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What’s new

TappyHour v1.3.8

    • Ballpark now has twice as many questions — 300 in total — with loads more film, sport, history, science, nature, landmarks, technology, and game trivia to keep repeat rounds fresh.
    • Games are now dealt up front: when the host starts a game, the full round order is planned so every chosen round type gets its turn before anything repeats — and repeats are spread as far apart as possible.
    • A new lineup screen shows everyone the running order before round one; the host can start round one or hop back to the lobby to tweak settings and reshuffle.
    • Results screens now show what’s coming next, and Ride the Bus keeps its spot as the finale.
    • Fixed a bug where the next round could start by itself: if the results screen appeared while your finger was still on the last answer (easiest to hit in Ballpark), the same tap could land on “Next round”. Results now ignore taps for a brief moment, and answer buttons register on release.
    • New logo: the mug now leans into the toast with spilling foam, rising bubbles, and clink sparks — refreshed everywhere from the home screen to your app icon and link previews.
    • The home screen got a full glow-up: a warmer look, drifting chips showing every current round, and rising bubbles straight out of the logo.
    • Home-screen copy is now generated from the real round list, so the game count and lineup always match what you can actually play.
    • RPS Rumble is taking a break: it no longer appears in games or in the round-type picker while we rethink it.
    • New Ballpark round for two or more players: a number question nobody knows cold — film budgets, landmark heights, world records — and the closest guess wins while the rest drink by the table rule.
    • Ballpark is multiple choice in normal mode; hard mode drops the options and you type your own number before the clock runs out.
    • The real answer stays hidden until the results screen, which reveals it alongside everyone’s guess and how far off each one was.
    • RPS Rumble is here for two or more players: lock three hidden throws, reveal with the whole table, and score a point for every opponent you beat. Hard mode adds a fourth quicker throw and bans repeats.
    • Game and results screens now use clean, uninterrupted backgrounds; the animated line-art backdrops have been removed.
    • Results now lead with your outcome and a plain explanation, show Balloon burst times and other round evidence clearly, use two columns on larger screens, and keep controls usable at 200% text size.
    • Stop the Needle now checks that a reported stop was possible on the visible sweep, and Balloon Race rejects impossible instant pops or skipped progress.
    • The Changelog now opens reliably from the home screen on desktop, iPhone, and iPad, and shows every release note instead of an empty page.
    • Ride the Bus is now one shared table: everyone calls the same four cards, then reveals every choice and result together before the next call.
    • Bus calls now run on a clear 10-second clock — five seconds in Hard mode — with exact give, miss, and doubled-tie stakes scored consistently for the whole table.
    • Every earned Bus drink can still go to any player with no cap; incoming drinks and recent hand-outs stay visible live, followed by a simpler own-versus-assigned results board.
    • Most Likely To now has Friendly, Chaotic, Flirty, and Spicy prompt decks; hosts can skip a prompt before voting, and big tables get a compact two-column ballot.
    • Hot Potato early-tap fouls cost one drink without knocking you out, while Balloon Race now pops after 18 normal taps or 12 hard-mode pin hits.
    • Stop the Needle now gives one clear out-and-back chance, Echo rewards longest opening memory then total correct pads, and locked-in screens show useful progress without revealing anyone else’s answer.
    • Every round now explains exactly who is safe and who drinks under the selected rule, so a correct play no longer leads to a surprise result.
    • Chicken is now a clean nerve test: stay in as long as you dare, then tap once to chicken out before the hidden bust.
    • New per-device Accessible cues add matching shapes to Color Clash and positional cues to Echo; Echo also shows its input deadline, and reduced-motion players get a calm Chicken danger meter.
    • Mistyped room codes now lead to a clear “Room not found” screen instead of leaving you alone in an accidental room.
    • You can change your saved player name directly from the lobby — handy for typos and shared phones.
    • Labels, hints, and keyboard focus are easier to see throughout the start and lobby screens.
    • The reaction round's GO moment is now unmissable: the screen flip gets a quick white flash, and hard mode shouts a big "GO!" with a pulsing ring around the 🎯 target — no more quiet green screens.
