- 194XAfter a one-second connection drop, your co-op plane no longer trails 1.25 seconds behind your screen, where it could be hit. In versus, short stalls no longer discard inputs, and pilots lagging over half a second are no longer judged frozen at the start position.
- 194XBoss phase breaks, a shared squad chain, and a post-stage tally with an S–C rank and a per-device Sortie record. The Daily Sortie board restarted for the new scoring, and room codes dropped I, L, 1, O and 0.
- animalEarthReconnecting no longer replays the six-second landing before you can walk, or leaves you on a vehicle the server has forgotten.
- animalEarthAdded daily chores, the streak bonus and the weekly world goal; villagers' speech bubbles no longer cover half the screen.
- DIAMOND RUSHStarting a game takes three steps, mode, team and settings, with defaults chosen. Returning players get one 'Play ball with your last setup' button, and invite links skip the steps.
- DIAMOND RUSHThe AI pitcher works the count and avoids three of the same pitch in a row, the AI batter can be fooled by speed changes, and the Cup gets tougher after each win.
- DIAMOND RUSHTies, go-ahead runs, comebacks and walk-offs get their own banner and sound, and refreshing after a run has scored restores the game again.
- DIAMOND RUSHThe last-pitch card marks the ball and your effective aim, Beginner assist included, plus an early-or-late timing mark.
- BATTLE EARTH · 베틀어스Bots now keep firing while escaping the collapse, fire in short bursts and spread out around the final point, so matches end with one survivor rather than a timeout decided on health.
- BATTLE EARTH · 베틀어스Healing now uses medkits: two at the start, four at most. Crates add one, and combat kills leave a 90-second pack with kits and a magazine.
- BATTLE EARTH · 베틀어스Added headshot damage, separate hit, headshot and kill markers and sounds, a kill feed, banners at 10, 5, 3 and 2 survivors, red arcs pointing to the shooter and a distinct gunshot per weapon.
- BATTLE EARTH · 베틀어스The results screen breaks down your score and adds accuracy, headshots, longest kill and places to the next goal. Phones gained touch controls in portrait and landscape.
- Two BeatLong notes show a fill bar under the judgement line while held, timed to the judgement clock so visual sync can't make it look full early. Share buttons no longer overflow on 320-pixel-wide screens.
- Brick ArenaThe three large buttons that covered the top of the field are gone; a small ⏸ chip and a 6-second 'Replay goal' chip remain. Results now award up to three stars.
- Brick ArenaBalls show a short direction streak, extra balls a white ring, and the HUD shows both brick scores and your HP lead or deficit. Easy starts with the bounce aid on.
- 솜뭉치 대모험Room codes are now four characters instead of five, drawn from 31 symbols without the easily confused I, L, 1, O and 0, and a new room can't reuse the code of one that can still be rejoined.
- One-Button DashPractice courses now have themed zones, rhythm sets and rests; Today's Course follows from 2026-10-11. Stars on riskier lines unlock four more runner colours.
- One-Button Dash'Same course again' sits right under the result summary, which now shows the zone reached and stars. On PC the floating buttons no longer hide obstacles.
- One-Button DashPractice shows a live readout of press length and jump state, and the share window fits 320 px screens.
- DOGFIGHTRejoining in the same tab no longer leaves your jet unresponsive for 10–20 seconds, one-second stalls recover in 50–70 ms instead of 0.9 s, and stalls over two seconds no longer disconnect you.
- DOGFIGHTEnemies now break, scissor and extend when chased, and wingmen bracket you. Added missile rationing with lock warnings, distance-based flares, ace phases, and S/A/B/C mission grades with credit rewards.
- DOGFIGHTTeam Battle in 2v2, 3v3 and 4v4 with optional bots, HUD hints for the next action (climb, flare, cool the gun, wait for reload), and gamepad menu navigation.
- DOGFIGHTFixed jets not responding after a reconnect, and an input delay of about 0.13 s that never cleared.
- DOGFIGHTRoom codes shortened from 6 to 4 characters, without the look-alike 0, O, 1, I and L.
- Ember VaultRules 5 adds a second boss, the Page devourer, shown on the map from the start. Elites guarantee a rare and a choice of two relics, shops sell a relic for 90 gold, spent gold counts toward score, and four burn and rare cards were retuned.
