Daily login rewards rework + redemption codes — earn fragments daily, claim community codes
Two community-engagement changes shipped together. (1) Daily login no longer hands out free packs on a flat schedule — it now grants pack fragments every day on a [3,3,3,5,5,5,8] cycle, and completing a consecutive-day week awards an escalating pack bonus (1 → 2 → 3 → 4, capped at 4). Miss any day and the streak resets to zero — finish the week to earn that anchor reward. (2) New profile-tab section to redeem codes (e.g. WELCOME-2026, partnership codes, content-creator giveaways). Codes can grant any combination of packs, fragments, and per-rarity pieces; admin authors them via the new admin Codes tab with optional usage caps and expiry timestamps.
Daily rewards
- Daily fragment cycle: [3, 3, 3, 5, 5, 5, 8] indexed by your streak position. Fragments accumulate toward crafting and pack conversion.
- Week-completion pack bonus on day 7 / 14 / 21 / 28 / …: +1 pack the first week, +2 the second, +3 the third, +4 from week 4 onward (cap).
- Miss any day → streak resets to 0; the next 'completed week' bonus restarts at +1. The previous +3 / +5 / +10 milestone bonuses at day 7 / 14 / 28 are retired.
- Calendar UI updated: 7-day strip showing the current week with a 'Wk N' badge for cumulative weeks completed.
- Existing streaks were hard-reset to zero on deploy so every player starts the new schedule on the same footing — no half-week credit carried forward.
Redemption codes
- New 'Redeem' section in the profile tab — enter a code, see the reward, view your last 20 redemptions.
- Each user can redeem any given code at most once (enforced by a unique-per-(code,user) index — no double-redeem races).
- Codes can carry packs, fragments, and per-rarity pieces in any combination; admin sets the reward at create time.
- Optional total-usage cap (e.g. 'first 100 redemptions only') and expiry timestamp (e.g. 'valid until Friday') per code.
- Rate-limited 5 attempts per minute per user to keep typo-burning brute-force off the table. Every admin code create / edit / delete writes to the audit log.
Wider in-game translation sweep
- Card chrome (ATK / DEF / HP / PM / Passive labels), badges (NEW!, ✦ New, Rotating Soon, Legacy) and phase tags (Baby / Phase 1-3 / MAX) now render in your selected language across the collection, gacha reveal and in-battle surfaces.
- Notification bell + guild-war toasts: every notification line, time-ago suffix, victory/defeat/draw badge and reward summary now flows through the locale, including Polish/Russian plurals.
- Battle room chrome (lobby copy, rotate-device overlay, hand label, opponent prefix, target hint, Cancel link) and the rewarded-ad overlay (loading, error reasons, claim button, keep-visible hint) are now fully localized.
- CardInstanceGallery confirmation flow (level progress, dissolve confirmations, deck-lock and pending-trade prompts, rate-limit countdown, fragment / piece reward preview) — every previously English-only string is now per-locale.
- ErrorBoundary fallback (Reload button + safe copy) and WalletBar tooltips (packs / fragments / pity / daily-ready) now read in the active language across the 12 supported locales.
- Pre-auth surfaces translated end-to-end: login / register / 2FA / forgot password / reset password (titles, subtitles, placeholders, buttons, error and success messages, age + ToS gate copy, unverified-email prompt with cooldown timer).
- First-run onboarding overlay (3 active steps + dot indicators, skip + next buttons, all card-type / rarity / holo / phase / ability descriptions) now in your language so first-pack flow lands native.
- Pack-opening loader flavor lines: 58 unique phrases × 12 locales (~700 creative writes) so the cycling text while a pack opens reads in your language for standard, gold and diamond pulls.
Site-wide language polish
- The cookie consent banner now switches language correctly every time you change locale — previously it stayed stuck on the first locale visited from the second switch onward (e.g. /es → /en flipped, but /en → /it kept the English banner above the Italian page).
- Featured Cards (the showcase page) translated end-to-end into all 12 supported locales — every card name and 100-150 word marketing blurb is now native rather than falling back to Spanish for non-Spanish, non-English visitors.
- Changelog page entries: this entry and the two preceding it (2026-04-28 — card text translation + Mass Dissolve cap clarification) are now also fully native in all 12 locales. Older entries gracefully fall back to English while we backfill them in coming releases.
- Card details modal: the 'X copies owned' pill and the Mass Dissolve cap now reflect the card you're actually viewing — previously, opening one card and then navigating to a different card in the same modal session showed the FIRST card's count for every subsequent card, leading to wrong numbers like '4 copies' on a stack you actually owned 19 of.
Card text now in your language — names, flavor and ability descriptions translated for all 113 cards
Until today the UI chrome was localized but card content stayed in English: names, flavor lines, ability names and descriptions all read in English regardless of your selected language. We translated all 113 cards into Spanish (Spain + LATAM fallback), French, Italian, German, Portuguese (BR + PT fallback), Polish, Dutch, Russian and Turkish — that is the canonical name plus flavor, plus active and passive ability names and descriptions where present. The English server payload is still authoritative for the database; what you see on screen is overlaid client-side based on your locale, so a card identity stays the same across language switches and trades. If a translation is missing for any field on any card it falls through to the English text, never to a blank.
What changed
- All 113 card names translated into 11 target languages (es, es-419, fr, it, de, pt-BR, pt-PT, pl, nl, ru, tr) — pt-PT and es-419 are now fully populated as native variants, not fallbacks.
- PT-PT (European Portuguese): regional spellings (Fênix→Fénix, Tectônico→Tectónico, Gêiser→Géiser, Fumaça→Fumo), distinct vocabulary (mordida→dentada, filhote→cria, pulinho→saltinho, quica→salta, terremoto→terramoto, demais→restantes, libera→liberta, bravo→zangado), enclitic clitic placement (se alimenta→alimenta-se, a se tornar→a tornar-se), and tu-form imperatives (Você não passará→Tu não passarás).
- es-419 (Latin American Spanish): LATAM-natural phrasings (Picado en Bomba→Bombardeo en Picada), avoidance of 'Concha' (vulgar in Southern Cone) replaced with 'Caparazón' for safety, and a clear note that voseo (AR/UY) is intentionally not applied so the catalogue stays universal across LATAM.
- Flavor lines translated for every card — that's 113 unique lore strings × 9 languages.
- Active ability names and descriptions translated for the 60 creature cards that have them.
- Passive ability names and descriptions translated for the 50 creature cards that have them.
- Wired into every card render site: collection grid, card modal, card comparison, deck builder, crafting modal, forge tab, gacha pull reveal, draft room, in-battle hand and zones, hover tooltips, drag previews, trade offer dropdowns and trade preview.
