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Changelog
luminko edited this page Oct 8, 2026
·
3 revisions
Versions are major.minor.patch: the minor number goes up for new features, the patch number for fixes
and interface changes. Published versions are on the
GitHub Releases page; see Updating.
- More reliable multiplayer. Linked devices reconnect on their own if they drop out, and the status bar shows RECONNECTING while they do. A device that fails to sync is retried automatically until the game starts.
- If the host leaves after syncing a game, the linked devices cancel it too.
- The READY screen shows each device in its own colour, and a device's tick clears when the game settings change.
- TEAM COLOURS: NEXT is selected straight away, and when there are as many teams as devices, each team uses its device's colour.
- STATS: team colour names now match the colours shown.
- PASSCODE: choosing RANDOM codes for several devices no longer jumps back to the home screen.
- The battery level shows 100% when fully charged.
- Fixed a crash on linked devices at the end of some games.
- Minor UI improvements and fixes.
- Full controller support. Every menu, setup screen and game can be played with an optional handheld controller: the stick moves a highlight, a button confirms. See Controller.
- Settings → CONTROLLER: choose what each button does (confirm, back, home or extra) and its colour, to match your controller.
- Team colours follow your buttons. A new TEAM COLOURS step picks which colours play; every team mode remembers them.
- STATS → SESSIONS shows each session's game time.
- Minor UI improvements and fixes.
- New CLASSIFIED mission: UNDERWORLD COMMANDOS. Bring a terminal back online in 1–5 random minigames before the clock runs out. Solo or multiplayer, with its own stats and live stats on the phone remote. See Underworld Commandos.
- Clearance codes: CLASSIFIED missions are played with a clearance code. Register your device and enter the code at my.tactgames.co.uk, then sync the device. See Clearance.
- Flip screen (Settings → SYSTEM) turns the picture and touch upside down. The screen is now the other way up by default: if yours is upside down after updating, turn Flip screen on.
- Minor UI improvements.
- Game mode tiles no longer say SOLO / MULTI: every mode can be played either way.
- Phone remote: more reliable on iPhones, and one phone at a time can be the remote.
- A device trying to join a full session (4 devices) is now told so clearly.
- New: Phone remote. While a device is hosting, open the address shown in CONNECTIVITY in a phone's
browser (on the same Wi-Fi) and enter the 4-digit PIN. See Phone remote.
- A live copy of the host's screen: tap, hold or swipe it to use the host from the phone (set up, start and end games).
- Every linked device's live state and score. Tap a device for its live stats for the game mode being played.
- The PIN is new every time hosting starts and after each phone signs in. After 5 wrong tries, wait 30 seconds.
- DISCONNECT goes back to the PIN screen; a dropped connection reconnects by itself.
- While a phone is connected, and for 10 minutes after, the host keeps its Wi-Fi on.
- New game mode: SEQUENCE, solo or multiplayer. It plays like DETONATION, but the bomb is armed
and disarmed with a sequence of arrows instead of holding a button. Use the on-screen arrows, or the
stick on a joystick controller.
- ARM & DISARM: the Infiltrators make up a sequence of up to 10 arrows, then enter it again to confirm and arm the bomb. Response must enter it to disarm.
- DISARM ONLY: each device makes up its own random sequence of 4–10 arrows.
- A wrong arrow flashes the sequence and starts it again.
- SEQUENCE has its own stats.
- DETONATION overtime: if time runs out while the Infiltrators are holding to arm, play carries on until the bomb is armed or the progress drains back to zero. The clock turns yellow and shows OVERTIME.
- Longer battery life: Wi-Fi switches off whenever it isn't needed and back on by itself when it is. Joined devices stay connected. The host connects when you pick a game mode, and stays connected through the game and results. The Wi-Fi icon turns grey while Wi-Fi is off.
- TACT remembers the last Wi-Fi network it joined and reconnects to it when you check for updates.
- UPDATE NOW on the countdown before an update installs.
- Settings → SYSTEM is split into DEVICE and DATA sections.
- STATS: MOST PLAYED shows the game mode's icon.
- Fixed: on a game mode's stats page, the INFILTRATOR WINS and RESPONSE WINS labels overlapped.
- Minor improvements to the update process.
- Minor UI updates.
- The battery percentage is no longer shown at the top of the screen, only the battery icon. The percentage is on About.
- SEQUENCE appears in Game modes as a placeholder for a future mode (coming soon). Coming-soon modes are always listed last.
- Game modes scroll when there are more than two rows, with a scroll bar so you can see there's more below.
- Saved Wi-Fi networks are listed first (A–Z), then the others by signal strength.
- Fixed: joining a saved Wi-Fi network restarted the device.
- Check for updates (Settings → SYSTEM, and About): TACT can update itself over Wi-Fi from the GitHub Releases page. See Updating.
- About shows when TACT was last updated, and a QR code to the GitHub page with every version, including previous ones.
