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Releases: zytocc/upnext

0.1.0 - 2026-10-13

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@github-actions github-actions released this 13 Oct 20:18

Release Notes

The first public release.

Added

  • Your libraries in one place: Steam (the Web API with your key, or the local client's files with none), Epic, GOG and Amazon through Heroic, your GOG account, and a GOG Galaxy 2.0 database. A game owned on several stores is one title.
  • Details for every game from the Steam store, SteamSpy, GOG, Wikidata, PCGamingWiki and ProtonDB, and with your own keys IGDB and RAWG. HowLongToBeat is off unless you turn it on.
  • Picks: a few games that fit a free-text request ("an hour, something relaxing"), from the AI you choose: your Claude Code or Codex CLI on your own subscription, an Anthropic or OpenAI API key, or any OpenAI-compatible server such as Ollama. Picks without AI too.
  • AI review summaries ("People say" and "Vibes") and review tags, series guides, Second chances for abandoned games, Hidden gems, New to you, and a recommended wishlist.
  • A taste profile you can read and edit: favourites, likes, hard nos, habits and the patterns behind them.
  • Shelved games, staples and play-later lists; history of every lineup; Versus and Help me decide.
  • Jobs with schedules, progress, history and logs; backups with restore and import; AI usage in tokens or dollars.
  • A web UI, an app window on Linux and Windows (upnext app), a systemd user service, and a container image.
  • Other devices and scripts through tokens and pairing, opt-in network listening and built-in HTTPS; the API under /api/v1 with an OpenAPI document.
  • A first-run wizard and a tour.
  • Signing in with your own identity provider (OpenID Connect: Authelia, Authentik, Keycloak and the like), off until an issuer and client id are set in Settings › Devices and API or the environment (UPNEXT_OIDC_*): another device's pairing page offers "Sign in with …", which pairs the browser as the account's player, making one the first time unless that's turned off or a group rule refuses. Settings › Players links the next sign-in to a player already here, once someone at the computer confirms the account that signed in is theirs, or unlinks one. Trusted proxies: trusted_proxies lists the proxies whose forwarding headers UpNext believes, for the client's address, HTTPS and the host, and "The proxy does the login" lets their visitors in without pairing, to the player picker, for tailscale serve or a proxy with its own login. GET /api/v1/oidc, GET /api/v1/oidc/login, GET /api/v1/oidc/callback, POST /api/v1/oidc/logout, POST /api/v1/players/{id}/oidc/link and DELETE /api/v1/players/{id}/oidc; tokens of kind oidc. Schema v37.
  • Players: several people on one computer, each with their own marks, picks, History, taste profile, ratings, routines, Play later and wishlist. With two or more players, UpNext asks "Who's playing?" when a browser hasn't chosen (and, if "Ask each time UpNext opens" is on, each time; on by default in the app window), and the top bar's "Playing as" menu switches in one click. A player can set a PIN of four to eight digits, asked before switching to them; five wrong in a row lock it for a minute, then longer. Settings › Players adds, renames, recolours and removes players (on the computer UpNext runs on, after a backup), and splits Settings into your own sections and everyone's. Each store account and AI account belongs to whoever linked it, who offers it to everyone, chosen players or no one in Settings › Sharing (and ticks who also plays on it, so their hours count); each player turns on what is offered to them. "Hide this game…" in a game's "Mark as…" menu hides it just from you, from everyone else (your copy), or from everyone, says who still sees it and why, and lists it on the Lists page's "Hidden by me", which asks for your PIN first. Usage has a row per player, and a token, a paired device or one allowed with a tap can belong to one player, which takes their PIN. Players aren't private from the computer: anyone with its files can read everything.
  • Players from a script or a terminal: the UpNext-Player header (a token bound to a player, then the header, then the player cookie, then the default player decide who a request is for), /api/v1/players, /api/v1/accounts, /api/v1/ai-accounts, /api/v1/hidden and PUT /api/v1/games/{id}/hide; upnext --player <name or id> (or UPNEXT_PLAYER), upnext player list|add|rename|remove|pin, upnext sync --account and upnext token create --player. Jobs that learn about a player (the taste patterns, the wishlist, Second Chance) run once for each, on each one's AI, and a game hidden from someone is "a hidden game" in every job line and log they can read.