Notes
- Object stat lines like '+5 ATK.' or 'Fire +3 ATK.' stay as-is — they are mechanical text where translation would add no value.
- Card identity (card_id, instance_id, holo seed, ATK/DEF/HP/PM) is preserved across the locale overlay — only display strings change. Trades, decks and battle replays are 100 % cross-language compatible.
Mass Dissolve cap is now self-explaining — see why your max is what it is
Player feedback after the Mass Dissolve launch: the changelog said "up to 50 per batch" but a player with only 21 copies of a card hit a cap of 20 and assumed something was broken. Nothing was broken — the server enforces "keep at least 1 copy of every card" so a 21-copy stack tops out at 20 in one go. The cap was always min(server max 50, eligible copies, total copies − 1); it was just invisible. Now the entry button label says exactly what your batch cap is in the form "max N of M eligible", and a hover tooltip explains the binding constraint (server cap, eligibility, or keep-1). The selection panel header repeats the constraint so you never need to guess.
What changed
- Mass Dissolve entry button now reads "💠💠 Mass Dissolve... (max N of M eligible)" instead of just "(M eligible)" — N is the actual selection cap honoring server cap + keep-1.
- Hover tooltip on the entry button shows the binding reason: "server max 50", "M eligible", or "keeping 1 of T total".
- Selection panel header now appends the binding constraint after the cap number, so the reason is visible without hovering.
- Behavior unchanged: the keep-1 rule has always been enforced server-side. This change is purely UX clarity — same protections, more transparent labels.
Mass Dissolve — clear up to 50 copies of one card in a single action
Hoarders, this one is for you. Dissolving common copies one at a time was burning everyone's per-user dissolve rate-limit window — a player with 80 commons of a single card couldn't realistically clear them in one sitting. The Card detail view now shows a "Mass Dissolve…" button below the existing per-copy Dissolve, mounted whenever you have at least 2 eligible copies of the card you're looking at. Click it, pick which print numbers to destroy from a tile grid (locked / in-deck / in-active-trade copies are dimmed and disabled), and the whole batch goes through in a single confirm + a single rate-limit slot. Server-side cap is 50 per call so the response is always snappy. The reward preview shows you the exact fragments + rarity-specific pieces you'll get before you click Destroy All.
What changed
- Card detail view → new "💠💠 Mass Dissolve... (N eligible)" button under the per-copy Dissolve. Renders only when you have ≥2 eligible copies (eligible = unlocked + not-in-deck + not-in-active-trade).
- Tile grid shows every instance with its print number + holo / locked / in-deck / in-trade markers. Ineligible tiles are dimmed and disabled. Selection is capped at min(50, eligible.length, copies − 1) so you can never zero out the stack.
- "Select all" + "Clear" controls + a live "+X fragments / +Y R pieces" preview that mirrors the per-copy reward UI. Confirm modal asks once before any network call: "Dissolve N copies of \"Card Name\"? +X frags +Y R pieces. [Cancel] [Destroy All]".
- Server-side: a single rate-limit slot is consumed regardless of batch size — the whole point of the feature. The full transaction is atomic (all 50 instances either dissolve together or none of them do).
- Pending-trade safety: if any selected copy is sitting in an active trade, the server warns and offers a "Cancel & Dissolve" prompt that resends the call with explicit confirmation. No silent overwrite of an in-flight trade.
- Last-copy safety: per card, the server enforces that you keep at least one copy. A batch that would zero out a stack is rejected with a clear error and no rows are deleted.
Collection: "Rotating Soon" filter + public guild tournament standings
Two small but visible quality-of-life wins. In the Collection tab, the availability dropdown gained a "Rotating Soon" option that filters the grid to cards expiring within 30 days — same threshold as the badge that's been showing on those cards for a while now, so the filter and the badge always agree. On the Tournament tab, guild tournaments now show their standings panel to anyone browsing — not just enrolled participants. Before, you'd open a guild tournament and see participants but no bracket unless your guild was registered. Now the public standings panel renders for everyone, reading the same data the server already returned, so you can see who's leading without having to register first.
What changed
- Collection → availability dropdown → new "Rotating Soon" option filters to cards whose `available_until` is within the next 30 days. Active-chip row shows a removable "Rotating Soon" chip while the filter is on.
- The 30-day window is now a single shared constant, so the filter and the existing "Rotating Soon" badge can never drift apart.
- Tournament tab → guild tournaments → standings panel renders for non-enrolled visitors too. Same data as the participant view; the panel shows you who's leading even before your guild registers.
- Non-guild tournaments are unchanged — the public standings panel only renders when `tournament_type === "guild"`.
Build + CI hardening — quality gates moved into CI, dependency audit waivers, daily IAB GVL refresh — 14-area hostile review sweep complete
The final area of the 14-area hostile-review sweep — build pipelines and CI gates. Most of the changes are invisible to players (they live in `.github/workflows/` and `scripts/`) but they shift quality from "local-only with --no-verify bypass" to "merge-blocking on every PR". The full vitest suite (~2700 tests), TypeScript type-check, drizzle drift gate, i18n key parity, BullMQ pin, battle-config validation, and bare-db-execute baseline now all run in CI on every PR. Production CVE scanning gained a waiver-aware gate that surfaces moderate vulnerabilities (the previous threshold silenced six of them). The IAB Global Vendor List used by the cookie-consent banner now refreshes daily via a scheduled workflow that opens a PR when the vendor list changes. Two skipped tests in the battle suite carry tracked references (T-201, T-202) and a new invariant gate fails the build on any future untagged skip so dead code can't accumulate.
What changed for players
- Nothing visually. The whole batch is internal tooling — CI workflows, dependency-audit gates, build hygiene. The closure note matters because the 14-area review surfaced ~600 findings across the whole codebase (auth, battle engine, schema, gacha, admin API, public API, Game.tsx + tabs, cards/decks/battle UI, profile/guild/tournament internals, anticheat, i18n, legal/consent, observability, build/test infra) — every player-facing fix from the prior thirteen areas already shipped in earlier changelog entries. This entry just closes the sweep.
- Operator-side: the IAB Global Vendor List that the cookie-consent banner uses for the per-vendor disclosure now refreshes daily via a scheduled GitHub Action that opens a PR when the vendor list changes. Stale GVLs were a vendor-scope drift risk (worst case: AdSense Limited Ads in EU). A human reviews each refresh PR before merge.
