Changelog

Update Log

Every release, and what changed. Newest folds first.

v0.18.0

Loose Ends, Folded In

August 2026

The held-items sweep: smarter walls, honest praise, and two new trigger tools.

  • New Scenario makers get two new trigger tools: "Count units into a counter" snapshots a live headcount, and the "Units vs. saved count" condition compares against it later — ask "did we lose anyone since?" without hardcoding numbers.
  • Fix The tutorial's storm verdict is honest now: the Herald compares your picker count against a headcount taken before the Plume — folding spare workers no longer earns "not a page lost" praise while one melts in the rain.
  • AI The Crimson AI checks its own road before walling: a palasade run that would seal its corridor on a choke map now leaves a gate — or gets dropped. And when its target palace falls, it re-aims its walls at whoever still stands instead of fortifying against a ghost.
  • AI A Personel Pod ambushed while loading troops no longer sits blind at the door — it rolls out immediately with whoever is aboard.
  • Fix A scripted storm conjured while another storm is live now counts as a fresh "storm starts" for triggers, and the "storm touches zone" condition respects rotated and round zones.
  • Fix Profane players: a missing dark-announcer clip now falls back to the Pious herald and actually speaks the line — the first such callout used to go silent.
v0.17.1

A Lighter Fold

August 2026

Performance pass: smoother minimap, leaner interface, tidier memory.

  • Fix The minimap repaints its fog in a single stroke instead of thousands of tiny squares — a real frame-rate win on big maps, where the old way was most of the minimap’s cost.
  • Fix The resource bar, clock and selection panel only touch the screen when something visible actually changed — long battles no longer pay an interface tax every frame.
  • Fix Fallen units and razed buildings now release their floating health-bar graphics — long matches with heavy losses no longer slowly eat video memory.
v0.17.0

Walk the Beat

August 2026

Patrol orders, storm-taming AI, and a rework of the Paladin’s Aegis.

  • New Patrol has arrived: press L (or the new card button) and pick a point — your folds march there and back under arms, striking anything that comes within reach and turning at each end until a new order relieves them.
  • New Scenario makers can now end a storm on command: the new "Dissipate the Ink Storm" trigger action stills the live plume — it collapses over a few seconds, exactly like a storm drifting off the map. The score condition and arm/disarm-trigger actions are easier to find too.
  • Balance The Paladin’s Aegis is a real commitment now: the ring’s strength persists across raises — no more free refill by flicking it off and on — and it mends only while lowered. In exchange, allies sheltering inside are truly covered: storm rain, plague bleed and fire now drain the ring instead of the wards beneath it.
  • AI At higher difficulties the Crimson AI answers the weather: it raises a Prism, folds a small congregation of Prophets, and when a storm bears down on its base, prays the plume still — just like a player would.
  • Fix A Pupil promoted to Protege stays selected and keeps its control groups — the panel no longer shows a dead Pupil "still selected".
  • Fix Fliers poisoned or burned out of the sky now fall from altitude — the death sheet tumbles down from where they flew instead of popping at ground level.
  • Fix The Python Pit and the Parrot Perch no longer share their fold hotkey with the Back button on the war menu.
  • New The updater now offers "Update & quit" alongside "Restart to update" — the new version installs as the game closes, ready for your next launch.
v0.16.0

Turn the Walls

August 2026

Rotation controls, and storms that die with dignity.

  • New Palasade walls can be rotated: press R while placing to turn the slab, and dragged wall runs automatically face along the line — corners turn with it. Works in matches and in the map editor, and maps remember the orientation.
  • New The editor’s ramp tool now truly rotates: R cycles through every direction that fits at the spot — including two parallel cliffs, which used to be impossible to choose between. A little "(R to rotate)" note appears whenever more than one direction fits.
  • Fix A dying Ink Storm no longer vanishes in a single frame — the plume collapses over a few seconds, rain thinning as the clouds shrink out of existence.
v0.15.5

The Herald Speaks True

August 2026

Tutorial polish from the latest playtest.

