
Recent updates
New games and new versions from creators, newest first.

人气排行榜 + 多语言
- 新增 1GP 人气排行榜:按存档累计人气 ♥ 排名,菜单旅馆页显示你的全站名次。 - 新增英文、日文、韩文、西班牙文,按网址 ?lang= 或浏览器语言自动切换。 - 云存档:登录后进度跟着账号走,多台设备可以接着玩。 - 修复:在 1GP 播放器里点一下画面后,WASD / 方向键又能走路了。 - 修复:掌柜走近前台时,柜台不再盖住排队客人的头。 - 修复:地上已经出现的价格圈(比如温泉的牛奶)买下前不会再消失。 - 云存档提示只在真的同步不上时才出现,也不再挡住横幅。



五种语言的海路
新增中文、英语、日语、韩语和西班牙语游戏文本,优先按网页的 ?lang= 参数选择语言。补齐关卡名称、操作提示与动态航行提示;调整日语、韩语字体回退。保留原有九站玩法与浏览器存档。

Cloud saves and survival ranking
Cloud checkpoints preserve partners, collections, upgrades and records on AI Made Games. Existing device saves remain available for explicit import. Solo survival rankings keep each player’s best time, excluding pauses; settle within two hours of starting. Standalone play remains local. Added five-language interface text and fonts.
Multilingual update
Chinese, English, Japanese, Korean and Spanish are now available. Language links select the interface language. Added CJK fonts and platform-delivered translations; existing browser saves remain compatible.



Diagonal words for harder puzzles
Medium puzzles now include at least two diagonal words. Hard puzzles include at least four diagonal words and allow words in all directions. The completion screen links to the accumulating total leaderboard.


Every puzzle adds points
Each completed puzzle now adds its points to the saved cycle total, including replayed difficulties. The total persists when you leave and resets after all three difficulties are completed and successfully recorded.

Incremental leaderboard scoring
Completed puzzles now submit your accumulated cycle score to the leaderboard, so your score appears after the first level. Scores stay saved until the full three-difficulty cycle is successfully recorded.

Show your saved cycle score
Your saved cycle total and the number of difficulties completed now appear on the home screen and while playing, so you can see your progress after returning later.

Cumulative scoring and fresh puzzles
Score cycles now combine your best result from all three difficulties and submit the total. The next puzzle in the same collection and difficulty uses a different word set.

Pocket points and easier phone play
Added an online Pocket points leaderboard with retry on connection errors. The hardest board is now 10×10 for comfortable touch play, and the win card fits smaller phones.



双人落子,直接对照各自棋盘
默认玩法改为甲、乙两个独立棋盘视角,可分别点格子落子,也可分享甲乙链接分开玩。 移除默认流程中的玩家凭证、席位、自动重连、回合清空与消墨,棋子只增加;每次读取完整替换各自棋盘,不在客户端补子或合并。 保留真实后端调度与实例内存隔离。仅在落子已获确认之后发起的查询缺少该子时记录证据;查询失败标为未知,落子回复丢失不自动重发。可导出首次缺子记录和真实后端信息。 验证:261 项自动测试通过。单后端 24 颗落子均可见;两个独立后端分流时直接出现互相看不到棋子;始终路由到同一后端时不会误报。桌面和手机界面已检查。

16 次查询的甲乙墨迹双曲线
落子对照新增两条阶梯曲线:横轴为第 1–16 次查询,纵轴 1 表示墨迹可见、0 表示不可见,分别展示墨客甲、乙的墨迹。甲使用黑色实线和圆点,乙使用蓝色虚线和方框,重合结果也可分辨。 交互:点击曲线或查询编号查看该次响应后端及甲乙状态,可展开逐条数据表;手机支持图表横向滚动。 证据:并发请求按发起编号排列,保留失败位置;请求失败或棋局过期标为未知并断线,不误画成墨迹不存在。JSON 导出包含原始查询编号和响应。 验证:251 项自动测试、完整前后端构建通过,已验证乱序响应、失败位置、未知状态、双曲线交互与手机排版。


修正暂停后的同步提示,突出后端落子差异
同步提示:暂停、离线或重连时不再显示旧的校验通过结果,顶部与连接详情显示当前同步未知,玩家校验标明已过时。在线校验也明确仅针对当前响应服务器。 连接说明:用玩家能理解的语言说明原先加入游戏的服务器、这次请求到达的服务器及找不到玩家记录的原因,保留手动重新加入游戏,不自动重复创建玩家。 落子对照:作为主要入口,优先并排展示墨迹不同的两个后端,其余后端可展开;标明测试时间及独立测试房间。只测到一个后端时明确提示跨后端同步尚未验证。辅助诊断收纳到更多设置。 验证:248 项自动测试通过,完整前后端构建通过,桌面及窄屏界面已检查。保留真实平台分流和原有内存状态,不模拟线上分流结果。


席位丢失暂停与真实落子对照
连接:检测到席位丢失立即停止请求并冻结棋盘,显示入座后端和本次响应后端,由玩家手动重新入座;失效的旧席位恢复请求不再悄悄创建新墨客。 落子同步对照:在独立房间让墨客甲、乙各落一滴,确认两次落子后并发读取 16 次实际棋盘,在主区域并排展示各后端的墨迹,红框标出缺失位置,支持停止及导出 JSON。 真实调度:保留原有内存房间和平台路由,不注入分流、不添加共享存储;同一后端、证据不完整和跨后端缺失分别说明,不承诺每次点击都出现分流。 验证:240 项自动测试通过,类型检查及完整前后端构建通过。

一键并发复现真实分流
实验面板:新增「真实调度复现」,一次点击创建独立测试会话,每轮并发发送 16 次 HTTP 查询,最多 3 轮;实际命中其他实例并收到 UNKNOWN_SESSION 后停止后续轮次。 结果与证据:显示入座实例、各应答实例和成功/席位丢失次数,支持停止和导出逐条 JSON 证据;未触发、无法判定与已复现分别显示。 使用范围:沿用真实 Vercel 调度,不注入故障、不改变房间存储方式;并发可提高观察到分流的机会,但不保证每次点击都触发。 界面:补齐中英文提示及字体。验证:230 项自动测试与生产构建通过,更新前的真实 Vercel 后端已通过两次一键请求验证。

Just released. Be one of the first to play.

Just released. Be one of the first to play.



v3.4–v3.7: decluttered UI, slot-based enhancement, gear refining, guardian beasts and realm bosses; cover art shipped

Fixed an intermittent blank blue screen, a timing bug where the first frame's time delta could go negative. Dropped birth years to avoid contradictions, added nine-tailed fox art and highlighted turning points

More art: five tiers of homes (village farmhouse, rented room, three ordinary flats, mansion, estate), new hairstyles and casual clothes, a life-stage title street, an ancient market street and a fantasy town

Two rounds of logic audits on simulated lives fixed about 220 story, scene and sprite contradictions; at my request every event was cut to three lines or fewer

Earlier marriages, poverty that really shortens life, a build-up into the cyber route, and same-sex love told like any other story

Redrew all nine bosses and gave the cats whiskers; café onboarding, popularity levels and animal guests; rebalanced difficulty with an auto-play bot



v3.0: back to the v1 mouse, every creature rebuilt with a pixel DSL, balance and UI rewritten

v3.2: six realm outfits, all 40 cosmetics redrawn, proper riding pose. v3.3: beasts, mounts and all 18 monsters redrawn from concept art

Pitched the idea: Life Restart Simulator, but with art, in the same 8-bit portrait Kairosoft style as FishyTails. First build shipped with 317 events and 23 scenes, was named Rebirthday and went live on GitHub Pages














