WHAT'S NEW

Changelog

A visitor-friendly record of new games, improvements, and fixes since the site launched. No noisy technical logs—just the changes you can see and play.

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A first hand to try, and proposed rules to share

Finish the shape. Find the Tai. is a short guided browser exercise: finish a pair, identify the Red Dragon Tai, then compare a complete hand that cannot Hu. It uses fixed practice rules and needs no installation.

The First Hu teaching kit adds a learner worksheet, a separate facilitator answer key and a QR link back to the exercise. Its suggested 15-minute activity uses the same two fixed examples. Hosts can print them separately or download two A4 PDFs. The lesson now offers an optional teaching handoff, two prompts, a copyable invitation and a same-phone reset for the next learner.

Table invitations now let guests read proposed settings and try a question before saving a separate copy. Arriving and answering leave their active table alone. The sender can preview the name included in the link.

The guide now offers clear starting paths and a local font. Bao explanations require an actual completed claim; the later-self-draw example uses a fourth same-suit set, because the third Dragon set ends the hand automatically here. Added-Kong and Chow-route explanations were also corrected. See the correction record. These are web changes; they do not claim a new Android binary or universal agreement on house rules.

Four Mahjong rule families now test themselves

  • Stable identities across every surface: Bao, Ping Hu, passed claims and multiple-winner priority now have canonical SGMJ-… rule IDs while all legacy v1 API keys remain supported.
  • The pages cannot silently drift from the registry: each focused rule page receives a generated evidence block with its exact practice-table dimensions, defaults, registry version and deterministic fixture IDs.
  • Thirteen examples execute against production: CI checks scorer hands, Bao settlements, passed-claim locks and draw resets, Hu priority over other claims, nearest-winner order and the companion's multiple-winner profile answer.
  • Machine-readable provenance: Article structured data identifies the canonical rule and cites the public rule and fixture registries.
  • The boundary stays visible: these checks establish the site's selected behavior, not a universal Singapore convention; independent Mahjong-expert and fluent Chinese-language review remain pending.

Portfolio decisions now require evidence and a way back

  • Five kinds of evidence stay visible: search demand, aggregate direct use, reliability and quality, maintenance burden, and strategic option value cannot be collapsed into one convenient score.
  • Safety and integrity come first: unresolved child safety, correctness, privacy, critical accessibility, unsupported-claim or ownership issues are recorded as hard vetoes before an investment decision.
  • Traffic alone cannot prune a product: de-emphasis, noindexing, archival, merging and removal require more than a low traffic percentile, plus a source snapshot, observation window and rollback triggers.
  • Decision cards are executable: a strict validator checks product identity, real dates, evidence coverage, veto states, action constraints, successor records and rollback completeness while stating that code cannot authenticate evidence or authority.
  • No result has been invented: no private analytics were imported, no product received an evidence grade and no discovery, indexing or availability decision was issued in this release.

Family products get enforceable scenario and practice-record boundaries

  • Every scenario is countable: Everyday Hero now publishes stable IDs, risk tiers, queue status and explicit founder-authored-unverified provenance for all 84 scenarios.
  • Safety and digital packs are paused: all 33 safety- or digital-content items stay out of child-facing direct and automatic queues until qualified item-level review, including five digital prompts stored outside the digital category; the two tier-3 safeguarding scenarios are not queued and remain visible in the public source pending review.
  • Practice without reward pressure: Everyday Hero no longer shows child-facing points, meters, badges or replay rewards, while Primary Power now shows raw seen/correct counts and topics to review instead of mastery, readiness, confidence, streak, XP, badges or daily missions.
  • Claims remain bounded: the removed scenario-source claim has correction ID WHW-CORR-2026-08-25-003. Existing saves remain compatible and no analytics, account, dependency or remote data collection was added.
  • Human handoff is executable: Everyday Hero now publishes a hash-bound review-return template and validator, while Primary Power publishes an immutable 360-coordinate educator packet, honestly groups its 355 unique review contents, and keeps human decisions in a separate validated return.
  • Foxy reports observable events: the grown-up report names recent selections and caregiver-recorded tries rather than inferring recognition, familiarity, speech or practice need.
  • Foxy review is executable: a content-addressed packet covers 3,292 coordinates, deduplicated to 3,226 exact review contents across five specialist lenses, with a separate return and completion validator.
  • Accessibility semantics are stronger: Everyday Hero and Primary Power now provide targeted live feedback, grouped-toggle state, disabled answered controls and predictable focus movement; hands-on assistive-technology and physical-device testing remains open.
  • Human verification leaves a bounded trail: a privacy-preserving receipt binds a named verifier to the exact reviewer record without publishing identity evidence or pretending code can prove credentials.
  • AI stays in its lane: the red/purple-team record is AI-assisted internal review only. Educator, safeguarding, digital-safety, accessibility and caregiver-usability review remain open gates.
  • A family-safe route: Foxy, Everyday Hero and Primary Power now share a calm family hub and sibling navigation without public scores, comments, multiplayer or direct links into the general 13+ catalogue.
  • Accessible grown-up friction: the old multiplication challenge is replaced by a clearly worded two-step caregiver confirmation. It reduces accidental exits but is explicitly not age verification or consent.
  • Review dates mean one thing each: product pages separate internal content/control checks, source accessibility checks, current-release dates and still-open external professional review.
  • Exact question reporting: every generated Primary Power prompt now carries a deterministic content-bound reference in play, reviews, copied parent records and privacy-bounded email reports.

Sources, corrections and product rules get stable public records

  • Sources have boundaries: first-party implementation, official guidance and external rulesets are labelled separately, with the exact claim each source can support.
  • Corrections stay findable: material fixes now have stable IDs, dates, affected routes, impact notes and changelog links.
  • Foxy makes ten public commitments: short sessions, caregiver participation, no feed, streak pressure, ads, purchases, child accounts or profiling, plus an off-screen mission and a real ending. This founder standard is not expert approval.
  • Supply Xiangqi gets versioned rules: eight stable rule IDs and replay format v1 match the playable implementation; a human notation standard remains explicitly unfinished.
  • The records test themselves: public pages are generated from JSON and CI rejects stale output, missing routes and rule/implementation drift. No analytics, dependency, migration or new data collection was added.

Singapore Mahjong rules become portable and verifiable

  • One complete code identifies the table: fingerprint v2 now includes the base point unit as well as every other consequential profile choice; v1 remains documented as a legacy format, and saved profiles can be compared before play.
  • Your local data can leave one browser safely: a validated JSON backup preserves profiles, the current ledger, completed tables and drill results; restore now previews the file, records a recovery journal, verifies every browser-storage write and recovers the prior state after a write failure or interrupted launch. A spreadsheet-safe CSV exports the current session. Neither file is uploaded automatically.
  • Claims can be checked and consumed: a public API index, compatibility policy and schemas for profile choices and complete backup files sit above the source, rule, profile and conformance-fixture registry, which records scope, limitations, review dates and exact Wong practice-table defaults.
  • The difficult variant is explicit: a new multiple-winners page explains the playable game's nearest-one policy and the extra payment and continuation decisions needed for multi-winner tables.

