Everrealm v0.2.0
Changelog
All notable changes to Everrealm will be documented in this file.
The format is based on Keep a Changelog,
and this project adheres to Semantic Versioning.
[0.2.0] — 2026-07-14
Added
- Age-gated content system. Technologies, improvements, and special buildings now unlock based on your current Age. Tier 2 content requires the Age of Growth; Tier 3 content requires the Age of Lords; and so on through all six Ages.
- Tier 3 tech tree (Age of Lords). Three new discoveries — Masonry, Banking, and Medicine — each unlocking a new special building:
- Shrine — boosts discovery rewards (+50 per Shrine)
- Bank — increases passive income rate (+8% per Bank)
- Apothecary — expands settlement capacity (+2 per Apothecary)
- Tier 3 improvements (Age of Lords). Three new realm improvements: Great Walls (+100/hr passive), Cathedral (+150 discovery rewards), and Trading Company (+5 active rewards).
- Framework for Tiers 4–6. Tech nodes, improvements, and special buildings are defined for the Golden Age, Age of Legends, and Age of Myths. Each Age will introduce 3 new techs, 3 new improvements, and 3 new special buildings. These use existing effect types for now; unique mechanics are planned for future versions.
- Onboarding tips. The first three turns now display contextual hints teaching the core loop: establish settlements, develop by merging, and build toward Citadels to advance.
- Age transition narrative. When you advance to a new Age, the story log now tells you what new discoveries and improvements have become available.
- New keyboard shortcuts. Shrine (S), Bank (B), Apothecary (P), Cathedral (R), Embassy (J), Observatory (K), Garden (X), Laboratory (Y), and Hero's Hall (Z).
- New error messages. Age-gated content attempts now produce user-friendly messages instead of generic errors.
- Save migration. Save version bumped to 2. Old saves from 0.1 load without issues; missing fields are filled with defaults.
- Migration tests. Automated tests verify that v1 saves load correctly under the new schema.
Changed
- Generalized bonus calculations. Special building bonus helpers in the engine now check by effect kind rather than hardcoded building names, making it easier to add new buildings without modifying engine logic.
- UI lists filtered by Age. The Discoveries and Improvements panels only show content available for your current Age, reducing clutter and giving players a clearer sense of progression.
Fixed
- Age gating enforcement. In 0.1, all techs and improvements were available from the Founding Age regardless of intended tier. The engine now rejects unlock and purchase attempts for content that hasn't been reached yet.
[0.1.0] — 2026-07-13
Added
- Core game loop. Establish settlements, develop them by merging pairs into higher-level buildings, and guide your realm through six Ages.
- Six Ages. Founding Age, Age of Growth, Age of Lords, Golden Age, Age of Legends, and Age of Myths. Advancing requires 2 Citadels and 200 Prosperity.
- Ten-level settlement progression. Tent → Hut → Cottage → House → Manor → Hamlet → Village → Town → City → Citadel.
- Tech tree (Tiers 1–2). Six discoveries across two tiers:
- Tier 1 (50 Prosperity each): Agriculture (Farm), Trade (Market), Crafts (Workshop)
- Tier 2 (200 Prosperity each): Scholarship (Library), Governance (Town Hall), Engineering (Aqueduct)
- Six special buildings. Farm, Market, Workshop, Library, Town Hall, and Aqueduct — each unlocked via the tech tree with minimum source level requirements.
- Ten realm improvements. Stone Roads, Market Charter, Guild Hall, Town Watch, Royal Treasury, Grand Library, Colonnade, Royal Mint, Ancient Ruins, and Monument.
- Chain reaction mechanic. Early-game merges cascade automatically. Once any technology is unlocked, chains stop so the player can choose whether to merge or branch into special buildings.
- Passive income. Base rate of 120 Prosperity per hour, boosted by improvements and special buildings. Accrues while away and reconciles on load.
- Local save system. Game state persists in browser localStorage. No account required.
- Screen-reader-first accessibility. Fully keyboard-driven with shortcuts for every action. Semantic HTML, ARIA live regions for announcements, no visual information required to play. No dragging, no spatial reasoning, no color-coded anything.
- Cross-platform screen reader support. Confirmed working with NVDA/Chrome, Orca/Firefox/Linux, VoiceOver/iOS Safari, and JAWS/Chrome.
- Downloadable offline version. Available as a .zip release on GitHub.
Full Changelog: v0.1...v0.2.0