Period: October 12, 2025 Total Commits: 3

Hey, here’s what we’ve been working on. Today was all about getting replays to tell the exact truth of a match, keeping games alive through momentary disconnects, and cutting log noise so real issues stand out. Nothing flashy, just solid reliability work.

What’s New

Replays that match live gameplay

Replays now run through the full history of a match with accurate timing. That means gold ticks, wave timers, and unit movement line up with what actually happened.

[screenshot: replay timeline starting at 0 with paused state at 64007fd] [screenshot: scrubbing the replay timeline and resimulating at 64007fd] [screenshot: tower upgrade action reflected in replay at 64007fd]

What Got Fixed

Replays no longer “drift”

We tracked down a few core issues that led to desyncs and missing events.

[screenshot: wave timer correctly synced in replay at 64007fd]

Games don’t end early on disconnects

Under the Hood

Replay pipeline cleanup

We separated rendering from simulation so the UI just shows state and the sim does the work. When you scrub, we fast-forward deterministically and give you a correct snapshot at that moment. We also added progress logging for long replays to help diagnose performance and see where time goes.

Why this matters for PvP

That’s it for today. If you spot a replay that still looks off, send us the match ID and where it diverged. Thanks for all the reports—several of these fixes came straight from your notes.