- Ember VaultCards fly to their target with numbers on impact, big hits shake the stage, beaten enemies fall before the reward screen, and each action has its own optional sound. On phones the menu button no longer covers End turn.
- Ember VaultThe turn bar shows your HP after ending the turn, including the enemy's move and next turn's burn, and warns when ending now would defeat you.
- FivewellsEnemy bots no longer dive a healer beside a tank, and flag carriers receive half healing. Phone buttons no longer cover the well display or Play again, the result screen is fully translated, and older replays no longer play.
- FivewellsInvite codes are four characters without I, L, 1, O or 0, and commands sent during the automatic sign-in after a reconnect are no longer dropped.
- flightEarthRejoining a friends’ room after a short drop-out works again: the connection no longer gives up, a dropped pilot no longer holds one of the 8 seats, and friends’ newest positions survive a long gap.
- flightEarthLanding Challenge: 100-point scores, stars, five stages, radio-altitude callouts, flare cues and touchdown stamps. Featherlight touchdowns now count.
- flightEarthRoom codes are now 4 characters and leave out look-alikes (I, L, 1, O, 0).
- SEVEN STREETShooting was rebalanced: keepers come off their line and stop point-blank shots, a second defender covers the lane, and sprint or corner shots stray more while passing moves finish cleaner.
- SEVEN STREETPractice gained Rookie, Pro and Legend opponents. One win over Pro unlocks Legend, and the lobby shows your record against the selected level on this device.
- SEVEN STREETThe last 30 seconds turn the clock red with a score-based prompt, and a tied match, ranked or not, goes to 60 seconds of golden-goal extra time.
- SEVEN STREETFull time shows ratings, an MVP, a goal timeline, a next target and Play again: practice restarts at once, while friend rooms return to the waiting room.
- SEVEN STREETAdded kick and crowd sounds with an on/off button, a net ripple and goal camera, and near-miss callouts; the result panel no longer overlaps on phones held sideways.
- Four-ball BilliardsRoom codes are now 4 characters, without the easily confused I, L, 1, O and 0.
- Four-ball BilliardsA second disconnect during an online match now gets its own full 60 seconds; the first drop’s timer used to remove players within seconds.
- Four-ball BilliardsSolo practice gained Retry this position, which restores the layout, the score and your last shot settings.
- Freecell ManiaAdded 💡 Hint to FreeCell and Baker's Game: it marks a solution's first move in gold, or says how many moves to undo when the position can no longer be won. A hinted deal counts as practice.
- Freecell ManiaFreeCell and Baker's Game results now show your win streak, best streak, win rate and Today's deal streak, after a card cascade you can tap past.
- Freecell ManiaThe setup tip for an oversized stack move now checks that it still works after auto-play, and starting a Baker's Game challenge no longer erases a saved FreeCell game.
- Tiny Garden DefenseWaves now have themes shown in the preview, towers beside a sprinkler fire faster, moles burrow once at half health, and an unfired tower can be undone for a full refund within 5 seconds.
- Tiny Garden DefenseBefore a moth wave the preview shows how much of the moths' flight line your anti-air towers cover, and can draw it on the map.
- Mini GolfAdded the Hole Album: the 15 holes got names, your best medal on each is collected on the menu with a suggested next goal, and the Daily Challenge card shows your streak.
- Mini GolfHoling out now looks and sounds different by result, with a slow-motion last moment for good putts and 'Too fast!' or 'So close!' callouts. The course was redrawn.
- Mini GolfShot review playback gained pause, single-frame steps, 0.25× and 0.5× speeds, a position slider and jumps to wall, bumper and water contacts.
- Jelly RumbleRoom codes are now four characters long and leave out look-alikes such as I, L, 1, O and 0, replacing the old six-character codes.
- Jewel LegendSwitching networks mid-duel (Wi-Fi to mobile data, say) no longer causes a forfeit about a minute later.
- Jewel LegendPractice gets a 3-minute clock (except the tutorial round) and every mode gets Rush Time. Practice rivals drink potions and show their rank, and each special gem is labelled the first time you make it.
- Jewel LegendSpecial gem practice replays can be stopped, no longer skip their first step, and return to the drill list when done.
