Changelog

Changelog

A straightforward record of what changed, newest first.

Site updates

August 2026

  1. Dark mode is always within reach

    Light, dark, and system themes can now be switched directly from the top-right corner on every page, including compact mobile layouts.

    The full labelled appearance control remains in the account menu, while the header version stays icon-sized so it does not crowd navigation.

  2. Three useful ways into Discovery

    Discovery now starts with a clear choice: find games for a group size, by learning curve and coordination, or by how much time the group wants to commit.

    The new difficulty route runs from welcoming games such as Minecraft and Overcooked! 2 to the deliberately punishing GTFO, while duration spans a quick Golf With Your Friends course to long-running Factorio projects.

    Minecraft, BombSquad, Gartic Phone, skribbl.io, and Meccha Chameleon now have curated artwork, and every failed image falls back to a readable full-title card instead of an unexplained pair of initials.

  3. A clearer home page with a real matching example

    The decorative home illustration has been replaced by an animated example showing four people finding an available time, comparing named games, and seeing why one ranks first.

    The first screen now uses its space for direct routes into planning, matching, and discovery, with a compact explanation of how the full flow works.

    Homepage and shared navigation copy is warmer and more specific, while jokey or generic marketing phrases have been removed from Pick, Account, Game Nights, Discovery, and the footer.

  4. A game-night clubhouse, not another dashboard

    The shared shell now uses tactile game-piece branding, colour-coded destinations, a floating mobile dock, chunkier controls, and a consistent set of route heroes, choice cards, stickers, and motion cues.

    Plan is presented as a four-step quest, Pick clearly separates a fresh shortlist from a saved crew, and the account and Game Nights entry points now explain the useful choice before asking anyone to act.

    Dark and light themes share the same visual character, while reduced-motion support and responsive layouts keep the new personality from getting in the way.

  5. Better game art and a visual reset

    Game cards now try both Steam banners and IGDB covers before using a colourful title fallback, and metadata refreshes finally save artwork they discover.

    The warmer new palette, livelier cards, and small hover details make the app feel more like game night and less like an admin tool.

    About and Changelog now have permanent homes in the menu and footer, with shorter, more natural copy across the busiest pages.

  6. Cross-play matching, faster imports, and a livelier front door

    Libraries now record whether each game is owned on PC, Xbox, PlayStation, Switch, or mobile, and recommendations distinguish same-platform play, confirmed cross-play, unknown compatibility, and real platform mismatches.

    Profiles can save Xbox and PlayStation identities, while an optional Microsoft sign-in path gives Xbox players another secure account route without pretending that sign-in automatically grants private console-library access.

    Steam imports now bulk-update up to 500 ownership rows at a time and bulk-create session shortlists, while the home and Discovery experiences gained original game-night artwork, live game imagery, clearer active navigation, and more playful editorial copy.

July 2026

  1. Game Nights, clearer navigation, and a calmer Pick flow

    Plan and Pick now live as distinct workspaces beneath a shared Game Night, with one overview link showing availability, library, participant, and shortlist progress.

    A persistent responsive navigation shell adds Plan, Pick, Discover, Game nights, and Account throughout the product, while theme settings have moved out of the floating overlay and into the account menu.

    Pick now uses an adaptive Build group, Set constraints, and Choose flow with one filterable ranking, honest early-match sample labels, concise result cards, and expandable score details.

  2. More dependable mobile planning and discovery

    The Plan form now exposes its first fields immediately on mobile, supports custom date ranges, hides weekend controls until enabled, and uses coherent optional Discord reminder controls.

    Discovery now asks for group size before presenting games and removes categories with no valid matches instead of showing dead-end zero-result cards.

    Sharing uses the native mobile share sheet where available, with a responsive modal fallback, while shared workspaces make the active participant identity and save state explicit.

  3. Persistent game profiles and account-first Pick

    Pick workspaces now use Google- or Steam-backed accounts with unique usernames, while Plan remains fully available without signing in. Existing users keep their accounts and choose a username the next time they open Pick.

    Personal libraries now persist ownership, wishlists, favourites, ratings, interest, played state, private notes, Steam playtime, and recency so future groups can compare saved profiles immediately.

    Accounts also gained username search and friend requests, confirmed provider merging, data export, deletion controls, and recent session history.

  4. Better multiplayer scoring, time filters, and co-op challenges

    Group scoring now separates competitive multiplayer from genuine co-op and includes personal ratings, Steam reviews, session time, total commitment, playtime, recency, ownership, and veto-aware alignment.

    Curated metadata now overrides stale capability flags for known games, fixing campaign co-op for Baldur's Gate 3 and classifying Golf With Your Friends as group multiplayer rather than co-op.

    Public discovery gained sourced cooperative challenges with player requirements, difficulty, estimated attempt times, caveats, and account progress tracking.

  5. Database-safe Vercel deployments

    Vercel deployments now apply pending Prisma migrations before compiling the application, using the direct Neon connection when one is configured.

    The sourced challenge catalogue is seeded immediately after migration, so new discovery features cannot deploy with missing catalogue rows.

    Both operations are idempotent and fail the deployment clearly if database preparation does not complete.

  6. Clearer account controls and profile pictures

    Username setup now shows a live status and progress indicator while availability is checked and the profile is saved.