- Settings, saved Wi-Fi networks and stats are kept. This version is installed over USB; later versions can be installed over the air.
- Wi-Fi passwords can be saved: leave SAVE ticked when entering one, and that network joins without asking next time. Press and hold a saved network to forget it.
- About shows the battery percentage next to its voltage.
- Fixed: the device count beside NEXT on the PLAYERS step (multiplayer) could be hidden.
- Fixed: the hint beside NEXT on setup screens (MIN : SEC, 0 = INSTANT TAP, STEPS OF 5 SECONDS...) never showed.
- RESPAWN WAVES: clearer text on the respawns screen (EVERY 06:00, START IS WAVE 1).
- New mode: RESPAWN WAVES — the device sits at a spawn point and releases players in timed waves (game time ÷ number of respawns). Made for zombie infection games. Works solo or across linked spawn points, which stay in step without a connection during the game.
- Stats for the new mode. Existing all-time stats are carried over.
- Behind-the-scenes improvements for the documentation.
- The location beep has a new sound, and is now a single Location beep volume slider (OFF turns it off) instead of a switch, a TEST button and a separate volume.
- DETONATION: a detonation sound plays when the fuse runs out.
- DOMINATION: a sound plays every time a team captures the point.
- Game sound effects:
- PASSCODE: denied on a wrong code.
- DETONATION: bomb planted when armed, bomb defused when disarmed.
- KING OF THE HILL: a ping for every point.
- TEAM DEATHMATCH: a ping for every respawn.
- Fixed: the SOUNDS settings tab couldn't be scrolled.
- New SOUNDS settings tab, between SYSTEM and GAME, with volume sliders for System sounds, Game announcer sounds and Game sound effects. The Sound switch became the System sounds slider.
- Location beep settings moved to SOUNDS.
- Beep volume is a slider, above Location beep.
- Beep volume setting.
- Settings split into SYSTEM and GAME tabs.
- Speaker support.
- Location beep: the device beeps at a set interval during games and on the result screen, so it can be found on the field.
- DETONATION: letting go of the button drains the progress at half speed instead of resetting it; holding again carries on. The time left to hold is shown to the millisecond.
- DETONATION: seconds to arm and seconds to disarm on one screen. Bomb times are remembered for the next game, even after switching off.
- DETONATION has a bomb icon and roomier setup screens.
- Game modes are listed alphabetically. Press and hold a mode to make it a favourite: favourites come first, with a star.
- New mode: DETONATION — arm or disarm the bomb before the fuse runs out; ARM & DISARM or DISARM ONLY; Infiltrators vs Response.
- New mode: KING OF THE HILL — touch your team's colour to score; most points wins.
- DOMINATION and PASSCODE can be played in multiplayer (PASSCODE with a separate code, or a random one, for each device).
- Every mode's setup starts with GAME DURATION.
- Multiplayer: the host waits for every device's result, with End without waiting for devices.
- Devices that lose the connection rejoin the same session when it's back.
- CONNECTIVITY: END SESSION on the host, DISCONNECT FROM SESSION on joined devices.
- Stats cover the new modes. Stats from earlier versions are cleared.
- Press and hold to clear the stats of a game mode, a session or a single game.
- STATS SUMMARY has cards per game mode that open that mode's stats. Longest game removed from the summary.
- STATS has two tabs, SUMMARY and SESSIONS. Sessions show the winning team. PASSCODE records the quickest time.
- STATS SUMMARY, CLEAR ALL, and a Stats sessions kept setting. More room for stats.
- Stats summary and a view of each game.
- New STATS menu: games recorded per power-on session.
- Multiplayer games start at the same moment on every device.
- Fixed: a device dropped from a game stayed on the waiting screen.
- Game mode tiles say SOLO or SOLO / MULTI. When hosting, the host picks which devices play on a new PLAYERS step (none = a solo game), and can still play solo modes.
- Renamed to TACT (Tactical Arena Control Tool).
- Multiplayer TEAM DEATHMATCH across linked devices: team colours, synced start, combined results.
- Interface fixes for the device link.
- New CONNECTIVITY menu: join a Wi-Fi network or create one, and host or join other devices.
- Device name setting.
- Game modes shown as one row of tall tiles.
- The UNLIMITED LIVES tick box moved onto the lives screen.
- New mode: TEAM DEATHMATCH — respawn tickets per team, UNDO, elimination.
- Support for an optional handheld controller.
- New mode: DOMINATION — hold your team's tile to capture the point; the longest hold wins.
- Charging icon in the status bar. The DEFUSE mode renamed PASSCODE.
- The penalty countdown is centred.
- Default game time setting; keypad layout and battery display fixes.
- First game mode: PASSCODE — enter the code before time runs out, with a lock-out for wrong codes.
- Game start countdown setting.
- Interface clean-up and an About screen credit.
- First version: start-up screen, main menu, settings and About.