Cave of Origin depthsNewv4.0.152
- The secret passage below the Cave of Origin now has trainers to fight on the way through, a healing lady to patch you up, and a co-op double battle that guards the way out: clear it and the pair lets you through to Ever Grande City.
Ever Grande wired for co-opv4.0.149
- Ever Grande City and everything it leads into (the Pokémon League, the Elite Four rooms, the Hall of Fame, and Victory Road) now run on their Kaizo versions.
- A healing lady now stands by the Pokémon Center in Ever Grande so you can heal there.
- Victory Road is becoming a co-op dungeon: a gate brings both players in together and seals the entrance behind you, so there's no turning back until you clear it.
- At the top of Victory Road, Wally waits as the dungeon boss and splits a phantom of himself from his shadow for the final co-op fight.
Cave of Origin completev4.0.144
- The Cave of Origin is now complete. After Wallace leads you down to the secret floor, the tunnel runs all the way through and comes out at Ever Grande City.
Cave of Origin dungeonv4.0.141
- The Cave of Origin is now a co-op dungeon you tackle after the Sootopolis Gym: four items to grab, a sealed entrance, and a boss fight against Wallace, who splits a phantom of himself from his shadow mid-battle. Clearing it is required to continue the story.
Sootopolis Gym rebalancedv4.0.139
- Sootopolis Gym (the final gym) trainers and Juan are re-leveled for the end of the run. Gym completion now only counts the reachable main-floor trainers, so the zone bonus is earnable again.
Route 126 trainers reworkedv4.0.138
- Route 126 (the climb to Sootopolis) trainers are no longer swimmers: they are now a Black Belt, a Fisherman, and assorted townsfolk, with levels rebalanced for this point in the run and new dialogue about the sea being too polluted to Surf across. The zone now counts toward your score.
Sootopolis Gym layout updatev4.0.137
- Reworked the Sootopolis Gym floor: six of the gym trainers now battle on the main floor, with the rest still downstairs. Their teams are unchanged.
Consistent gym gatingv4.0.136
- The 'check the gym first' barriers before each gym now show the same short message everywhere (Mossdeep, Sootopolis, and the Lavaridge approach previously had their own wordier versions). Fortree also gets the same barrier, which was missing.
Vault menu cleanupv4.0.135
- The Vault now always shows your balance in the bottom box while the Deposit/Withdraw/Cancel menu is open. Removed the now redundant Balance option, and the menu window no longer runs off the right edge of the screen.
New path up to Sootopolisv4.0.132
- Route 126 now climbs the mountain to reach Sootopolis instead of using Surf. At the top a scientist runs up to stop you, you leap across, and you arrive in Sootopolis from above, where a Jirachi briefly descends from the sky before flying off.
Banned move cleanupv4.0.127
- Banned more moves from every way you could obtain them (randomizer level-up, the move shop, and reroll NPCs): Veevee Volley, Sappy Seed, Ally Switch, Aura Wheel, and the Let's Go partner moves (Bouncy Bubble, Zippy Zap, Splishy Splash, Floaty Fall, Buzzy Buzz, Sizzly Slide, Glitzy Glow, Freezy Frost, Sparkly Swirl). Bouncy Bubble was a hidden healing move that slipped past the no-recovery rule.
- The Kaizo shop no longer sells TMs for banned moves. It was offering Giga Drain, Rest, and Surf TMs despite those moves being banned everywhere else. Any future banned move now drops out of the shop automatically.
- Unbanned Dragon Cheer. It used to crash co-op battles, that crash is fixed, so the move is allowed again.
Ability tracker fixv4.0.126
- The tracker now updates the displayed ability after you use an Ability Patch or Ability Capsule (previously it kept showing the old ability even though the change applied in-game).
Draws no longer soft-lock youv4.0.125
- Fixed a battle that ends in a draw (a mutual knockout where the enemy also faints on the same turn) leaving you frozen with no revive and no game over. Draws now follow the normal loss flow, in both co-op and solo.
Independent co-op seeds, partner and tracker fixesv4.0.124
- Co-op: each player now gets their own independent randomizer seed when starting a new run from the Game Over screen. Previously both players could share a seed and find the exact same Pokemon in the Scout Zone.
- Fixed not being able to see your co-op partner's character after a recent update.
- The tracker now shows names and descriptions for all abilities, and base stats for the remaining Pokemon forms that were previously blank.
Ultra Balls catch Ultra Beastsv4.0.123
- Fixed Ultra Beasts (Poipole, Naganadel, and the rest) being nearly impossible to catch with an Ultra Ball. An Ultra Ball is now a guaranteed catch on them, like every other species.
Exp. Candy L and XL removedv4.0.122
- Removed Exp. Candy L and Exp. Candy XL from the item pool. They no longer appear as ground items or in the mart. (XS, S, and M remain.)
Mirage Tower visibility fixv4.0.121
- Fixed the Mirage Tower on Route 111 sometimes being invisible for one co-op player. It is now always present for both players until it collapses.
Co-op mega HP bar and final-mon fixesv4.0.120
- Fixed the joiner's in-battle HP bars not updating after a Mega Evolution (the bar kept its pre-mega values).
- Fixed the final Pokemon sometimes not being saved at the end of a co-op run.
Co-op loss scoring fixedv4.0.118
- Fixed co-op losses (including mutual knockouts) sometimes being counted as a win and awarding phantom completion points and eggs.
- Fixed a player occasionally getting stuck on the Limbo screen after a battle the team actually won.
- Fixed the joiner's final Pokemon not being captured correctly after a loss.
Dungeon blockers and tracker fixesv4.0.115
- Fixed the walk-in blocker NPCs reappearing at the entrance of several multi-floor dungeons (Abandoned Ship, Aqua Hideout, Mt. Pyre, Space Center, Sootopolis Gym, Lavaridge Gym) when returning from another floor.
- The tracker now shows the correct nature after using a Mint, and a Pokemon's three abilities are always distinct so the Ability Capsule works as intended.