  • Players, continued: Settings › AI usage breaks usage out by AI account, and each subscription's bars are read with that account's own sign-in (by_account in GET /api/v1/ai/usage). Big screen's top bar shows who's playing and switches player with the controller (with the PIN pad), and opens a player's own setup. A new player's setup offers a Steam account signed in on this computer that nobody has yet, and a Heroic folder in another user's home folder that nobody reads yet ("That's mine", also in Settings › Accounts); setup names a Steam folder in another user's home when UpNext finds none of its own. Only whether such a folder is there is checked, and only for someone at that computer; nothing in it is read until it's chosen. upnext mock-library --one-player fills a library with one player.
  • The Android app, for a phone, a tablet or an Android TV using UpNext on your computer: it finds the computers on the network that run UpNext, asks the chosen one to allow it (tap Allow on the computer after checking the four-digit number), and opens UpNext there; away from home it takes an address, a scanned QR code or a typed code. Several computers can be kept and forgotten, and forgetting one asks it to revoke the phone's token. Tokens are sealed with a key in Android's keystore and kept out of backups. On a TV it opens in big screen. On Android 17 and later it lists the computers chosen in the system's own picker (Find a computer), and asks for Nearby devices only before an address typed or scanned that may be on the home network. A signed APK comes with each release once the release key is set up, and an F-Droid recipe is in contrib/fdroid/. POST /api/v1/pair takes "wants": "token" for an app that keeps the token itself.
  • A device asks to be allowed, and the computer allows it with a tap: a phone or browser chooses Ask to be allowed, and every UpNext window and browser on the computer it runs on shows its name and a four-digit number to check, with Allow and Deny (and, with two or more players, whose device it is). The six-digit code stays as the other way in. upnext pair requests, upnext pair approve <number> and upnext pair deny <number> answer from a terminal, and in a container the log shows the command. A request lasts two minutes, three at most wait at once, only home-network addresses may ask, an address asks again ten seconds on at the earliest, and one denied three times waits ten minutes. POST /api/v1/pair/request, GET /api/v1/pair/request/{id}, GET /api/v1/pair/open, GET /api/v1/pairing/requests and POST /api/v1/pairing/requests/{id}.
  • UpNext announces itself on the home network (mDNS, _upnext._tcp) while other devices are allowed, under the computer's name; Settings › Devices and API names it or turns the announcement off (announce, network_name). The app window can use the library on another computer: upnext app --connect, or "Is your library on another computer?" on setup's first page, lists the computers found, or takes an address, asks the chosen one to allow this one and then opens on it, with "Use this computer's library" in Settings to go back. Each time, the window checks the computer's install id before sending it the token; if it doesn't answer, or another UpNext answers at its address, the window says so and offers to try again or use this computer's library. The window asks for attention, or opens from the tray icon, when a device asks. GET /api/v1/network/computers, DELETE /api/v1/network/computers/{id} and GET, POST, DELETE /api/v1/network/connect.
  • Backlog verdicts from other players: once a day UpNext downloads what other players answered, whole, from the verdicts service, sending nothing, and keeps the last download for offline use. A game page's "Backlog verdicts" shows the headline ("Worth it on a backlog, say 18 of 23 players"), what most players say about when it clicks, the sessions it needs, limited time and when it's fine to stop, how far people got, and their newest texts with Report. Pick cards get a line on what most say, led by what the request asks; picks weigh it below your own history, and Help me decide shows the headline. The Library filters by "respects limited time" and "clicks fast", and its table has a column for the headline. It's on from the setup wizard and switched in Settings › Library data; an older install's game page offers it once. The AI reads them (in which games picks consider, the picks, "It's too ___", Help me decide and Second Chance) under one switch in Settings, on unless you turn it off. Only a newer snapshot replaces the kept one, and the service's address must be HTTPS. GET /api/v1/games/{id}/verdicts, GET /api/v1/verdicts/community, GET /api/v1/games?backlog=, the verdicts job, and upnext verdicts sync and apply. The mock library comes with made-up verdicts.
  • Backlog verdicts, the sending side: a game page's "Backlog verdicts" section writes a short verdict about how the game fits a backlog and limited time, pre-filled from your mark, playtime, play diary and why you stopped, and offers one after you mark a game finished, shelved, abandoned, burnt out or not for me (Settings › Library data turns the offer off). Before the first one is sent, a consent screen says it's public under CC0 1.0. Verdicts can be edited, taken down one at a time or a...
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0.1.0-rc.2 - 2026-10-13

Pre-release

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@github-actions github-actions released this 13 Oct 19:32

Release Notes

The first public release.