- Jewel LegendRefreshing the page mid-duel no longer makes every later swap bounce back.
- APEX KARTSetup asks one thing per screen: how to race, then track, kart and options. Returning players can start with their last settings in one tap.
- APEX KARTFixed a kart ignoring the controls after a mid-race refresh, and input lag lingering after a connection hiccup; a 2.5 s dropout now recovers in about 65 ms instead of 4.6 s.
- APEX KARTYou now start behind an AI that drifts and picks its moment for items, results appear three seconds after you finish, and the five-race APEX Grand Prix with trophies arrived.
- APEX KARTOn phones, the standings show the leader and the karts just ahead of and behind you.
- MECH MARSVersion 1.0.2: in computer browser windows 640 px wide or narrower, the radio, gauges and weapon list move to the edges instead of covering the middle.
- MECH MARSOnline inputs that pile up during a network stall are now applied one per server tick, so your mech no longer moves and fires at double speed to catch up.
- MECH MARSFirst release (1.0.1): Training, six operations, Hangar upgrades and eight paints, invite-link rooms for 1–8 pilots, Campaign and ACE rankings, five languages.
- Mine RushThe practice chord check is now on by default. Its preview outlines your flags in yellow and says how many mines are still unmarked, or that you have too many flags.
- MulkkoNew Stuck? button (H) says whether the stage is still winnable and in how many moves, or how far to go back. The journey map is grouped by chapter, and a win shows light flowing to the paddies.
- MulkkoTogether’s Careful moves preview now says whether confirming will fail, fill every paddy or carry on, and why. On phones, a tall result card scrolls.
- NEMO · 네모네모로직Finished stages show a coloured thumbnail and up to three stars, each difficulty shows how many of its 20 you have solved, and a colour wave plays before the result window, which lists the star conditions and the next unsolved picture.
- NEMO · 네모네모로직Dragging shows the stroke's length with rising notes. On touch screens the highlighted clues follow the line your stroke is locked to, and a stroke cut off by the system is rolled back.
- North & SouthOrders sent during a brief connection stall are no longer silently dropped, and placing a Medic or Drummer previews how many allies it will reach.
- OthelloThe move preview is now on from the start in Solo and Today's board and names the square, how many discs it flips, and a corner warning, 'Corner secured' or the reply count. With reduce motion on, discs flip without animation.
- Parcel RushAfter a connection stall of over three seconds, your newest inputs could be dropped, so your worker kept walking the old way for over half a second. Delayed input now gets through.
- Parcel RushRoom codes now mix letters and digits and skip look-alikes (I, L, O, 0, 1); the join box accepts lowercase and spaces.
- PET PARADEFirst release: 24 Adventure levels across four worlds, online races for up to eight players with bots, touch and gamepad controls, and five languages.
- Real FightOnline matches no longer freeze for both players right after the start.
- Real FightCoaching lines in AI practice, and background music with its own toggle (N; M is sound effects).
- Robo ArenaThe last 30 seconds and overtime now score double, with warning banners and Comeback win / Lead lost results. Going down shows a tip for beating that hero, and Lens bots now fight on the core.
- Robo ArenaNormal AI reacts in 0.6 seconds instead of 0.35 (the old Normal is now Challenge), and bots no longer whip round at enemies behind them.
- Robo ArenaFriend rooms use 4-character codes and a waiting-room roster with team switching. Controls no longer freeze after a short network drop.
- SandfrontRoom codes now also leave out L, alongside 0, O, 1 and I.
- Shisen-ShoOn Easy, selecting a tile now outlines every other tile of the same pattern and shows how many there are.
- SnakeA Finale arrives at 400 HP or with 45 seconds left, with a banner, a pulsing gold border and a gold clock. Results give up to three stars and a next goal, a combo line at the top left shows the next multiplier, and Solo's buttons no longer overlap.
- SudokuA 'Filled n / 81' bar now sits above the board, plus a line showing the selected cell, Input or Notes mode, and the digits it can still take.
- Starlight SurvivorThe share window has a larger close button, and on phones narrower than 360 px its platform buttons use two columns so labels no longer spill out.
- TerraLoopA long network drop could discard your unpause along with the queued input, leaving your traveller frozen; the server now absorbs up to five seconds of backlog.