    • Clearer hard-mode instructions: the get-ready screen now spells out that the WHOLE screen flashes green and the white 🎯 then pops up — new players kept waiting for the target itself to turn green.
    • New rooms now start in Hard mode 🎯 — the host can still switch back to Normal in the lobby settings.
    • Ride the Bus reveal: every drinker now gets the full "(x ride · y from others)" breakdown — a ride-only tally used to show just a bare number — and each row shows how many drinks that player handed out 🍻.
    • The champion crown now goes to whoever drank least among the players who actually showed up for every round — someone offline all game can no longer "win" by never playing. They still appear in the final standings.
    • Ghost seats are gone: starting a new game no longer carries over players who left mid-game (say, by reopening the app in a fresh tab) — absent seats are cleared when the board resets, and anyone who returns simply rejoins.
    • Hard-mode Hot Potato: hitting the potato no longer makes it flicker to its next spot for a split second while your pass goes through — it just passes.
    • Echo is kinder to your eyes and ears: a short “get ready” beat before the first flash (no more missing pad one), much clearer lit-vs-unlit pads, and each pad now plays its own tone — Simon style. Hard mode flashes faster as well as longer.
    • Color Clash: the word now sits on a dark card so every colour reads true (purple on purple was brutal), and hard mode occasionally REVERSES the round — tap the colour the word spells. It’s announced up front, so stay sharp.
    • Chicken gets properly panicky in hard mode (the shaking now matches the shorter fuse), warns you it can blow within seconds, and the results reveal the bust moment plus how close each survivor cut it — “0.3s to spare” bragging rights included.
    • Hot Potato: the fuse now just burns 🔥 until the final seconds (no more everyone passing on a countdown), the “not your turn” screen is no longer tap-me green, hard-mode misses make the potato hop away, and results show how many passes the spud survived.
    • Balloon Race is a real race now — you can watch your rivals’ balloons growing as you mash. Hard mode is fairer too: your first stray tap costs less air than repeat offences, and the balloon no longer hides the pin.
    • Stop the Needle results draw everyone’s frozen marker against the line, so you can see exactly how close “off by 1.2” was. Hard mode’s sweep eased up slightly so it tests your timing, not your phone.
    • Quick Tap: the hard-mode target is more forgiving to near-misses, beating your own record flashes “⚡ New personal best!”, and hard mode waits longer before green so rhythm-tappers can’t cheat the flash.
    • Most Likely To has stakes for everyone: skipping the vote costs a drink, a tie now makes the tied players drink (not nobody), hard mode doubles the loser’s tab, and the results show exactly who pointed at whom.
    • Ride the Bus: the suit call now shows which suits you’re holding, rank ties call out their double-drink sting, hard mode adds a shot clock that picks the bad odds if you stall, and the reveal crowns each rider’s boldest correct call.
    • Hot Potato no longer punishes a nervous double-tap: for a moment after you pass, your extra taps are forgiven instead of counting as “tapped out of turn”.
    • Joining while a round is in play no longer costs you an instant drink — you get a friendly bench screen and jump in from the next round, and the table no longer waits on you to finish the one in flight.
    • Color Clash times are honest now: answers slower than 4 seconds keep their real time instead of all being squashed into a tie.
    • Echo now counts what you did remember: if time runs out mid-pattern, your taps so far are scored instead of showing “no answer”.
    • The “can’t reach the game server” screen no longer appears after a single connection blip — it now waits for genuinely repeated failures.
    • Hot Potato now reads like every other round: whoever’s left holding it just drinks 2 (no more “forfeit”), out-of-turn tappers drink 1, and everyone else is safe.
    • Fixed the Hot Potato countdown briefly flashing a too-high number at the start of the round before settling on the real fuse time.
    • Stop the Needle is fairer now: scores show to one decimal place, and if more than one player is exactly as close as the winner, they’re all safe instead of only one dodging the drink.
    • Echo results now show the actual sequence alongside what each player tapped, with wrong taps highlighted — so a near-miss that still lost is no longer a mystery.
