Playtest Alpha— unfinished and still changing.
Changelogs

App Changelog

What's changed in the Wanderstar website and play tools — the character builder, GM Tools, the Oracle, and the rulebook site. Newest first. For changes to the game's text, see the rulebook's own changelog.

2026-07-04§

  • Fixed the buttons on guided creation's Name your Wanderer step: "Roll one for me" no longer cuts off mid-word, both buttons center their labels properly, and on a narrow phone they stack instead of squeezing.
  • The New Wanderer dialog carries the same Pre-Generated tab as Load Wanderer — build guided, roll random, or start from one of the Quickplay five.
  • The Load Wanderer dialog grew a Pre-Generated tab holding the Quickplay crew — Ace, Bram, Edda, Jinx, and Stills-the-Echo — each a full, faithful build of the book's pregens (skills, boons, banes, contacts, gear, even Jinx's lasting Maimed leg). Pick one and a fresh copy joins your roster, ready to play or make your own. Their TOML files ship with the app and open in the importer like any player export.
  • The sheet's Skills list got its situational roll toggle back: an ADV / NEU / DIS switch in the section header. Every skill pill shows its effective state live — Advantage on a Disadvantaged skill cancels to Neutral, exactly as Chapter 6 combines them — and clicking a skill rolls at that effective state (3D6 keep highest or lowest two). The toggle is per-session and starts at Neutral. The Journal's Mini Sheet Skills dialog carries the same switch, with each skill's badge and roll following it the same way.
  • The Skill Ranks dialog was rebuilt from scratch. The thirty dropdowns are gone: every skill now carries a row of five rank chips — one click from Untrained (—) to Expert (+3), teal while trained, solar at Expert. A filter box and a Trained only toggle cut the list down fast, each skill names the characteristic it defaults to, and the footer keeps a live tally of skills trained and ranks held.
  • The character sheet's list dialogs learned to reorder too: Weapons & Armor, Ships Vehicles & Drones, Boons, Banes, Contacts, and Masteries all carry the same drag grip as Equipment & Trinkets — drag a card by its left edge to arrange the list, and the sheet follows. Worn-armor toggles stay attached to their piece when gear moves.
  • Every character-sheet dialog now wears the same dark cabinet as the Journal's — Characteristics, Skill Ranks, Boons, Banes, Contacts, Masteries, Weapons & Armor, Worn Armor, Ships, Send to a player, End the session, and the shared-items prompt all match Equipment & Trinkets. Dialogs that add things gained the same top add panel (type a name, press Enter — Boons and Banes no longer start as a blank row): a new contact, mastery, weapon, or craft starts from its name and fills in on its card below. Catalogs, random rolls, and the Ch.35 NPC and Ch.26 ship roll-ups all carry over, just dressed to match.
  • The Journal's edit dialogs learned to reorder: Threads, NPCs, Factions, Clocks, and Locations each grew the same drag grip as Equipment & Trinkets — drag a card by its left edge to arrange the list, and the sidebar follows the new order.
  • The character sheet's Equipment & Trinkets dialog was rebuilt to match the Journal's editors — the same dark cabinet, a line under the title saying what it holds, and adding in its own panel at the top: type a name (TL and cost if you like) and press Enter. Equipment and Trinkets each hold their own tab now, gear and keepsakes sit in cards you edit in place, remove is the same little bin, and the Browse catalog tab keeps the Equipment and Trinkets D66 tables with a one-press random roll — opening on whichever table matches the tab you came from. Items can be reordered too: drag the grip on a card's left edge, the same as arranging the Journal's sidebar.