  • Fix The Herald’s spoken lines and the on-screen text now say the same thing — including the storm warning, which used to appear as text while its voice line was silently swallowed by the previous one.
  • Fix Compass directions in the tutorial now match what you see: "east" means to the right of your screen, and every direction comes with the camera panning there.
  • Fix The tutorial now teaches what fresh workers actually do — Pickers and Prospectors head for the nearest resource on their own the moment they’re folded, so the Herald teaches the instinct and then the retask, instead of telling you to send workers who already left.
v0.15.4

The Deep Sweep

July 2026

A third review wave over the AI, the lobby, and the map editor — twenty fixes.

  • AI The Crimson AI got smarter about survival: it no longer starves next to rain-soaked "ghost groves", steals its own freight Pushers for mining duty, burns its recovery funds on doomed folds, or starts buildings its builders can’t walk to.
  • Fix Multiplayer lobbies heal themselves now: a connection blip can no longer silently unseat a guest, a lost map transfer retries instead of hanging the launch forever, kicked players are actually told, and oversized maps say so instead of stalling.
  • Fix Launching a match now waits for the start signal to actually reach everyone, and the victory/defeat screen can no longer be wiped out by a stray pause.
  • Fix The herald’s big moments always play: victory and defeat lines can no longer be swallowed by another announcement, and a corrupted clip no longer mutes him for the rest of the match.
  • Fix Map editor: the first save of a new map can no longer silently replace a library map with the same name, deleting a campaign mission unlocks the missions chained behind it, maps named after built-in missions no longer hijack campaign progress, and restored drafts remember they have unsaved changes.
v0.15.3

Field Reports Answered

July 2026

Three fixes straight from the latest player reports.

  • Fix Aircraft no longer fly straight through mountain peaks — on maps with crags, the whole air corridor rises above the tallest summit.
  • Fix Random coastal maps can no longer strand a starting base on a tiny island in the bay — the sea now always stops short of every spawn, on both shores of mirrored maps.
  • UI Level 1’s objectives now name the actual foe — "Destroy the Crimson Fold’s Palace" — so the briefing and the objectives panel no longer read like two different targets.
v0.15.2

The Second Sweep

July 2026

A deep review of every recently reworked system, fixed in one pass.

  • Fix Slain but standing: a unit bled out by fire, plague, or storm rain could survive its own death inside an Aegis ring (or by a Parrot’s dodge) and wander the field unkillable at zero health. The finishing blow now always lands.
  • Fix Rain-fattened groves and pools could be harvested down to a sliver that yields nothing — workers stood at them gathering zero forever. Slivers now read as dry and regrow properly.
  • Fix Alt-tabbing for ~11 seconds no longer convinces the game your PC is slow and quietly lowers your graphics; and background music now starts properly after a Restart.
  • Fix Tutorial: sprinting to the banner before the Herald speaks no longer tangles his entrance; his farewell can no longer swallow your own prophets later; the practice Plume now drifts back out the way it came; and the defeat screen’s Retry button actually retries the mission.
  • Fix Sheltered workers can no longer be box-selected as ghosts, the briefing video can be scrubbed without restarting its download, and the desktop app survives Windows machines that reserve its preferred port.
v0.15.1

Stress-Tested

July 2026

An adversarial review of the new reconnect code and the freight economy, fixed same-day.

  • Fix Closed two rare ways a disconnect could freeze a match forever: a quitter’s last stray packet can no longer resurrect them in the waiting line, and a player who missed someone’s departure while briefly offline now finds out on reconnect.
  • Fix Order packets that overtake each other in transit are now sequenced before the match advances — the classic "rare mystery desync" is gone.
  • Fix Orders you issued in the split-second before a connection drop are re-sent on reconnect instead of silently vanishing on everyone else’s screen.
  • Fix Pushers got honest bookkeeping: a two-sheet errand no longer books a full backpack against the shelf (which made other pushers see phantom shortages and park), and spilled piles respect the errand size too.
v0.15.0

The Line Holds

July 2026

Multiplayer disconnect recovery — a Wi-Fi blip no longer forfeits the match.

  • New When a player’s connection drops, the match now holds for 20 seconds — "lost connection, holding for them…" — instead of instantly felling their force. Blips reconnect and play resumes exactly where it paused.
  • New Reconnecting players are caught up automatically: the relay replays every order they missed and their game fast-forwards back into lockstep.
  • New Closing the game on purpose still resolves instantly for everyone else — the grace period is only for genuine connection losses.
  • Fix If a player is gone longer than the hold, their force falls exactly as before — and if they return far too late, they get a clear "connection lost too long" screen instead of a corrupted match.
v0.14.3

Every Sheet Accounted For

July 2026

Pusher logistics tightened, storms pay every Printworks, and the net sees deeper.

