2 November 2026

  • Some maps can stay off the map list. A map still in the works no longer turns up in the lobby's map picker until it is ready.
  • The vote count at a standup plays once. It no longer starts over when someone switches their mic on or off, or leaves, while the votes come in.
  • The chat no longer says who fixed a sabotage. It just ends; nobody gets a free alibi.
  • Voice chat. The host can switch it on in the room's settings (Standups tab). Then press M, or click the mic line under the chat, to talk. Everyone hears each other in the lobby and after the round; at a standup the living talk to everyone and the dead only to each other; during a round only the dead can talk, among themselves. A player's name lights green while they talk, and at a standup a crossed-out mic marks anyone whose mic is off. Your voice goes through the game's server, never straight to other players, so nobody sees your address, and nothing is recorded. Headphones help if you sit in the same room.
  • Send feedback. A new feedback page (in the menu at the top) lets you suggest a feature, a role or new unlockables, report a bug, or tell us anything else. You need an account to send it.
  • The privacy notice and the terms, in the new look, with a list of contents that follows you down the page.
  • The admin pages, in the new look, and an admin now finds a link to them on the home page.
  • The account emails, in the new look. Verifying, resetting your password and changing your email now come dark like the game, with one green button.
  • A wrong address now shows a proper page in the new look with a way back to the office, instead of a blank "not found".
  • The map editor, in the new look. The old 2D grid editor is gone; everything is done in the map editor.

1 November 2026

  • A new look: Terminal. The whole game now looks like a terminal: one monospace font, thin lines on near-black, and colour only where it means something. Your tasks are ~/todo.md with how many you have done, your role is $ whoami, the task bar fills up in blocks, and every line in the chat starts with the time. The action buttons are square keys that light up in their colour only when you can use them. The room you are standing in moved to the top right corner.
  • The home page, in the new look. The public rooms are a table with each room's code, map, players and whether it is in the lobby, full or playing. Your level sits on the right with the next three things you will unlock, each drawn on your character (point at one to see it move). The changelog and stats are linked at the top; every unlock is a click away, on the unlocks page.
  • The password screen, in the new look. It now stands alone on the page, and if you are banned it says so instead of "Wrong password".
  • Joining a room, in the new look. The card now shows the room's name, a bigger preview of your character, look, hat, pet and kill pickers in the same style as the rest, and the keys laid out as keycaps. With an account your name is simply shown: it is the one you play under.
  • The lobby, in the new look. The room's code sits at the top with a copy link button to send to the others, your character is top left with its wardrobe, and the room's panel shows who hosts and how full the room is. Names in the chat are in each player's colour.
  • Room settings, in the new look. The tabs run down the left, every setting sits on its own line, and the footer tells you how many changes you have not saved yet.
  • The role reveal, in the new look. A terminal boots and tells you who you are, with your team, whether your tasks are real, and any modifier in its own box, named and explained in one line. Press Space (or click) to get straight into the round.
  • Standups, in the new look. The chat is inside the standup now, each colleague's card says whether they have voted, and whoever reported the body or called the standup is marked. The standup no longer says where the body was found: work it out between you.
  • Task games, in the new look. Every task opens in the same window as the rest of the game, and the games' bars, buttons and choices follow the new colours and lines. The drawings are as they were.
  • The map, in the new look. Hold Tab and the office opens in a window, in the new colours, with a legend saying what the marks mean. The agents' sabotage list (and the Micromanager's and the Background Process's pickers) got the same window.
  • Watching the cameras now fills the screen: the task bar, chat and buttons step aside until you stop watching. Sabotage alerts still show.
  • Getting automated, in the new look. A red band opens across the screen with the kill on one side and what happened on the other (your process exits with code 137; a firing, 143). After it a card explains that you are a ghost now and your tasks still count.
  • The end of a round, in the new look. A table of everyone: their role, how they ended (automated, deprecated, fired) and how many tasks they did. Your Usage Credits are listed line by line, the level card says when you levelled up, and what you unlocked shows with a little preview. A countdown says when the lobby is back. The total now always counts all the way up.
  • The last pieces, in the new look: the emote wheel (square tiles now), the report card, the bar you see in the ducts, and the admin table's map, which counts who is outside the rooms under the map.
  • Your account page, in the new look, with a header that takes you back to the office, the changelog, stats and unlocks, and shows your level.
  • The unlocks page, in the new look. Tabs show one kind at a time (looks, hats, pets, emotes, kills) with how many you have open, and what your next level opens is outlined in yellow.
  • The changelog, in the new look. Every day in a card with how many changes it brought, a list of days on the left, and the days you have not read yet marked new.
  • The stats page, in the new look. Your own row is highlighted, and each recent match says who was the agent, the manager or the Jester.

