CurlTi.me/Changelog
Changelog
What has changed, newest first. There are no version numbers — the site deploys from master, so a change is live when it is merged.
Last updated 23 August 2026
The game on a phone, built around the ice 23 August 2026#
- Held upright, the sheet now stands up: back line at the top, hack at the bottom, the stone thrown away from you towards the house — the way the game is diagrammed and the way you see your own shot. It also runs edge to edge, which draws a stone twice the size it was.
- Filling the width costs length, so the ice furthest from the house is cropped away. Nothing hidden goes unmarked: a stone behind the crop keeps a triangle on the edge it went over, in the colour of the side that threw it and at its own place across the sheet, pointing at where it is. A button in the corner flips to the whole end and back, and lights up whenever there is something out there.
- A phone gets its own row of calls. Handle takes half the width and draws the arc instead of spelling out which way it curls; Sweep and Line fold into the other half, each button saying what it is set to, with a dot on Sweep when the brushes are out. Tapping either one takes you down to its settings.
- Whose throw it is is lettered onto the ice itself, in the same dark grey as the markings, instead of spending a row of a phone on saying so.
- At the end of an end the score is painted across the house rather than announced as "End of end", and the throw controls stand aside for the emotes — including a few that only make sense once the end is over. You can also see when the other side has already moved on to the next one.
- The header gave its space back to the ice: the end sits under the score instead of beside it, tapping the score opens the scoring end by end, and the room saved by dropping the stone count went to saying who you are playing.
- The split times are legible off the ice at last — B2H and H2H, out at the corners, in something other than dark grey on dark grey.
- The two sliders stop explaining themselves to people already using them, and the large number above the weight slider is gone. The heading turns to run down the side, where it costs no height.
- On the setup screen the clock presets no longer print over each other. That row is words rather than numbers, and "Championship" and "Correspondence" were being given cells sized by how many buttons there were instead of by what they said.
- Leave a game for another app and come back, and the board is up to date. A phone away for long enough has its connection dropped, and the room that carries the shots belongs to that connection — so a stone thrown while you were gone was never delivered, and neither was any stone after it. The game now asks for the board again when it comes back.
Four fixes to the shot book 22 August 2026#
- Keeping a shot from the daily challenge works on every day of the week. On two of them — the days the puzzle gives you a single stone — it had been refusing to save at all.
- Throwing again after a go now really does repeat what you threw. Change nothing after your own retry and you get your own shot back; before, you quietly got the call the shot was kept with, while the panel still showed yours.
- The brushes stay out across a retry. Sweeping is put away between stones on purpose — a plan is called for one delivery — but a retry at a kept shot is the same delivery again, and it was arriving dry.
- The gap against the kept shot is quoted properly. Early in an end the evaluator scores everything smaller, so a genuine point of end score was being reported as a tenth of one.
The shot book: keep a delivery, and throw it again 21 August 2026#
- After any stone you throw, in a match or in the daily, there is now a button to keep the shot. It saves the board as it stood and the call you made at it, and opening it again puts both back: the position on the ice, and every control reading exactly what it read when the stone went.
- Then change anything — weight, handle, line, where the brushes come out — and throw it again to see what would have happened. Which is the question anybody asks after a delivery, and until now the game had no answer to it.
- If you swept it, the brushes are kept too, and they come back out for whoever opens the link. Somebody who changes nothing throws the shot you threw, exactly: same effort, same half of the ice, same place they start — and the same result, on the same line of the board rather than a whisker below it.
- Every kept shot has a link. Send it to somebody and they can have a go with their own settings; everybody who has tried it sees everybody else's attempts, ranked, with the call each person made written out the way a curler would say it. Show where any of them finished and the stones appear as ghosts on the ice.
- Two identical calls get identical results, whoever throws them: a delivery's error is drawn from the shot itself and never from who is throwing. So the board compares shots rather than luck, and throwing the same call twice cannot fish for a better miss.