- Two known-vulnerable production dependencies (next-intl + postcss-via-next) are now formally documented in `context/refs/cve-waivers.md` with explicit revisit dates (2026-07-25). The previous CVE gate hid them by raising the severity threshold; the new gate surfaces every moderate-and-above and fails CI unless a waiver row covers it. Honest visibility instead of silent risk.
Server stability + log privacy — process error handlers, audit retention enforced, player names redacted from logs
A pass through the observability + audit pipeline closed the gap between what the privacy policy says and what the server actually does. Nothing visually changed for players, but a few things improved underneath: the Node.js process now logs and counts uncaught errors instead of crashing silently and letting the platform restart it without an explanation; the audit_log table is now pruned daily by a cron job that enforces the 90-day retention window the privacy policy promises; player display names are now redacted from server log lines (GDPR Recital 30 treats display names as personal data); and the security event audit pipeline gained durability checks + per-action IP-hash provenance so a regulator inspection can reconstruct any account action with the timestamp, actor, and origin.
What changed
- The Node.js process now logs an uncaught error before the platform restarts it. Pre-fix the server would die silently, the container would auto-restart, and post-incident debugging required guessing from container death timestamps. Now every fatal error lands in the structured log with the full stack trace + a counter so we can graph crash rates over time.
- The privacy policy says audit logs are kept for 90 days. Pre-fix nothing actually enforced that — old rows accumulated forever. A new daily cron job (`/api/cron/audit-retention`) prunes anything older than 90 days in batches so the table stays bounded and the policy promise is honest.
- Player display names are now redacted from server log lines. GDPR Recital 30 treats display names as personal data; the prior log shape included winnerName / challengerName / opponentName fields verbatim on every battle-end line. Pino redact masks them with [Redacted] before they ever reach the log aggregator.
- Operator-side: the /api/metrics + /api/health endpoints now support a Bearer token gate in production so observability data isn't exposed on the open internet (set METRICS_BEARER_TOKEN / HEALTH_TOKEN; dev tolerates absence). The CSP-violation report endpoint (/api/csp-report) now rate-limits per IP so a spammer can't drown out real CSP alerts.
Legal + consent hardening — proper TCF v2.3 string, durable consent audit, server-enforced age + ToS, real-name processor list, deletion + data export expanded
A pass through the legal + consent surface closed a long list of compliance gaps. Headline items: the IAB TCF v2.3 consent string is now the official bit-packed format produced by the @iabtechlabtcf/* libraries instead of a base64(JSON) shim — Google AdSense's parser was rejecting our shim string since the 2026-03-01 deadline, which silently dropped EU visitors to Limited Ads. Every consent-banner choice (Accept All / Reject All / Customize / withdraw / version-bump prompt / re-open) now writes a durable audit_log row so we can demonstrate consent under GDPR Art.7(1) inquiry. The 16+ age confirmation and Terms of Service acceptance on sign-up are now enforced server-side via Better Auth additional fields — the previous client-only checkbox was bypassable via curl. The privacy policy now names the real third-party processors (Arsys for hosting + Google AdSense for ads) instead of placeholder copy — Postgres and Redis run on operator-managed Arsys infrastructure and aren't separate processors. Account deletion now wipes a much wider set of personal-data tables (friendships, guild membership, tournament entries, tickets, ad-watch history, provably-fair seeds, verification tokens, and several more), uses a crypto-random pseudonym suffix that breaks the prior audit-log linkability, refuses to re-create a deletion request for a fully-deleted account, and bounds cron retries so a transient failure can't loop forever. The data-export artifact gained six new sections (guild membership, tournaments, friendships, support tickets, ad-watch history, provably-fair seed history) and per-section row caps so a power user can't OOM the export build. The consent banner is now a proper modal with focus trap and aria-modal, the language switcher is visible at every breakpoint (was hidden on mobile), and admin bans now deliver a DSA Art.17 Statement of Reasons via in-app notification with the rule violated and an appeal route. Plus: a fresh IAB Global Vendor List bundled and a daily refresh script so vendor scope edits don't drift, AdSense first-party cookies now actually deleted on consent withdrawal (previously only the script tag was unmounted), and a new CSRF token gate on the account-deletion + data-export endpoints so a forged-form attacker page can't trigger a deletion countdown for a logged-in visitor. Consent version bumped from 3.1 to 3.2 — every visitor will see the cookie banner once on next visit to re-confirm under the updated processor list.
Real IAB TCF v2.3 string + durable consent audit
- The TCF v2.3 consent string is now produced by the official @iabtechlabtcf/core encoder and the consent management API is the official @iabtechlabtcf/cmpapi library — replacing a base64(JSON) shim that Google AdSense's parser had been rejecting since 2026-03-01, dropping EU visitors to Limited Ads. The CMP installs as `__tcfapi` on the page exactly per the IAB CMP v2 specification.
- Every consent-banner resolution (Accept All / Reject All / Customize / withdraw / version-bump prompt / re-open) writes a durable audit_log row tagged scope='legal' with the full purpose-consent payload, special-feature opt-ins, addtl_consent string, previous version, and a flag for whether Google ATP curation was missing at consent time. We can now answer 'prove this user consented at this time under this version' from audit_log alone — pre-fix the trail did not exist.
- The bundled IAB Global Vendor List is refreshed and a `npm run refresh:gvl` script lets a daily cron drop a fresh snapshot in. Stale GVLs were a vendor-scope drift risk — every refresh runs a schema check before atomic-rename to disk so an interrupted fetch never leaves a half-written file in place.
Server-enforced age + ToS + CSRF + processor list
- Sign-up now persists `age_confirmed_at` and `tos_version_accepted` on the user row via Better Auth additional fields, and a server-side hook hard-rejects any signup missing either value. Pre-fix both were client-only checkboxes that any curl request could skip.
- The privacy policy processor list now names the real third parties: Arsys (Spain) for hosting + Google AdSense / AdMob for advertising. Postgres and Redis run on operator-managed Arsys infrastructure and aren't separate processors. The forward-looking 'payment processor' line is gone until the cosmetic store actually ships under a future flag-gated launch.
- Account deletion + data export endpoints now require a CSRF token (double-submit cookie pattern) so a forged-form attacker page can't trigger a 30-day deletion countdown or steal the data-export artifact for a logged-in victim. The Better Auth session cookie is sameSite=Lax which would otherwise have allowed top-level navigation cross-origin POSTs.
Account deletion + data export expanded
- Account deletion now erases or anonymizes a much wider set of personal-data tables: friendships and friend requests, guild membership and chat, guild join requests and wishlist, tournament participants and rounds, support tickets and replies, ad-watch tokens and history, provably-fair seed history, email-verification and password-reset tokens — and applies the sentinel-anonymization to match-telemetry, guild-pool donations, and several other audit-retained tables. Pre-fix more than ten tables silently kept the user's data even after deletion 'completed'.
