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.

Updated through Mar 17, 2026

Combat feedback and tracker readability pass

Mar 17, 2026

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.

Why it matters: Fights should feel more legible turn to turn. Important outcomes like damage and defeats are easier to notice, and the tracker now prioritizes the information you usually need first.
CombatUXTrackerQuality of Life

Grappling, poison, disease, attunement & social contests

Mar 4, 2026

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.

Why it matters: Combat has more tactical options, hazards like poison and disease carry real mechanical weight across multiple turns, and social or contested moments resolve consistently rather than being left entirely to chance narration.
CombatTacticsD&D MechanicsConditionsSocialItems

Combat engine overhaul — Phases 5 through 8

Feb 24, 2026

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.

Why it matters: Fights are more tactical, fairer, and more interactive. You can dodge a hit with your reaction, see exactly how far enemies are, and trust that the difficulty curve will not spike out of nowhere at low levels.
CombatTacticsReactionsExplorationBalanceD&D Mechanics

Feats and Ability Score Improvements

Feb 15, 2026

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.

Why it matters: Character builds finally have the depth and customization that D&D players expect. Your choices at each ASI level meaningfully shape how your hero plays.
FeatsCharacter ProgressionD&D Mechanics

Deeper stories and instant backstories

Feb 15, 2026

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.

Why it matters: Getting into character is faster and more fun, whether you want quick inspiration or a fully fleshed-out hero from the start.
Character CreationStorytellingQuality of Life

Interactive inventory management

Feb 14, 2026

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.

Why it matters: Managing your loadout finally feels like part of the game instead of something you have to imagine.
InventoryEquipmentGameplay

Stories feel richer and more consistent

Feb 7, 2026

The AI keeps better track of narrative beats so scenes connect more naturally and your choices carry forward with less repetition.

Why it matters: Your adventure reads more like a campaign log and less like isolated prompts.
StorytellingNarrative

Many more character visuals

Feb 6, 2026

A larger avatar library means more options for races, classes, and character vibes right out of the gate.

Why it matters: It’s easier to find a hero that matches the story you want to play.
AvatarsCharacters

Marketing experience got a refresh

Feb 5, 2026

The public pages are clearer, cleaner, and make it easier to understand what The SoloQuest offers at a glance.

Why it matters: New players can decide faster and start playing sooner.
LandingMarketing

Dedicated marketing pages launched

Feb 1, 2026

The site now has purpose-built pages for core info instead of everything living on one landing screen.

Why it matters: It feels more like a real product site and is easier to share.
MarketingLayout

Rules content is more SRD-aligned

Jan 31, 2026

Gameplay content was adjusted to better match SRD guidelines while keeping the experience intact.

Why it matters: Rule references are clearer and more consistent in play.
RulesSRD

Session recaps are now built-in

Jan 31, 2026

Quick summaries help you remember what happened and jump back into the story without rereading everything.

Why it matters: Returning to a campaign takes seconds instead of minutes.
RecapsUX

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