- Fixed the tracker showing garbage for the last move used, especially on the joiner's side.
Mega stats use the right seed in co-opv4.0.114
- Fixed mega-evolved Pokemon using the wrong randomizer seed for their stats in co-op and revive battles (for example, both players' Mega Gengar showing identical stats instead of each player's own).
Double battle fixesv4.0.112
- Fixed a co-op (double battle) bug where a spread move could wrongly drop a Pokemon's HP bar when the hit was blocked by Substitute, Disguise, or Ice Face, desyncing the displayed HP.
- Fixed fainted Pokemon undergoing an end-of-turn form change (such as Power Construct or Zen Mode) while at 0 HP.
Battle stability fixesv4.0.111
- Fixed a rare crash path when a move's damage category was checked during battle teardown.
- Fixed form-changed Pokemon (such as megas) sometimes showing the wrong shiny coloring after the battle screen is redrawn.
Mega Sol and Dragonizev4.0.110
- Meganium Mega now has its signature ability Mega Sol. Its moves and calculations act as if it is always harsh sunlight (boosted Fire moves, no charge turn for Solar Beam, and so on).
- Feraligatr Mega now has Dragonize. Its Normal type moves become Dragon type with a small power boost.
Mega sprites and signature abilitiesv4.0.109
- Added battle sprites for 35 mega forms that previously appeared as a placeholder question mark. They now display properly in battle.
- Several mega forms received their intended signature abilities. Examples: Clefable now has Magic Bounce, Starmie has Huge Power, Excadrill has Piercing Drill, and Scovillain has Spicy Spray.
Trainer level rebalancev4.0.107
- Rebalanced enemy trainer levels across the early and mid game, from Route 102 all the way through Jagged Pass.
- Winning a co-op battle now grants 1 level instead of 3.
- Scout Zone 4 wild Pokemon are now level 9 (previously 11).
- Added a Healing Lady on Route 108 for a free heal before you board the Abandoned Ship.
- Trimmed a few rosters: two Lavaridge Gym trainers and a ship trainer were removed, and one Rustboro Gym trainer now has a single Pokemon.
Co-op end-of-run reliabilityv4.0.106
- Fixed a co-op bug where losing a battle to a mutual knockout could be mis-recorded as a win.
- Your final Pokemon at the end of a run is now reliably saved.
- Cleaned up the in-app debug overlay so it no longer floods with log spam.
Co-op zone scoring fix and map fixesv4.0.105
- Fixed co-op zone scoring so a gym or zone cleared by either partner now counts correctly instead of scoring zero.
- Various map fixes across the Abandoned Ship, Route 102, Mauville Gym, Mirage Tower, and Mt. Chimney.
Mobile play support and a dark theme fixv4.0.104
- Fixed a bug where the site could show a white background instead of the dark theme for players whose device or browser was set to light mode. The site is now always dark.
- Added a mobile layout for the play page. On a phone you now get the game screen fixed at the top, an on-screen touch gamepad at the bottom (D-pad, A, B, L, R, Select, Start), and the tracker in between. Swipe the tracker to switch between your Pokemon and the battle opponents.
Co-op forfeit now closes the runv4.0.103
- Co-op fix: after both players agreed to forfeit, refreshing the page could resume the run instead of ending it. A finalized co-op run now stays ended on reload: the page freezes the game and shows the Game Over screen, so the only options are Home and New Run.
- Co-op fix: the game no longer keeps running underneath the Game Over screen after a forfeit. The emulator now freezes as soon as the run is finalized (the final Pokemon snapshot is still captured first).
Co-op battle outcome bugfixv4.0.102
- Co-op fix: a previous battle's WIN flag could rarely leak into the next battle's outcome resolution on the joiner side, causing the joiner to register the wrong result. The flag is now cleared at every battle start, so each battle's outcome is judged on its own.
Mossdeep gym crash fix, Sootopolis Reworkaizo passv4.0.101
- Fixed a crash when entering the Mossdeep Gym. The two blocker NPCs at the exit were pointing at the wrong object IDs, so the engine asserted and the blockers never sealed the door. They now seal it on entry and lift after the badge.
- Fixed the Mossdeep Space Center co-op gate at the door. It was silently misfiring due to a tile-elevation mismatch and never triggered when both players stepped on it. The gate now works as intended.
- Added a Mossdeep progress line south of the Space Center: until you have the Mind Badge, walking up onto it bumps you back with a Gym Trainer line. Clears once you beat Tate and Liza.
- Sootopolis got its full city pass: NPC dialogue reworked with city-specific flavor, a Mart vendor at the entrance with its own randomized stock, and a progress gate that blocks the northern rim until you earn the Rain Badge from Juan.
- Reserved the Cave of Origin co-op gate at the cave's southern approach. The dungeon itself is coming in a future update; the gate is wired so both players have to enter together when it goes live.
Mossdeep Gym layout refreshv4.0.100
- Rearranged the Mossdeep Gym interior layout and trainer placements.
Mossdeep Space Center co-op dungeon, plus Gym 7 polishv4.0.99
- New co-op dungeon: the Mossdeep Space Center. A phantom cult has taken over the rocket program. Fight your way up two sealed floors of cult scientists and beat the ORION and VEGA boss pair to scrub the launch.
- The Mossdeep Gym (Tate and Liza) was re-leveled to match this point in the run, and now has its own co-op Gimmighoul chest tucked inside.
- Added a Mart vendor in front of the Mossdeep Mart, with its own randomized stock.
- Note: the Space Center interior art is still being finished, and this dungeon has not had a full co-op playtest yet. Report anything odd in bug-reports.
Fixed a co-op crash when a battle was canceled and accepted at the same momentv4.0.98
- In co-op, if one player pressed B to cancel a battle invite at the same instant the other accepted it, the accepting player could crash and lose the run. A battle now starts only when both of you are committed, and otherwise cancels cleanly for both.
- The same safer two step handshake now also covers entering co-op gyms and dungeons, the Mentalist, and partner trades, so a mistimed cancel can no longer leave the two of you out of sync (one warped in alone, one mon traded but not the other).