Added

  • Your libraries in one place: Steam (the Web API with your key, or the local client's files with none), Epic, GOG and Amazon through Heroic, your GOG account, and a GOG Galaxy 2.0 database. A game owned on several stores is one title.
  • Details for every game from the Steam store, SteamSpy, GOG, Wikidata, PCGamingWiki and ProtonDB, and with your own keys IGDB and RAWG. HowLongToBeat is off unless you turn it on.
  • Picks: a few games that fit a free-text request ("an hour, something relaxing"), from the AI you choose: your Claude Code or Codex CLI on your own subscription, an Anthropic or OpenAI API key, or any OpenAI-compatible server such as Ollama. Picks without AI too.
  • AI review summaries ("People say" and "Vibes") and review tags, series guides, Second chances for abandoned games, Hidden gems, New to you, and a recommended wishlist.
  • A taste profile you can read and edit: favourites, likes, hard nos, habits and the patterns behind them.
  • Shelved games, staples and play-later lists; history of every lineup; Versus and Help me decide.
  • Jobs with schedules, progress, history and logs; backups with restore and import; AI usage in tokens or dollars.
  • A web UI, an app window on Linux and Windows (upnext app), a systemd user service, and a container image.
  • Other devices and scripts through tokens and pairing, opt-in network listening and built-in HTTPS; the API under /api/v1 with an OpenAPI document.
  • A first-run wizard and a tour.
  • Signing in with your own identity provider (OpenID Connect: Authelia, Authentik, Keycloak and the like), off until an issuer and client id are set in Settings › Devices and API or the environment (UPNEXT_OIDC_*): another device's pairing page offers "Sign in with …", which pairs the browser as the account's player, making one the first time unless that's turned off or a group rule refuses. Settings › Players links the next sign-in to a player already here, once someone at the computer confirms the account that signed in is theirs, or unlinks one. Trusted proxies: trusted_proxies lists the proxies whose forwarding headers UpNext believes, for the client's address, HTTPS and the host, and "The proxy does the login" lets their visitors in without pairing, to the player picker, for tailscale serve or a proxy with its own login. GET /api/v1/oidc, GET /api/v1/oidc/login, GET /api/v1/oidc/callback, POST /api/v1/oidc/logout, POST /api/v1/players/{id}/oidc/link and DELETE /api/v1/players/{id}/oidc; tokens of kind oidc. Schema v37.
  • Players: several people on one computer, each with their own marks, picks, History, taste profile, ratings, routines, Play later and wishlist. With two or more players, UpNext asks "Who's playing?" when a browser hasn't chosen (and, if "Ask each time UpNext opens" is on, each time; on by default in the app window), and the top bar's "Playing as" menu switches in one click. A player can set a PIN of four to eight digits, asked before switching to them; five wrong in a row lock it for a minute, then longer. Settings › Players adds, renames, recolours and removes players (on the computer UpNext runs on, after a backup), and splits Settings into your own sections and everyone's. Each store account and AI account belongs to whoever linked it, who offers it to everyone, chosen players or no one in Settings › Sharing (and ticks who also plays on it, so their hours count); each player turns on what is offered to them. "Hide this game…" in a game's "Mark as…" menu hides it just from you, from everyone else (your copy), or from everyone, says who still sees it and why, and lists it on the Lists page's "Hidden by me", which asks for your PIN first. Usage has a row per player, and a token, a paired device or one allowed with a tap can belong to one player, which takes their PIN. Players aren't private from the computer: anyone with its files can read everything.
  • Players from a script or a terminal: the UpNext-Player header (a token bound to a player, then the header, then the player cookie, then the default player decide who a request is for), /api/v1/players, /api/v1/accounts, /api/v1/ai-accounts, /api/v1/hidden and PUT /api/v1/games/{id}/hide; upnext --player <name or id> (or UPNEXT_PLAYER), upnext player list|add|rename|remove|pin, upnext sync --account and upnext token create --player. Jobs that learn about a player (the taste patterns, the wishlist, Second Chance) run once for each, on each one's AI, and a game hidden from someone is "a hidden game" in every job line and log they can read.
  • Players, continued: Settings › AI usage breaks usage out by AI account, and each subscription's bars are read with that account's own sign-in (by_account in GET /api/v1/ai/usage). Big screen's top bar shows who's playing and switches player with the controller (with the PIN pad), and opens a player's own setup. A new player's setup offers a Steam account signed in on this computer that nobody has yet, and a Heroic folder in another user's home folder that nobody reads yet ("That's mine", also in Settings › Accounts); setup names a Steam folder in another user's home when UpNext finds none of its own. Only whether such a folder is there is checked, and only for someone at that computer; nothing in it is read until it's chosen. upnext mock-library --one-player fills a library with one player.