Game Lab, accessibility and releases get clear boundaries

  • A distinct Game Lab: three strategic experiments and twenty-one portfolio-only games remain playable without being presented as flagships, endorsements or popularity rankings.
  • Accessibility without a certification claim: a public status page records the automated release checks and the manual screen-reader, keyboard, device and user-testing gaps that remain.
  • Release decisions are executable: a machine-readable record documents changed claims, data and dependency impact, migrations, test gates, review status and rollback.
  • Future-dated records fail: source tests reject release dates later than the current date in their declared timezone and reconcile Game Lab cards with the portfolio manifest.
  • No hidden platform change: this release adds no analytics, dependency, account, migration or new data collection.

Product priorities and review gaps become inspectable

  • Every public game has a decision: all 27 homepage products now have a stable ID, owner and provisional flagship, strategic-experiment or portfolio-only status in a public JSON manifest.
  • Three jobs, not one arcade: Singapore Mahjong, Foxy and Everyday Hero each name their audience, useful job, evidence status and claim boundary.
  • Review gaps stay honest: the methods page says explicitly that external family-product expert reviews have not been completed.
  • Child data flows are executable: tests match declared browser-storage keys to source and reject unapproved remote-call mechanisms in all three child-oriented products named by the privacy policy.
  • The homepage hierarchy is clearer: a trust strip now links methods and privacy, while arcade progression follows the product catalogue.

Ping Hu rules that test themselves

  • One rule, one stable identity: the practice table’s Ping Hu choice now has rule ID SGMJ-PINGHU-001, review metadata and a public JSON record.
  • Examples are executable: five published hands run through the final playable scorer, so a documentation or scoring change that makes them disagree fails CI.
  • Differences stay visible: the focused answer compares bonus tiles, valued eyes, waits and open Chi with sourced alternatives instead of presenting one household rule as universal.
  • Invite state stays out of search: room, profile, challenge, mode and other temporary HTML URLs now receive a response-level noindex header while their clean canonical pages remain indexable.

Challenge a kaki under the same table rules

  • A result now brings the next player in: finishing the ten-question drill offers a profile-specific challenge instead of a generic scorer link.
  • The recipient knows what arrived: the landing state names the table, labels the rules challenge and explains that the same ten situations use those exact house rules.
  • One tap to question one: saving the shared profile starts the drill immediately and cleans the private profile payload from the address bar.
  • The ordinary table invitation still works: profile links without a challenge continue to open the scorer, and neither route includes player names or session ledgers.

A daily Open Knight’s Tour

  • One puzzle a day, the same for everyone: the date picks the board size and the starting square, so you and anyone else playing that day are solving exactly the same thing.
  • Every daily start is one the solver has actually finished: an open knight’s tour does not exist from every square — on a 5×5 board twelve of the twenty-five have none — so the puzzle is toured by the computer before it is offered. You will never be handed a board that cannot be completed.
  • Copy your result: finish and you can copy a short line naming the day, the board and whether you used any undos. The starting square is fixed, so Undo will not take it away.

Aeroplane Chess dice you can check

  • Every roll comes from one number fixed before the first roll: the game publishes its fingerprint before anybody plays.
  • Reveal it and check: the Dice proof panel shows the fingerprint, roll count, starting number and recomputed sequence.
  • The method is public: the panel names the exact algorithms so a player can reproduce the result independently.

Supply Chinese Chess finally explains itself

  • A full rules guide: the site's most unusual game now explains its two boards, four players, opposite-colour partner and Xiangqi piece movement.
  • An interactive drop map: choose a piece and colour to see every legal reserve drop, driven by the same rules as the board.
  • The rule experienced players get wrong: a drop may block a check but may never give one.
  • A working search box: it filters across all four guide tabs.

Practise your table's rules before the first discard

  • Not a generic quiz: the companion creates ten situations from the active house-rule profile, covering minimum Tai, cap, payments, self-draw, Bao, passed Hu, Ping Hu, multiple winners and immediate awards.
  • Learn the reason: every answer explains the profile-specific result and links to the relevant guide section.
  • Bring a beginner into the group: a family or club can share the same profile and let a new player rehearse its actual conventions.
  • Private progress: best results for up to twelve profiles stay in that browser; optional sharing excludes names, ledgers and table history.

Completed Mahjong tables bring the same four back

  • Finish without losing the night: the companion now saves the active rules, four player names, final standings and complete entry ledger as one completed table.
  • A clear final moment: finishing ranks the table, offers a shareable points-only result and prepares a clean session for the same four players.
  • Return to a real group: up to twelve past tables stay in this browser and can be reviewed entry by entry, shared, deleted or reopened as a fresh rematch.
  • Still private and bounded: nothing is uploaded, shared profile links still exclude player names and ledgers, and malformed or non-zero-sum saved records are discarded before display.

Today in Singapore: five sourced questions every day

  • A reason to come back tomorrow: everyone receives the same five Singapore questions for the local calendar day, with a streak stored only in this browser.
  • Learn rather than guess: each answer pauses on a short explanation and links to NParks, LTA, NHB, the Singapore Tourism Board or UNESCO.
  • Share without spoilers: the result uses five coloured squares, the score and a direct challenge link without revealing any answer.
  • The full arcade remains: global trivia stages, categories, party play and progress are still available after the focused daily challenge.

Singapore Mahjong now comes to the physical table

  • Agree the rules before the first discard: save a named house-rule profile for your regular kakis, choose familiar Singapore presets or tune the Tai cap, self-draw, shooter, Bao, multiple-winner and side-payment rules.
  • One scorecard for the whole session: name four players, enter winning hands or immediate awards, undo a mistake, and share the final ledger. The running balance stays on this device and never holds money.
  • Settle disputes without stopping the game: plain-language explainers cover passed Hu, Bao, Ping Hu, multiple winners, self-draw at the cap, and flower or animal sets under the active profile.
  • Ready for the actual table: the companion can be installed and reopened offline after its first visit, sends the agreed profile into WhatsApp, and prints a one-page rules card with an on-device QR code.

Three families on the front page, and a Foxy a toddler cannot wander out of

  • The games are sorted into three families: Singapore Table Games, Parent & Child Learning, and the Game Lab, with the three products under active development shown first.
  • Foxy: three minutes together, then the screen goes away: a short room-based activity ends on a goodbye and offers no immediate replay.
  • Every way out asks a grown-up: links, progress restoration and other exits now require an adult check.
  • Claims are clearer: the child-facing pages now say who wrote the content, what it does not claim, and how local progress is handled.