Shedinja now always keeps Wonder Guardv4.0.97
- Shedinja is no longer given a random ability. It always keeps Wonder Guard, so it only takes damage from super-effective moves. Bring the right coverage if you run into one.
The desert Mirage Tower now appears for both players in co-opv4.0.96
- In co-op, the Mirage Tower in the desert sometimes showed up for only one player. It is now always present for both of you, so you can find and explore it together.
Fixed being sent to limbo after a co-op battle you wonv4.0.95
- In co-op, if your Pokémon fainted during a battle your team still won, you could occasionally be dropped into limbo by mistake. You now stay in the game as long as your Pokémon survives the battle.
Co-op joiner now sees terrain and status updates correctlyv4.0.92
- If you're the joiner in co-op, a terrain change (Grassy Terrain, Electric Terrain, etc.) now appears right away instead of a turn late.
- If you're the joiner in co-op, status conditions (Poison, Paralysis, Sleep...) now display and update correctly on your Pokémon.
Fixed a co-op crash from ally-targeting movesv4.0.91
- Using a move that targets your partner (like Coaching or Helping Hand) no longer crashes the battle in co-op.
Game Over appears promptly after a forfeit or mutual defeatv4.0.90
- Fixed a long delay before the Game Over screen showed after a forfeit vote passed — it now appears right away.
- Trimmed the brief pause before Game Over appears when both players fall, so it feels snappier.
Revive battles don't count as trainers; forfeit votes end the run againv4.0.89
- Winning a revive battle to bring your fallen partner back no longer counts as defeating a trainer in your own run — it was incorrectly adding to your trainer progress.
- Fixed a forfeit vote freezing both players. When you both agree to forfeit, the Game Over screen now appears and the run ends properly for both of you.
Your character is now properly locked while a revive battle loadsv4.0.88
- Replaced the previous quick fix at the Litwick with a proper one: when you agree to fight for your fallen partner, your character now stays locked in place until the rescue battle begins — so you can't walk around or re-trigger the prompt during the brief moment it takes to load. The Litwick stays put and disappears once the rescue is resolved.
Revive prompt can no longer be re-triggered after acceptingv4.0.87
- Reworked the fix from the last update: agreeing to fight for your fallen partner at the Litwick now makes the Litwick vanish immediately, so mashing A can't pop the prompt back up or start the rescue battle twice before it begins.
Fixed control glitches at revive and co-op battle startv4.0.86
- Fixed a glitch where mashing A right after agreeing to revive your partner at the Litwick could re-open the prompt while the battle was starting. Your character now stays put until the revive battle begins.
- Fixed a moment where, right after accepting a co-op battle, you could still walk around for a beat before the battle kicked off.
Revive battles no longer mess up your Pokémon's statsv4.0.85
- Fixed a bug where, after winning a revive battle to bring your partner back, your own Pokémon's stats would come out wrong (as if rolled from a different game) until your next battle. Your Pokémon's stats now stay correct through a revive battle.
Co-op revive battles start reliably againv4.0.84
- Fixed co-op revive battles failing to start. When your partner walked up to your Litwick and chose to fight for you, nothing would happen — the opponent you fell to wasn't being captured correctly, so the rescue battle couldn't launch. Your last opponent is now saved during the battle, and the revive fight starts as intended.
Co-op revive connection fixv4.0.83
- Fixed the co-op revive system failing to connect to the live server, which on some sessions flooded the page with errors and could freeze the game shortly after loading a co-op run. Revive status now syncs reliably between you and your partner.
Fixed a co-op freeze on the play screenv4.0.82
- Fixed a bug where, if the co-op revive system briefly lost its connection to the server, the page could spiral into an error loop that flooded the console and froze the game. It now reconnects quietly in the background and play continues normally.
Co-op revive system rebuilt for reliabilityv4.0.81
- Rebuilt the co-op revive system end to end. This clears a cluster of issues from recent sessions: the Litwick lingering on the map after a successful revive, being falsely sent to Limbo after actually winning a battle, the 'you are in Limbo' screen sometimes not appearing, and a partner occasionally not being brought back even after you won their revive battle.
- Your alive/Limbo status and your partner's now stay correct across page refreshes and brief network drops — refreshing in the middle of a revive no longer confuses the game about who is down.
Litwick is now an NPC you talk to — revive flow reworkv4.0.80
- The Litwick that marks your fallen partner's soul is no longer a passive marker with a floating banner. Walk up to it and press A to talk: Litwick now greets you, then asks if you want to fight to bring your partner back. Pick Yes to start the revive battle, No to walk away.
- Fixed a bug where, after winning a revive battle, the Litwick could remain visible on the map (especially after a page refresh) and pressing the prompt did nothing. The revive result is now committed atomically on the server, with retries that survive refreshes and brief network drops.
- Litwick can no longer trigger anything during battle. The old proximity prompt could appear the instant a battle ended if you happened to be standing next to it; that's gone.
Joiner tracker now stays on the correct mega abilityv4.0.79
- Fixed the joiner's tracker falling back to the pre-mega ability shortly after their Pokémon mega-evolved. The detection now reads the mega-form flag directly from the species rather than comparing battle data to box data — the mega script writes the new species into both, so the old comparison stopped firing once the form change finished propagating.
Hotfix: joiner's tracker no longer shows the host's ability post-megav4.0.78
- Fixed the joiner's tracker briefly showing the host's mega-form ability after the joiner's Pokémon mega-evolved. The party-exchange relay was overwriting the joiner's mailbox with the host's ability values; the relay now only updates that slot on the host side, where it's actually needed for the post-mega override.
Joiner ability tracking diagnosticv4.0.77
- Added a diagnostic feed (visible in the Settings → General → Debug overlay) that periodically reports the inputs the joiner's tracker uses to pick its Pokémon's ability before vs after mega-evolution. Helps narrow down why the joiner side sometimes shows the pre-mega ability after their Pokémon has already mega-evolved.