- U.F.ORoom codes are now four characters long and leave out the look-alike I, L, 1, O and 0.
- FrostboundDuel room codes are now four server-made characters without look-alikes such as I, L, 1, O and 0, and an expired invite link no longer opens an empty room.
- worldDriveStarting a drive now goes mode → road → car, and returning players can go again with their last setup in one tap.
- worldDriveThe live gap to your ghost now includes the off-road penalty your best lap collected, matching the final result.
- MECH MARSReleased on GameNow
- PET PARADEReleased on GameNow
- 194XA new launch screen with aircraft blueprints, a mission route card built from each stage's real enemy timeline, and an ultimate prompt when you are in danger. Japanese, Chinese and Spanish text was reviewed line by line.
- animalEarthThe Life Notebook explains how to do each stage goal, lets you track one and moves on as soon as the server records it.
- Two BeatDifficulty buttons show your rank and lamp, the menu adds 'Cleared n/21' and an 'Up next' pick with its reason, and records stay on the device without signing in.
- Two BeatResults show points to the next rank, per-bar accuracy you can tap to practise, and an early/late spread. Play adds sparks, 50-combo milestones, a combo-break warning, a DROP banner and a light tap sound.
- 솜뭉치 대모험Added side kicks with chains, the cotton cannonball, the boss's slam phase and three flower stamps per stage. Jumps hang briefly at the top and slip past block corners, and clear times use the game clock.
- One-Button DashThe controls window's controller column is now in Japanese, Chinese and Spanish instead of English.
- 작은 왕국: 여명의 원정Twilight Warbands now march out from turn 4; the glory goal rose to 60, the citadel guard grows each turn, and a citadel win earns 1,200 bonus points. On PC, the floating settings and sound buttons no longer cover End turn.
- 작은 왕국: 여명의 원정Added the scout report, KO marks and enemy target labels, three feats and three stars per run, an 18-turn timeline, a results screen with score breakdown and chronicle, and a finishing-blow scene.
- FivewellsSolo practice and Training freeze while GameNow's shared windows are open, and all English, Japanese, Chinese and Spanish text was reviewed.
- Freecell ManiaThe keyboard control list was completed in German and Hindi, and the notice shown when a controller connects now uses the page's language instead of always Korean.
- Tiny Garden DefenseThe controller section of the controls guide now appears in Japanese, Chinese and Spanish instead of English.
- Jelly RumbleAdded stars per mold, Time attack combos, tighter cuts on higher levels and the stuck alert in Relaxed play. Dragged pieces now stretch and wobble, and in Versus your friend's bar pulses red past 70%.
- Jelly RumbleAll English, Japanese, Chinese and Spanish text was reviewed line by line, and the controller notice now appears in the page's language.
- North & SouthCavalry now charge ranged units and the Sharpshooter was weakened. Offline training gained three stars per map and difficulty, and captures get a banner, a bugle call and a 180-point score bar.
- Parcel RushCo-op rules version 2: incidents, final rush, +5 relay, the Pass-through map, per-map star thresholds and results showing highlights and points to the next star. Today’s Warehouse rankings restarted on new boards.
- Parcel RushVersus mode for 1:1, 2:2 and 3:3, plus 1:1 Versus Practice against a robot.
- NEON ORBITRules version 5: multiball jackpots moved to the two WARP shots with a SUPER JACKPOT in the centre, SUPERNOVA and a once-per-game EXTRA BALL arrived, and lit side targets pay 300. Rankings restarted for the new rules.
- NEON ORBITA text line above the table now names the next shot on phones too, the result window lists highlights and a next goal, and multiball and SUPERNOVA got their own music.
- NEON ORBITBrowsers set to Japanese, Chinese, Spanish or any other non-Korean language now open the game in English.
- Real FightFighters rebuilt as motion-captured 3D characters whose strikes peak on the frame the hitbox turns on, with recorded hit sounds, a round announcer and a 3D select screen.
- SandfrontEasy, Normal and Hard now play differently. Practice adds an objectives card, the end screen graphs army and crystal, and 1v1 wins per difficulty and faction earn nine commander medals.
- SandfrontTranslations reviewed; fog that failed to render in Chinese and Spanish now works.