29 October 2026

  • The Prompt Injector is now the Micromanager. Planted tasks did not play well, so the agent role does something else: press F and pick a colleague, and their task list replaces your fake one until the next standup. You see what they have done and what is left, with their tasks marked on your map. They are not told.
  • Four new roles. The host switches them on in ⚙ Settings. Auditor (human): hold F at a body to learn roughly when it died: within 10 seconds, 10 to 25 seconds ago, or longer. Only you are told. DevOps (human): you can use the vents too, for a short trip, then wait for a cooldown. Nobody can automate you in the ducts. Prompt Injector (agent): F plants a fake task on any colleague's list, at a station you pick. It counts for nothing and disappears at the next standup, and then you can plant another. Garbage Collector (agent): F picks up a body and F again drops it somewhere else. While you carry it you walk slower and cannot kill, vent, sabotage or report, and anyone who catches you can report the body.
  • A quieter task bar. By default it now shows a percentage and only moves when a standup opens, so you can no longer clear someone by watching it tick while they stand at the printer, or count the tasks to tell if there is a Jester. The host can change both in ⚙ Settings → Round: show it always, at standups or never, as a percentage or as tasks done.
  • A tidier join card and lobby. Look, hat, pet and kill now sit in a neat grid next to a preview of your character. In the lobby, your character is one line; ✎ Change opens the four, and plays your kill animation so you can see what your victims see.
  • Pets. Bring one to work: it follows you round the office and sits when you stop. The Rubber duck at level 3, then the Office cat, a Hamster ball, the Office dog, a Roomba, the Pipeline snail, a Drone that flies after you, and at level 35 a Cat on a Roomba. Pick one next to your hat. If you get automated, your pet stays with your body. Nobody sees a pet without its owner, and a Background Process leaves theirs at home.
  • Hats. Pick one next to your look in the lobby or on the join card, from the Party hat at level 2 to the Halo at level 30, by way of a Headset, a Hard hat, a Propeller cap, a Tinfoil hat, a VR headset, a Graduation cap and a Crown. It goes wherever your character does: the office, standups, the end screen, even the death scene. A Deepfake wears the hat of whoever it's impersonating.
  • Kill animations. As an agent, pick the animation the colleague you automate sees, next to your look in the lobby or on the join card. Zap is free; Unplugged opens at level 3, Reply all at 6, the Stapler at 9, Context window at 13, the Shredder at 16, the Recycle bin at 19 and LGTM at 22. A Deepfake kills with the animation of the face it wears, so it doesn't give itself away. Point at one on the Unlocks page to watch it.
  • A new home page. Log in and Register sit at the top, Quick play, a new room and a room code share one bar, and the public rooms are sorted: lobbies with a seat first, the fullest on top, then rooms in a round. At the bottom is your level and every look and emote you can unlock, scrolled to where you are: scroll right to see what is next.
  • Six looks to unlock. Play rounds with an account to level up and unlock new looks: the Intern at level 3, On call at 5, the Broccoli is back at 8, the Bug at 12, the Sticky note at 15 and the Server rack at 20. Every look can do every emote. See them all, and how far you have to go, on the new Unlocks page.
  • The emote wheel. Hold G (or click 😀 next to the chat), point at an emote and let go. Number keys 1 to 9 still work.
  • New emote: the LGTM sign. Hold an LGTM card over your head like the round card at a boxing match, and keep it up while you walk around.
  • Emotes unlock too. Everyone can wave; the rest open as you level up, from Clap at level 2 to the LGTM sign at 14. The Unlocks page lists every look and emote in the order they open.
  • A livelier end screen. The result now plays in: the verdict lands, the roles appear one by one, your Usage Credits count up and fill your level bar, and a level up shows off whatever it unlocked.