Debug log overlay in Settingsv4.0.76
- Added a Debug toggle in Settings → General. When ON, a floating window appears in the bottom-right with live diagnostic messages. Use the “_” button in its header to minimize it to a small circle, click the circle to expand. OFF by default.
Gengar test NPC moved to Brendan's House 2Fv4.0.75
- The test NPC that hands out a Lv. 8 Gengar holding a Gengarite has been relocated from the TestHouse to Brendan's House 2F at (8,7). Easier to reach during live mega-evolution testing.
Hotfix: joiner mega ability + tracker ability stabilityv4.0.74
- Fixed the joiner's Pokémon inheriting the host's ability after mega-evolving. v4.0.73 added the joiner-side computation but missed the relay step — the host was reading their own copy of the mega ability instead of the joiner's. Joiner now ships the value alongside the existing partner-ability handshake.
- Fixed the joiner's tracker briefly showing a wrong ability for their own Pokémon at the start of co-op battles. Tracker now reads the joiner-side mailbox value (always under the joiner's randomizer seed) instead of waiting for a battle-data sync from the host.
Joiner's post-mega ability now shows correctlyv4.0.73
- Fixed the joiner's tracker showing a blank or wrong ability after their Pokémon mega-evolves in co-op. The base form's ability was already carried over via the partner-ability handshake, but the post-mega ability was being computed under the host's randomizer seed (the wrong one for the joiner's mon). The joiner now also pre-computes their mega-target ability under their own seed and the host substitutes it the moment mega activates.
Hotfix: tracker showing empty after co-op battlev4.0.72
- Fixed the tracker losing your Pokémon's data the moment you returned to the overworld after a co-op battle. v4.0.71's post-mega stat sourcing was reading from a battle-side data block that's already been wiped by the time the overworld kicks back in. The tracker now only uses battle data when battle data is actually live and falls back to your party Pokémon otherwise.
Tracker now reflects mega-evolution (both sides)v4.0.71
- After mega-evolving, the tracker now shows the post-mega species, ability, types, and stats instead of the pre-mega base form. Applies to your Pokémon, your co-op partner, and both opponents in a double battle — and the joiner side now stays in sync with the host so both clients see the correct post-mega values.
Co-op joiner can now mega-evolvev4.0.70
- The joiner can now toggle mega evolution (and Z-moves / Tera, when those are reachable) with START during move selection in a co-op battle. Previously the trigger sprite never appeared and the START button did nothing on the joiner side.
- The MOVE INFO popup (L button hint) now appears on the joiner's first move-select instead of only after cancelling a target and re-opening the move menu.
Test NPC for mega-evolution playtestingv4.0.69
- Added a test NPC inside the TestHouse that hands out a Lv. 8 Gengar holding a Gengarite. Used for live mega-evolution testing in co-op.
Fix: evolution no longer lowers your Pokémon's levelv4.0.68
- Fixed evolution dropping your level when the randomized target species has a slower experience curve than the original. Symptom: Budew leveled up to 9, evolved, then announced 'leveled up to 7' and 'leveled up to 8' on the next two boosts. Your level is now preserved across every evolution.
HM moves can now be forgottenv4.0.67
- HM moves (Cut, Fly, Surf, Strength, Flash, Rock Smash, Waterfall, Dive) can now be deleted from your moveset like any normal move. With one Pokémon for the entire run, you should never be permanently stuck with an HM slot you don't want.
Hotfix: joiner held item really restored this timev4.0.66
- Joiner's held item now actually survives a co-op battle. The v4.0.64 fix was running our restore step one frame too early — vanilla's own item-cleanup ran after it and wiped the item right back to nothing. Restore now happens at the correct point in the post-battle sequence.
Hotfix: partner visibility in co-opv4.0.65
- Fixed partner sprite not showing up on your map in co-op. A regression from the v4.0.64 build that took ~30 minutes to surface — co-op is back to normal.
Co-op stability pass: items, Limbo, scoring, blockers, Scout Zone 4v4.0.64
- Co-op battle: your held item no longer disappears after the fight. Choice Band, Leftovers, Life Orb, Air Balloon, Focus Sash — all stay on your mon when the battle ends.
- When your partner falls, the 'You are in Limbo' overlay now shows every time. Previously it could be silently skipped during a brief connection blip, leaving the partner trapped in Limbo with no UI and no revive trigger.
- Tracker: enemy ability is now clickable to read its description (player ability and moves were already clickable; this brings the enemy side in line).
- Scout Zone 4: enemy moves and ability are now auto-revealed during battle, just like Scout Zones 1–3.
- Scout Zone 4: the two grass patches no longer share the same Pokémon pool. Each patch now has its own distinct set of 3 species.
- Gym and dungeon blockers no longer reset to their opening position when you walk far enough away. Audit covered all 8 gyms plus Granite Cave, Mirage Tower, Jagged Pass, Mt Pyre, Aqua Hideout, Abandoned Ship and Weather Institute — 30 blockers patched across 15 maps.
- Co-op scoring now survives a browser refresh. Previously if both players refreshed at the same time, the run would silently stop counting trainer defeats — now the run auto-resumes when you land back on the play page and any queued events flush correctly.
- Profile and leaderboard scores now agree. Totals are recomputed from the live event log on every run end, so the two views can no longer drift apart over time.
- Find Random Partner now creates a real co-op run instead of an empty matchmaking room. Previously matchmade runs didn't score at all.
- Create Room / Join Room / Find Random Partner all disable themselves when you've used up your co-op attempts for the season, with a clear inline message instead of a silent rejection.
- Your final Pokémon (species, level, ability, item, moves) is now saved when a run ends and shown on your run history card on the profile page.
- Partner zone display in co-op now correctly shows 'Scout Zone 4' instead of the old 'The Nial' label.
Every enemy now has a full randomized 4-move kitv4.0.63
- Enemy Pokemon now always come with 4 fully randomized moves. Previously about 80% of the roster either had empty move slots (2-3 moves) or 4 moves frozen to the original species' kit even after randomization changed the species.
