All recent Questmaker updates, new features and improvements at a glance. Versions follow 0.MINOR.PATCH-beta — minor bumps ship with each public publish.
New: Encounter mode with a visible initiative tracker – every participant rolls a D20, turn order is visible to everyone, and off-turn actions are filtered.
New: GM response length is now selectable in the adventure wizard (Concise / Balanced / Verbose) and enforced as a hard word cap in the prompt – no more sprawling replies when you pick "Concise".
Damage rolls are rendered cleanly in the chat card again (roll, bonus, final value) – including combined actions from multiple players.
Enemy HP is now stored as an integer and can no longer drop to 0 too early due to rounding (skeleton warrior no longer dies from 3 damage while at 6 HP).
Items announced by the GM reliably land in the inventory again – the parser now accepts every markdown variant of "🎒 Item received".
No more universal d8 for every enemy: damage dice now scale with enemy tier (d4 for rats/goblins up to d12 for final bosses).
Major: Already generated premium TTS audio is now reliably delivered to every player in the room – the star indicator shows up and a single click starts playback instantly, without re-generating.
Resuming a saved game now syncs in real time to every player: as soon as the host resumes, all players are returned to the lobby and the recap runs cleanly.
Pricing page sharpened: Explorer includes browser TTS, Starter/Pro/Epic include premium TTS voices.
Achievement "Adventures played" now counts only rooms you actually played in – instead of multiple save states of the same game.
Cover images of published adventures now fill the cards in the community overview edge to edge.
Avatars in the community overview and detail page render correctly again (preset avatars were previously rendered as raw keys).
v0.13.0-beta — Press page & new footer
Major: New public press page at `/press` and `/en/press` – with elevator pitch, fact box, feature overview, copy-ready press texts and creator & streamer highlights.
Footer fully reworked: organized into four thematic columns (Navigation, Legal, Community, Info & Press), with direct access to Discover, Pricing, Account and a subtle DE | EN language switch.
Home page FAQ clarified: every player needs a free account to join a room – but credits are still only consumed by the host.
Cookie settings now sit as a clearly separated block beneath the community links in the footer instead of being hidden between info links.
Major: Generic visual puzzle system – five interactive pixel puzzle types (Sequence, Rotation, Connection, Slot-Matching, Fragment) woven contextually into the adventure by the Gamemaster and solvable in sync for all players in the room.
Major: New rune translation puzzle – 20 Futhark runes, a "Translator" book (unlimited lookups) and word-slots to fill with the correct runes. Only used when runes or ancient script genuinely fit the setting.
Major: Full puzzle sound system – per puzzle type, dedicated SFX with multiple variants (rotation, sequence, slot, fragment, connection). All manageable in the admin "Sounds" library.
Menu background music – the dashboard now subtly loops "Enchanted Serenity" so the main menu feels more atmospheric.
Dedicated Edo ambient track – samurai/shogun settings get their own music category, auto-detected and manageable in the admin area.
Crystal sound on claim – daily rewards, weekly quests and unlocked achievements now play a dedicated "crystal" sound (25%).
v0.11.0-beta — Morality, Reputation & a more living world
Major: New morality system (⚖️) – characters now have a persistent morality score from -100 to +100. The Gamemaster automatically evaluates decisions (killing, helping, betrayal, oaths…) and shows progress as a red-to-green bar on the character sheet.
Major: New reputation system (📣) – per character and scope (local, faction, global). NPCs only react when your deeds are public, observed or known as rumors. In multiplayer, group events are shared fairly across all active characters.
Major: Map hierarchy – locations can now contain sub-locations (e.g. city → tavern → back room). Nodes can be collapsed/expanded and are visually nested.
Voice narration (TTS) for GM storytelling – pitch and rate adjustable, markers and dice notation are filtered out before reading.
GM behavior reworked: replies end with at most one neutral, open question instead of preset options – your actions stay truly free.
Combat rules tightened: every damage roll now requires a d20 check ≥ 12 first. No more arbitrary damage rolls.
Major: Full audio system with separate tracks for ambient music and SFX. Sound effects are triggered automatically by keywords in the GM narrative.
Major: Leveling system with clear XP thresholds (500 / 1250 / 2250) and specialization unlocks per level.
Credit economy introduced: text actions cost 1 credit, generated images 12 credits. Transparent billing and overview in your account.
Inventory with real slot rules: amulets, rings and shoulder pieces no longer accidentally end up in the weapon slot.
Multiplayer stability significantly improved: no more duplicate gold or item bookings in shared sessions.
Image generation much cleaner: generated scene images no longer contain distracting text, letters or UI elements.
v0.9.0-beta — Cloud saves, new lobby & smoother mobile experience
Major: Save games are now stored server-side. You can continue your adventures seamlessly across devices – e.g. start on PC and keep playing on your phone.
Major: Completely reworked lobby mechanics – faster joining, clearer player overview and a consistent flow from creation to game start.
New patch notes page with versioning – now linked in the footer.
The lobby now shows the same header as character creation for a consistent experience.
Mobile dashboard loading: background, logo and avatar now fade in together instead of popping in one after another.
Old save games can be loaded reliably again; orphaned cloud saves are handled more gracefully.