- simWorldCities now get events (fire, blackout risk, traffic jams, noise and park complaints), each with a cause, a fix, a reward and a deadline. A new city's camera follows your first road and first building.
- simWorldPopulation now climbs 10 named ranks from Hamlet to World City. Hanok (10,000) and Golden age (30,000) looks unlock as rewards, and the city got synthesized wind, birdsong, traffic and construction sounds.
- simWorldJapanese, Chinese and Spanish text was reviewed and about 1,600 mistranslated lines fixed, and the controller notice now appears in the page's language.
- 철의 거리 · STEEL STREETBetween stages each player now picks one of three perk cards, also with a gamepad. Wanted ★ enemies, pincer reinforcements and a half-health boss rage phase arrived, and attacks sound the moment you press.
- 철의 거리 · STEEL STREETFighters and enemies now come from pre-rendered 3D models with distinct walks; stages and bosses got their own music, with separate music and effects switches.
- SudokuThe solo clock now also stops while the exit, settings or share window is open, not just the controls window.
- Starlight SurvivorNew rules and a new daily board: weak hordes return in late waves, bat swarms cross at 1:10, 2:35 and 3:50, spawns pause four seconds before each giant, and every 90th kill drops a floor reward. Orbit Blades, Thorn Aura and Boomerang hit harder.
- Starlight SurvivorAdded Night Goals with stars and titles, a giant health bar, edge arrows for off-screen giants, rewards and swarms, and fixed the codex cards and the damage bars on the results screen.
- TerraLoopAdded the wind ring course, crowned chieftains, a journey record card, landing dust and camera dip, and see-through trees and rocks between the camera and your traveller.
- U.F.OChapters end with an operation report: an S–D grade, each agent's kills, accuracy, damage and revives, co-op titles and one goal for next time. Drops now adapt to your bags, scares build from silence, and arcs show where you were heard or hit.
- FrostboundEnemies now telegraph attacks you can dodge or interrupt, mastery unlocks elemental awakenings, and the Rift Warden enrages at half health and ends with a graded results screen.
- worldDriveTime trials gained medals per road and car, live medal pace, a big 3-2-1-GO and sector callouts; the radio folds away during races.
- worldDriveDuels gained slipstream, a final-sector push and position alerts; results lead with medals or finishing order and the next goal, with a next-level button after a win. Gravel and skid sounds and phone vibration were added.
- SEVEN STREETReleased on GameNow
- DOGFIGHTReleased on GameNow
- animalEarthRace laps are timed by the server from checkpoints and the finish line, and an air hockey loss explains why.
- DIAMOND RUSHThe result screen explains the result, offers practice mode and compares your hits with earlier games on this device.
- DIAMOND RUSHThe server now measures pitch-meter accuracy in friend matches. Derby scores, XP and level are labelled 'Unverified · personal record'.
- Two BeatResults compare the run with your best and, on stages, show how many points you are short of a C. With reduced motion on, the beat pulse stops and judgement text and hit rings keep a fixed size.
- Two BeatFriend challenges show the conditions both players share and explain when a link has expired or the rules have changed.
- Brick ArenaThe server checks Today's challenge scores by replaying your paddle inputs. Results explain the outcome in one sentence and compare your brick score with earlier games on this device.
- 솜뭉치 대모험Being knocked out or falling in a pit now shows a line saying what hit you and what to try, and the result screen compares your time with your best.
- 솜뭉치 대모험Clears saved to your GameNow account now count only once per stage run.
- One-Button DashFriend challenges lock their course version and mode; expired or outdated links explain why and offer a new run. Vibration, shake and motion follow GameNow's effect settings.
- 작은 왕국: 여명의 원정Signed-in players get server-issued seeds, finished current-rules expeditions are verified and scored on account save, and an older save no longer overwrites a newer one.
- 작은 왕국: 여명의 원정The results screen compares your score with earlier runs on this device, and a key held as a window opened no longer stays pressed.
- DOGFIGHTFirst version: six-mission campaign, Flight School, invite-link online rooms, Hangar upgrades and paint, Campaign Total and TOP GUN rankings.
- Ember VaultLosses now get a one-line reason: the room and the enemy's move, burn, reflected damage or the 50-turn limit. Free runs gained Same seed again, and unaffordable cards state the missing energy instead of only dimming.
