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Bars or Badge / Games

Bars or Badge: online actions and screens follow the same world state

Online combat, placement, discipline and wardrobe work reduce gaps between a client’s display and the institution’s recorded state.

Work covered: Sep 25, 2026 – Sep 29, 2026

A screen should show the world the player joined

Online features need more than a working connection. The client has to show the current institution state and apply the outcome of the action the player actually took. Late-September work connected previously incomplete online screens and actions across the Lite and 3D paths, including wardrobe information and institutional consequences.

Keep an event attached to its participants

Combat integration brought the resolved exchange into the client. A later correction ensured that a fight between two residents affected those two people rather than everyone in the room. This is a small sentence with a large gameplay consequence: the result must belong to the event’s participants, not leak into unrelated characters’ state.

Give people a place in the room

Placement work assigned distinct spots so characters would not share the same position in the 2D room. Disciplinary changes connected institutional decisions to the client’s available actions. Account-based joining also replaced the guest path in the recorded online work, making the supported entry process clearer for hosted games.

Consistency before more features

These changes were integrated and tested through the period’s online development and release sequence. They address agreement between the world, its events and what the player sees. Later 3D fight motion remained a separate development effort; a correct online outcome does not by itself prove that every animation depicting it is finished.

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All Bars or Badge updates

Based on dated development and release records from September 25–October 8, 2026. Availability and acceptance are stated for the recorded milestone.

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