- The pseudonym used to overwrite a deleted account's name and email now uses a crypto-random suffix instead of a deterministic 8-char slice of the original user id. The previous slice carried 32 bits of entropy from the original id, so a regulator could correlate the sentinel name back to the deleted user via audit_log.target_id. The new suffix breaks the link entirely.
- Two simultaneous deletion requests from the same user now collapse to one row at the database layer (unique partial index on `(user_id) WHERE status IN ('pending','processing')`); the request POST returns `already_pending` instead of crashing with a 500. A user whose deletion already completed cannot create a new request — the new `wasUserEverDeleted` check refuses outright, defending against a future un-ban that would otherwise resurrect a half-anonymized account.
- If a deletion transaction fails mid-flight (foreign-key violation, lock timeout, network blip) the cron worker now bumps a retry counter and saves the last error message instead of looping forever in `pending`. After five failed attempts the row flips to `failed` for admin attention.
- Data export now covers six new sections: guild membership, tournament entries, friendships, support tickets and replies, ad-watch history, and provably-fair seed history. The pre-fix `gaps[]` self-documentation listed these as 'we have it but don't give it' — that violated GDPR Art.20 portability. Each section also carries a 10,000-row cap so a power user can't OOM the export build, and a `truncations[]` field surfaces partial exports honestly.
Banner accessibility + AdSense cookie hygiene + DSA Art.17 delivery
- The cookie banner is now a proper modal: role='dialog', aria-modal='true', aria-labelledby pointing at a screen-reader-only heading, and a focus trap that captures focus on open and restores it on dismiss. Tab cannot escape into the page underneath. Esc intentionally does NOT dismiss because that would be an implicit reject — a dark pattern.
- The language switcher (ES | EN) is now visible at every breakpoint, including mobile — pre-fix it was hidden under the sm: breakpoint, which paired badly with the F-A11-009 middleware bug that already silently put non-default-locale visitors on the wrong language.
- Withdrawing advertising consent now actually deletes the AdSense first-party cookies (`__gads`, `__gpi`, `__eoi`, `FCNEC`, `FCCDCF`) from the browser, not just the injected script tag. Pre-fix a withdrawal left those cookies in place which violated ePrivacy + GDPR Art.7(3) (withdrawal must equal cookie deletion).
- When an admin bans a user, the user now receives a DSA Art.17 Statement of Reasons in-app notification with the rule violated, the reason, and an appeal route — and the audit_log row carries the same payload under scope='legal'. Pre-fix bans were silent: the user couldn't log in, didn't know why, and had no documented appeal path. The endpoint now refuses any ban that doesn't supply the rule and reason.
i18n hardening — Spanish chrome everywhere, locale-aware dates, mobile language switcher, unified contact email
A pass through the bilingual surface closed every visible English-only chrome remnant on Spanish pages and tightened a few middleware + SEO gaps. Headline items: the marketing nav (About / How to Play / Cards / FAQ / Contact / Updates / Log in / Play for Free), every legal-page header link, the global cookie-consent banner, the offline banner, and the language-switcher screen-reader label all read from the active-locale message bundle now — Spanish visitors no longer see English wrappers around Spanish copy. The language switcher is also visible on phones (was hidden under the sm: breakpoint), so a visitor landing on the wrong locale on mobile can finally jump in-page. Changelog dates are stored as ISO YYYY-MM-DD and rendered through Intl.DateTimeFormat per locale — Spanish visitors see "26 de abril de 2026" / English visitors see "April 26, 2026". Email addresses across the legal + contact surface have been unified to a single canonical contact@drawntcg.com so visitors don't have to guess between info / privacy / support inboxes. A new /robots.txt now points crawlers at the per-locale sitemap, and link-preview crawlers (Slack, Discord, iMessage, Twitter) get an Open Graph card with the right locale tag. A subtle middleware bug that made the <html lang="…"> attribute always say "es" on /en/* pages — silently breaking screen-reader locale routing and Google's hreflang verification — has been fixed.
Spanish chrome on every public surface
- MarketingHeader (every public page) reads its nav labels and CTAs from the marketing_header.* namespace — Spanish visitors see Sobre nosotros / Cómo jugar / Cartas / FAQ / Contacto / Novedades / Iniciar sesión / Juega Gratis instead of the English equivalents.
- Legal page chrome (the back button, the four short links in the header — Terms / Privacy / Cookies / Legal Notice — and the long versions in the footer plus the all-rights-reserved line) all translate. Pre-fix /es/legal/* pages had a Spanish body with English chrome wrapping it.
- Global cookie-consent banner (the EU-mandated TCF v2.3 surface) translates intro copy, the Accept All / Reject All / Customize / Save Preferences buttons, every section heading, and every screen-reader aria-label so Spanish visitors don't see an English banner when they first land.
- The "You appear to be offline" banner (mounted on every page) and the language-switcher's accessibility label both read from the active locale.
Locale-aware dates + visible language switcher on mobile
- Changelog entry dates are now stored as ISO YYYY-MM-DD and rendered with Intl.DateTimeFormat — "26 de abril de 2026" in Spanish, "April 26, 2026" in English, with a proper <time dateTime="…"> wrapper for SEO.
- The Spanish changelog page heading is now "Registro de cambios" instead of the English word "Changelog".
- The language switcher (ES | EN) is now visible at every breakpoint, including phones. Pre-fix it was hidden under the sm: breakpoint, so a phone visitor landing on the wrong locale had to manually edit the URL to switch.
Single canonical contact email + softer Discord copy
- Every contact channel across the marketing, legal, and privacy surface points at a single canonical address: contact@drawntcg.com. Pre-fix the same visitor could see info@ on the contact page, privacy@ in the privacy policy, and support@ in the terms — confusing for anyone trying to figure out where to write.
- The Discord callout was softened — instead of "the invite link is being set up — when it lands it will show up here" it now says the invite is coming soon and points readers at the changelog page for updates in the meantime. No false promise of imminence.
Crawler + middleware fixes (mostly invisible but real)
- A new /robots.txt enumerates the public surface, blocks the authenticated game shell + admin + API + auth-only paths from crawl, and points search engines at /sitemap.xml so the per-locale sitemap is no longer discovered organically.
- Link-preview crawlers (Slack, Discord, iMessage, Twitter / X) now receive an Open Graph card with the active locale tag (es_ES or en_US) plus the alternate-locale list and a Twitter summary_large_image hint — bilingual link shares no longer surface the wrong-locale variant by accident.