- FivewellsThe result screen explains the outcome, such as whose skill did most damage at your last death, and suggests what to practise next. Motion effects follow reduced-motion settings.
- flightEarthA crash while landing now offers Practice landing only, and landing practice compares you with your previous try even after a reload.
- Four-ball BilliardsThe end-of-game card explains why the game ended, opens a same-layout comparison of your last shot, and compares the shots you needed with earlier games at the same settings.
- Freecell ManiaStuck FreeCell boards offer 'Same deal again', drop targets carry a ✓ badge as well as colour, and animations follow your reduced-motion setting.
- Freecell ManiaSolve times are now checked against the server's clock. A guest's time is fixed at the finish, so signing in afterwards to save it adds nothing.
- Tiny Garden DefenseA lost round names the wave that cost the most flowers, the pest that leaked most and the weakest path segment; shop buttons show the exact coin shortfall.
- Tiny Garden DefenseToday's Garden ranking accepts only rounds on the current rules, so older rule versions no longer share a board.
- Mini GolfNew practice that changes only the power or only the angle of a shot, with the previous and new paths overlaid.
- Mini GolfFriend challenges now lock the sender's precision-aim setting, and expired or outdated links explain why and offer a new game.
- Mini GolfThe result card names where strokes were lost, suggests one hole to replay and compares the round with your best.
- Jelly RumbleThe result screen now gives the reason the game ended, offers Relaxed play as practice and adds a progress line for your Time attack score or Daily molds time. A dragged piece shows ✓ or ⊘, not just a color.
- Jewel LegendResults compare your score with your past best on this device and link to Special gem practice. Practice scores are verified by replaying your moves on the server.
- APEX KARTWhen you don't win, the results say why: gap to the winner, wall hits and trips off the track. Signed-in finishers earn GameNow points.
- Mine RushResults now explain the outcome in numbers (cells left, seconds lost to freezes, the gap at time-up) and compare it with your earlier games on this device. Mine flashes and screen shake follow GameNow's reduce-motion settings.
- Mine RushThe server now replays Today's minefield runs before saving them. The public daily board for Mine Rush was closed, but your own best is still shown.
- MulkkoA win compares your moves with your best on this device. A blocked step shows a “That way is blocked” mark above your farmer, visible with sound off.
- MulkkoOn phones, tapping the direction pad quickly no longer zooms the page or selects text.
- NEMO · 네모네모로직Added the Picture book: finished pictures, which lines you solved yourself or with a hint, records by mode and hint use, and goal replays.
- NEMO · 네모네모로직Solved lines are struck through as well as recoloured, and the solo result compares your time with your best on that picture.
- NEMO · 네모네모로직The daily ranking lists only server-timed, verified solves; a second solve from one network that day becomes a personal record, and a race finished impossibly fast has no winner.
- North & SouthThe result screen marks point owners by shape as well as colour, and screen shake follows the GameNow reduce-motion setting.
- OthelloThe result screen now gives a one-line reason (corner difference, disc gap or time), offers 'Replay from the corner you gave up' when you conceded one, and compares your margin with earlier games on this device.
- OthelloToday's board results are now checked by replaying every move on the server; only replayed results reach the public ranking.
- Parcel RushPick Carry or Sort in the lobby for a personal goal each round, shown at the top and checked on the results; if a teammate leaves, goals only go down.
- NEON ORBITNew dark-cabinet look: night-blue playfield, chrome rails, metal pop bumpers and lamps that glow only when lit. On desktop the table now uses the full screen height.
- NEON ORBITThe COLLECT BONUS hole now drops the ball down the left inlane to the flipper; its old kick could hit bumper A and bounce into the left outlane.
- NEON ORBITThe result window now says how the round ended (which outlane, between the flippers, TILT or time), suggests a mission to aim for and compares the score with your device best.
- Real FightThe result screen gives one reason for the outcome, one thing to practise and your skill-estimate change; daily scores are verified by replaying your inputs on the server.
- Shisen-ShoThe result screen now says why the game ended, compares it with your earlier games on this device and can show the route of your last miss. Missed tiles no longer shake when screen shake is off or reduced motion is on.