Singapore Mahjong guide: complete winning combinations and clearer house rules

  • A direct answer first: the guide now states the 148-tile setup, normal four-sets-and-a-pair shape, 1-Tai minimum and 5-Tai practice cap before the deeper lesson.
  • Every app-recognized win in one catalogue: standard patterns, alternative hands, automatic wins and +1 win circumstances are separated so a reader can tell what actually forms a hand.
  • House rules are explicit: Little Three Dragons now clearly says this app reaches 5 Tai, while several published Singapore references score the same shape as 3 total. Seven Flowers, Seven Pairs, Fully Concealed and other common variants are labelled rather than silently mixed together.
  • Better answers for search and people: new FAQs cover self-draw, Ping Hu versus All Chow, Seven Flowers, Seven Pairs and what a Tai represents.

Cleaner discovery for search engines and AI assistants

  • Public content only: Cloudflare's asset bundle now excludes repository notes, tests, deployment source, Android source and store-working files that were never intended as website pages.
  • Clear usage signals: the crawler policy welcomes ordinary search and real-time AI answers, while reserving the content from model training.
  • Fresh machine-readable maps: the sitemap and AI-readable site summaries now reflect 27 games, and the changelog has a new RSS feed.
  • Canonical notifications: IndexNow now reads each page's canonical URL and ignores verification, error and unpublished pages.

Singapore Mahjong discards stay legible through rotation

  • No more overlapping river tiles: tile size and placement now use the same frozen geometry, fixing the stacked pile seen on real phones.
  • Rotation stays stable: the latest discard remains marked and every rebuilt tile is placed again after the phone turns.
  • Safer crowded tables: the planner avoids exposed sets, status messages and other live table areas, with new overlap checks across portrait and landscape layouts.

Foxy: the missing half of the alphabet, and a much bigger sticker book

  • N to Z were unreachable. The letter range was written when the age setting had three options; the middle one was later removed and everyone on it moved to 2–3 years, which quietly left thirteen letters with no way to appear — in the activity called Letters. The alphabet now opens the way the fourth answer choice does: thirteen letters to begin with, and all twenty-six once your child is answering Letters reliably.
  • The sticker book was filling too fast. One sticker is earned per game and there were sixty-four, so the reward ran out long before the questions did. There are now 235, and every one of them is a picture your child actually meets in a round rather than a decoration.
  • Twice as many play settings: sixteen rather than eight — Market Morning, Playground, Grandma’s House, Bus Ride and others — and all sixteen are now named in Malay too. They were the one part of the game the language switch did not reach, so a Malay game still said “Garden Day”.
  • Two more kinds of question: More or Fewer can now put three groups side by side and ask which has the most or the fewest, which is a real step up from comparing two. Which Kind? can now show one thing and ask which basket it belongs in, rather than only naming a basket and asking which thing fits.
  • “Where is the sunglasses?” — two of the new clothes pictures had not been marked as plural, so the question and the voice would both have got the grammar wrong.

Foxy now reads the answers out, and has a great deal more to say

  • Foxy reads the answers to your child: about half the questions at the 2–3 year setting put three written words on screen — “What is this?” over a guitar, answered by reading Guitar, Cow, Bread — and then went quiet. A child that age cannot read any of them, so you were really playing it for them. Foxy now says each answer aloud after the question, and lights up the button while it says that word, so the word and the picture arrive together. A small 1, 2, 3 on each button lets you say “tap number two” to a child who knows numerals but no words yet. It never reads the answers to a question that already names one, so “Can you find the balloon?” is still a real question.
  • Four activities had only one question between them. Action Words, Family, Two Words and What Comes Next asked the identical thing eleven times out of twelve. Where They Live had four possible answers, so a twelve-round game asked each of them three times. Every one of those now asks several genuinely different questions — Where They Live went from four possible answers to forty-four.
  • New kinds of question throughout: what a word starts with, what colour a real thing is, what shape a real thing is, what comes after four, which of two things we do first, who is doing something and what they are doing, and a pattern with the gap in the middle rather than at the end.
  • Many more pictures: eighteen animals, sixteen foods, nine new opposite pairs, nine rhyme families, sixteen new feeling stories, twelve more Chinese characters, and second and third picture words for the letters, so A is no longer simply “the apple”.
  • Things that were quietly wrong: the Chinese called every child in a story “he”, including Mia, Ana and Mei. A dog jumping printed its drawing to the screen as text. A pattern row was cut off at the right-hand edge on a phone, taking the “?” with it. Left and right were being asked of eighteen-month-olds, who will not tell them apart for years.

Singapore Mahjong 1.0.44: every opponent’s tiles are the same size, and you can magnify any of them

  • Tap a tile to see it properly: opponents’ tiles and the discard pile are necessarily small, and some of them were genuinely hard to read. Tap any face-up tile — an opponent’s exposed set, a winning hand, a discarded tile, one of your own exposed sets — and it opens large, with its name. Tap anywhere to close.
  • The three opponents finally match: on a phone held sideways their face-down tiles were being drawn at three different sizes at once — one squashed almost flat, one cut off halfway, and the winner’s revealed hand much larger than either. All three are now one size, in every orientation, with nothing cut off.
  • The flower and season numbers are readable: the small 1, 2, 3 or 4 in the corner of a flower tile is now 35% larger and heavier, so you can tell which flower you are holding at a glance.
  • Less clutter around your hand: the running “41 discards” counter is gone (the “View all” button stays), and the “Open tiles” caption that was sitting underneath your own exposed sets has been removed. Your exposed sets are now properly centred.

Singapore Mahjong 1.0.43: the table can no longer freeze

  • A stuck table now recovers itself: if a computer player’s reasoning failed part-way, nothing asked it again and the hand stopped for good. A safety check now notices when nothing has happened for ten seconds and quietly plays the move. It never does this for a human — take as long as you like over a discard.
  • Discarded tiles stay put: the discard pile used to shift and re-shuffle itself every time a tile was thrown, and could jump to a completely different part of the table. Tiles now stay exactly where they landed.
  • The dice sit with the chips instead of floating over the table, where they could end up drawn across the round heading.
  • All three opponents look the same: their face-down tiles are now one size in two neat rows — in landscape the top opponent’s tiles were missing altogether — and every opponent’s revealed sets are centred on their card.