- A subtle middleware bug that made <html lang="…"> always say "es" on /en/* pages is fixed. Pre-fix the request-header forwarding ran before next-intl's locale-injection, so the root layout never saw the active locale and fell back to the default — silently breaking screen-reader locale routing and Google's hreflang verification.
- Set-Cookie headers are now appended (not set) when merging next-intl's response — multiple cookies on a single response are no longer collapsed into one comma-joined value that browsers misparse.
Anticheat + provably-fair hardening — atomic seed rotation, replay scrubbing, spectator strategy strip
A pass through the anticheat surface (provably-fair seeds, replay sanitization, spectator state, collusion-detection telemetry) closed a small list of subtle but real defects. Headline items: pack-opening seed rotation is now atomic against in-flight pack opens, so a verifier replay can never reproduce N−1 of N openings while the Nth orphan dangles unverifiable; replay history scrubs raw player ids out of turn-log strings before persistence so the publishable replay file truly cannot be cross-correlated by id; spectator state strips two alpha-strategy hints (adrenaline counters and per-turn summon counts) that pre-fix flowed through unmasked; provably-fair seed rotations and client-seed changes are now durably audited so a player dispute has a recoverable trail; the history endpoint no longer 500s on garbage page params and no longer leaks raw Postgres errors to clients.
Provably-fair integrity
- Pack-opening seed rotation is now atomic against any in-flight pack open. Pre-fix a rotate landing between a pack-open's seed read and nonce update could publish a stale total_nonces value, leaving the in-flight opening unverifiable by the verifier. The race is closed via a transactional row lock plus a database-level unique-active-seed constraint.
- Both seed rotations and player-supplied client_seed changes now write a durable audit row, so a player who later disputes "I rotated at 12:34 and my opening is broken" has a recoverable trail in audit_log alone instead of relying on log-line forensics.
- PATCH client_seed now validates the format (8-64 hex chars) so unicode, control characters, or `:` separators that would ambiguate the verifier's HMAC message string can no longer be saved.
- Provably-fair history page now degrades gracefully on garbage page parameters (?page=NaN, ?page=abc) and no longer leaks raw Postgres error messages to authenticated clients.
Spectator + replay privacy
- Spectator state no longer surfaces adrenaline counters or per-turn summon counts — these are alpha-strategy hints that competitive metagame analysis tooling could be built off of. Combatants still see them in their own action-planning UI.
- Persisted replays now scrub raw player ids out of turn-log strings before storage. Pre-fix the JSON-keyed identifier fields were already pseudonymized to player_1 / player_2 but the free-text log lines could still embed raw ids — a non-admin reader of the replay blob could correlate replays by matching id substrings.
Profile, guild, tournament, and battle UI hardening — public profile clarity, achievement toasts, action timeouts
A pass through tournaments, guilds, the profile sections, and the in-battle internals fixed a long list of small bugs and added the visible affordances that were missing. Headline items: viewing a stranger's profile now tells you why bio / display case / achievements are hidden ("add as friend to see more") instead of rendering blank sections; achievement toasts auto-dismiss after 6 seconds (and cap at 5 visible at once) instead of stacking forever; every in-battle action — summon, attack, ability, mulligan, end turn, forfeit — now has a 5-second "no response from server" safety net so a flaky socket can't leave the UI stuck pending; the forfeit button uses an in-app modal instead of the browser's native confirm() popup that iOS PWAs sometimes silently suppress; the tournament bracket marks forfeit / disconnect / bye matches with a small badge so admins and spectators can tell them apart from real wins; deck-builder save validates the 3-copies-per-card limit client-side before letting you press Save; and a list of guild-management quality-of-life polish items (kick / promote confirmation, donation amount cap, war-end refresh filtering, identical-message dedupe).
Public profile + achievement toasts
- Viewing another player's profile now shows an inline notice ("Add as friend to see this player's bio, display case, achievements, and recent activity") when those sections are gated by the friendship check. Pre-fix the sections just rendered blank and players thought their account was broken.
- Public profile now shows the player's division badge (Bronze / Silver / Gold / etc.) alongside ELO — was missing on other-player profiles even though it was on your own.
- Sharing a profile link now shows "Link copied!" / "Could not share" feedback instead of being silent.
- Achievement toasts now auto-dismiss after 6 seconds and cap at 5 visible at once. Pre-fix they stacked forever and players who unlocked 5 achievements in a battle had to manually click each ×.
In-battle robustness
- Every player action — summon, evolve, attack, ability, equip, set trap, place field, use object, mulligan, end turn, go to battle, forfeit — now races against a 5-second server-ack timeout. If the server doesn't respond (network drop, server hiccup) you get a "No response from server" toast instead of the action sitting visually pending forever.
- Forfeit button uses an in-app confirmation modal showing the consequences (loss for record + rating). Replaces the browser's native confirm() popup that iOS PWA installs sometimes silently suppress, leading to "I clicked forfeit and nothing happened" reports.
- Mulligan decision can no longer multi-fire: a rapid double-tap on Keep/Mulligan now sends only one decision to the server.
- Spectator orientation hardening: the in-battle action handlers now no-op for spectators as a defense-in-depth layer over the existing UI gating.
- Battle tooltips no longer flicker shut on Android because of the touch+click race; status / zone tooltips now stay open on tap until you tap somewhere else.
- Mulligan timer screen and the in-app confirm modals now have proper aria-modal labelling for screen-reader users; previously they were unannounced.
Tournaments + guilds
- Tournament bracket now shows a small FF / DC / BYE badge on matches that ended by forfeit, disconnect, or auto-advance — pre-fix those rendered identical to real wins.
- Guild kick / promote / demote actions now require a second click to confirm (button changes to "Click again" with a 4-second auto-cancel). Pre-fix a single accidental click on Kick removed the member instantly.
- Guild chat: Enter spam can no longer post identical messages within 5 seconds; emoji and RTL names render their first character correctly in avatar bubbles.
- Guild pool donation amount is now bounded (1 to 99,999 fragments) and rejects garbage values like NaN that the form could previously generate.
- Guild war end-of-war notification now only refetches our own guild's wars instead of every guild_war_ended event in the world.
Profile sections
- Display Case selection: ordering is now user-controllable (←→ buttons on selected cards); cards traded away or dissolved no longer linger as zombie selections; the per-page collection cap was raised to 1000 cards with a clear notice if you have more than that.
- Profile name / avatar / bio now save independently — pre-fix clicking Save next to your avatar (after also typing a new name) submitted both, accidentally burning the 30-day name change cooldown.
- Avatar URL field now shows an inline preview as you type, with a fallback when the URL is invalid.