  • Fix Pushers no longer double-book a delivery — two of them will not both sprint across the map to fill the same two-parchment need.
  • Fix A Pusher sent for two pencilcore now picks up exactly two, instead of stuffing its arms full and stranding the surplus.
  • Fix The storm’s pitch bounty now pays each Printworks under the rain separately — before, every Printworks on the map shared one cooldown.
  • Fix Multiplayer desync detection now watches the ⭐ priority pantry, storm-pitch timers, and regrowing pits and pools — three corners it used to be blind to.
v0.14.2

The Litter Holds

July 2026

Four fixes from the latest field reports.

  • Fix Fire, Pestilence, ink rot, and storm rain now strike the Palanquin’s hide (and the Aegis ring) before the one they protect — a mounted Prime no longer melts under an intact litter.
  • Fix The desktop app remembers you now: your reporter name, graphics settings, and campaign progress no longer reset every launch.
  • Fix Low shadows are soft again instead of blocky — the savings come from the smaller shadow map, not the ugly filter.
  • UI The pattern-complete announcement now names the right folders: advanced designs call for the Prime or a Protege, not "any Pupil".
v0.14.1

Under the Hood, Wave Two

July 2026

The deep engine pass: smoother frames in big fights.

  • Fix Pathfinding stopped throwing away megabytes of scratch memory per second — the cause of the worst frame stutters in large battles is gone.
  • Fix Units finding targets and avoiding each other now use a spatial grid instead of checking every unit on the map, every tick — big maps with spread armies get dramatically cheaper.
  • AI Multiple computer opponents no longer all think on the same tick — the periodic skirmish stutter is smoothed out.
v0.14.0

Lighter on Its Feet

July 2026

The first optimization pass — built for older PCs.

  • New The game now notices when your machine is struggling and quietly steps the graphics down once — with a note telling you where to change it back.
  • New Dual-GPU laptops now ask for the fast GPU instead of the battery-saver chip, and a hidden per-frame screenshot tax is gone.
  • Fix Health bars stopped repainting themselves every frame for every unit (storms had ~150 of them doing it at once); shadows on Low actually cost less now; water and fog got cheaper.
  • Fix The looping soundtrack was holding ~160MB of decoded audio in memory for the whole session — it streams now. The desktop app also stops hoarding hundreds of MB of stale cache on disk.
  • Fix Multiplayer: a slow machine no longer drags every player down to its pace permanently.
  • Balance Resources are now whole numbers all the way down — the rain fattens the groves quietly and pickers only ever carry full sheets.
v0.13.9

The Nine-Auditor Sweep

July 2026

Six field reports fixed, plus everything a full nine-agent audit surfaced.

  • New Finish the tutorial’s last lesson and the WHOLE craft unlocks — every building, fold, and polish, Patternworks included.
  • Fix The tutorial can no longer be ambushed by wild weather before the shelter lesson — only the scripted Plume falls, and the Herald sends relief paper if your last Pickers are lost while broke.
  • Fix Paratroopers aboard a Pelican count toward your population again (no more free slots), Pelicans and Planes bank into their turns instead of sliding sideways, and Patchers now tend damaged fliers.
  • Fix Building over a decoration crushes it; resource readouts no longer show decimals; the desktop app now actually plays the war-tent briefing film (it was silently skipped since it shipped).
  • Fix Multiplayer hardening: an eliminated player’s game keeps ticking so 3-player matches no longer desync on elimination, and a disconnecting player’s last orders are no longer lost mid-flight.
  • Balance Prophet fixes: praying Hurry under clear skies can no longer stall the storm it summons, and re-tapping an armed design no longer wipes the congregation’s prayer.
v0.13.7 – 0.13.8

Freight for the Forgotten

July 2026

Two fixes straight from the evening’s battlefield reports — and the briefing film re-cut.