Site-wide audit: favourites, guides and phone layouts fixed

  • The favourite buttons work again: Transfer Mahjong was missing from the homepage’s game list, and that one gap threw an error which left every “favourite” star on the page blank and unusable. Transfer Mahjong now appears with its play time and controls like every other game.
  • The eight new game guides are no longer dead ends: the Chess, Xiangqi, Checkers, Dark Chess, Aeroplane Chess, Minesweeper, Snakes and Ladders and Gomoku guides had no links at all — no way back to the site or to the game they teach. Each now has a footer linking to its game and the other guides, and all eight can be found by search engines.
  • Those guides work on a phone now: they had no mobile layout, so the Xiangqi board ran 154 pixels off the side of the screen and the Snakes board 81. Both boards now fit.
  • Two diagram errors corrected: the Snakes and Ladders board was mirrored, putting square 1 in the bottom-right when the text beside it said bottom-left, and the Fried Liver Attack line in the chess guide had the wrong capture.
  • The Mahjong guide reads properly with a screen reader: over 300 tile pictures had no description at all and now name themselves (“3 Dot”, “East Wind”), the section tabs announce which one is open, Chinese names are marked as Chinese so they are pronounced correctly, and a “Skip to the guide” link jumps past the tab strip.

Transfer Mahjong fits phones that use a wider system font

  • The team scoreline stays inside its box: on Android and other platforms whose default font is wider than Windows’, “Opponents · 2,000 each” ran off the edge of the panel. Long labels now shorten with an ellipsis instead.
  • All fourteen tiles fit a 640-pixel phone: the compact layout used on small screens now applies to slightly taller phones too, which had been just a few pixels short of fitting and pushed the last row of tiles below the bottom edge.

Mahjong guide hand examples are readable on a phone again

  • Tiles no longer shrink to slivers: in Winning Hand Combos and the Discard Trainer, a fourteen-tile hand was squeezing itself into the width of the screen — about four pixels per tile on a small phone. Those rows now keep each tile full size and scroll sideways instead, which is what they were always meant to do.

Transfer Mahjong can no longer stall waiting for an AI

  • A stuck table is fixed: a player reported the game sitting still while an opponent never made its secret decision. If an AI’s reasoning failed part-way, nothing asked it again and the hand stopped for good. It now falls back to a simple legal choice, and a safety timer covers every mode — the game cannot wait forever.
  • A second safety net watches the whole table: if nothing at all has happened for ten seconds and an AI owes the move, the game quietly plays it. It never does this for a human — take as long as you like over a discard, and it will wait.
  • All fourteen tiles fit the smallest phone: on a 320-pixel screen the last row of tiles no longer sits just below the edge.

Transfer Mahjong finally shows you who your partner is

  • Your team, on screen: the seat opposite you is now ringed in gold and named as your partner, and a scoreline above your hand shows both partnerships and their shared chips at all times. Previously this sat above the table where the page never scrolled, so nothing on screen told you the game had teams.
  • Secret decisions happen in your own hand: choosing the three opening tiles, or a tile to offer, now uses your real hand instead of a separate pop-up panel. On a small phone that panel had put its own “Lock 3 tiles” button below the bottom of the screen, and in landscape it covered the whole table.
  • Tapping a fourth tile no longer clears the first three. It releases the oldest pick and keeps the rest.
  • You can see what you were given: tiles received in a swap are outlined in green in your hand until you discard.
  • Playable without a mouse: tiles keep keyboard focus while you pick them, so the whole transfer can be completed from the keyboard.
  • A one-time explainer introduces partnership rules on a first visit, and a “How partnerships work” button reopens it whenever you want.

Every rule in the Mahjong guide is now drawn with tiles

  • Twenty-eight new illustrations: the winning-hand shape, all four wait types, Ping Hu’s four conditions, the five-block method, the scoring patterns and the worked examples are now shown as real tiles rather than described in words. Every section of the rulebook has at least one.
  • Every example checked against the game: each hand was scored by the practice table’s own engine before being drawn, so the Tai in each caption is what the table actually pays.
  • Two rules made precise: the guide now explains that Kah Long depends on how many tiles could finish your whole hand, not on the shape of one block, and the edge wait — 8–9 needing only the 7 — has been added to the list of waits. Robbing the last flower now says who pays.

Opponent Transfer Mahjong swaps are now unmistakable

  • Clear public result: after an AI pair resolves a post-Chi, Pong, or Gang decision, the table now announces either EXCHANGE COMPLETED or NO EXCHANGE, names both seats, and retains the latest result in the partnership status row.
  • Visible but still secret: a completed opponent swap sends two face-down tiles visibly across the table in opposite directions. No tile face, offered tile, return tile, or concealed decision is exposed.
  • Responsive confirmation: desktop and portrait Edge checks verified the opponent Pong banner, two back-only flights, persistent result markup, and no browser errors or tile-face leakage.

Transfer Mahjong now shows the swap and values the right flowers

  • Seat-aware bonus passing: the opening AI now knows that East scores Flower/Season 1, South scores 2, West scores 3, and North scores 4. It protects its own matching bonus and actively sends a partner’s matching bonus where it can earn tai.
  • Concentrated partnership plans: one partner normally gathers value, honour and bonus material while the opposite partner keeps a cleaner Ping Hu route; only an exceptionally strong starting shape reverses that convention.
  • Visible private exchange: tiles now fly between opposite seats after a completed swap, followed by a clear Received and Sent receipt. Faces are derived only from your own before-and-after hand, so the animation never reveals another player’s concealed information.

Transfer Mahjong exchanges now consider what may come back

  • Two-way hand improvement: an AI now offers not only to help its partner or learn from the exchange, but also when a rational concealed return has a good chance to improve its own Ping Hu or value route.
  • Precise partnership memory: it remembers tiles sent and received, whether a sent tile was later publicly discarded or exposed, and now distinguishes an identical discard made before the transfer from one made afterward. Unshown tiles remain possibilities, never concealed knowledge.
  • More natural exchange rate: replaying the same six seeded hands produced seventeen offers and only one withheld offer across eighteen opportunities, while preserving ready hands, completing every hand legally, and keeping the slowest decision to 1.36 seconds.

Transfer Mahjong AI now plans gifts for its partner

  • Information has value: offering and accepting a secret exchange now carries a measured coordination benefit, with diminishing returns as partners learn more about each other’s needs.
  • Useful tiles can be saved: the AI may preserve one or two expendable tiles that match its partner’s publicly visible suit or value plan, but only when doing so does not damage its own ready hand, stronger route, or table safety.
  • Near-Hu support: when an exposed partner is publicly close to winning, the AI stops hoarding multiple gifts and can feed a safe useful discard directly. Six complete seeded hands verified legal play, eight offers from fourteen opportunities, eight completed swaps, and a 1.82-second maximum decision time without concealed-hand knowledge.

Transfer Mahjong partners now swap with purpose

  • Optional means optional: corrected an over-eager AI that accepted almost every blind exchange. It now weighs the tile sacrificed, its own Ping Hu or suit route, the partner’s public plan, known previously transferred tiles, hand readiness, and the uncertainty of the concealed return.
  • Useful coordination remains: the AI still passes isolated tiles into a partner’s committed suit and useful honors to a value-building partner, while declining exchanges that would dismantle a strong sequence hand.
  • Observed in full games: twelve seeded hands produced a balanced mix of offers, no-offers, accepts, and declines, with legal play, exact tile conservation, equal team settlement, and wins from 1 through 5 tai.