- Password change client validation now mirrors the server policy (min 8 chars + at least one digit + at least one letter + must differ from current). Pre-fix the only check was 8-char minimum.
- 2FA setup secrets (TOTP URI, backup codes, password fields) now wipe from React state on unmount so browser extensions can't scrape them from a stale snapshot.
- Provably-fair Rotate Seed: failures now surface a clear error (was silent), and the revealed seed gets a "Copy seed" button + a warning that the next rotation will reveal a new one and this one cannot be re-displayed.
- Account deletion request: surfaces "Deletion service is temporarily unavailable" upfront if the backend isn't configured, and double-clicks are rejected synchronously so two deletion rows can't be scheduled.
Battle UI fixes — spectator view, mulligan timer, deck builder hardening
A pass through the in-battle screen, the deck builder, and the card / trade modals fixed a long list of small but visible bugs. The headline items: spectators were seeing the battle mirrored to the wrong side (their view labelled the opponent as "you"), the mulligan timer reset to 30 every time anything happened on the board, the queue size showed blank when joining casual matchmaking, and trade history's wishlist 🎯 markers showed the wrong player's wishlist. The card modal now cancels in-flight fetches when you flip through a gallery, the deck builder caps how many pages it loads (so a server hiccup can't lock the screen), and copying a deck export now actually tells you whether it worked.
In-battle correctness
- Spectators now see the battle with a fixed orientation — challenger always at the bottom, opponent always at the top — instead of having the view randomly mirror to the wrong side and label the wrong player as you.
- Mulligan timer no longer resets to 30 every time the opponent acts. It now starts at 30 once when the mulligan phase begins and counts down honestly from there.
- Card tooltips no longer get wiped mid-read every time the opponent's HP ticks. They only close on real turn / phase changes now.
- If you tab out of a battle and come back, the in-battle screen requests a fresh state from the server instead of rendering whatever stale snapshot it had.
- Leaving a battle from the lobby (before the opponent joins) now actually frees your slot on the server — pre-fix you could get stuck in "already in a battle" trying to requeue.
- Casual queue size now displays correctly on join (was showing blank / NaN due to a payload mismatch).
- Battle history (the resolved list under your decks) now updates live when a battle ends — no more refresh required to see your latest match.
- Rematch banner now only shows after a battle that resolved naturally (win / loss). It used to show after forfeits and opponent disconnects too, which was confusing.
- Tournament report-result now uses an in-app modal that shows the opponent's name. Native browser confirm() popups are gone (one less spot the design guidelines didn't apply).
Deck builder + card modal
- Deck builder now validates the 3-copies-per-card limit before letting you press Save (was checked at add time only — corrupt or imported decks could slip through with 4+ copies and silently fail server-side).
- Loading a giant collection in the deck builder is now bounded — there's a hard cap on how many pages it'll fetch (50, well above any realistic collection) so a server pagination bug can't lock the screen.
- Card modal cancels in-flight network requests when you flip to another card. Pre-fix the previous card's wishlist / instances / evolutions could resolve last and overwrite the new card's data.
- Locking / unlocking a card copy now surfaces an error if the server rejects it. Used to silently swallow the failure.
- Trade history shows a Retry button if the load fails, instead of a fake "No completed trades yet" forever.
- Copying a deck export to clipboard now shows a Copied! / Copy failed toast. Used to be silent.
- Live battles list (the spectate panel) no longer shows a Watch button on your own battles, and pauses its 15-second poll when the tab is in the background.
Battle action feedback — no more frozen UI when the server hiccups
When you summon a creature, attack, or end your turn, the client now waits up to 5 seconds for the server to confirm. If the confirmation never arrives — server hiccup, network drop, dropped packet — you get a clear "No response from server — check your connection" message instead of a button that just stops responding. If the server rejects the action (out of phase, illegal target, rate-limited, etc.) the rejection reason now reaches you immediately even on flaky connections, instead of riding the next state push and arriving seconds late. The other (less critical) actions are unchanged. Spanish and English locales also got `not-found` and `loading` pages so a stale link or a slow load lands on a localised page instead of the framework default.
Battle action feedback
- Summon, attack, and end-turn now show an error toast if the server doesn't acknowledge within 5 seconds, instead of leaving the action visually pending.
- Server-side rejections (out of phase, illegal target, rate-limited) now reach you immediately even when state push is delayed.
- Localised `not-found` and `loading` pages — stale links and slow loads now land on a Spanish or English page instead of the framework default.
Privacy + safety tightening
- Profile bio, display case, recent activity, and achievements are now visible only to friends and to yourself. Strangers see your name, rating, and division but not your collection wall — closes a long-standing complaint that anyone with your user URL could browse your private profile content.
- Blocking a player is now a hard hide — your profile returns 404 to anyone you've blocked (and theirs to you), instead of just hiding tabs while still leaking the basics.
- Friend activity feed no longer surfaces fields that the original event didn't intend to share. Each event type has a strict allowlist (rare pull, achievement, battle result, trade, guild join, tournament win) so nothing extra leaks even if a future event payload changes shape.
- Leaderboard now requires sign-in. Anonymous bots can no longer scrape the rating table.
Notifications + import
- You can now mark individual notifications as read instead of "all or nothing" — the inbox now passes the specific ids you tap.
- Deck import now caps the pasted text at 4 KB so a giant accidental paste returns a clear error instead of stalling. The cap is large enough for any legitimate deck list.
Real-time push fixes
- Friend requests, accepts, and rejects now actually update the badge counters and friend list without a manual refresh. The wire vocabulary between client and server had drifted apart and every notification was being silently dropped at the server allowlist; the canonical verbs are now shared and the relay forwards them end-to-end.
- Trade offers, accepts, declines, and cancellations also push to the other player live now — the badge ticks up the moment the offer arrives, instead of waiting for the next page load.
- Trade UI: the 🎯 markers now correctly show cards the OTHER player wants (used to silently show your own wishlist on both columns).
Tab UX + battery savings
- Hidden tabs no longer drain bandwidth in the background — the leaderboard and challenges tabs now pause their live subscriptions when you're on another tab and resume when you come back.
- Leaderboard now shows a clear error + retry button if the load fails, instead of the perpetual "Loading leaderboard…" spinner.
- Challenge / Accept buttons in Battles no longer lock forever when the socket hiccups. After 15 seconds without a server ack you get a "Network timeout — try again" toast and the button releases.
- Tournament "I Won" confirmation is now a styled in-app dialog showing the opponent's name, instead of the browser's native confirm() popup. Same for visual polish + accessibility (aria-modal).