  • Fix A building whose shelf has run completely dry — a Port with no Pitch, a works with no Parchment — now jumps the freight queue. Pushers no longer let nearby top-ups starve a far-off stalled building forever.
  • UI Ctrl+double-click a unit to select every one of that type you own, anywhere on the map (double-click alone still grabs the ones on screen).
  • New The war-tent briefing film now speaks to YOU: “You are the Silk Sovereign — the Prime of the fold. This war is yours.”
v0.13.6

You Are the Prime

July 2026

The Herald walks the field now — and every word he speaks is to YOU.

  • New The tutorial opens with the Herald himself crossing the preparation grounds to greet you: “Praise be — another Prime walks the preparation grounds.” He leads you to the banner, hands off the lesson, and takes his leave.
  • New Every line is now spoken to you, not about your unit — you ARE the Prime. That is why when you fall, everything falls.
  • Balance The two laws land one at a time: your own life first, your Palace at the banner — the truth of the roads comes later, when the sleds start rolling.
v0.13.5

The Banner Stands

July 2026

Tutorial polish from the morning’s field reports.

  • Fix The rally banner is now a real crimson standard planted on the field — walk to the flag you can actually see.
  • Fix You start with your Palace again (it was never yours to build — only to guard); the mission begins with the walk, then the folding of hands.
  • Fix Every fold instruction now speaks the real clicks — select your Prime, press Fold, open Workers — in text AND voice.
  • New Map makers: decorative props (including the new banner) now render on classic parametric maps, not just editor-built ones.
v0.13.3 – 0.13.4

Founding Hands & a Guiding Eye

July 2026

The tutorial now starts from a lone Prime — and the camera looks where the Herald points.

  • New The first mission begins with NOTHING but your Prime: raise the Palace with his own hands, fold your first Pickers, and earn every resource — no lesson can complete itself before it is taught.
  • New When the Herald speaks of a place, a building, or your Prime, the camera now glides there — every lesson looks at what it teaches.
  • New Map makers get the same power: the Pan Camera trigger can now target a zone, a tagged unit or building, or the first finished building of a type.
  • Fix The Herald no longer calls your Prime "that gold figure" — the tall hooded Sovereign is described as he actually stands.
v0.13.1 – 0.13.2

The Tutorial Finds Its Voice

July 2026

The first mission now opens with a war-council briefing and speaks every lesson aloud.

  • New A cinematic briefing opens New Game: the Herald, in the war council tent, introduces the Silk Sovereign and the two laws of the fold — skippable, always.
  • New Every tutorial beat is now voiced by the Herald, from the first rally order to the last lesson over a fallen Prime.
  • Fix Restart Level from the tutorial (or any campaign mission) now restarts that mission instead of dropping you into Level 1.
v0.13.0

The First Fold, Refolded

July 2026

A proper tutorial — and the campaign’s first mission.

  • New New Game now opens with a guided first mission: learn why your Prime and Palace are your life, watch your Pushers carry the goods that never teleport, weather your first Plume with auto-shelter, retask your gatherers, and end it the only way wars end — their Prime, or their Palace.
  • New Maps can now limit and progressively reveal technology — the foundation of the campaign’s gradual unlocks, and yours to use in the Map Editor’s new Tech Limits panel.
  • UI The old Level 1 stands as Mission 2, right below New Game.
v0.12.1

Staggered Sieges & Honest Ledgers

July 2026

Two fixes straight from the battlefield reports.

  • AI Multiple computer opponents no longer assault in perfect unison — each enemy now marches on its own clock.
  • UI Costs tell the truth: parts your Pushers can deliver show amber ("queue it, the convoy is coming") instead of red — red now means the team truly has none. No more Playbook stuck in permanent red Parchment.
v0.12.0

The Prophets Take Their Knees

July 2026

A new unit for both provinces, a reworked Prism that bends the weather through worship, and a long-arms balance pass.

  • New The Prophet: a robed seer who worships at the Prophet’s Prism. Arm the Prism with a design — Stop, Hurry, Point, or Grow the plume — and the congregation prays it into the sky; more Prophets, faster enactments.
  • New The weather forecast: while any Prophet is at prayer, the Prism reveals the live plume’s track and the next plume’s path before it breaks — then Point it wherever you like.
  • Balance Long-arms pass: the Poacher’s rifle reaches 6 squares (7 with the new Prolonged Pitch-Barrels tech at the Pitch Priory); the Parapet’s Panoramic Projectile now adds 1 square (7 total) — both provinces top out even.
  • New The Herald’s research callouts now speak the proper study names — Plated Folds, Propelled Paper, Parallel Presses, Paper Prowess and their kin.
v0.11.2

The Herald Finds His Voice

July 2026

A fully rewritten Pious announcer script, the Prophet’s Prism finally working in multiplayer, and honest storm warnings.