    Accounts can upload a validated profile picture through the new pencil control, with JPEG, PNG, and WebP support capped at 512 KB.

    Recent sessions now have explicit remove controls, hosts can permanently delete their sessions, and account deletion is a visible action in the data section.

June 2026

  1. Google accounts and reusable friend groups

    Google sign-in was added as the cross-device account layer, with secure OAuth state handling, verified Google identity checks, and explicit account linking so Steam remains the library provider.

    Pick sessions can now be saved as reusable friend groups, invited by group links, managed from new group pages, and used to start future Pick sessions with the same crew.

    Friend invites now prefer Google for persistent accounts while still allowing Steam connection when someone wants library import and ownership matching.

  2. Better large-group discovery controls

    Curated discovery gained stronger support for larger groups, including more options for 10+ player sessions and notes for controller sharing or practical local co-op constraints.

    The player-count refinement now helps split broad party and co-op lists into more useful results for groups that need higher capacity.

    This made discovery more useful before a group has connected Steam or created a shortlist.

  3. Theme refresh and visible dark-mode control

    The interface received a broader visual refresh with denser layouts, cleaner surfaces, stronger focus states, and a more modern gaming-inspired colour system.

    A visible dark-mode slider was added so users can switch between light, dark, and system-driven themes without hunting through browser or OS settings.

    The palette was softened after review to favour accessible AA/AAA-oriented contrast over harsh neon treatment.

  4. Shared game cache and faster Pick rendering

    The app now searches previously imported or added games before reaching out to IGDB, making the catalogue faster and more useful as groups use it.

    A daily game-data refresh endpoint keeps active game metadata and deal data warmer without blocking session page loads.

    Post-import feedback was added so Steam imports show a clear calculating state while ownership matches and recommendations refresh.

  5. Discord bot, sharing, and useful empty states

    Discord HTTP interactions were added for creating sessions, checking status, posting reminders, suggesting games, and confirming attendance from channel messages.

    Session sharing expanded from a copy-link button into a full share panel with copy, Discord, WhatsApp, Messenger, email, and QR options.

    Pick empty states now explain Steam-library coverage, close-but-not-perfect matches, and deal availability more clearly.

  6. Deployment reliability and serverless efficiency

    Host-only actions and cron routes were tightened, external API calls gained timeouts, and serverless database usage was tuned for Vercel and Neon.

    Prisma migrations can now run as part of deployment with direct-connection support, reducing the risk of production schema drift.

    Pick and discovery pages were adjusted to prefer cached data over blocking external lookups when third-party APIs are slow or unavailable.

  7. Modded multiplayer discovery

    Curated lists now include games that are traditionally single-player but can support multiplayer through mods, with caveats where setup or hosting is required.

    Game detail and discovery cards can surface modded support notes, including cases where mods expand the practical player count.

    This broadened discovery for groups willing to do a little setup work to play something unusual together.

  8. Group game matching, deals, and discovery pages

    Pick mode grew into a fuller recommendation workspace with transparent match scores, alignment checks, score presets, factor breakdowns, and group-buy suggestions.

    Curated discovery pages were added for online co-op, local co-op, larger groups, party games, survival picks, cheap co-op, trending multiplayer, recent releases, and upcoming friend-slop.

    The release also introduced ITAD-backed deal data, in-app price alerts, friend invite links, richer game metadata, and stronger player-count filtering.

  9. Pick-first sessions and shared game recommendations

    The home page split the product into two clear workstreams: Plan a game night or Pick games first.

    Pick-first sessions now create a normal session with hidden planning defaults, then take the host straight into game matching with participant selection and a player-count control.

    This update added loading feedback, pending submit states, match scoring tests, and early Steam price lookup support.

  10. Steam import and unified game library

    The first Pick tab shipped with Steam OpenID sign-in, Steam library import, IGDB search, common multiplayer suggestions, and session game voting.

    Steam and non-Steam games were unified into the same internal Game model, with anonymous manual additions still supported for invitees.

    Session tabs were introduced so the existing scheduling flow lives under Plan while game selection lives under Pick.

  11. Cleaner invitee experience for recommendations

    The Times worth locking panel became collapsible so hosts see recommendations by default while invitees land closer to availability entry.

    The panel keeps the same recommendation logic but adds a compact summary header, reducing scroll for new participants.

    This made the shared session page easier to use when someone opens a copied invite link for the first time.

  12. Responsive visual redesign and availability improvements

    The app received a warmer game-night visual system with a generated tabletop hero asset, clearer hierarchy, refined colour tokens, and more mobile-friendly layouts.

    Availability entry gained a better mobile flow, quick day actions, clearer heatmap styling, and support for showing times that are close but do not yet meet the minimum player count.

    Create-session and shared-session screens were reorganized around the main scheduling tasks while keeping server behaviour intact.

  13. Initial game-night planner

    The first working release introduced a When2meet-style planning tool for creating a game night, sharing a link, collecting availability, and finding the best time.

    Sessions supported participant responses, weekend-aware scheduling windows, share links, calendar export, and a basic deployment setup for Neon and Vercel.

    Core scheduling logic, Prisma models, server actions, and tests landed with the initial Next.js application structure.