- Support ticket replies are now a multi-line textbox (Shift+Enter for newline, Enter to send) instead of a single-line input that silently truncated paragraph replies.
SEO sweep — sitemap, hreflang, canonical URLs across all locales — Phase 1 i18n fully closed
The bilingual public surface is now wired up for search engines. Every Spanish and English page emits a `<link rel="canonical">` pointing at its own locale URL plus an `<link rel="alternate" hreflang>` map covering both locales and an `x-default` fallback, so Google can pair the /es and /en variants of the same page instead of treating them as duplicates. A new `/sitemap.xml` enumerates every Phase 1 public page in every locale with the same hreflang alternates per entry. With this release Phase 1 of the i18n project is fully closed: 4 legal pages bilingual, 7 marketing pages bilingual, controlling-version clauses live in both languages, locale switcher in both headers, hreflang plumbing in metadata and sitemap, and a written workflow template for any future page.
SEO + future-page template
- New `/sitemap.xml` enumerates every Phase 1 public page (landing, about, contact, FAQ, how-to-play, showcase, changelog, legal/cookies, legal/notice, legal/privacy, legal/terms) in both Spanish and English, with per-entry hreflang alternates so search engines pair the locale variants properly.
- Every translated page now emits a per-page canonical URL pointing at its own /es or /en path and an hreflang `languages` map covering both locales plus `x-default` (defaulting to Spanish), so duplicate-content penalties are off the table.
- Future-page workflow template added to `context/refs/marketing-hero-draft.md` — every new public page added after Phase 1 must ship in BOTH Spanish and English from the first commit. The template covers the dual-locale draft workflow, TCG vocabulary, register rules, and the required SEO wiring.
- Phase 1 i18n closes here: 11 public pages × 2 locales fully bilingual end-to-end, plus the SEO infrastructure, controlling-version clauses, locale switcher, and the written contract for future bilingual pages.
Marketing pages, mastery, tournaments, and a sweep of UX gaps
A big batch of player-facing work landed across the spring. The headline items: a public marketing surface for new visitors, a card mastery system that rewards loyalty to specific cards, a tournament bracket viewer that finally lets you see how a tournament is unfolding, and a long list of small UX fixes that close gaps players have been pointing out for months. Below is the rough shape of what changed, organised by area. Patch notes for individual cards and balance tweaks live in the in-game patch feed; this changelog covers the structural and surface-level stuff.
Marketing pages (public)
- New landing page that actually explains the game, instead of dropping you straight onto a login form. Returning players get a one-click "Log in" in the sticky header.
- About, How to Play, FAQ, Contact, Featured Cards, and this Changelog — all reachable from the same header on every public page.
- Cookie consent banner upgraded to the IAB TCF v2.3 standard so EU players get the proper opt-in flow with all the per-purpose toggles.
Crafting and collection
- New Forge tab dedicated to crafting cards from the fragments you earn by dissolving duplicates.
- Mastery system: as you play with the same card across battles, it levels up. Once a card hits level 5, you get a 10% crafting discount on copies of it. At level 10 it gets a "Mastered" badge.
- Crafting cost now shows the discounted price inline at the craft button, so you can see the saving without diving into card detail.
- Wallet bar now shows your fragment stash split per rarity, instead of one aggregate number. Easier to see at a glance whether you can afford a craft.
- Card sets browser: see every set, what cards belong to it, and your progress through it. Helps you target which sets to chase.
- Persistent "Verify past pulls" link in the Gacha tab — tap it any time to audit any pack you have ever opened against the provably-fair RNG record.
Battles and competitive
- Tournament bracket viewer: when you click into a single-elimination tournament, you now see the full bracket tree with every match, who is playing whom, and who has won so far.
- Public guild tournament standings: non-participants browsing a guild tournament can see the standings panel without being enrolled.
- Battle replays now have their own shareable URL. Open the replay in a new tab, send the link to a friend, point at the moment you want to talk about. Works for any battle either of you played in.
- Element field-spell weather effects now show up properly in damage calculations during battle — fire fields boost fire creatures, water fields boost water, etc.
- Daily and weekly challenges have a streak system: completing them on consecutive days builds a streak with milestone rewards at 7, 14, and 28 days.
- Battle stats panel shows per-element breakdowns + period filtering, so you can see how your fire decks have been doing this week vs last month.
- AI battle spam fix: a race condition that allowed double-starting AI battles is closed. No more orphan match windows.
Account and trust
- Two-factor authentication available from your profile security section. Standard authenticator apps (Authy, Google Authenticator, 1Password, Bitwarden) all work.
- Self-serve account deletion lives in the profile section — no support ticket, no won't-let-you-leave dance.
- Self-serve data export: download a copy of everything we hold about your account.
- Session security tightened: changing your password or enabling 2FA now invalidates all your other active sessions automatically. If someone was logged in as you on a different device, they get kicked.
- Email verification flow improvements: clearer messaging when verification is pending, retry-with-cooldown on the resend button.
Performance and reliability
- Battle reconnection improvements: if you drop mid-match for under a minute, you reconnect to the same game state with no penalty.
- Server-side deck-out handling rewrites — the slow control decks that win by exhausting your opponent's library now work cleanly across reconnects.
- Tournament forfeit timeouts moved to a durable job queue, so a server restart no longer eats a forfeit-pending tournament.
- Offline detection banner: if your connection drops, you see a clear banner explaining what happened, instead of the UI silently failing.
Notes for next time
- We are still adding cards, sets, and modes. The world has plenty of room to grow.
- Discord invite link is being set up — when it lands the contact page will surface it.
- If you spot something here that does not match what you see in-game, tell us — most likely we shipped it differently than the note suggests.
All marketing pages now available in Spanish — Phase 1 complete
Six more marketing pages are now bilingual, closing out Phase 1 of the marketing translation effort. /es/about renders the team / vision / game-world write-up in Spanish. /es/contact translates every channel. /es/faq covers all 12 Q&A items. /es/how-to-play translates the 10-minute rundown. /es/showcase renders the curated 7-card showcase with bilingual card names + flavor blurbs. /es/changelog (this page) is now bilingual too — every ChangelogEntry carries both Spanish and English copy together in the source so future updates land in both locales atomically. The four legal pages shipped bilingual earlier this month, so the public surface is now fully bilingual end-to-end.
Marketing pages translated
- About page (Sobre Nosotros) translated to Spanish — hero 'Hecho entre amigos, por gusto', team / vision / game-world sections all mirror the English source 1:1.
- Contact page translated — section headings 'Correo / Discord / Tickets de soporte / Una nota sobre los tiempos de respuesta', back / FAQ navigation buttons.