Transfer Mahjong saved tables recover cleanly

  • No stalled AI decisions: continuing a hand saved during the compulsory opening transfer or a blind post-call exchange now restarts the pending AI choice instead of leaving the table waiting forever.
  • Longer self-play verification: twelve additional complete AI hands and four responsive Edge profiles checked legal discards, transfers, Gang flow, exact tile conservation, partner settlement, and screen fit.

Transfer Mahjong brings partnership strategy to the table

  • Partners across the table: opposite seats now share every profit and loss, with ordinary four-player payments pooled and divided exactly—including half chips.
  • Secret transfers: all four players lock three opening tiles before anyone receives them, while fresh Chi, Pong, and Gang calls can open an optional blind one-for-one partner exchange.
  • Team-aware computer play: the AI balances Ping Hu speed, higher-tai routes, defence, partner feeding, and shared match risk using a 2.7-second search budget without reading concealed partner or opponent hands.
  • Audited play: dedicated rules and online-privacy tests plus five complete AI self-play hands verified legal moves, tile conservation, settlement, rotation, and responsive desktop/phone layouts.

Singapore Mahjong is clearer in the moments that matter

  • Comfortable compact tables: refined the phone layout so the discard river stays on the felt, tile faces remain readable, and the table has less wasted space on narrow screens.
  • More confident decisions: clarified the claim-window wording so players can tell what a Hu decision means before committing.
  • Steadier sessions: verified host recovery and added Mahjong checks to the Android build path, while Starline Defenders now pauses safely when play is interrupted and keeps the player ship in view.

Mahjong’s mobile identity is easier to recognise

  • Better launcher artwork: zoomed the Mahjong app icon out so the table, wall, and tile atmosphere remain legible at small sizes.
  • Mobile-first finishing: continued tightening the compact river, wall, and table framing after the Android companion build work, preserving the game’s physical-table feel on phones.

Singapore Mahjong gained a practice room, hand review, and mobile companion groundwork

  • Learn by doing: added interactive rules checks, a fuller practice drill, a Tai reference, claim-window Hu explanations, and a hand-review timeline so players can understand calls instead of only memorising them.
  • Review and reconnect: expanded hand explanations, made the help modal more accessible, and added an explicit room reconnect control for online tables.
  • Android preparation: added the Singapore Mahjong Android project, launcher resources, Android 16 compatibility work, a signed Play-bundle workflow, and safer online-room handoff support. The web game remains available as usual.
  • Site foundations: strengthened 404 handling, metadata, internal links, cache behaviour, and the extensionless privacy address; removed unrelated RyanFulfil routing from this site.

A fresher game hub and a tougher visual challenge

  • Homepage refresh: introduced the new Outfit and Plus Jakarta Sans presentation, a sticky navigation bar, a more expressive hero, and a quick-view game modal to make browsing the catalogue calmer and faster.
  • Spot the Difference: kept the gentle original experience and added more advanced stages for players who want subtler, harder-to-find changes.

More consistent game starts, controls, and computer opponents

  • Play without friction: standardised return navigation, enlarged undersized touch controls, and simplified crowded setup screens so the route into a game is clearer on both desktop and phone.
  • Sharper strategy: improved decision-making in Aeroplane Chess and Covered Chess, strengthened online turn authority, and tightened several game-specific AI choices.
  • Better discovery: expanded the board-game, puzzle, arcade, and learning guides with stronger links and structured information so visitors can find the right game more easily.

Completed Power Lift runs now visibly stop

  • No false timing prompt: after attempt eight, the needle stops and the active target zone is replaced by a clear Run complete meter.
  • Unambiguous action: renamed Again to Start new run so players know the button resets the set rather than performing another lift.
  • Correct completed context: the coaching card now says the run is finished instead of continuing to show Bench touch or another lift cue.

Learning, mindful, and puzzle previews now put play first

  • Primary Power Quest SG: its catalogue image now zooms into the live question, answer choices, and feedback area instead of spending the small preview on the level-and-subject sidebar.
  • Everyday Hero Quest: the “Big feeling tools” question and answer cards now take priority over the progress and subject controls.
  • The Still Point: the card now centres the “Watch, then repeat” pattern challenge and its grid, rather than the activity menu.
  • Minesweeper: reinforced the board’s hidden-square contrast and enlarged its catalogue preview around the active grid.
  • Responsive framing: all four cards use dedicated framing that keeps their main activity recognisable in compact thumbnails.

Bench lifts now show both steps and the finish

  • Clear two-step timing: Bench now labels Touch as step 1 of 2 and Press as step 2 of 2 on both the cue and action button.
  • Visible final lift: a successful eighth attempt holds the completed lift photo instead of silently returning to the setup position.
  • Result retained: Run complete now names the final attempt outcome before the total and personal best, with accessible live feedback for every lift.

Spot the Difference now has a clear age guide

  • Honest difficulty label: identified the gentle three-change emoji scenes, optional hints, and timer-free play as primarily suited to ages 4–6.
  • Easier discovery: added the game to Kids & Learning while retaining its Puzzle category.
  • Consistent guidance: the age range now appears on the catalogue card, game introduction, search description, social sharing text, and structured metadata.

Snakes preview shows the complete garden

  • Whole playable area: zoomed out to keep all four board borders visible instead of showing an unexplained slice of the grid.
  • Clear objective: the snake and red fruit now appear together, alongside the real score, level, speed, and garden-stat panel.
  • Phone framing: square thumbnails anchor on the complete board so neither the snake nor its food is cropped away.

Starline Defenders brings the battle closer

  • Readable enemies: enlarged the real alien formation so its sprites remain recognisable on catalogue cards and phone thumbnails.
  • Player in the fight: enlarged and moved the player fighter closer to the wave, removing most of the empty starfield that separated them.
  • Consistent sharing: updated the homepage, WhatsApp, Twitter, Open Graph, and structured-data preview together.

Everyday Hero preview now poses a real question

  • How the game plays: replaced the Canteen Budget introduction with a complete Big Feeling Tools question and all six answer choices.
  • Phone framing: the square catalogue crop anchors on the question and first four choices, while the wide card and social image retain the entire answer set.
  • Consistent sharing: refreshed the homepage, WhatsApp, Twitter, Open Graph, and structured-data image together.

Two gentle games now show the game itself

  • Spot the Difference: the preview now fills the frame with the complete Before and After boards and a visibly found change, instead of spending most of the image on the page heading.
  • The Still Point: replaced the breathing introduction with the active pattern-memory board, its glowing sequence, size choices, and activity menu so the five-mini-game format is immediately clear.
  • Everywhere it is shared: refreshed the desktop cards, phone thumbnails, WhatsApp images, and other social metadata together.

