CurlTi.me/Changelog
Changelog
What has changed, newest first. There are no version numbers — the site deploys from master, so a change is live when it is merged.
Last updated 16 August 2026
The home screen becomes a dashboard 16 August 2026#
- The last seven days of the daily challenge now sit on the home screen, so you can see the week at a glance and jump straight to a day you missed.
- The dashboard leads with your score rather than with the date, and says something when the score deserves it.
- The daily challenges dropped the free guard zone. A solo challenge has no opponent to protect a guard from, so the rule was only ever removing shots from the puzzle.
- The number of stones left in a daily challenge is shown where the question actually gets asked, over the ice.
- Retrying a daily challenge keeps your aim where you left it, instead of resetting to the middle every time.
- The screen no longer sleeps while a match is live.
The game becomes CurlTi.me 14 August 2026#
- New name and new address: the game moved to curlti.me. The old domain redirects, so every link anyone has ever pasted still works.
- The mark, the icons and the link-preview card were redrawn around the new name.
Clubs, replays, and ice that is not the same twice 12 August 2026#
- Clubs arrived: a public page for a real curling club, with a logo, location, contact details, announcements and a photo gallery, plus a members-only roster and a board showing how the club did on the day's challenge. Clubs apply from the directory and a site admin approves them.
- Club officers can mint API keys and webhooks, so a club's own website or spreadsheet can read the roster and post announcements. See the club API.
- QR invite posters, printable from the management screen — a club can pin one to a noticeboard and members join by pointing a phone at it.
- Club events with a calendar feed you can subscribe to, weekly standings, and a digest email.
- Finished matches can be replayed and shared with anyone by link, with a shot-by-shot analysis afterwards.
- Emotes during a match, an Elo rating, and rated quick matches.
- Turn emails, so a game played over days does not need anybody watching a tab.
- Link previews became route-specific: a shared club, replay, daily or match link now unfolds with that page's own title and picture.
- The game became installable as an app, and stones can be recoloured — including a colourblind-friendlier blue-and-orange pairing.
- Ice that varies. A sheet now settles at a speed of its own within about 3% either way, breaks in over the first few ends, and can tire slightly late in a game. Hands miss too: a delivery carries realistic execution error rather than landing exactly where it was aimed.
- A security pass over the whole feature set: the webhook sender was guarded against pointing at internal addresses, and account deletion was finished properly.
The daily challenge, real clocks, and a deployment 11 August 2026#
- The daily challenge: one position, the same for everybody in the world, generated and calibrated from the date so there is nothing to download and nothing to cheat. Streaks, percentiles, the day's best replayed as ghost stones, and beat-my-score links.
- Clocks that count thinking time rather than running a chess clock — the clock stops while a stone is travelling, and nothing is ever added. Blitz and Rapid formats.
- A lobby, so both players agree the rules before the match starts, and local games can set their own rules too.
- Weight called by number, with a fine control for the space between numbers.
- A coin toss for the hammer, a split timer on every delivery, and the end no longer given away before it is scored.
- Optional Google sign-in, so games follow you to another device. Playing still needs no account at all.
- First-party, cookieless analytics: a record of the game rather than of the person.
- Sweeping, spectating, and a computer opponent that runs on the server and searches the shot space rather than following a playbook.
- The lines are painted onto the ice rather than drawn across the screen, and the skip's broom marks the target.
- A delivery that arrives while a stone is still moving is queued rather than dropped.
- The whole deployment: preflight checks, an nginx site, a systemd unit, and a release script.
The first build 10 August 2026#
- An online curling game with a physics engine calibrated against the published shot table: friction that depends on speed, a curl path that is not a parabola, and a delivery that carries the stone to the hog line rather than shoving it from the hack.
- Deterministic by construction — the simulation uses only the arithmetic IEEE-754 specifies exactly, so two players in different browsers cannot drift apart.
Older than this, there is nothing: the first commit is 10 August 2026. The full commit history is the other half of this record — every change lands through a pull request, and the reasoning is in the message rather than in anybody's memory.
If you want to know what the game does now rather than what changed, the written pages are kept current, and /llms.txt is the machine-readable summary.