2026-07-03§

  • The Journal's edit dialogs — Wanderers, Threads, NPCs, Factions, Clocks, and Locations — were rebuilt from scratch. Each opens wider now, with a small emblem and a line saying what the section is for. Adding lives in its own panel at the top (type and press Enter), and every item below sits in its own card. States are no longer a chip you click blind to cycle: a thread's four states and an NPC's four standings show as a row you pick from directly. Names and thread text edit in place — click, type, done. Faction and clock dials are clickable right in the dialog (tap a wedge to set them), with −/+ steppers beside, and a full clock says so: "Full — it lands." Tags read as pills with a dashed + tag slot, and remove is a proper little bin instead of a faint ×.
  • The guided character builder was rebuilt on the same styling system as the rest of the app — every step (the intro, heritage cards, the strengths-and-weaknesses split, careers, events, term recaps, and the finish) renders the same as before, from the shared toolkit rather than a separate stylesheet. This also restores the Advantage/Neutral/Disadvantage toggle on the split step, which had lost its styling.
  • The character sheet itself was rebuilt on the same styling system as its dialogs — the printed-form card, its stat strip, characteristic cards, skill pills, trauma and momentum tracks, tags, and the career timeline all render the same as before, just from the shared toolkit rather than a separate stylesheet.
  • Every character-sheet dialog now shares one rebuilt look — the edit dialogs (Characteristics, Skills, Boons, Banes, Masteries, Contacts, Weapons & Armor, Equipment & Trinkets, Worn Armor, Ships) plus Send to a player, End the session, and the shared-items prompt. Same tools, cleaner card: a warm printed-form panel with tidy tabs, roomier rows, and consistent add/remove, roll, and browse controls throughout.
  • Reading the Rulebook, Campaigns, and Changelogs got a proper upgrade. An On this page rail now rides alongside each chapter on wide screens, following your place as you scroll and jumping to any section (on a changelog, it jumps by date). A thin ember progress bar tracks how far through the page you are, and a back-to-top button appears once you're deep in. The sidebar gained a filter box — type a few letters to cut sixty-odd chapters down to the ones that match. Each page now names its book Part (or section) above the title, every heading offers a quiet § link on hover for sharing a spot, and the prose itself dressed up: tables sit in framed cards with striped rows and small-caps headers, quotes read as warm callouts, dividers fade like the site's rules, and Previous/Next lift to meet the pointer.
  • The GM map's window frame grew into a proper starship viewport: machined metal banding with hull bolts along every edge, gusset plates clamping each corner, a faint teal-lit trim ring recessed in the frame, a soft glare across the glass, thin HUD brackets at the corners of the view, and the Command View plate now hangs from the top band with a pair of status lamps — with etched hull markings ("WSV-01 · Viewport Array") on the sill. All of it is dressing: the map, tools, and consoles work exactly as before.
  • The Journal's Momentum bubbles now glow like the sheet's: the Mini Sheet in the sidebar and the Wanderer chips in the ledger draw filled Momentum as the same ember coals, so the two read as one instrument.
  • The character sheet itself got a finer hand: an ember-gradient band along its top edge (maroon for a deceased Wanderer), a warmer head with a glow behind the emblem and a lighter, larger name, and the vitals — credits, XP, trauma, Momentum — gathered into a single ruled panel like a printed form. Section headings carry a small ember tick over a fading rule, each characteristic card wears its state (a green wash for Advantage, maroon for Disadvantage), skill pills lift when you hover them, filled Momentum pips glow like coals, and the career timeline's dots sit in little printed rings. Every control works exactly as before.
  • The Characters page got the homepage's night sky: stars drift slowly behind the page, and the emblem glows in as the title rises. When no Wanderer is open, the welcome is now a single dark panel — the rogue planet adrift under "The crossing is over. The arriving never ends.", the two ways to build a Wanderer, the import button, and the four peoples standing beneath. The generator log dressed to match. Nothing about how the builder works changed, and every motion holds still if your system asks for reduced motion.
  • Rolls read a little clearer: the skill you rolled and the weapon you swung now show in bold at the head of the line, and a damage roll reads as Assault rifle: 3D = 2, 3, 1 → 6 damage.
  • New writing-line mark: /event (or just !) records a world event — the faction turn stirs, an alarm sounds, the reactor breaches — set apart in the ledger with a ! in the margin.
  • Damage rolls now land in the log as a d: mechanic roll, sitting in the margin alongside your other rolls instead of as a plain line.
  • Advantage and Disadvantage rolls read in dice notation now — 3d6kh2 (keep the highest two) and 3d6kl2 (keep the lowest two) — instead of the old "[Adv] 3d6 keep-hi".
  • The Wanderer chip lost its "Wanderer" tag — its bust in the margin and teal wash already say what it is.
  • Starting a new chronicle now begins recording straight away — no separate press of Record Session before your first line.
  • The Wanderer chip stands out from the rest now: a teal wash and a small bust in the margin (instead of the shared diamond), and its Momentum draws as the same six bubbles the sheet uses rather than a number — so a glance tells you where the Wanderer stands.
  • A Wanderer's Momentum and trauma now write to the log when they change. Set Momentum or mark a trauma node — from the Mini Sheet in the Journal sidebar or the full character sheet — and it records a labelled Wanderer chip showing the new Momentum and any marked trauma, with the node you just touched flagged (a + for marked, a - for cleared). You can drive Momentum from the writing line too: [PC:Pepper Strongarm-Crest|Momentum-1] drops it by one, +2 raises it, and a plain number sets it outright. The name matches a Wanderer in your roster (this chronicle's cast first), and the change writes straight through to their sheet.