- No more 'this trainer's mon only has 2 moves' situations — every encounter is a real 4-move fight.
Route 102 replaces TheNial as the first routev4.0.62
- The first route after Spawnopoli is now ROUTE 102 — same set of trainers, same items, same scientist greeting, all carried over from the old TheNial map.
- Two new signs in Route 102: a welcome message with a discord invite reminder, and a directional sign pointing to RUSTBORO CITY.
- Healing lady stationed in Route 102 (free heal mid-route).
- TheNial map removed entirely from the project.
ScoutZone 4 active + Spawnopoli starter bump + TheNial healing ladyv4.0.61
- Scout Zone 4 is finally populated — same scouting mechanic as Zones 1-3, with mons at level 11.
- Steven + Norman in Spawnopoli now have level 9 mons (up from 5).
- Healing lady stationed mid-route in TheNial (24, 18) for a free heal before the first set of trainers.
Shoal Cave HighTide exit fix + Lilycove tile passv4.0.60
- Fixed the Shoal Cave HighTide exit warp position — you can now actually walk back out to Route 125.
- Small Lilycove map tile adjustments.
MATT stays gone after submarine + no more surf state on Shoal Cave arrivalv4.0.59
- MATT no longer respawns on his pre-jump tile after the submarine cinematic. Once he jumps into the sub, he's gone for good.
- Submarine is now always visible on the Aqua Hideout B2F dock, including before the boss fight.
- Arriving in Shoal Cave via the submarine no longer puts you in surf state. The water tile graphic stays, but the player jumps out on-foot as intended.
Jeff + Ashley extra-mon cleanup + Aqua Hideout B1F tile passv4.0.58
- Jeff (Lavaridge Gym B1F) was carrying an extra L22 Slugma. Cut — he's now back to a proper 3-Slugma party (L28/29/30).
- Ashley (Fortree Gym) was carrying an extra L27 Swablu. Cut — back to her intended 2-Swablu party (L53/53).
- Small map tile adjustments on Aqua Hideout B1F.
Aqua Hideout grunts rebalanced to L57-58v4.0.57
- Aqua Hideout grunts were still at vanilla L30-ish — rebalanced to L57-58 to match the post-Mt-Pyre progression.
Route 125 + Shoal Cave fixes + Mossdeep secret tilev4.0.56
- Aqua Hideout 1F now has entrance blockers that close behind you when you arrive and won't let you leave until MATT and SHELLY are defeated.
- Submarine on B2F is hidden until you defeat the boss — it appears on the dock the moment you win.
- Submarine ride choreography redone: MATT turns left, jumps off-screen, then you follow him with the same jump animation before the screen fades to your destination.
- Submarine arrival on Shoal Cave plays a jump-up animation as you board the deck.
- Route 125 reworked: rebalanced trainers (Ernest, Presley, Auron) to post-Aqua-Hideout level, healing lady at the cave overlook, vanilla rematch chains stripped.
- Route 125 now correctly tracked in the HUD zone bar with bonus points for clearing all 3 trainers.
- Shoal Cave high tide entrance: warp from Route 125 is permanently locked to high tide. Added a back-warp from the cave to Route 125.
- All Shoal Cave warps repointed to their Kaizo variants — no more falling into vanilla maps.
- Hidden surprise tile placed in Mossdeep City. Find it and get a sneak peek of what's coming.
Lilycove + Aqua Hideout dungeonv4.0.55
- LILYCOVE CITY reworked: vanilla story stripped, NPC dialogue rewritten, healing nurse stationed outside the Pokemon Center, mart guy in front of the closed department store now opens a randomized shop.
- AQUA HIDEOUT is now a co-op dungeon. Enter from north Lilycove (both players must be ready). Fight your way through 3 floors of bored Aqua grunts.
- B2F climax: MATT and SHELLY face off against you in a co-op double battle. Defeat them and MATT takes you on his submarine to a new location.
- Two static ELECTRODE encounters tucked away on B1F, both at high level with randomized moves.
- Aqua Hideout zone tracked in the HUD progress bar like every other dungeon, with bonus points for clearing every trainer.
Mt. Pyre 1F re-entry no longer forces a step + per-player RED unlock + incubator slotsv4.0.54
- Mt. Pyre 1F: re-entering from the exterior after defeating the boss no longer makes you walk one tile north — you keep control immediately at the warp tile.
- RED skin: each player now unlocks RED instantly on their own winning defeat in co-op, instead of waiting for both partners' events to land. The unlock toast fires the moment you win.
- Eggs page: you can finally unlock incubator slots 2-5 by spending co-op vault currency. Vault balance is shown at the top of the Incubators card.
- Confirmation popups before discarding an egg or spending currency to unlock a slot — no more single-click destructive actions.
Customize tab always fetches fresh + toast tweaksv4.0.53
- Customize tab now refetches the profile every time you open it, so newly-unlocked skins appear without a hard refresh.
- Skin-unlock toast: slightly larger sprite preview, lifted above other overlays for fullscreen visibility.
New skin unlock toast in-gamev4.0.52
- When a new skin unlocks during a run (RED at Mt. Pyre, future ones), a notification slides in at the top-left of the game canvas showing the new skin's overworld sprite and name. Auto-dismisses after a few seconds.
RED skin unlock now appears immediatelyv4.0.51
- RED skin unlock: the customize gallery now refreshes right after you defeat RED at Mt. Pyre. Players who already defeated him on a previous build will see the unlock as soon as they reload the page.
Mt. Pyre RED theme — clean vanilla mixv4.0.50
- Mt. Pyre RED battle: rolled the audio engine back to the GBA's native limits and slimmed the drum layering so the mix is finally clean. Loud passages may thin slightly when the engine has to choose between voices, but no more scratchy artifacts.
Mt. Pyre RED boss — boost + phantom fixesv4.0.49
- Mt. Pyre RED boss: the host now also gains the rare candy boost after defeating RED + Phantom RED. Previously only the joiner got it.