  • New The Pious Herald’s entire script has been rewritten and re-recorded — every callout now delivered in proper alliterative style, from “Peril at the Palace!” to “A Pusher has parted with his parcels.”
  • Fix Prophet’s Prism storm-craft now works in multiplayer — Call the Plume, Still the Sky, Read and Turn the Winds are all networked and land identically for every player.
  • Fix Storm-craft actually costs Pitch now — a bookkeeping bug made every cast free.
  • Fix One plume, one warning: the inbound forecast no longer double-fires, a Stilled sky re-warns honestly at the true 30-second mark, and multiplayer guests finally get storm callouts too.
  • UI The Palace’s kite battery now shows its tether strings — the planes no longer float disconnected.
v0.11.1

The Great Audit

July 2026

A top-to-bottom sweep of both provinces — every unit, building, voice line and menu checked and squared away.

  • Fix The Profane herald now announces single-player matches too — profane games used to play the Pious voice outside multiplayer.
  • Fix Fallen Profane folds get their death callouts: the Piercer, Poacher, Panther Patroller, Punisher, Predator, Personel Pod and Python each cry out in the Profane voice.
  • UI Buildings with several upgrades now give each its own hotkey (G/H/J/K) — only the first used to be keyboard-reachable.
  • UI The unit panel now shows signature abilities at a glance: anti-air-only, splash, burn, plant-to-fire, swallow, and the Pod’s water ferry.
  • UI The Poison Projector’s three refits and the Python Pit’s Plumper Python now visibly change the building, matching their Pious mirrors.
  • Fix Deep multiplayer safety pass: the desync detector now watches production lines, research progress, upgrades, ability cooldowns, poisons and the storm’s own schedule.
v0.11.0

Bigger Battles, Smarter Foes

July 2026

Skirmish boards that grow with the player count, a Personel Pod that ferries across water, and computer opponents that wall up, ride transports, and lob proxies.

  • New Skirmish maps now scale with the head-count: 3–4 players fight on 72-tile boards, 5–6 on 88, and bigger — with fords, ridges and resources spread to match.
  • New The Personel Pod’s roof prop spins up to ferry it across rivers and lakes — cross where there is no bridge and unload behind the defenses.
  • AI Profane computer players now raise Palasade wall lines across their approaches, ferry assault squads in Personel Pods, and field Proxie Ploppers that lob shells at your buildings.
  • New Scenario makers get a live counter scoreboard: the new Show Counter trigger action pins any named counter to the objectives panel.
  • UI The Pitch Plume now shows on the minimap — no more losing track of the storm.
  • Fix Destroying a Palace now truly eliminates the team — a Prime hiding on a Palanquin or behind a shield can no longer survive the wipe, and one dying inside a transport counts too.
  • Fix An allied computer player marching its army no longer sets off your “Pretenders are on the march” alarm.
v0.10.x

The Province Split — the Profane Arrive

July 2026

Warigami’s biggest expansion yet: a second playable faction. The Pious fold pristine white paper; the Profane steep theirs in pitch. Two provinces, two armies, one war.

  • New Two playable provinces — pick Pious or Profane per seat in Skirmish and Multiplayer lobbies. Custom maps can lock each seat’s province.
  • New Twelve Profane units and buildings: the Piercer, Poacher, Panther Patroller, Punisher, Predator, Personel Pod and the Python — plus the Pitch Priory, Python Pit, Poison Projector, Plume Poofer, and drag-built Palasade walls.
  • New A Profane herald: a complete second announcer with over a hundred of his own lines, dripping with alliteration.
  • New The Profane look: every model 50–75% pitch-black with splashes and streaks of your team color — and the Profane Sovereign, a bespoke dark Prime.
  • AI Computer players field each province’s full roster with its own strategies — Profane AIs raise Poison Projectors and breed pit Pythons.
  • UI The map editor’s palette carries every new unit and building, grouped by province.
v0.9.x

High Ground, Palanquins & the Supply Rework

July 2026

Terrain that matters, a Prime who rides to war, and an economy where supplies physically live on shelves.

