Recent Updates
What’s new in The SoloQuest
Plain‑English summaries of the latest improvements, focused on what players will notice most.
12
Recent merges
28
Feature themes
Mar 17, 2026
Latest merge
Recent update summaries
Each entry is written for players, so you can share what’s new without any engineering context.
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.
Ready to play the latest build?
Step into the newest story beats, avatar expansions, and system upgrades the moment they land.