2026-07-02§

  • Rulebook and Campaign pages open on their title now, and carry a tidy Previous / Next pair of buttons at the foot instead of the old plain-text links top and bottom. The buttons follow the reading order and stay within a section, so you won't fall off the end of the Rulebook into the campaigns.
  • The two-way link between the sidebar and the log now covers NPCs and Locations too. Type [N:Silas|Ally|owes Echo|broker, armed] to add or update an NPC, or [L:The Docking Ring|locked, alarmed] for a location — and changing either from the sidebar (an NPC's standing or tags, a location's tags) writes the new state back to the log, drawn as a labelled chip with its standing and tags as pills. (Locations now write as [L:…]; an older [R:…] still reads fine.)
  • Trimmed the sidebar's tracked lists to the ones that earn their keep — Gear, Wealth, and Foes panels are gone. (An imported journal that carries those tags still keeps them; they're just no longer shown or edited here.)
  • NPCs can now carry tags alongside their standing — armed, injured, on the take, whatever you're tracking — added and removed as pills in the NPCs editor, just like a faction's tags.
  • The Journal's Sites section is now Locations, and each one carries a list of tags (cleared, hostile, safehouse — whatever you track) instead of a single status, just like a faction. An old site's status is kept as its first tag.
  • The Journal's ribbon bookmark is a little wider now, and carries the Wanderstar emblem stitched into its tail in gold thread — the same thread as the spine.
  • Fixed the Journal's log gutter collapsing — the margin marks jumping to the middle of each entry — after visiting the Characters page and coming back.
  • The session console now reads as part of the page head: instead of a small panel floating beneath the title, its bronze bar runs the full width of the head as its baseline, riveted at the corners.
  • Switching chronicles now opens a Load Chronicle… picker — the same dialog shape as Load Wanderer — listing your saved chronicles with their mode, size, and start date. Pick one to open it, or import a Lonelog file from the same place. It replaces the old switch list tucked in the cog menu.
  • Rename a chronicle right from the page head — click its title in the log to edit it in place (Enter to keep, Esc to cancel).
  • Starting a new chronicle is quicker: the title starts as "Wanderstar Chronicle", and the setup fields no longer label themselves "(optional)" — only the title is required.
  • Log entries that record a persistent element — the [Faction:…], [Clock:…], and [Thread:…] lines a change leaves behind — now read as a small labelled tag instead of raw text, so a tracked change stands apart from the story. A faction's tags show as pills — added ones green, dropped ones red — and a thread's state carries its own colour. When the line moves a clock, a miniature of the clock face sits in the margin beside it.
  • Clocks now warn when they land: a faction or clock that fills turns from gold to maroon, everywhere it's drawn — the sidebar dial and the little margin faces alike.
  • The Journal's Powers section is now Factions, and its clocks are drawn like the ones on the GM map — a lit dial with the filled count in the middle. Click a wedge to set a clock straight from the sidebar. Each faction can also carry a short list of tags — allegiance, reach, whatever your table tracks — added and removed in its editor and saved with the journal.
  • Added a separate Clocks section for plain progress clocks — a countdown, a heist timer, anything that fills. Factions are a Wanderstar thing; clocks are core to solo journaling, so they now stand on their own, each drawn as the same lit dial. In an exported journal they're kept apart too: a faction writes as [Faction:name|tags 0/6], a clock as [Clock:name 0/6].
  • You can now drive a faction straight from the writing line. Type a [Faction:…] tag and it creates or updates that faction and records the change: [Faction:The Man|Red 0/6] starts a faction with a Red tag, [Faction:The Man|+Green] adds a tag, [Faction:The Man|-Green] removes one, and [Faction:The Man|Red->Blue] swaps one for another (tags are case-insensitive). And it runs the other way too — nudging a faction from the sidebar writes the change back to the log, so the record stays honest either way: moving a clock logs the faction's new state, while adding or removing a tag logs just that change as +tag or -tag.
  • The same two-way link now covers Clocks and Threads. Type [Clock:Reactor overload 2/6] to start or move a clock, or [Thread:Find the buyer|Urgent] to open a thread or change its state — and moving a clock or cycling a thread's state from the sidebar writes that change back to the log. Clocks match by name and threads by text (both case-insensitive), so re-stating one updates it in place instead of making a copy.
  • The Journal's writing line is one line again — write and it's prose. Start a line with a slash command to mark it instead: /act (an action), /scene (a new scene), /oracle (an Oracle ask), /mechanic (a roll), /result (its result), or /consequence. The margin mark follows along as you type, so what you're writing is always in view without a switcher to set first, and Enter adds the line. Type / and a little menu of the commands appears — each showing its mark — to pick with the mouse or the arrow keys. If you already know the marks, type one straight in: @ flee reads the same as /act flee, and likewise for ?, d:, ->, =>, and S.