  • New Lattice terrain: layered cliffs, ramps, bridges and waterlines — and towers now see farther from high ground.
  • New The Prime’s Palanquin: a Palace upgrade that hoists your Prime onto a war-litter with a second hide, extra speed, and a stocked folding war-chest.
  • New Per-building storage: raw supplies are shelved in the building that holds them, Pushers keep your starred pantry topped up, and razed stockpiles are lost with the building.
  • AI Autonomous Patchers mend nearby buildings, workers flee storms and return to work, and enemy AIs recover from bankruptcy by parting out what they can’t afford.
  • Balance Prop Popper reworked into a dedicated one-burst interceptor; Patchers learned Purify.
  • Fix Multiplayer pause latching, off-map "void walks", and a long tail of pathing and storage edge cases.
v0.4.x

The Air Expansion

July 2026

Warigami takes to the sky: fifteen new units and buildings bring flight, paradrops, anti-air, fire, and shields to the paper battlefield.

  • New Aircraft and the Port: press Planes and Pelicans, muster Paratroopers, and drop them anywhere the fog allows.
  • New Dedicated anti-air — the Plasma Pulse Projector and the Prop Popper — plus the Paladin’s Aegis shield and the Pyro’s spreading fire.
  • New The Perch and its Parrots: a rookery of harassing wild birds that perch, poop, and pounce.
  • New The Pulverizer and the Prototype Plant round out the late-game arsenal.
  • Balance Advanced units now cost Parchment — your Paper Press earns its keep.
v0.3.3

Cleaner Folds & Smarter Foes

July 2026

A polish pass on unit movement and battlefield AI, plus quality-of-life fixes to keep your economy humming.

  • New Freshly folded units now disperse into a tidy grid instead of piling on top of each other — and they leave a one-tile buffer around your buildings.
  • AI After a battle, the AI regroups its surviving forces instead of trickling in one unit at a time.
  • Balance Pushers move one step faster, keeping Parchment and Pencilcore flowing to your advanced workshops.
  • Fix Idle folders will now gather Paper when your stockpile runs dry, instead of standing around.
  • Fix Smoother pathing around Pylon Plantations, and pierced units can now escape through resource nodes rather than getting stuck.
v0.3.0 – 0.3.2

The Great Economy Rework

July 2026

The biggest change to Warigami’s economy yet. The old refining chain was retired in favor of three raw resources and a single refined material, making your supply lines clearer and your build order more meaningful.

  • New New resource model: gather three raw resources — Paper, Pencilcore, and Pitch — and refine Paper into Parchment at the Paper Press.
  • New Pencilcore is now mined straight from Pencilcore Pits (no more Plumbum or refining building). Pitch is drawn from Pitch Pools for storm-craft and ranged units.
  • New New building — the Pantry: a forward drop-off that shelters workers and shortens your resource runs.
  • New New building — the Pylon Plantation: a sprinkler post ringed by self-replanting Paper beds for a renewable Paper supply.
  • New Fallen units now play a graceful death-fold animation as they crumple back into paper.
v0.2.x

Scenario Mode & the Map Studio

Early–Mid 2026

Tools for making your own battles — a full map editor, a campaign designer, and a trigger system powerful enough to build custom scenarios.

  • New Scenario mode: build custom missions with victory/defeat triggers, timers, counters, and per-team AI — Skirmish or fully scripted Scenario maps.
  • New Map editor with terrain, water, bridges, props and biomes, plus a Map Library and Campaign Designer for ordering and unlocking missions.
  • UI Editor quality-of-life: marquee multi-select, a bird’s-eye view, and refined brushes for mountains and crags.
v0.1.x

Multiplayer & the First Public Builds

Early 2026

The foundation: lockstep multiplayer, the installable desktop game, and the first sweeping balance pass.

  • New Lockstep multiplayer for 2–6 players, with custom maps transferred to everyone in the lobby before launch.
  • New Proxies reworked into pitch-stuffed walking bombs with a manual Detonate — a whole new way to break a defensive line.
  • Balance Resource nodes regenerate over time, deeper foreman-driven AI, and a raised population cap.
  • Fix Multiplayer reconnect handling and LAN game discovery.

Warigami is in active development — check back for more folds. Play the latest build →