- Mt. Pyre RED boss: Phantom RED no longer reappears after the player walks around the summit. He stays gone for good once defeated.
Mt. Pyre RED theme — narrower mix, cleaner soundv4.0.48
- Mt. Pyre RED battle: narrowed the simultaneous-sound budget back closer to the GBA's native limit so distortion at louder moments is gone. Some chord layers may thin out during the busiest passages.
Mt. Pyre RED theme — fuller mix, less reverb soupv4.0.47
- Mt. Pyre RED battle: expanded the simultaneous-sound budget so chord voicings and drums all fit during the busy parts, and dialed down the reverb so the mix sounds tighter rather than washy.
Mt. Pyre RED theme — clean mix at peak momentsv4.0.46
- Mt. Pyre RED battle: thinned the orchestra hits during the two chorus peaks so the GBA never has to cull notes. Drums, brass, strings, and bass all play cleanly through the loudest moments.
Mt. Pyre RED theme — drums restoredv4.0.45
- Mt. Pyre RED battle: drums are back. The priority system was silencing them when many other instruments played at once; bumped the simultaneous-sound limit slightly so the drum line survives the busy passages.
Mt. Pyre RED theme — back to clean engine-friendly mixv4.0.44
- Mt. Pyre RED battle: rolled back the polyphony-stretching changes that were producing scratchy audio artifacts. Music is now mixed within the GBA's native limits — slightly thinner instrumentation (one timpani layer, one harp layer, and the applause/reverse-cymbal effects dropped) but no more scratchy bugs.
Mt. Pyre RED theme — real hi-hats, less spooky sustainv4.0.43
- Mt. Pyre RED battle drums: closed and open hi-hats now use the proper hi-hat samples instead of chopped-cymbal substitutes. Crash cymbals and toms shortened so they no longer sustain into a spooky tail.
Mt. Pyre RED theme — cleaner drums + better stabv4.0.42
- Mt. Pyre RED battle: cleans up the drums (no more scratchy or beeping sounds) and gives the Orchestra Hit punches a brassier, more battle-appropriate sound.
Stability fix for co-op battle syncv4.0.41
- Fixes a co-op multiplayer sync issue introduced in 4.0.40. No gameplay changes — same ROM, same content.
ABANDONED SHIP boss revamp + new MT. PYRE RED themev4.0.40
- MT. PYRE: the battle against RED at the summit now plays its own dedicated theme.
- ABANDONED SHIP: meet SHELLY, the new captain of the ship. Her boss is off chasing phantoms while she just wants to be a pirate.
- ABANDONED SHIP: the rest of the crew clear out after the boss is defeated, leaving SHELLY and her scientist alone in the captain's quarters.
- ABANDONED SHIP: SHELLY and her scientist now stay in place after the battle, instead of vanishing the moment you win.
- ABANDONED SHIP: the scientist standing beside SHELLY now shows the correct battle sprite.
- ABANDONED SHIP: the floor item in the captain's quarters is now properly randomized.
RUSTBORO GYM seals after clearing + a Pikachu joins REDv4.0.39
- After defeating ROXANNE, the RUSTBORO GYM entrance is now sealed shut. You can't walk back in, but you'll still see the 'already cleared' reminder if you approach the door from the south.
- A PIKACHU now stands beside RED at the summit of MT. PYRE. It has nothing to say.
MT. PYRE opens — RED at the summit + RED skin unlockv4.0.38
- MT. PYRE is now an optional co-op-gated dungeon. Walk in from ROUTE 122 to find it. Both players must enter together.
- Climb the SUMMIT to challenge RED and his Phantom. Three Pokemon each side, fixed species, designed to break you.
- 10 randomized items scattered between the EXTERIOR and the SUMMIT.
- Healing Lady stationed on the EXTERIOR for free heals between attempts.
- Defeating RED awards 200 zone points (highest in the game) AND permanently unlocks the RED skin on both players' accounts.
Exiting a cleared GYM/DUNGEON now walks you past the gatev4.0.37
- After clearing a GYM or co-op DUNGEON, exiting now walks you two tiles south past the entrance gate automatically. No more accidental 'already cleared' message on the way out — it only fires when you deliberately walk back up to the gate.
Cleared gym/dungeon gates no longer re-promptv4.0.36
- After clearing a GYM or co-op DUNGEON, walking back to the entrance gate no longer fires the YES/NO entry prompt. It now greets you with a polite reminder instead.
- Exiting a cleared GYM or DUNGEON drops you one tile past the gate so you don't bounce into the prompt on the way out. Re-approaching the gate from the south shows the cleared message.
- Applies to all 8 GYMS, GRANITE CAVE, ABANDONED SHIP, JAGGED PASS, and WEATHER INSTITUTE.
Fortree Gym overhaul + Route 121 rework + Mt. Pyre wiredv4.0.35
- FORTREE GYM rebuilt: leveled-up trainers tuned for post-Weather-Institute, possession-arc dialogue rewritten, WINONA's phantom now properly dissolves on defeat for both players in co-op.
- Co-op Gimmichest added inside FORTREE GYM — collect with your partner like in the earlier gyms.
- MART shop NPC added in FORTREE CITY — restock before heading east.
- ROUTE 121 reworked: Team Aqua story content stripped, trainer levels rebalanced for post-Fortree, healing nurse added so you can top up before MT. PYRE.
- BREEDERS Myles and Pat trimmed from 6 to 4 Pokemon each — still spread teams, less of a slog.
- New optional KATE & JOY twin co-op boss on ROUTE 121. Stand directly south of JOY to challenge them. Beat them for the points; skip them if you'd rather push on.
- ROUTE 122 now connects ROUTE 121 to MT. PYRE — the next dungeon is accessible.
- MT. PYRE warps redirected so every floor stays on the Kaizo side of the world.
- Live zone progress HUD now lights up on ROUTE 121.