- Nothing about a kept shot is taken on trust. Every attempt, including the one it was kept with, is thrown again by the server against the one stored board — the rule the daily challenge already follows.
- Your book sits on the home screen once you have kept something, and a kept shot is unlisted like a match replay: reachable by its link, indexed nowhere.
The codex: everything anybody knows about curling, in one place 18 August 2026#
- The written pages went from fifteen to forty-two, in four new sections: the science, the history, the other ways to play, and where to play them.
- Why a curling stone curls, written honestly: four competing theories, the objection to each, the 2013 experiment that killed the explanation everybody repeats, and a plain statement that the question is open. Anyone who tells you it is settled is telling you about one paper.
- A library of thirty-nine papers and books — physics, sports medicine, ice engineering and match analytics — each summarised, dated and linked to wherever it can actually be read.
- A glossary of seventy-five terms, with the rulebook's own wording where there is one, and what people actually say instead.
- Every Olympic podium since 1924, with the medal table worked out from the results rather than copied off a page that might be wrong.
- The seventy-eight national associations, on a map, each linked to its own site — because a directory of clubs goes stale within a season and a directory of associations does not.
- Mixed doubles, wheelchair curling and five other ways the game is played, each with what actually differs rather than a note that it is similar.
- Simulators you can drag: a draw that shows where a stone stops and what the stopwatch reads, an end played out stone by stone to show who has the hammer next, and a playground for the ice itself. All of them work with JavaScript turned off — the numbers are simply already on the page.
- Every figure on every page is recomputed from the engine when the tests run. If a physics change moves a number, the page that publishes it fails the build rather than quietly teaching something the simulator no longer agrees with.
- Four things the pages had wrong are now right, including the hammer: stealing an end does not keep it. The team that scores throws first next end, so a steal hands the last stone back.
- The sheet is now 4.420 metres wide — 14 ft 6 in, the narrowest the rules allow. It had been 14 ft 2 in, which is four inches under the legal minimum and was not a measurement of anything. A stone has slightly more room before it is out of play.
The half second that decides the shot 17 August 2026#
- Takeouts now get the treatment every broadcast in the sport gives them. When stones are about to meet, or to pass close enough to matter, playback eases to a fifth speed and a second view opens at ice level, square to the line the blow lands along. The two stones are ringed on the main view so the eye can pair the pictures.
- It is a window rather than a cut, on purpose: a takeout scatters stones across the whole house, and where they finish is the shot. Cutting away would be more dramatic and would hide the thing the drama is about.
- The check that watches for two players' games drifting apart was blind on the last stone of every end, and reported that all was well. It compared the board after the end had been scored and swept — an empty sheet, identical for both sides, whatever had just been thrown. It now compares the stones the delivery actually left.
- The rest of the year's daily challenges were re-laid and re-calibrated. Days anybody had already played were left exactly as they were: a score was set against the board that was there.
The written pages, and a home screen that shows your week 16 August 2026#
- The site could be played but not read. So: /learn — sixteen explanations covering the rules, the sheet and its vocabulary, the numbered weights and where their names came from, the shots, sweeping, the positions, strategy, ice speed, how ice is made, the equipment, and, for clubs, why to start one and how to run it. Plus this changelog. The diagrams are drawn from the same constants the engine simulates on, so they cannot disagree with the sheet you are looking at.
- The last seven days of the daily challenge now sit on the home screen, so you can see the week at a glance and jump straight to a day you missed.
- The dashboard leads with your score rather than with the date, and says something when the score deserves it.
- The daily challenges dropped the free guard zone. A solo challenge has no opponent to protect a guard from, so the rule was only ever removing shots from the puzzle.
- The number of stones left in a daily challenge is shown where the question actually gets asked, over the ice.
- Retrying a daily challenge keeps your aim where you left it, instead of resetting to the middle every time.
- The screen no longer sleeps while a match is live.
