What changed.
Every deploy that mattered, newest first. The roadmap is what's ahead, this page is so that you can see what I've been up to. Any new feature or hotfix is documented here.
“Save the Save”
Helpful flag to make a save at a specific point
- Savepoints. A critical warning can now carry the name of the hard save to make before you cross a point of no return. It shows on the planner card, the route map, and in shared routes, so you can see what others do.
- Stakes now tell you whether a miss is survivable: protected (“reload your save, redo ~4 steps”) or not (“no savepoint upstream, permanent for this run”).
- Recovery options. If you mark a gate as missed, the map lists your ways back, cheapest first: follow its fallback path, reload your savepoint (it counts how many steps you would redo), or start a fresh run.
- Companion mode reminds you to save, “Make your save” will show so that you do not forget to make one
- Exported guides now carry "SAVE HERE" lines and flag savepoints in the missables checklist. Bold-caps save warnings, but structural.
- We never track whether you actually saved. That’s between you and your save folder.
“Foundry Pass”
- Game overview redesigned, title block, achievement wall, target rail. Probably will change again knowing me
- Design pass across the library and route map.
- Early mobile groundwork: the topnav collapses instead of overflowing, and tables stack instead of scrolling sideways.
- Known issue: mobile as a whole is still rough, expect off-screen bits and misbehaving views on phones. Desktop is the complete version, I am working on mobile, just a lot of work left.
- Rate limits on every pre-login surface. Boring, important.
“The Megastructure”
- A landing page worth the name: the achievement constellation now lives inside a living megastructure, the architecture is the shape of a finished 100%. Inspired by Blame! <3
- “While you play”, companion mode and the OBS stream overlay, shown with real captures instead of being our best-kept secrets.
- The generic “1-2-3 how it works” explainer. The live demo carries it now.
- First sync of a big library could fail halfway, 150+ games hit a database timeout mid-sync. Syncs now land in chunks, whatever your backlog size. (I know your backlog size. I am not judging. Mine is bad too)
“Go Live”
NextSave is live at nextsave.gg. The day-one lineup:
- The planner, steps, warnings, branches, fallback recovery chains, notes; achievement-linked, drag-ordered, yours.
- The route map, your plan as a living map: auto-layout, lanes per run, path tracing, gates that show their stakes.
- Companion mode, a full-screen second-monitor view that follows you through the hunt, with live unlock sync from Steam.
- Stream overlay (beta), a quiet OBS chip that pops when an achievement lands.
- Trophy case, full-library 100% scan, rarity profile, perfect-game wall.
- Community, publish routes, fork routes, 100% reviews, and "what it takes to 100%" stats per game.
- Share, designed share cards, Steam-guide BBCode export, Markdown guides, public profiles.
- Notes learned media the same day: paste YouTube/Twitch/Steam links or images and they embed; @-mention achievements to drop live chips into any note.
- Launch-day speedrun, two hotfixes in hours: the trophy case undercounted perfect games (showed 7 of 22 — unacceptable), and rarity percentages vanished for some games.