28 October 2026

  • Emotes. Press 1 to 8 to wave, facepalm, shrug, flip the bird, clap, cheer, dance or sip your coffee, in the lobby and mid-round. Only people who can see you see it, and taking a step ends it. Your character now has arms to do it with.
  • A proper walk. Your character steps foot by foot as they walk.
  • One look for now. Everyone is the classic office worker while we rebuild characters so they can move. New looks will come back on the new system.
  • Fairer rounds. Agents no longer receive where humans are behind walls, so a modified browser cannot track you through the office. The security cameras can only be watched from the cam station, tasks really are offline while the Wi-Fi is down, and the whole office can now play from one network. One seat each: opening the room in a second tab or browser moves your seat there, and joining mid-round you see nobody until the next round starts. A body is only on your screen once you could actually see it.
  • No more kills through walls. Automating, firing, protecting, sampling and reporting now need you to actually see the other player or body, not just stand close: a thin wall between you stops it, and the button only lights up when it works.
  • Steadier server. A broken message or request can no longer stop every game at once, and a connection too slow to keep up is reconnected rather than left to fall further behind.
  • Nobody can fill the server. One network can have 3 rooms open at a time; open a fourth and you are asked to join one of yours, or wait a minute for an empty one to close. Quick play still finds you a seat.
  • Rooms. The office is no longer one game: open a private room for your crew and send them its link, open a public one, or hit Quick play to join whoever is around. Whoever opened the room is the host: they start the rounds and pick the map and the settings, for their room only. If they step out, the longest present takes over until they are back. No more waiting for the admin to open the office.
  • Uses far less data. The game now sends only what changed, compresses it, and sends nothing at all while nothing happens: standing in the lobby or a standup costs next to nothing, and a round a fraction of before. Handy on a slow or metered connection.
  • Privacy and terms. There is now a privacy notice and terms: what is kept about you, for how long, and the rules. On the account page, Download my data gives you everything kept about your account as one file.
  • Desktop only, for now. LGTM needs a keyboard; on a phone the home page says so.
  • The Crewmate look is retired. If you wore it, you are Classic now; pick another look on the join card or in the lobby.
  • Updates without the drama. When the game updates, a round in progress gets to finish first, and afterwards you land back in the same room with the same link. Lost your connection for a moment? You keep your seat (and your role) for a minute while the page reconnects by itself.
  • Ping. Hold Tab for the map: everyone's ping is listed beside it, green, yellow or red.
  • Fair play. No more seeing through walls with a browser console: you only receive the players you could actually see. Speed hacks stop working. Rude names are refused and rude words in chat become ***. The host can remove a player from the room (✕ in the lobby), and anyone can report a player (⚑ in the lobby or on the end screen) to the admin.
  • Usage Credits and levels. With an account, every real round pays Usage Credits: for playing, winning, surviving, tasks, fixes, catching agents and more. They add up to a level from 1 to 100, shown in the lobby, on your account page and in the stats; the end screen tells you what you earned. Stats from before accounts pay too, once linked.
  • Stats belong to accounts. The leaderboard now counts players with an account; guests still show in the recent matches. Your stats from before accounts come back once the admin links your old name to your account.
  • Accounts. Register with your email on the account page: your name is yours (nobody else can play under it), and soon your stats, XP and unlocks will be too. Guests still play, tagged as guests in the lobby.
  • Rooms have names. A room is called after whoever opened it, like "Ferenc's Lobby". The host can rename it with ✎ next to the name; public rooms show it on the home page.
  • New settings window. ⚙ Settings opens a window with tabs (Round, Vision, Standups, Agents, Roles, Agent roles & modifiers). Each role is a card with its switch, chance and its own timings; a yellow dot marks whatever differs from the defaults. Everyone in the lobby sees a summary and can look; only the host can change it.
  • Your look is your own. Nobody can force one look on everyone any more; whoever never picked one is classic.
  • No more refreshing after a map change. When the admin rearranges the office, everyone in the lobby moves onto the new layout by themselves. Changes made during a round wait until it ends, so the floor never shifts under you.
  • New look: Broccoli. A grumpy crocheted broccoli with a crown in your colour. Pick it on the join card or in the lobby.
  • Out of time means skip. If you have not voted when the standup clock runs out, your vote counts as a skip, and it shows under Skipped at the result.
  • Getting automated looks the part. When an agent gets you, you see them zap you and down you go. Whatever task you had open closes; as a ghost you can open it again.
  • Ghosts go through walls. Once you are automated, you float through walls and furniture to reach your tasks faster. The living still bump into everything.