  • The Android app, for a phone, a tablet or an Android TV using UpNext on your computer: it finds the computers on the network that run UpNext, asks the chosen one to allow it (tap Allow on the computer after checking the four-digit number), and opens UpNext there; away from home it takes an address, a scanned QR code or a typed code. Several computers can be kept and forgotten, and forgetting one asks it to revoke the phone's token. Tokens are sealed with a key in Android's keystore and kept out of backups. On a TV it opens in big screen. On Android 17 and later it lists the computers chosen in the system's own picker (Find a computer), and asks for Nearby devices only before an address typed or scanned that may be on the home network. A signed APK comes with each release once the release key is set up, and an F-Droid recipe is in contrib/fdroid/. POST /api/v1/pair takes "wants": "token" for an app that keeps the token itself.
  • A device asks to be allowed, and the computer allows it with a tap: a phone or browser chooses Ask to be allowed, and every UpNext window and browser on the computer it runs on shows its name and a four-digit number to check, with Allow and Deny (and, with two or more players, whose device it is). The six-digit code stays as the other way in. upnext pair requests, upnext pair approve <number> and upnext pair deny <number> answer from a terminal, and in a container the log shows the command. A request lasts two minutes, three at most wait at once, only home-network addresses may ask, an address asks again ten seconds on at the earliest, and one denied three times waits ten minutes. POST /api/v1/pair/request, GET /api/v1/pair/request/{id}, GET /api/v1/pair/open, GET /api/v1/pairing/requests and POST /api/v1/pairing/requests/{id}.
  • UpNext announces itself on the home network (mDNS, _upnext._tcp) while other devices are allowed, under the computer's name; Settings › Devices and API names it or turns the announcement off (announce, network_name). The app window can use the library on another computer: upnext app --connect, or "Is your library on another computer?" on setup's first page, lists the computers found, or takes an address, asks the chosen one to allow this one and then opens on it, with "Use this computer's library" in Settings to go back. Each time, the window checks the computer's install id before sending it the token; if it doesn't answer, or another UpNext answers at its address, the window says so and offers to try again or use this computer's library. The window asks for attention, or opens from the tray icon, when a device asks. GET /api/v1/network/computers, DELETE /api/v1/network/computers/{id} and GET, POST, DELETE /api/v1/network/connect.
  • Backlog verdicts from other players: once a day UpNext downloads what other players answered, whole, from the verdicts service, sending nothing, and keeps the last download for offline use. A game page's "Backlog verdicts" shows the headline ("Worth it on a backlog, say 18 of 23 players"), what most players say about when it clicks, the sessions it needs, limited time and when it's fine to stop, how far people got, and their newest texts with Report. Pick cards get a line on what most say, led by what the request asks; picks weigh it below your own history, and Help me decide shows the headline. The Library filters by "respects limited time" and "clicks fast", and its table has a column for the headline. It's on from the setup wizard and switched in Settings › Library data; an older install's game page offers it once. The AI reads them (in which games picks consider, the picks, "It's too ___", Help me decide and Second Chance) under one switch in Settings, on unless you turn it off. Only a newer snapshot replaces the kept one, and the service's address must be HTTPS. GET /api/v1/games/{id}/verdicts, GET /api/v1/verdicts/community, GET /api/v1/games?backlog=, the verdicts job, and upnext verdicts sync and apply. The mock library comes with made-up verdicts.
  • Backlog verdicts, the sending side: a game page's "Backlog verdicts" section writes a short verdict about how the game fits a backlog and limited time, pre-filled from your mark, playtime, play diary and why you stopped, and offers one after you mark a game finished, shelved, abandoned, burnt out or not for me (Settings › Library data turns the offer off). Before the first one is sent, a consent screen says it's public under CC0 1.0. Verdicts can be edited, taken down one at a time or a...
Read more

0.1.0-rc.1 - 2026-10-13

Pre-release

Choose a tag to compare

@github-actions github-actions released this 13 Oct 18:58

Release Notes

The first public release.