- FAQ translated — all 12 Q&A items across three sections (Sobre el juego / Cómo jugar / Cuenta), including questions about rewarded ads, account deletion, and where data is stored.
- How to Play translated — three sections (Mecánicas, Tipos de cartas y elementos, Flujo de batalla — turno a turno). TCG glossary mazo / sobre / carta / PV / zona de monstruo / mulligan kept as-is.
- Featured Cards (showcase) translated — every card name + 50-150 word marketing blurb. Element + monster-class labels also translated (Fuego/Agua/Viento/Tierra/Metal/Rayo/Neutral; Dragón/Bestia/Constructo/Leviatán/Alado; slime preserved as TCG term).
- Changelog page itself bilingual — every ChangelogEntry now carries both Spanish and English copy together in the source. MAINTAINER NOTE in the page source updated: from this release on, every new ChangelogEntry MUST land in BOTH Spanish AND English in the same commit. Single-locale entries are forbidden.
- All Spanish versions use the indie/playful voice from the landing page — informal tú throughout, TCG vocabulary preserved (sobres, mazos, cartas, tablero, dorsos, gremios).
- Locale switcher in the marketing header lets you flip between /es and /en versions of any page without losing your place. Phase 1 marketing translations now complete.
Landing page now available in Spanish — first marketing page translated
The homepage hero is now bilingual. Spanish-speaking visitors landing on /es see the full marketing pitch in Spanish — anti-pay-to-win positioning, daily-free-packs promise, multi-pace modes (casual, ranked, AI, just collecting), element chips, and the 'built among friends' footer — all in informal tú voice. English visitors keep the original wording at /en. This is the first marketing page to land in two languages; the rest are queued up next.
Marketing pages
- Landing page (homepage hero) translated to Spanish — every paragraph mirrors the English source 1:1: hero badge ('Gratis · Sin pay-to-win'), headline, subhead, three 'why play' tiles, 'Cómo funciona' section with element chips (Fuego, Agua, Viento, Tierra, Metal, Rayo, Neutral), and the 'Hecho entre amigos por gusto' footer.
- Spanish version uses the same playful indie register as the English source — informal tú throughout, TCG vocabulary players already know (sobres, mazos, cartas), no marketing-speak.
- Marketing translations rolling out next: about, how-to-play, FAQ, contact, showcase, changelog. Each will follow the same per-page review gate.
- Locale switcher in the marketing header lets you flip between /es and /en versions of the landing page without losing your place — same flow already in use on the legal pages.
Privacy Policy now available in Spanish — Phase 1 legal coverage complete
The Privacy Policy is now bilingual, closing out Phase 1 of the legal-page localization effort. Spanish-speaking visitors land on a fully translated /es/legal/privacy, English visitors keep the original wording at /en/legal/privacy. With this release, all four legal pages — Terms of Service, Cookie Policy, Legal Notice, and Privacy Policy — ship in both English and Spanish, each carrying the controlling-version notice that names the English text as the legally authoritative version. Phase 1 legal coverage is now fully complete.
Legal pages
- Privacy Policy translated to Spanish — every section, every data table, every right enumeration mirrors the English source 1:1 (data controller, categories of data collected, purposes and legal basis, data sharing with processors, international transfers, retention periods, GDPR data-subject rights including access/rectification/erasure/portability/objection/restriction/withdrawal of consent, GDPR Article 21 objection box, AEPD complaint route, GDPR Article 33/34 breach notification, CCPA/CPRA rights for California users, cookie disclosure, children-under-16 protections, automated-decision-making disclosure).
- Spanish version uses canonical RGPD terminology throughout: 'responsable del tratamiento', 'interesado', 'encargado del tratamiento', 'base legal', 'consentimiento', 'interés legítimo', 'Delegado de Protección de Datos (DPD)', plus the full Spanish names for each GDPR right ('derecho de acceso', 'derecho de supresión', 'derecho de oposición', 'derecho a la portabilidad', 'derecho a la limitación').
- Phase 1 legal coverage now fully complete: Terms, Cookies, Legal Notice, and Privacy all available in both Spanish and English with controlling-version notices in place.
- Locale switcher in the legal header lets you flip between /es/legal/privacy and /en/legal/privacy without losing your place — same flow already in use on the other three legal pages.
Terms of Service now available in Spanish — three legal pages bilingual
The Terms of Service page is now bilingual. Spanish-speaking visitors land on a fully translated /es/legal/terms, English visitors keep the original wording at /en/legal/terms. Both versions carry the same controlling-version notice at the top, making clear that the English text remains the legally authoritative version and the Spanish translation is provided for convenience. Three of four legal pages — Terms, Cookies, and Legal Notice — now ship in both languages; Privacy is the next page in line.
Legal pages
- Terms of Service translated to Spanish — every clause, every list item, every legal definition mirrors the English source 1:1 (eligibility, gacha mechanics, ad disclosures, IP ownership, DSA Article 17 appeal flow, Belgian gacha note, EU consumer right of withdrawal).
- Phase 1 legal-page coverage is now three-quarters complete: Terms, Cookies, and Legal Notice all available in Spanish and English. Privacy Policy translation is the remaining page.
- Controlling-version banner present at the top of every translated legal page in both locales: the English text remains legally binding and translations are explicitly marked as non-authoritative for legal interpretation.
- Locale switcher in the legal header lets you flip between /es and /en versions of any legal page without losing your place.
Cookie Policy and Legal Notice now available in Spanish
The Cookie Policy and Legal Notice pages are now bilingual. Spanish-speaking visitors land on fully translated /es/legal/cookies and /es/legal/notice, English visitors keep the original wording at /en/legal/cookies and /en/legal/notice. All four pages carry a controlling-version notice at the top making clear that the English text is the legally authoritative version and the Spanish translation is provided for convenience. Terms and privacy will follow the same pattern in upcoming releases.
Legal pages
- Cookie Policy translated to Spanish — every section, every cookie table, every browser-settings note is mirrored 1:1 with the English source.
- Legal Notice (Aviso Legal) translated to Spanish — operator identity, NIF/CIF cell, Spain-based address, applicable LSSI-CE/RGPD/LOPDGDD/DSA legislation list, intellectual property, liability and dispute-resolution sections all mirrored 1:1.
- Controlling-version banner added at the top of both legal pages in both locales: the English text remains the legally binding version and translations are explicitly marked as non-authoritative for legal interpretation.
- Locale switcher in the legal header lets you flip between /es/legal/* and /en/legal/* without losing your place.
Want to suggest the next thing? The contact page has email and Discord. Want to follow updates as they ship? Bookmark this page — we update it whenever a player-visible change lands.