Eidolon v0.1.0 Release Notes
Release date: 2026-02-28
Welcome to the first public milestone for Eidolon. Version 0.1.0 establishes the core realtime platform for social-deduction gameplay, including room-based live play, server-authoritative game orchestration, AI-assisted storytelling foundations, and admin tooling for support and operations.
Overview
We’ve built an engine that runs traditional board games without a GM, using AI to act as both the Game Master and the players—making fully single-player social deduction experiences possible.
Highlights
- Server-authoritative realtime architecture with Socket.IO transport and actor-driven room/game orchestration.
- Deterministic gameplay direction centered on Providence event logging and projection-first state evolution.
- Integrated chat and voting runtime systems with reconnect/backfill behavior and authoritative vote cadence.
- AI foundations for storyteller profiles, configurable runtime budgets, and safety-mode controls.
- Admin capabilities including support communications, operational logs, and settings management.
- Accessibility baseline requiring on-screen caption parity for gameplay audio cues.
What shipped in 0.1.0
Realtime gameplay and room runtime
- Introduced the core Socket.IO transport + runtime ownership split:
- Socket layer handles auth, validation, ingress/egress, and room wiring.
- Domain actors/services own gameplay, chat, and voting business logic.
- Established room/game runtime boundaries so gameplay logic stays out of transport handlers.
- Added server-authoritative phase timer flow with client-side offset rendering support.
Deterministic runtime direction (Providence)
- Defined Providence as the append-only source of truth for game evolution.
- Adopted a projection-first model where state is derived from ordered events.
- Documented deterministic sequencing rules (seq, ts, envelope versioning, request/resolve pairing) and ordering constraints for multi-event steps.
- Added checkpoint + replay-bundle durability direction for efficient resume and admin replay use cases.
Chat and voting systems
- Shipped a durable chat service with:
- input validation and dedupe semantics,
- stream-ordered append behavior,
- cursor-based backfill,
- reconnect safety via client cursor persistence and server replay.
- Shipped authoritative voting cadence with server-owned scheduling, ticks, lock, tally, and cancellation lifecycle.
- Added client mirror machines for resilient UI state under reconnects and transient network issues.
AI and storyteller systems
- Added AI storyteller persona model and local seeding workflow.
- Added runtime AI budget and feature-flag controls (action budget, token cap, concurrency cap, safe mode).
- Added live settings propagation so runtime consumers receive updates without restart.
- Established constraints for AI memory/belief handling, whisper privacy, stale hypothesis handling, and personality drift rules.
Admin and operations
- Added beta support communications stack:
- tester↔admin support tickets,
- admin broadcast announcements,
- admin→tester direct messaging,
- unread fallback polling endpoint.
- Added admin-focused Providence streaming model on a dedicated /admin namespace, isolated from player streams.
- Added operational conventions around build/coverage notification workflows and email reporting.
Accessibility and UX foundations
- Enforced audio-caption parity policy: all gameplay audio cues require matching on-screen captions triggered from the same shared event source.
- Documented reduced-motion expectations for non-essential animation.
Notes for operators and contributors
- Package manager is Yarn Classic (yarn@1.22.22).
- Primary local entrypoints: yarn dev:web, yarn dev:socket, yarn dev:puppet, yarn dev.
- Build-and-notify workflow is available via: yarn build:notify "<subject>"
Known scope for this milestone
Version 0.1.0 is intentionally focused on platform and runtime foundations. This release establishes the architecture, contracts, and operational baseline for future gameplay depth, admin tooling expansion, and replay/analytics ergonomics.
Next priorities
- Expand release-note cadence with richer changelog entries per milestone (features, fixes, and operational changes).
- Continue deepening deterministic Providence runtime coverage with more replay/debug ergonomics for admins.
- Improve AI storyteller and single-player game loops, including stronger tooling around safety mode and observability.
- Ship incremental polish across player UX, accessibility captions, and admin controls based on live feedback.