Neon Fighter preview gets into the action

  • Combat-first framing: replaced the distant skyline view with a real close-range fight, keeping both fighters, their health bars, the round timer, and a visible special attack in frame.
  • Consistent previews: the homepage card, phone crop, WhatsApp share, and other social metadata now use the same refreshed gameplay capture.

Power Lift now animates the real athlete

  • One coherent lifter: removed the stick-figure and drawn barbell that overlapped the photographs.
  • Photographic lift finishes: successful deadlifts, squats, and bench presses now transition to matching completion poses of the athlete already shown in each scene; misses retain a restrained photo-based reaction.
  • Fresh previews: updated desktop, phone, WhatsApp, and other social-share artwork so the obsolete overlay is no longer displayed.

Happy Puzzle Play preview is clearer

  • Recognisable gameplay: replaced the cropped line diagram with the complete Shape Homes matching activity, so the child-friendly puzzle is immediately understandable on game cards and social shares.

Every game preview now focuses on gameplay

  • All 26 games: individually reviewed and reframed every image for desktop cards, square phone thumbnails, WhatsApp, and other social shares, removing clipped page headings, title screens, and setup-heavy crops.
  • Real boards in play: replaced the weak Supply Chinese Chess, Tic Tac Toe, and Open Knight’s Tour sources with genuine board views—both Xiangqi boards, an active X/O position, and a Knight’s Tour route in progress.
  • Refined learning and board previews: Foxy now shows a clear “Can you find the water?” activity with all choices visible, Primary Power shows a complete uncut question, and Checkers zooms out to show the full 8×8 board.
  • Prism Pop Quest: the preview now captures a real successful match, including the connected pieces, pop feedback, points, and changed board instead of an idle grid.
  • Full-board previews: Covered Chess, Aeroplane Chess, Checkers, Relax Chess, Knight’s Tour, Tic Tac Toe, and Minesweeper now centre the complete playing board without instruction or statistics panels competing for space; responsive crops preserve the full board on desktop and phone cards.
  • Gameplay-first framing: centred each puzzle, board, hand, character, race, activity, or arcade playfield separately instead of applying one global zoom that worked for only some games.
  • Singapore Mahjong: keeps the wall, table, dice, and player’s actual tile hand visible, using the same game renderer as the live table.
  • Reliable sharing: every page now points to its fresh 1200×630 JPEG consistently across Open Graph, Twitter, structured data, and the homepage catalogue, forcing messaging apps to fetch the corrected version.

Singapore Mahjong winners are easier to review

  • Winning hands: when an AI or human player wins, the complete concealed winning hand and open sets now appear at full size in the main review panel, while other players’ concealed tiles remain private.
  • Opponent hands: enlarged the concealed tile backs during desktop play and kept a compact, readable overlap on phones, so opponents look like they are holding Mahjong tiles instead of tiny tally marks.

Share previews now look like the games

  • All 26 public games: WhatsApp and social previews now use crop-safe captures of each game’s real title screen, board, controls, and visual style instead of separate concept artwork.
  • Singapore Mahjong: its preview comes directly from the same live tile renderer used at the table, so the Bamboo and Circle layouts match the game exactly.
  • Reliable sharing: every preview is a lightweight 1200×630 JPEG with matching Open Graph, Twitter, and structured-data metadata.

More comfortable play on phones, desktops, and keyboards

  • All 13 deeply audited games: added phone safe-area spacing, clearer keyboard focus, reduced-motion support, and dependable control sizing across Relax Chess Studio, Neon Fighter Arena, Shadowdeep, Moon-Man, the five learning games, Singapore Mahjong, Checkers Club, Supply Chinese Chess, and Open Knight's Tour.
  • Full-screen adventures: menus and pause screens now fit modern mobile viewports, keep important controls above notches and home indicators, and place keyboard focus inside the active dialog.
  • Boards, puzzles, and learning: compact layouts now reflow more cleanly on narrow screens, key actions remain thumb-sized, changing prompts are announced to assistive technology, and board positions have clearer accessible labels.
  • Quality coverage: expanded the complete automated suite to 142 passing checks, including a permanent responsive-accessibility baseline for every audited game.

Every game audited, with steadier arcade rules

  • PULSE: stopped mobile touches and held keys from counting twice, repaired malformed progress, corrected stage-combo stars, and made daily challenges roll over on the player’s local date.
  • Neon Racer: made Daily Challenge traffic fully repeatable, stopped daily state leaking into ordinary runs, repaired malformed saves, and corrected Night Run’s opening speed.
  • Starline Defenders: made win and game-over transitions happen once, fixed defence-line losses during respawn protection, and made healer and commander effects behave consistently across monitor refresh rates.
  • Power Lift Challenge: blocked held-Space repeat submissions and added safer best-score recovery.
  • Palette Dash: audited the extra hidden demo and fixed pre-existing matches, unrelated-swap scoring, endless cascades, and boards with no legal move.
  • Quality coverage: completed the deep gameplay backlog across all 26 public games plus the hidden demo, with 138 automated checks covering rules, AI, saves, online authority, timing, collisions, scoring, and endings.

Safer saves, accurate combat, and dependable online rooms

  • Relax Chess Studio: completed the International Chess ending rules with fifty-move and insufficient-material draws, made saved positions recover safely, and tightened online turn authority for both chess boards.
  • Neon Fighter Arena: corrected hit detection in both facing directions, fixed blocked-damage statistics and round resets, and replaced same-browser room matching with real cross-device rooms, host state correction, and clear disconnect handling.
  • Shadowdeep: repaired dodge and poison-immunity effects, made corrupted saves self-recovering, and ensured death or victory cannot leave a resumable finished run behind.
  • Moon-Man: added stable high-refresh-rate movement steps, safer respawns, and a single-loop watchdog so fast dashes cannot tunnel through walls or duplicate the game loop after a stall.
  • Open Knight's Tour: prevented undoing and replaying the last move from awarding the same solved tour more than once.

Fixed lockups, fairer online play, and a stronger chess engine

  • Checkers Club: fixed a bug that could leave every piece stuck partway through a Checkers game, and corrected the Chinese Checkers board proportions so the star-shaped layout displays correctly and the game starts properly.
  • Relax Chess Studio: fixed a rare AI move mix-up after undoing moves, closed a scoring loophole, sharpened the computer's move choices, and added safer handling for online games that fall out of sync.
  • Neon Fighter Arena: online matches now keep both players' character and stage picks in sync, handle a dropped opponent gracefully, and agree on round results together instead of each side deciding on its own.
  • Primary Power Quest SG: fixed a few maths and grammar questions that could have more than one right answer or an impossible one, and rebuilt daily mission tracking so progress and rewards line up with what was actually practised.
  • Supply Chinese Chess: the computer opponent now uses a genuine chess engine for stronger, more accurate play, alongside a refreshed board look.