Weather Institute boss crash hotfixv4.0.34
- Fixed a crash after defeating the Weather Institute boss. The boss now uses a temporary look while a proper sprite is in the works.
Weather Institute blockers polishv4.0.33
- Weather Institute entrance blockers now face into the dungeon after sealing the door.
Weather Institute + Route 119 layout polishv4.0.32
- Repositioned NPCs and item balls inside the Weather Institute for a smoother run.
- Minor Route 119 and Fortree City layout tweaks.
Weather Institute now requires a co-op partnerv4.0.31
- Weather Institute is now co-op only. Both players must agree at the door to enter together.
- Once inside, two scientists block the exit until BLAINE is defeated. No leaving early.
- Doors re-seal each time you come back down from upstairs — clear the boss to unseal them for good.
- Clearing the dungeon now credits both players' run as a shared zone.
Weather Institute opens — optional dungeonv4.0.30
- Weather Institute is now an optional side-dungeon. Walk in from Route 119 to find it.
- Five cult-scientist trainers inside. Beat them all and clear the place.
- Co-op boss at the top of the building — BLAINE plus a partner. Bring a friend.
- Hostages scattered through both floors. Free them by clearing the boss.
- Four hidden item balls to collect — randomized like field items elsewhere.
- Bed on the first floor heals between attempts.
Route 119: healing nurse + house wiredv4.0.29
- Added a HEALING NURSE at (4, 81) on ROUTE 119, between the south path and the bridge. Free heal before you tackle the bridge boss.
- ROUTE 119's house now opens to its own indoor map. The old woman inside is a placeholder — she'll get a real role later.
Route 119 bridge boss: namesv4.0.28
- The two ROUTE 119 bridge SCIENTISTS are now JOEL and MARC instead of both being named SCIENTIST. The in-battle text no longer reads 'SCIENTIST SCIENTIST'.
Route 119 hotfix: bridge boss position lock + layout syncv4.0.27
- Fixed the BRIDGE BOSS position lock on ROUTE 119. You now need to stand at (12, 33) facing east toward the first SCIENTIST to trigger the fight, matching how they face you.
- Picked up uncommitted ROUTE 119 layout edits (Picnicker + a few item balls repositioned).
Route 119: 17 trainers re-leveled + bridge co-op bossv4.0.26
- ROUTE 119 has been reworked. 17 sight-line trainers re-leveled to LV 45-48, with the rule: more POKéMON in their party = lower level per POKéMON. Glass-cannons run LV 48 with one POKéMON; spread teams of four sit at LV 45.
- The Aqua grunts blocking the bridge are gone. In their place: 2 SCIENTISTS protesting funding cuts to weather research. They've redirected the budget to dark matter studies, chasing the PHANTOMS haunting the gyms. Co-op required. 2 vs 2, LV 51-52.
- After defeat, the SCIENTISTS step aside and let you cross. Their protest signs stay up.
- WEATHER INSTITUTE warps now route to UltraKaizo variants (rework of the institute itself coming later).
- Stripped vanilla content: rival ambush, KECLEON reveal, SCOTT cameo, cycling triathlete bike-path. Rain stays.
Route 118 talking rock: choreography polishv4.0.25
- The two investigators on ROUTE 118 PART 2 now turn back to face the rock after you talk to them, and again after the exclamation beat.
- The rock stays silent (just '...') if you walk up and talk to it before hearing what the investigators are on about. Once you've spoken to at least one of them, the rock decides it has something to say.
Route 118: the talking rockv4.0.24
- Two investigators are blocking the path on ROUTE 118 PART 2. They claim the rock between them just spoke. Try talking to it. They clear out once you've earned the BALANCE BADGE.
PETALBURG: house 1 rewiredv4.0.23
- PETALBURG CITY's first house now opens to its own indoor map. An old man stands inside — he's not saying much yet, but he'll have a role later.
Petalburg gym trainer dialogue rewrittenv4.0.22
- PETALBURG GYM's 7 room trainers now have dialogue that matches their stat-room theme. Pre-battle, post-battle, and post-badge lines all rewritten to reference the new SPEED / HP / ATTACK / SP. ATK / DEFENSE / SP. DEF / GODMON rooms — no more leftover references to vanilla 'ACCURACY ROOM' or 'CONFUSION ROOM' that didn't match the door labels.
GODMON ROOM gets a real Godmonv4.0.21
- The trainer in PETALBURG GYM's GODMON ROOM now always rolls a POKéMON with vanilla BST above 539. Combined with the equal-share stat redistribution that already runs there, that's a genuinely overstatted mon — around 90+ in every stat, no weakness anywhere. Be ready.
Petalburg Gym puzzle hotfixv4.0.20
- Fixed an issue where every warp inside PETALBURG GYM made the player auto-walk a tile forward — the gym walk-in animation was firing on internal room warps, not just at the entrance. Now only fires when entering from the city.
- Fixed the hub-side doors so you can backtrack out of SPEED ROOM and HP ROOM (the two entry rooms). After defeating their trainers, the south exit metatiles now open correctly, letting you return to the gym entrance.
Petalburg Gym: stat-room puzzle is backv4.0.19
- PETALBURG GYM's 7-room maze puzzle is back. Each of the 7 rooms is themed around a single stat — SPEED, HP, ATTACK, DEFENSE, SP. ATK, SP. DEF, and GODMON. The room name on the door tells you what's inside before you commit.
- Each room's trainer holds a randomized POKéMON, but its stats are forced so the named stat dominates. The HP ROOM gives you something bulky, the ATTACK ROOM gives you something that punches hard, the GODMON ROOM gives you a balanced statline with no weakness. Counter-pick accordingly.
- Six possible paths to NORMAN. Each path is three rooms long: defeat the trainer, choose between two doors, repeat. The doors only open after you win that room's fight.
- All seven room trainers re-leveled to LV 47 with one POKéMON each. NORMAN and his shadow are unchanged from the v4.0.18 fight.