- Shisen-ShoToday's Shisen-Sho scores are now recounted on the server from your recorded moves, and only verified runs appear on the public ranking.
- simWorldPlacement previews now show ✓ or ✕ with the reason beside the cursor, so you don't have to tell green from red, and notices carry ✓, ! or ✕ marks.
- SnakeTime-up losses and draws state the HP gap, effects follow GameNow's shake and motion settings, and Today's snake scores are recomputed on the server from your inputs.
- 철의 거리 · STEEL STREETAdded the rage gauge and supers, JUST dodges, combo bonuses and S to C stage ranks, plus a low-health heartbeat, off-screen enemy arrows and results with ranks, MVP and best score.
- 철의 거리 · STEEL STREETA solo fight now pauses while the site's exit or controls window is open, and game-over results name where you fell and, from Stage 2, offer a practice room for that stage.
- 철의 거리 · STEEL STREETMobile controls became a joystick and an A/B/X/Y diamond in landscape, with a rotate prompt and a full-screen landscape lock on Android.
- SudokuThe result card compares your time with your best, technique review is also offered after duels, and wrong digits stop shaking when shake or motion is turned down.
- SudokuToday's ranking now lists only solves the server has replayed, and a ranked time can no longer be shorter than the time since you first opened the puzzle.
- Starlight SurvivorThe results screen names what took you down, notes when damage piled up in the last 10 seconds, and offers to practise the same night. Screen shake and flashes follow the GameNow effects settings.
- Starlight SurvivorNew records are accepted only on the current rules' daily board; older-rule boards for the same date stay viewable but closed.
- TerraLoopGoing down now names the cause, such as a fall, a charge, fire, cold or poison, and camera shake turns off under reduce-motion.
- U.F.OA wipe shows what took you down, a tip and a restart button, and compares your survival time with previous and best attempts on this device.
- U.F.OChapter-clear GameNow points now count once per chapter per run, even after reloading a save, and only for players present when the chapter began.
- FrostboundThe defeat screen names what hit you last with a matching tip, and a lost duel shows your opponent's remaining health.
- worldDriveResults name the sector where you lost the most time, with a retry focused on it, and the weekly and monthly board lists only server-timed runs.
- BATTLE EARTH · 베틀어스Released on GameNow
- 194XBoss pattern practice, easier rookie sorties for your first three runs, pause in solo, and brighter yellow enemy bullets, plus a Bold bullets option that draws them 1.3× larger.
- animalEarthAdded looking around without signing in, moving-out talks, inviting visitors into an empty house, and GameNow points for requests, race wins and deliveries.
- Brick ArenaGoals cost 50 HP instead of 120 and brick damage is capped per tick. Added pause, the brick guide, the contact drill and goal replay, and fixed balls slipping through a paddle that slid onto them.
- FivewellsP or ⏸ pauses solo practice and Training, which also pause on switching windows. A line above the skill bar says why an action failed, and AI practice draws a skill's real range.
- flightEarthAdded Flight skills training, the P-51 dogfight, landing practice, a crash trace, 20 more departure airports and touch controls. Solo flights no longer need a sign-in.
- Four-ball BilliardsVerdicts arrive in five languages with near-miss gaps in millimetres, plus a contact timeline and shot comparison. Phones open the table full screen, arrows and Space no longer scroll the page, and the AI paces its scoring.
- Mine RushPractice levels now differ in mine count and AI strength. New: ⏸/P pause, an arrow-key cursor, results naming who cleared first, and a 'Review last mine hit' screen. A cancelled touch no longer opens a cell.
- North & SouthAdded the guided first battle, offline AI practice without an account, distinct plans per AI level, march music, offline pause and a battle review; supply now favours the side holding fewer points.
- OthelloAdded Undo and an optional flip preview in Solo, an arrow-key cursor, pass notices, a sound for illegal taps, larger move dots, and a move review with a timeline and Practice from here.
- Real FightAuto AI skill, the tutorial input timeline and scene practice arrived; Esc now pauses instead of leaving.
- Robo ArenaAdded the pilot path, a touch layout editor, and pausing of the AI trial and training while the menu is open.
- SandfrontThe production panel shows queue order, finish times and why a queue is stalled, and single orders can be cancelled. Replay timelines mark the first clash, key losses and superweapon launches.