27 October 2026

  • New role: the Rebaser. In a standup the Rebaser picks two players with ⇄, and every vote for one counts for the other. At the result the two cards trade places so everyone sees which two were rebased, but not who did it. The CEO's ×2 follows the swap. A dead Rebaser rebases nothing.
  • New role: the Background Process. Press F to blend in as a prop: an office chair, a plant, a water cooler, a sofa, an exercise bike and more. Everyone sees only the prop. Press F again to turn it (a chair or a filing cabinet can face the wall). Take one step and you are yourself again. You cannot do tasks while you are a prop, and the agents can still get you if they guess right.
  • New: modifiers. They come on top of your role, one per player at most. Caffeinated (anyone, agents too) walks faster; nobody is told who. Root Access (agents only) shows, tinted red on the floor, what every watched security camera can see. The admin switches them on under ⚙ Settings → Modifiers.

26 October 2026

  • Pick your own look. Choose your character on the join screen or in the lobby; your pick is remembered. The admin can still put everyone in the same look.
  • Stats. A leaderboard with wins as agent and as human, kills, tasks, fixes, votes and more, plus the last 50 matches. Stats go by the name you join with, so keep using the same one. Find it under 📊 Stats in the lobby.
  • Emergency standups reworked. Each player gets a limited number of calls (one by default), with a cooldown after the round starts and after every meeting. The emergency button now works like a task: walk up and press E (or USE) to open a window with the Start standup button, which tells you why you cannot call one yet. F no longer calls a standup.
  • Agents wait after every meeting. Kill and sabotage cooldowns start over when a meeting ends, so nobody gets automated the moment the standup is over.
  • New prop: the admin table. Press E at it and a map shows a blue dot for every person in each room, bodies included, but never who. The admin can place it in the map editor (Safety & ducts, three by two tiles). The showcase Gym and Lounge can be walked into again.
  • New roles: CEO and HR. The CEO's vote counts double (a skip still counts once), and the ×2 shows at the result. HR can put one colleague per round on a wellbeing plan (F next to them) that stops one kill or one firing. Private messages like "This colleague is protected by HR" now flash the screen so you do not miss them.
  • Agent roles: Deepfake and Incognito Mode. If switched on, an agent may get one. A Deepfake samples a colleague (F next to them), then wears their face, name and colour for 20 seconds: witnesses will blame the wrong person. An Incognito agent turns invisible to humans for 10 seconds, cameras included. Both end the moment a standup starts, and a timer under the task bar shows how long you have left.
  • Role chances. Each role in Settings → Roles has a slider for how likely it is to show up in a round, so you never know for sure whether there is a Jester or a Manager. Nobody ever gets two roles.
  • New role: the Manager. If switched on, one human becomes the Manager: normal tasks, plus a FIRE button (Q) for the colleague next to them. Fire an agent and they are gone. Fire anyone else and the Manager is the one who gets fired. Stats count both.
  • New role: the Jester. If the admin switches it on (Settings → Roles), one player becomes the Jester. Their tasks are fake, and their only goal is to get voted out: if they are, the Jester wins alone and everyone else loses. Think twice before voting out the person acting weird.
  • New voting. Every player in the standup shows their character. Pick someone (or Skip), then Confirm. Once confirmed, your vote is final. At the result the votes pop in one by one under the players they went to, even when that vote ends the round.
  • What was my role again? Your role now sits under your task list. Click it to see how that role wins and what it can do.
  • Where am I? The room you are standing in now shows in the top left corner, above your tasks.
  • Ghosts can finish their tasks again. Task minigames were closing on dead players.
  • Pasta is easier. You can turn the crank faster before the dough tears.
  • New lobby settings for the admin: how far humans can see, or no fog at all (lights out still goes dark), and how far the security cameras see.