- The stone is drawn as a stone: a profile that bulges at the striking band and draws in to the foot, lit up its height, with the band edges that stop granite reading as a pebble and a handle you can read the turn off at a glance. The coloured insert takes most of the face, which is what you actually pick a stone out by.
- The daily challenge is now set all the way to 31 December — 144 days of it.
- The computer opponent was blind on the last stone of an end: throwing it scores and clears the sheet, so every option it considered looked identical — no stones, no points, nothing to tell them apart. It can now see the board it just played to, which is the stone the whole end turns on.
- A line of small print under the home screen names the build, the commit and the date it was made, so a screenshot can say which code it came from.
The game becomes CurlTi.me 14 August 2026#
- New name and new address: the game moved to curlti.me. The old domain redirects, so every link anyone has ever pasted still works.
- The mark, the icons and the link-preview card were redrawn around the new name.
Clubs, replays, and ice that is not the same twice 12 August 2026#
- Clubs arrived: a public page for a real curling club, with a logo, location, contact details, announcements and a photo gallery, plus a members-only roster and a board showing how the club did on the day's challenge. Clubs apply from the directory and a site admin approves them.
- Club officers can mint API keys and webhooks, so a club's own website or spreadsheet can read the roster and post announcements. See the club API.
- QR invite posters, printable from the management screen — a club can pin one to a noticeboard and members join by pointing a phone at it.
- Club events with a calendar feed you can subscribe to, weekly standings, and a digest email.
- Finished matches can be replayed and shared with anyone by link, with a shot-by-shot analysis afterwards.
- Emotes during a match, an Elo rating, and rated quick matches.
- Turn emails, so a game played over days does not need anybody watching a tab.
- Link previews became route-specific: a shared club, replay, daily or match link now unfolds with that page's own title and picture.
- The game became installable as an app, and stones can be recoloured — including a colourblind-friendlier blue-and-orange pairing.
- Ice that varies. A sheet now settles at a speed of its own within about 3% either way, breaks in over the first few ends, and can tire slightly late in a game. Hands miss too: a delivery carries realistic execution error rather than landing exactly where it was aimed.
- A security pass over the whole feature set: the webhook sender was guarded against pointing at internal addresses, and account deletion was finished properly.
The daily challenge, real clocks, and a deployment 11 August 2026#
- The daily challenge: one position, the same for everybody in the world, generated and calibrated from the date so there is nothing to download and nothing to cheat. Streaks, percentiles, the day's best replayed as ghost stones, and beat-my-score links.
- Clocks that count thinking time rather than running a chess clock — the clock stops while a stone is travelling, and nothing is ever added. Blitz and Rapid formats.
- A lobby, so both players agree the rules before the match starts, and local games can set their own rules too.
- Weight called by number, with a fine control for the space between numbers.
- A coin toss for the hammer, a split timer on every delivery, and the end no longer given away before it is scored.
- Optional Google sign-in, so games follow you to another device. Playing still needs no account at all.
- First-party, cookieless analytics: a record of the game rather than of the person.
- Sweeping, spectating, and a computer opponent that runs on the server and searches the shot space rather than following a playbook.
- The lines are painted onto the ice rather than drawn across the screen, and the skip's broom marks the target.
- A delivery that arrives while a stone is still moving is queued rather than dropped.
- The whole deployment: preflight checks, an nginx site, a systemd unit, and a release script.
The first build 10 August 2026#
- An online curling game with a physics engine calibrated against the published shot table: friction that depends on speed, a curl path that is not a parabola, and a delivery that carries the stone to the hog line rather than shoving it from the hack.
- Deterministic by construction — the simulation uses only the arithmetic IEEE-754 specifies exactly, so two players in different browsers cannot drift apart.
Older than this, there is nothing: the first commit is 10 August 2026. The full commit history is the other half of this record — every change lands through a pull request, and the reasoning is in the message rather than in anybody's memory.
If you want to know what the game does now rather than what changed, the written pages are kept current, and /llms.txt is the machine-readable summary.