2026-07-01§

  • The homepage got a new face. The rogue planet now drifts slowly under two layers of moving stars — a comet crosses now and then — and the title rises in as the page opens. Further down, a new Toolkit section shows the site's tools as small living scenes: a corner of the character sheet with its Momentum pips, the Journal's lamplit ledger with its blinking writing line, a fragment of the GM hex map plotting a route, and the Oracle's two dice settling on an answer. Sections fade in as you scroll, and every motion holds still if your system asks for reduced motion.
  • The Journal got its look: the log is now a bound, lamplit logbook — and its page is a true ledger. A leather cover, a banded and stitched spine, the stacked edge of its leaves, a ribbon bookmark, and a stamped start date make the book; on the page, each entry's Lonelog mark — the @ of an action, the ? of an Oracle ask, the d: of a roll — sits in a ruled margin in its own ink, with answers and outcomes tinted so a glance tells you how it went. The chronicle's front matter opens the log as a typed slip, the session close-out banks as a milestone card, and the composer is the page's own ruled writing line. The session controls became a riveted bronze console docked under the page head, with a glass recording lamp; the chronicle's name and its actions cog sit on the page itself; and the sidebar and dialogs share the same brass-lined cabinet. Behind it all, stars drift and a lamp breathes (both hold still if your system asks for reduced motion). Nothing about how the Journal works changed — only how it feels to sit down and write in it.
  • The floating tools dock gained a collapsible Roll bar beside the Oracle — a quick 2D6-vs-8 check with Advantage / Neutral / Disadvantage and a modifier, always at hand and logged to your journal like the rest. It replaces the separate roll bars that used to sit on the character sheet and the GM map.
  • Added the Journal — a place to keep a solo or co-op play journal, in its own tab between Characters and GM Tools. Frame scenes and write as you play; every entry lands in a running log you can edit, delete, or undo.
  • The floating Oracle and the Tables browser now capture straight into your active journal, so an ask or a roll becomes a log entry without breaking your flow.
  • Character-sheet rolls follow you too — skill checks, weapon or ship damage, and marking or clearing a trauma node all log themselves into the active journal as you make them.
  • The Journal sidebar now carries a Mini Sheet for your active Wanderer — styled like the character sheet's paper card — with Momentum, both trauma tracks, worn armor (with a quick swap), weapons you can roll straight from the log, and Boons & Banes you can mark. A Skills button opens the full skill list, grouped and filterable, where you can roll any skill or mark a Trained one for advancement without leaving your seat.
  • Keep the campaign's web beside the log — Wanderers, threads, cast (Ally / Contact / Rival / Enemy), faction clocks, gear, wealth, sites, and foes — each tended from its own small panel.
  • A Customize button at the foot of the sidebar lets you show or hide those panels and drag them into whatever order suits your table — saved per chronicle. New chronicles start tidy, hiding any panel that's still empty.
  • When a chronicle has more than one Wanderer, the character sheet shows a row of pills to switch between them in a click.
  • The sidebar's Wanderers show which one is open on the character sheet. Click another to make it the active Wanderer without leaving the journal; click the active one — or double-click any — to jump to its sheet.
  • Open, pause, and end sessions. Ending one opens a close-out where you pick which Wanderers run their Chapter 20 routine and which factions take a turn (all selected by default), then shows you the results — XP and advancement rolls for each Wanderer, the clock movement for each faction — and banks it into the log.
  • The log only records while a session is running — writing is held before your first session and between sessions, so nothing lands out of play. Switching to a different Wanderer drops a subheader into the log, so it reads clearly who was acting.
  • A new chronicle opens its log with its own front matter — title, mode, tone, and any lines & veils — so the setup sits right at the top. Faction clocks can be set straight from the sidebar by clicking their segments.
  • Export or import a journal as a Lonelog file — the shared solo-logging shorthand — so your play travels with you.
  • The Journal works on phones, and it's built for the keyboard and screen readers throughout.