    • Switching apps and coming back no longer strands you on a dead screen — the game now reconnects on its own when you return, instead of needing a refresh.
    • Hot Potato now gives you an unmistakable “BZZZT — time’s up, you’re holding it!” beat before the results, so a mistimed last-second pass is obvious instead of a surprise drink on the summary.
    • Hard mode Hot Potato now hides the countdown and runs a longer, random fuse (10–20s) — like Chicken, you never know how long you’ve got, so you can’t game a last-second pass.
    • Fixed Echo results showing “no taps” for everyone — the pads you actually tapped now show on the summary as intended.
    • Chicken ditches the confusing progress bar — the chicken now grows to fill your whole screen and shakes harder the longer you hold.
    • Echo now clearly uses a 4-flash pattern in Normal mode and a 6-flash pattern in Hard mode, including in the round debugger.
    • Chicken now calls out BUST on-screen and in results when someone holds too long, so a long busted hold no longer looks like a random loss.
    • New round — Chicken 🐔: hold your nerve and release before the hidden bust. Hold longest to stay safe; hold too long and you drink. Plays great with just two.
    • New round — Echo 🧠: memorise the flashing pattern, then tap it back. Best memory is safe.
    • The lobby now keeps inviting players and starting the round front-and-center, with game options tucked behind one clear control.
    • Round options now say when 3-player games will unlock instead of looking immediately playable at a two-player table.
    • Quick Tap now has stronger non-colour cues, clearer screen-reader announcements and labelled tap targets.
    • If the crown passes to you, the host handoff message now tells you to start the next round.
    • Hosts can now choose which round types are in play — switch any of them on or off (including Ride the Bus) from the lobby, right next to the drink and difficulty settings.
    • Timed rounds (Most Likely, Balloon Race, Stop the Needle and Ride the Bus) now show a countdown, so you’re never silently auto-skipped.
    • You can leave a room between rounds without closing the tab, and if the host drops you’ll see the crown being handed to someone still in the room.
    • Most Likely results are tidier — players who got no votes no longer clutter the board — and Ride the Bus’s final card call reads more clearly.
    • Invite sharing is sturdier: if your browser blocks the clipboard or can’t draw the QR code, the join link is shown for you to copy by hand.
    • New per-phone sound control — tap to switch between loud, soft and muted, so cues fit a noisy bar or a quiet room.
    • Readability polish across the board: clearer scoreboard, bigger Ride the Bus cards, a bolder Stop the Needle target line, and a livelier end-of-night summary.
    • Smoother install: TappyHour now launches cleanly as a full-screen app from your home screen, with a tidied lobby that shows how many seats are left.
    • Added this changelog and an in-app version number, so you can see what’s new and which build you’re on.
    • Every round now has its own distinct colour from start to finish — no more mixing up Balloon Race and Stop the Needle.
    • Clearer progress meters, vote buttons and hard-mode targets.
    • Lobby and final results are clearer: offline players are labelled, non-hosts see who they’re waiting on, and the game crowns the low-drink champion.
    • Reaction and needle waiting screens now show table progress after you lock in.
    • You can leave a game from the lobby, name-entry and game-over screens, and the host’s name now shows in every “waiting” message so you know who to nudge.
    • New finale round: Ride the Bus — call four cards and hand out the drinks you earn.
    • Every game now guarantees a varied mix of rounds instead of repeating the same one.
    • New round: Stop the Needle — freeze the marker on the line.
    • Hard mode added for Balloon Race (hit the moving pin) and Hot Potato (hit the moving potato).
    • All round types now show up equally often.
    • Rebranded as TappyHour with a fresh look, logo and app icons.
    • New round: Balloon Race — tap to inflate and pop first.
    • Added a How to play page.
    • Games now run a set number of rounds and end on a results summary.
    • First release: Quick Tap reaction rounds you join with a 4-letter room code — one phone each, no install.
    • New rounds: Most Likely To (vote for who fits) and Hot Potato (pass it before the timer).
    • Live scoreboard, win streaks and an end-of-game summary.
    • Host controls for who drinks each round, a harder “hit the target” mode, plus sound and haptics.