surface as interactive prompts mid-combat instead of being left to the AI to remember. Exploration and travel gained a deterministic engine covering travel pace, forced-march exhaustion, environmental hazards (falling, fire, suffocation), and a proper hit-dice spend workflow for short rests. Finally, encounter balance guardrails were added: the DM is now guided by SRD XP thresholds, enemy spawn caps, and burst-damage limits so early-level fights stay survivable.
Feats and Ability Score Improvements
When you hit an ASI level (typically 4, 8, 12, 16, or 19 — and some classes get extra ASIs), you now get a real choice: boost your ability scores or pick a feat from the D’D 5e SRD. Over 30 feats are available — from Great Weapon Master and Sharpshooter to War Caster and Lucky — each with full prerequisite checks and per-class recommendations so newer players know what works best for their build. Half-feats that grant +1 to a stat are fully supported too.
Deeper stories and instant backstories
Character creation now includes a Randomize button that generates backstories tailored to your race, class, and gender — no blank-page anxiety. A second Randomize option populates Bond, Flaw, and Ideal fields with SRD-inspired personality traits based on your chosen background. Stories themselves have also been expanded with richer, more detailed scenario writing.
Interactive inventory management
Your gear is no longer a read-only list. A new Inventory panel lets you equip armor and shields, use consumables like potions mid-adventure, and drop items you no longer need. Armor Class now recalculates live based on what you have equipped, following full 5e SRD rules. Items the AI gives you are automatically categorized as weapons, armor, consumables, or misc.
Stories feel richer and more consistent
The AI keeps better track of narrative beats so scenes connect more naturally and your choices carry forward with less repetition.
Many more character visuals
A larger avatar library means more options for races, classes, and character vibes right out of the gate.
Marketing experience got a refresh
The public pages are clearer, cleaner, and make it easier to understand what The SoloQuest offers at a glance.
Dedicated marketing pages launched
The site now has purpose-built pages for core info instead of everything living on one landing screen.
Rules content is more SRD-aligned
Gameplay content was adjusted to better match SRD guidelines while keeping the experience intact.
Session recaps are now built-in
Quick summaries help you remember what happened and jump back into the story without rereading everything.
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