2026-06-30§

  • Character sheet: keep a whole crew of Wanderers, not just one. The name menu has "New Wanderer…" to build another (guided or random) and "Load Wanderer…" to switch between your saved crew or import one from a file. Building, rolling, or importing a new Wanderer no longer overwrites the old — each joins your roster, and deleting one drops you to the next.
  • Character sheet: added "End Session…" to the name menu — a one-button session close-out that awards your XP, rolls each marked skill for advancement, tallies invoked Banes, resets Momentum, and reminds you when a wound needs a recovery session.
  • GM Tools: added a Label ribbon for naming places on the map, and a lock that pins a tool so it can't be moved or deleted. New tokens now arrive with a random NPC name.
  • Character sheet: deleting a character now asks you to confirm first, and export, import, and delete moved into the name menu.
  • Guided Creation: the Quit button sits at the top-right on every step, asks before discarding your progress, and is hidden once you're finished.
  • Top bar: added a Discord link and a "Playtest Alpha" notice, and made the bar stay in place as you scroll.
  • The homepage is now a short introduction to the game; the character builder moved to its own Characters page.

2026-06-29§

  • GM Tools: a lot of polish — a docked inspector, editable system notes, a saved view that reopens where you left off, a Skill Rolls bar, click-to-roll damage dice on tokens, armor and trauma on tokens, more token icons, and hexes grouped into subsectors and sectors.
  • Gave the Rulebook Tables browser a cleaner look.

2026-06-28§

  • The character sheet went fully interactive — build a Wanderer and edit every part: characteristics, skills, Boons & Banes, contacts, masteries, gear, armor, equipment, and ships.
  • Added Guided Creation, a step-by-step walkthrough with a built-in glossary.
  • Save and share your Wanderer — export and import a file, plus share links.
  • Added the Rulebook Tables browser for rolling on any table in the book.
  • Added the Oracle, a yes/no engine for solo and GM-less play.
  • Added GM Tools: an infinite hex-map canvas with draggable progress clocks, tokens, notes, systems, chips, and a range ruler.
  • Published the full rulebook and campaigns as a browsable site, with a "What is this?" page and shared navigation.

2026-06-27§

  • Wanderstar went live on the web — the character generator now runs in the browser and installs as an app.