Deeper game rules, smarter AI, and fairer play

  • Singapore Mahjong AI: added deeper speed, value, and risk-reward planning, including public-table danger, likely opponent suits and tai, expected deal-in cost, safer discards, and stronger Chi, Pong, Gang, and hand-route decisions—without reading concealed hands or future wall tiles.
  • Ping Hu strategy: the AI now recognises realistic sequence-only routes, keeps useful exposed Chi, protects valuable waits, prices the four-tai opportunity cost before Pong or Gang, and gives up after a flower, animal, Pong, Gang, an inferior hand shape, or too little remaining wall time.
  • Checkers Club: made fight-the-AI the default for Checkers and Chinese Checkers, strengthened computer play, and exhaustively tested compulsory captures, multi-jumps, crowning, long kings, legal Chinese Checkers hop chains, and win conditions.
  • Supply Chinese Chess: deep-audited moves, checks, captures, legal supply drops, terminal positions, AI choices, and online rooms; a player now loses only when neither a legal move nor legal drop exists, while host-authoritative validation prevents conflicting room state.
  • Learning and game-library audit: tested every educational game and all 26 public game routes. Fixed duplicate or ambiguous learning answers, impossible budget goals, Trivia progress and Weak Spot loops, recoverability in the seesaw puzzle, Aeroplane Chess extra rolls, and Snakes fruit placement.
  • Puzzle and arcade reliability: corrected ambiguous visual-memory clues in Observant, gave Spot the Difference accurate whole-run scoring and one-use hints, made Still Point pattern sessions and saved progress resilient, and fixed Snakes level thresholds, daily completion, full-board endings, and malformed saves.
  • Starline Defenders: the Wong Hong Wei return tab now stays clear of the active alien-shooting playfield on mobile and remains available from title, pause, win, and game-over screens.

Nine-game rules, reliability, and interface audit

  • Starline Defenders and Neon Racer: normalised frame-rate-dependent events and motion, corrected mode resets and distance scoring, and verified collision, score, wave, power-up, difficulty, game-over, and final-win paths.
  • Power Lift and PULSE: added visible fatigue and technique upgrades, made timing progression deterministic, synchronised taps to their real input time, and stabilised pause/resume and high-refresh play.
  • Puzzle and board games: stopped overlapping Prism Pop swaps, guaranteed playable reshuffles, corrected Covered Chess cannon screen captures, and added regression coverage for Tic Tac Toe, Minesweeper, Prism Pop Quest, Covered Chess, and Aeroplane Chess rules and end states.
  • Desktop and mobile UI: removed clipped stage and board content, enlarged touch targets, respected phone safe areas, brought setup controls before play, kept Power Lift's timing control above the desktop fold, and repaired Prism Pop's in-game phone HUD overlap.

Singapore Mahjong: smarter AI and a more physical table

  • Circle and Bamboo tiles: centred the multi-circle artwork on phones, stopped hand-sized rings from leaking into compact discards, melds, and seat summaries, and refined the reference-based Four and Seven Circles plus Seven and Eight Bamboo faces.
  • Mahjong AI: improved shanten and useful-draw analysis, attack-versus-defence planning, discard reading, late-game safety, hand-speed estimates, and payout-aware choices while continuing to use only its own concealed tiles and public table information.
  • Wall and dealing: rebuilt the 148-tile wall as a countable 19/18/19/18 clockwise pinwheel, made East roll the dice and receive the correct jump draw, and added clearer four-tile, supplement, draw, discard, and claim movement.
  • Table clarity: enlarged the wall, dice, discards, opponent names, chip totals, concealed backs, and open tiles with responsive desktop and phone sizing; retained the complete discard history; and made the winning hand easier to review.
  • Rules and continuity: tightened claim legality and Kong/bonus payouts, resolved stuck-turn and duplicate-win edge cases, and added safe local-game continuation after a reload.

Checkers rules restored and the star board repaired

  • Checkers Club: fixed a piece-selection state that could leave every move unavailable, then tightened compulsory captures, multi-jump continuation, crowning, and legal-move handling.
  • Chinese Checkers: corrected the star board's proportions and playable hole layout so marbles begin and move on the intended geometry.
  • Quality coverage: compared both move generators with independent rules oracles and added permanent tests for capture chains, promotion, hop reachability, AI legality, and win conditions.

Native Supply Chess search and clearer learning answers

  • Supply Chinese Chess: moved the computer player onto Fairy-Stockfish's native Supply variant so ordinary moves and legal reserve drops are searched together, while preserving the engine's strongest recommendation instead of replacing it with a shallow local guess.
  • Primary Power Quest SG: corrected maths and grammar questions with ambiguous, duplicate, or impossible answers and aligned Daily Mission progress with the activity actually completed.
  • Singapore Mahjong: refined exact-shanten planning, dealing animation, tile sizing, and west-seat information so the table remains readable while the AI chooses faster hand shapes.

Cross-game reliability and smarter online play

  • Relax Chess Studio and Neon Fighter Arena: removed stale AI and hitbox state, closed repeat-scoring exploits, and made online rooms reconcile character, stage, turn, round, and disconnect state more safely.
  • Shadowdeep: repaired a dungeon soft lock, inventory and shop exploits, and save-state drift that could resume a run in the wrong state.
  • Learning and puzzle games: fixed repeated or ambiguous Foxy answers, Calm Puzzles pointer alignment and pre-solved boards, plus Snakes food, rock, and Daily Garden consistency.
  • Singapore Mahjong: corrected Kong payments, duplicate-win and stuck-turn paths, expanded public-table defence and offence, and continued the physical wall and dealing refinements.
  • Supply Chinese Chess: introduced genuine search-based AI and a clearer Xiangqi-style board while retaining online drop validation.

Singapore Mahjong: stronger play, clearer scoring, and better multiplayer

  • Rules and scoring: corrected seat-wind and prevailing-wind progression, added live 台面 updates for dragon and wind Pong/Gang sets, and correctly stacks a tile that is both the player's wind and the prevailing wind.
  • Local play: strengthened private pass-and-play for one to four humans, including freely selected seats, clear player labels, and AI filling every unselected seat.
  • Online rooms: improved seat ownership, host control, reconnect handling, spectators, and action visibility so mixed human-and-AI tables remain playable.
  • Mahjong AI: replaced random Chi and Pong choices with tile-efficiency decisions that compare useful draws and every legal Chi shape, while limiting AI knowledge to its own hand and publicly visible tiles.
  • Desktop and mobile: rebuilt the table HUD to keep opponents, the wall, the player's hand, and the first legal action visible; phone landscape now places the hand beside the table, with no horizontal overflow across the tested desktop and phone layouts.
  • Game presentation: refined the physical wall, tile-taking sequence, open-meld display, touch targets, rules modal, status messages, and accessible controls.