Added

  • Your libraries in one place: Steam (the Web API with your key, or the local client's files with none), Epic, GOG and Amazon through Heroic, your GOG account, and a GOG Galaxy 2.0 database. A game owned on several stores is one title.
  • Details for every game from the Steam store, SteamSpy, GOG, Wikidata, PCGamingWiki and ProtonDB, and with your own keys IGDB and RAWG. HowLongToBeat is off unless you turn it on.
  • Picks: a few games that fit a free-text request ("an hour, something relaxing"), from the AI you choose: your Claude Code or Codex CLI on your own subscription, an Anthropic or OpenAI API key, or any OpenAI-compatible server such as Ollama. Picks without AI too.
  • AI review summaries ("People say" and "Vibes") and review tags, series guides, Second chances for abandoned games, Hidden gems, New to you, and a recommended wishlist.
  • A taste profile you can read and edit: favourites, likes, hard nos, habits and the patterns behind them.
  • Shelved games, staples and play-later lists; history of every lineup; Versus and Help me decide.
  • Jobs with schedules, progress, history and logs; backups with restore and import; AI usage in tokens or dollars.
  • A web UI, an app window on Linux and Windows (upnext app), a systemd user service, and a container image.
  • Other devices and scripts through tokens and pairing, opt-in network listening and built-in HTTPS; the API under /api/v1 with an OpenAPI document.
  • A first-run wizard and a tour.
  • Signing in with your own identity provider (OpenID Connect: Authelia, Authentik, Keycloak and the like), off until an issuer and client id are set in Settings › Devices and API or the environment (UPNEXT_OIDC_*): another device's pairing page offers "Sign in with …", which pairs the browser as the account's player, making one the first time unless that's turned off or a group rule refuses. Settings › Players links the next sign-in to a player already here, once someone at the computer confirms the account that signed in is theirs, or unlinks one. Trusted proxies: trusted_proxies lists the proxies whose forwarding headers UpNext believes, for the client's address, HTTPS and the host, and "The proxy does the login" lets their visitors in without pairing, to the player picker, for tailscale serve or a proxy with its own login. GET /api/v1/oidc, GET /api/v1/oidc/login, GET /api/v1/oidc/callback, POST /api/v1/oidc/logout, POST /api/v1/players/{id}/oidc/link and DELETE /api/v1/players/{id}/oidc; tokens of kind oidc. Schema v37.
  • Players: several people on one computer, each with their own marks, picks, History, taste profile, ratings, routines, Play later and wishlist. With two or more players, UpNext asks "Who's playing?" when a browser hasn't chosen (and, if "Ask each time UpNext opens" is on, each time; on by default in the app window), and the top bar's "Playing as" menu switches in one click. A player can set a PIN of four to eight digits, asked before switching to them; five wrong in a row lock it for a minute, then longer. Settings › Players adds, renames, recolours and removes players (on the computer UpNext runs on, after a backup), and splits Settings into your own sections and everyone's. Each store account and AI account belongs to whoever linked it, who offers it to everyone, chosen players or no one in Settings › Sharing (and ticks who also plays on it, so their hours count); each player turns on what is offered to them. "Hide this game…" in a game's "Mark as…" menu hides it just from you, from everyone else (your copy), or from everyone, says who still sees it and why, and lists it on the Lists page's "Hidden by me", which asks for your PIN first. Usage has a row per player, and a token, a paired device or one allowed with a tap can belong to one player, which takes their PIN. Players aren't private from the computer: anyone with its files can read everything.
  • Players from a script or a terminal: the UpNext-Player header (a token bound to a player, then the header, then the player cookie, then the default player decide who a request is for), /api/v1/players, /api/v1/accounts, /api/v1/ai-accounts, /api/v1/hidden and PUT /api/v1/games/{id}/hide; upnext --player <name or id> (or UPNEXT_PLAYER), upnext player list|add|rename|remove|pin, upnext sync --account and upnext token create --player. Jobs that learn about a player (the taste patterns, the wishlist, Second Chance) run once for each, on each one's AI, and a game hidden from someone is "a hidden game" in every job line and log they can read.