- Shisen-ShoYour opponent's lines became dashed, so they differ from yours by more than colour. Added an arrow-key tile cursor, step-by-step hints and the route view after a miss; solo energy no longer drains while the controls or exit window is open or the tab is hidden.
- SnakeSolo and Today's snake start after a 3-2-1 count, Solo can be paused, and touch swipe distance and hold time are adjustable. The practice AI stopped turning a step late: Hard-vs-Hard wall crashes fell from 35 to 1.5 per three minutes.
- SudokuAdded Undo, hints that clear candidates from your notes in one step, the post-puzzle technique review and a wavy underline on wrong digits. Signed-out players now get a practice puzzle.
- TerraLoopFalling leaves a pack behind, Esc pauses your own traveller, your movement is drawn ahead by your ping, nights are brighter, and you can try the game without signing in.
- FrostboundBlocked spells show roughly when they will be ready, and the bag compares a gear swap on a chosen spell's normal and critical damage.
- NEON ORBITReleased on GameNow
- FrostboundAdded the practice yard, the spellbook, Rift Depths and background music, and moved the camera closer so enemies look about 1.6× larger on PC.
- 철의 거리 · STEEL STREETReleased on GameNow
- DIAMOND RUSHReleased on GameNow
- 솜뭉치 대모험Released on GameNow
- animalEarthAdded life stages, the Life Notebook, catches tied to time and rain, X marks, money rocks, fish shadows that match the catch, rainbows and a weekly photo theme.
- TerraLoopFire, wind, ice, rain and a 24-minute day arrived, each sanctuary got its own rule, 52 wind seeds were scattered, and lighter models made loading faster.
- FrostboundSolo play became an exploration RPG with a four-region journey, quests, spell unlocks, levels, mastery and checkpoints; finished duels began counting toward GameNow points.
- 작은 왕국: 여명의 원정Released on GameNow
- NEMO · 네모네모로직Released on GameNow
- APEX KARTReleased on GameNow
- Brick ArenaBalls start 10% slower, with a lower top speed, and the game switched to a light colour scheme.
- Real FightSeven-lesson tutorial, two players on one keyboard, and 3D-rendered fighters.
- U.F.OReleased on GameNow
- FrostboundReleased on GameNow
- Ember VaultReleased on GameNow
- MulkkoReleased on GameNow
- TerraLoopReleased on GameNow
- Robo ArenaReleased on GameNow
- Jewel LegendReleased on GameNow
- Freecell ManiaReleased on GameNow
- FivewellsReleased on GameNow
- 194XReleased on GameNow
- Jelly RumbleReleased on GameNow
- simWorldReleased on GameNow
- SandfrontReleased on GameNow
- flightEarthReleased on GameNow
- worldDriveReleased on GameNow
- animalEarthReleased on GameNow
- Mini GolfReleased on GameNow
- One-Button DashReleased on GameNow
- Parcel RushReleased on GameNow
- Starlight SurvivorReleased on GameNow
- Tiny Garden DefenseReleased on GameNow
- Two BeatReleased on GameNow
- North & SouthReleased on GameNow
- OthelloReleased on GameNow
- Mine RushReleased on GameNow
- SudokuReleased on GameNow
- Brick ArenaReleased on GameNow
- SnakeReleased on GameNow
- Real FightReleased on GameNow
- Four-ball BilliardsReleased on GameNow
- Shisen-ShoReleased on GameNow
- Brick ArenaThe paddle follows the mouse without clicking, and reconnecting mid-match shows the current bricks instead of the old wall.
- Mine RushScan now works while frozen and in flag mode. Holding the left mouse button no longer flags a cell, and Today's minefield no longer deletes a saved practice round.
- North & SouthFirst release, with GameNow account sign-in and an in-game controls guide.
- OthelloOnline clocks now count down live, include the per-move limit and blink under 10 seconds; Resign and Leave ask first; the opponent's moves animate; spectators see Black and White.
- SandfrontPlaying requires a GameNow login; a controls guide opens on the first visit and with F1 or ?.
- SnakeOnline turns land on the next step when the input reaches the server at least 70 ms ahead, cutting the average delay from about 250 to 160 ms, and a mid-match refresh no longer drops your turns.