Singapore Mahjong becomes a complete four-seat table

  • Local and online play: added selectable human seats, private four-seat rooms, AI-filled empty seats, and clearer player handoff and seat setup.
  • Wall and deal: rebuilt the starting wall as one physical two-tier structure, aligned the dice cut and replacement draws, animated staged dealing, and moved discards into the table centre.
  • Traditional tile art: redrew the Circle and Bamboo suits, including the One Bamboo bird and corrected Three, Seven, Eight, and Nine Bamboo and Circle formations, with matching desktop and mobile faces.
  • Rules and AI: repaired claim, scoring, bonus-replacement, round-continuation, and multiplayer-state bugs while teaching the AI to protect useful shapes and read only publicly visible opponent information.

Clearer lobbies, boards, navigation, and big canvas polish

  • Added The Still Point, a calm hub of short mindful activities, and Spot the Difference, a visual puzzle game with its own distinct challenge loop.
  • Prism Pop Quest: added a clear start overlay with goals and controls, a fixed pause/menu button, and a DOM pause overlay with Resume, How to Play, and Quit to Title.
  • Shadowdeep: unified floating links into a top-right pause overlay with direct homepage exit, rearranged mobile HUD stats in columns to prevent overlaps, right-aligned shop item prices, and resolved the mobile touch close loop.
  • Covered Chess: added a start overlay, a pause overlay, a fixed back link matching the rest of the site, better touch targets, and Escape-key support for closing modals.
  • Supply Chinese Chess: resolved the multiplayer room freeze by dynamically assigning AI simulation of empty seats to the lowest-indexed present player, and polished seat label displays.
  • Moon Man: resolved character movement locking on 120Hz/high-refresh screens, optimized mobile controls spacing to increase active maze screen resolution, smoothed full-screen menus, and replaced scattered phone controls with a compact thumb-friendly D-pad and Dash dock.
  • Everyday Hero Quest: now opens with four clear quest tracks and puts the school-level choice upfront, reducing choice overload.
  • Minesweeper Expert: now uses a clean 24 by 24 board with cells that scale to fit desktop and mobile screens without horizontal scrolling.
  • Open Knight's Tour: now puts the board and size selection first; Calm Puzzles gained the same consistent back navigation as the rest of the arcade.
  • Arcade Balance: balanced the homepage Arcade Points so every game contributes fairly, while each game's own leaderboard keeps its original score scale.
  • Favourites: fixed the star button overlapping game titles on phones, and stopped it from jumping your scroll position back to the top of the list when tapped.
  • Game library: fixed filtering, search, and sorting silently breaking partway through the list on some phones; Checkers Club, Covered Chess, and Aeroplane Chess now show their favourite star and details like every other game.

Reliable mobile controls and navigation

  • Added Supply Chinese Chess: a two-board team Xiangqi variant with shared captured-piece supplies, legal drops, AI-filled seats, and score-based team wins.
  • Restored dependable Moon-Man movement, respawning, and larger phone controls.
  • Fixed Space Invaders so its Wong Hong Wei return button stays above the game and always returns home.
  • Redesigned Tic Tac Toe and brought its board forward on mobile, with safer touch controls across the arcade.
  • Refined return navigation and responsive spacing in Checkers Club, Relax Chess Studio, Aeroplane Chess, and Calm Puzzles.

Arcade polish, global scores, and 22 games

  • Added global leaderboards, personal best-score tracking, and clearer score submission across score-chasing games.
  • Added Aeroplane Chess, refreshed its classic board, and refined the Checkers and Chinese Checkers sets, rules, AI, and online play.
  • Expanded Space Invaders to 30 designed stages with combo overcharge, and added public scores to more games.
  • Made the 22-game catalogue easier to browse on phones, with compact cards, correctly sized artwork, accurate totals, and less clutter.
  • Put play first throughout the library: boards, puzzles, start controls, and game modes now appear before optional explanations.
  • Improved Moon-Man, Neon Racer, Snakes, Minesweeper, Trivia, Foxy, Everyday Hero Quest, Power Lift, Observant, ShadowDeep, and the chess games on desktop and mobile.

More social, strategic, and family play

  • Added Covered Chess, with an authentic Chinese Chess board skin, AI choices, and online rooms.
  • Added Checkers Club, combining Checkers and Chinese Checkers with local, AI, and online ways to play.
  • Introduced the visitor changelog, game feedback, and the foundations for moderated game comments.
  • Expanded Foxy with letter, number, and A-Z picture-word learning rounds, plus clearer prompts and answers.
  • Added a richer arcade shelf and player progression, improved game-card scenes, and tightened navigation and mobile layouts.

A stronger arcade hub

  • Added Snakes and made its modes more replayable, alongside replayability improvements for Neon Racer and Trivia.
  • Refined the Arcade Hub dashboard, game search, filters, icons, responsive layout, and game storage handling.
  • Improved mobile controls and full-screen game layouts across the collection, including Space Invaders, ShadowDeep, Observant, and Snakes.
  • Added site-wide search, sharing, accessibility, security, and SEO improvements, including a sitemap and robots file.
  • Expanded and verified Chinese Chess and International Chess endgame training positions.

Deeper learning and strategy

  • Expanded Everyday Hero Quest and Primary Power Quest Singapore with more practical, replayable learning activities.
  • Added Fairy-Stockfish support for Chinese Chess and broadened the endgame puzzle collection.
  • Added ShadowDeep, a dungeon adventure with shop, inventory, and desktop play improvements.
  • Improved Chinese Chess studies, game-page links, and homepage descriptions for the learning games.

Chinese Chess and real-life skills grow

  • Made the Chinese Chess board more authentic, improved its AI and puzzle selection, and added sourced endgame studies.
  • Added Everyday Hero Quest and Core Four Quest Academy Singapore.
  • Improved Moon-Man menus, return navigation, and mobile game controls.
  • Polished the homepage introduction and the new learning-game presentation.

Arcade expansion

  • Added Minesweeper, Neon Fighter Arena, Prism Pop Quest, and Moon-Man.
  • Added online rooms and a harder AI to Tic Tac Toe, plus more chess endgame modes and puzzles.
  • Improved Neon Fighter stages and opponents, the Chinese Chess board, and Moon-Man phone layout.

More games, modes, and multiplayer

  • Added Trivia, Neon Racer, Observant, Pulse, and Space Invaders to the arcade.
  • Added online chess rooms and online Tic Tac Toe, with extra board modes and a stronger computer opponent.
  • Refined Power Lift Challenge, Relax Chess Studio, Calm Puzzles, homepage artwork, and mobile play.

Wong Hong Wei launches

  • Launched the free browser-game collection with Foxy's Little Learning Patch and Relax Chess Studio.
  • Added Power Lift Challenge, linked the first games from the homepage, and set up the wonghongwei.com site.