  • Players, continued: Settings › AI usage breaks usage out by AI account, and each subscription's bars are read with that account's own sign-in (by_account in GET /api/v1/ai/usage). Big screen's top bar shows who's playing and switches player with the controller (with the PIN pad), and opens a player's own setup. A new player's setup offers a Steam account signed in on this computer that nobody has yet, and a Heroic folder in another user's home folder that nobody reads yet ("That's mine", also in Settings › Accounts); setup names a Steam folder in another user's home when UpNext finds none of its own. Only whether such a folder is there is checked, and only for someone at that computer; nothing in it is read until it's chosen. upnext mock-library --one-player fills a library with one player.
  • The Android app, for a phone, a tablet or an Android TV using UpNext on your computer: it finds the computers on the network that run UpNext, asks the chosen one to allow it (tap Allow on the computer after checking the four-digit number), and opens UpNext there; away from home it takes an address, a scanned QR code or a typed code. Several computers can be kept and forgotten, and forgetting one asks it to revoke the phone's token. Tokens are sealed with a key in Android's keystore and kept out of backups. On a TV it opens in big screen. On Android 17 and later it lists the computers chosen in the system's own picker (Find a computer), and asks for Nearby devices only before an address typed or scanned that may be on the home network. A signed APK comes with each release once the release key is set up, and an F-Droid recipe is in contrib/fdroid/. POST /api/v1/pair takes "wants": "token" for an app that keeps the token itself.
  • A device asks to be allowed, and the computer allows it with a tap: a phone or browser chooses Ask to be allowed, and every UpNext window and browser on the computer it runs on shows its name and a four-digit number to check, with Allow and Deny (and, with two or more players, whose device it is). The six-digit code stays as the other way in. upnext pair requests, upnext pair approve <number> and upnext pair deny <number> answer from a terminal, and in a container the log shows the command. A request lasts two minutes, three at most wait at once, only home-network addresses may ask, an address asks again ten seconds on at the earliest, and one denied three times waits ten minutes. POST /api/v1/pair/request, GET /api/v1/pair/request/{id}, GET /api/v1/pair/open, GET /api/v1/pairing/requests and POST /api/v1/pairing/requests/{id}.
  • UpNext announces itself on the home network (mDNS, _upnext._tcp) while other devices are allowed, under the computer's name; Settings › Devices and API names it or turns the announcement off (announce, network_name). The app window can use the library on another computer: upnext app --connect, or "Is your library on another computer?" on setup's first page, lists the computers found, or takes an address, asks the chosen one to allow this one and then opens on it, with "Use this computer's library" in Settings to go back. Each time, the window checks the computer's install id before sending it the token; if it doesn't answer, or another UpNext answers at its address, the window says so and offers to try again or use this computer's library. The window asks for attention, or opens from the tray icon, when a device asks. GET /api/v1/network/computers, DELETE /api/v1/network/computers/{id} and GET, POST, DELETE /api/v1/network/connect.
  • Backlog verdicts from other players: once a day UpNext downloads what other players answered, whole, from the verdicts service, sending nothing, and keeps the last download for offline use. A game page's "Backlog verdicts" shows the headline ("Worth it on a backlog, say 18 of 23 players"), what most players say about when it clicks, the sessions it needs, limited time and when it's fine to stop, how far people got, and their newest texts with Report. Pick cards get a line on what most say, led by what the request asks; picks weigh it below your own history, and Help me decide shows the headline. The Library filters by "respects limited time" and "clicks fast", and its table has a column for the headline. It's on from the setup wizard and switched in Settings › Library data; an older install's game page offers it once. The AI reads them (in which games picks consider, the picks, "It's too ___", Help me decide and Second Chance) under one switch in Settings, on unless you turn it off. Only a newer snapshot replaces the kept one, and the service's address must be HTTPS. GET /api/v1/games/{id}/verdicts, GET /api/v1/verdicts/community, GET /api/v1/games?backlog=, the verdicts job, and upnext verdicts sync and apply. The mock library comes with made-up verdicts.
  • Backlog verdicts, the sending side: a game page's "Backlog verdicts" section writes a short verdict about how the game fits a backlog and limited time, pre-filled from your mark, playtime, play diary and why you stopped, and offers one after you mark a game finished, shelved, abandoned, burnt out or not for me (Settings › Library data turns the offer off). Before the first one is sent, a consent screen says it's public under CC0 1.0. Verdicts can be edited, taken down one at a time or a...
Read more