Previous releases (v1.0.x ~ v1.1.1) have been retroactively classified as pre-1.0 beta (v0.1.x). The engine did not yet meet competitive-standard quality. The version pipeline has restarted at v0.2 for engine rebuilding. v1.0 will be the true official release once the Engine Foundation phase is complete.
v0.7Jun 2026Latest
Mobile UI Redesign — Completely rebuilt mobile layout: new top bar (SCORE · LV/LINES/★ · VS target), NEXT and HOLD piece previews as vertical side columns flanking the board. PC design no longer bleeds onto mobile.
Mobile Overtake Animation — Defeating a target on mobile now triggers the same shatter flash + slide-out/slide-in effect as desktop, giving real feedback when you climb past a rival.
Haptic Feedback — Vibration on hard drop, line clear, Glowtris (4-line), and G-Spin. Toggle on/off in Settings. Only shown on devices that support it.
Real-User Warmup Targets — Before you reach the top-20 leaderboard, you now climb through real players pulled live from the server. Scores are grouped into 10 log-scale bands and a random opponent is picked from each band every game — so it feels different every run.
Mode-Specific Rivals — Blitz and Daily Challenge now draw warmup opponents from their own leaderboard pools, not the marathon board.
True #1 Target Tracking — Rival targets now merge daily + all-time boards per mode, so you chase the real all-time record holder (not just today's top score) right through to the end. Once you beat everyone, the VS box crowns you 👑 #1 and live-updates your score.
BGM / SFX Volume Sliders — Independent volume controls for game music and sound effects in Settings. Drag BGM to 0% to play your own music without killing game sounds.
Speed Curve Extended — Difficulty now scales through level 32 instead of capping at level 12. Three phases: fast ramp (Lv 1→10), gradual tighten (Lv 10→20, 170ms→50ms), expert pressure (Lv 20→32, 50ms→16ms). Top speed raised from 80ms to 16ms (~60fps gravity).
External Music No Longer Interrupted — Removed legacy iOS speaker-routing hack that caused Spotify / YouTube to pause whenever the game page loaded.
LCP & Latency Improvements — Deferred non-critical API requests from the main thread; Edge Caching with MGET optimizations cut initial load latency from 1.2s to under 30ms.
iOS Safe-Area Clipping — Header was clipped on some iPhones (Display Zoom mode). Padding now uses env(safe-area-inset-top) directly, bypassing a Safari CSS-variable resolution bug.
Score Cap Raised — Maximum submittable score raised from 10,000,000 to 99,999,999 across all leaderboards.
v0.6Jun 2026
Vanish Zone — Pieces now spawn 2 rows above the visible board (10×22 logic board); the vanish rows are hidden by a gradient overlay, matching competitive-standard behavior
Drop Pillar — A gradient column in the active piece's color illuminates the drop path from the board top to the ghost piece, replacing the old dashed guide lines
APM / PPS — Live Actions-Per-Minute and Pieces-Per-Second counters displayed in the left panel throughout each game
Input Buffer (IMS) — Left/right inputs tapped during the 120 ms line-clear pause are buffered and fired on the next piece spawn with DAS pre-charged, eliminating dropped inputs
3-Corner G-Spin Rule — T-spins where only the two back corners are occupied now correctly score as T-Spin Mini instead of a full T-Spin
UI Cleanup — Removed the redundant desktop title header and KEYS reference panel from the left sidebar; hold button height reduced to align with the D-pad panel
v0.5Jun 2026
Canvas2D Optimization — Rolled back experimental WebGL renderer due to Safari bugs; bundle size heavily reduced
High-Hz Support — Delta-time physics interpolation added; all animations now run flawlessly on 144Hz/240Hz monitors
Zero-Latency Audio — All synthetic sound effects are now pre-rendered into AudioBuffers via OfflineAudioContext, eliminating CPU spikes and latency during play
Lock-delay UI — Added a floating lock-delay timer bar above the active piece
v0.4Jun 2026
Scoring Standard — B2B (Back-to-Back) 1.5× bonus, all-spin detection (SRS+)
Next Queue — Expanded the next piece preview queue to 5 pieces
v0.3Jun 2026
Movement Standard — 180° rotation, custom keybinds
Professional Tuning — SDF ∞ support, 15-move lock-delay reset cap
Input Lag Fixes — IRS, IHS, DCD, and instant ARR=0 support
v0.2Jun 2026
Fixed-Timestep Loop — Decoupled game logic from rendering for perfectly consistent physics
Sub-Frame Input — Processed user inputs chronologically between frames for maximum accuracy
PWA UPDATEJun 2026
Push notifications — get notified when the daily challenge goes live (opt-in)
Install prompt — add to home screen banner for iOS, Android, and desktop
Offline support — play without internet; scores sync when reconnected
Daily challenge date fix — "completed today" now correctly reflects your local date
Per-timezone notifications — each user receives their notification at local noon
v1.1.1May 2026
Full keyboard navigation — WASD + arrows + Tab + Enter across all menus
Auto-focus management — modals capture focus; Escape/Backspace closes them
Duplicate modal fix — donation modal no longer stacks on repeated clicks
Touch sound fix — no more double-fire on touch screens
iPad keyboard mode — side panels appear correctly on keyboard-connected iPads
v1.1May 2026
Sprint Mode — clear 40 lines as fast as possible; personal best tracked
Mode selector — Marathon / Sprint / Daily Challenge card UI with records
3-2-1 countdown — animated countdown with sound before each game
Sprint leaderboard — separate ascending leaderboard (fastest time wins)
iPad keyboard support — first keypress shows desktop UI on tablet
WASD support — full WASD control alongside arrow keys
v1.0.9May 2026
Daily Challenge — same piece sequence for all players each day; dedicated leaderboard
Achievements — 20 milestones with neon toast popups and badge gallery