Petalburg City + Gym overhaulv4.0.18
- PETALBURG CITY got the rework treatment. The town stretches further east, with new buildings and treeline to fill the space. A MART employee now stands outside the POKéMART selling a fresh randomized stock — stock up here before challenging NORMAN.
- PETALBURG GYM trainers have been re-leveled to match where the gym actually sits in the run, after ROUTE 118 PART 2. The seven room trainers now span LV 44 to 47. NORMAN himself jumps from LV 28 to LV 49/50 — the real fight you've been earning.
- NORMAN's dialogue has been rewritten. The phantom that's been chasing the LEADERS finally lands on someone the player knows. STEVEN tried to warn him. He's still in there, somewhere.
- PHANTOM NORMAN now properly dissolves on defeat — flickers a few times and vanishes — instead of remaining frozen in place after the battle ends. Map reloads no longer respawn him either.
- A new co-op GIMMIGHOUL CHEST has been hidden inside PETALBURG GYM. As with the previous chests, only co-op partners can open it, and only by approaching from the south.
Jagged Pass boss fix (v4.0.16 hotfix)v4.0.17
- Hotfix for v4.0.16: the two new ground items on JAGGED PASS were placed in a way that shuffled the order of the existing NPCs, breaking the co-op boss step-aside animation on the joiner side. The items are now at the back of the order so the boss layout is unchanged. If you fought the Jagged Pass boss in co-op on v4.0.16, the joiner-side animation will work again on this patch.
Two new ground items on JAGGED PASSv4.0.16
- Added two extra POKé BALLs on JAGGED PASS — one at the south ascent and one near the mid-slope curve. Like every ground item in UltraKaizo, what's inside is randomized per run.
Co-op joiner locked from battle end until post-battle script finishesv4.0.15
- Found the real slip: after a co-op boss battle ended, the joiner was unlocked the moment the weather fade-in finished — but the post-battle script (with the boost, badge text, phantom vanish, jump animation, etc.) hadn't been received from the host yet over the network. The joiner stayed unlocked through that gap. Fixed: the joiner now stays locked from the moment the battle ends, all the way through the post-battle script, releasing only at the very end.
Co-op joiner: lock at the earliest possible frame on overworld returnv4.0.14
- The joiner is now locked the instant the move-learn or evolution screen hands control back to the overworld, not a few frames later when the FieldCB fires. Closes the last remaining window where a queued input could start a tile step.
Co-op joiner: no more 1-frame unlock between boost and cleanupv4.0.13
- Fixed a one-frame unlock between the level-up boost finishing and the post-battle cleanup taking over — small enough you couldn't tell, but big enough for a queued d-pad press to start a tile step. If the joiner happened to step onto a warp during that frame, the run crashed. The joiner now stays locked across the handoff.
Co-op joiner now locked from the moment overworld returnsv4.0.12
- Closed a small gap from v4.0.11: the joiner is now locked the instant the overworld fades back in from the move-learn or evolution screen, not only once the boost finishes. No more walking a tile or two during the fade-in / 'mon learned X' text before the post-battle script catches up.
Co-op joiner stays locked through post-battle scriptv4.0.11
- The joiner is now properly locked in place for the entire post-battle script and properly released when it finishes. Previously the lock would slip during the gap between the boost ending and the next visual step starting, and some finish paths (dungeon bosses) forgot to release the lock at the end.
Co-op gym cleanup: blockers removed, joiner stays lockedv4.0.10
- Phantom gyms (RUSTBORO, DEWFORD, MAUVILLE, LAVARIDGE): after the post-battle script resumes from a move-learn or evolution, the two blocker NPCs flanking the leader now disappear on the joiner too. Previously only the phantom vanished, leaving the blockers stuck in place.
- After a move-learn or evolution during a co-op boss boost, the joiner is now locked in place until the post-battle script finishes. No more accidentally interacting with an NPC mid-cleanup and breaking the sequence.
Co-op post-battle script now survives move-learn and evolutionv4.0.9
- Real fix this time: the joiner's post-battle script (badge text, phantom vanishing, MAXIE and ARCHIE jumping into the lava portal) now correctly resumes after a level-up move-learn prompt or an evolution scene during the rare-candy boost. The script was being destroyed entirely by the screen transition; it now saves itself before the transition and resumes after.
- Side effect: talking to a leader on the joiner after a successful co-op boss fight will no longer accidentally re-trigger the battle for both players.
Co-op move-learn / evolution desync proper fixv4.0.8
- Properly fixed the co-op desync where the joiner could end up stranded on a blank field after some boss battles when their POKéMON learned a new move or evolved during the level-up boost. The post-battle script (badge text, phantom vanishing, MAXIE and ARCHIE jumping into the lava portal) now reliably resumes once the move-learn or evolution screen is fully dismissed.
- The v4.0.7 safety-net wait still runs as a second line of defense.
Co-op move-learn desync safety netv4.0.7
- Fixed a co-op desync that left the joiner stranded after some boss battles if their POKéMON learned a new move during the level-up boost. The joiner could miss the MAXIE and ARCHIE jump cutscene at Mt. Chimney, the phantom disappearing at Lavaridge, or the badge text at any gym.
- The joiner now waits a moment for the move-learn screen to fully clear before continuing the scripted sequence, so the visuals and dialogue resume reliably.
Terra Cave lore beat with Maxie & Archiev4.0.6
- After the lava-portal jump, MAXIE and ARCHIE are now waiting for you in the hidden cave beneath Mt. Chimney.
- Talk to either of them to open a menu of topics. MAXIE will explain the loops, why you don't remember, and who the NULL MONARCH is. ARCHIE will explain what ANCHORS, PHANTOMS, and PHANTOM ANCHORS are.
- Everything is optional and you can leave whenever you like. The exit warp to ROUTE 118 is still at the top-left of the cave.
Lava portal jump polishv4.0.5
- Yes/No prompt now dismisses immediately when you confirm the jump (was lingering during the leap).
- Terra Cave entry animation now visibly leaps from the lava tile down to the cave floor (was just bouncing in place on the landing tile).
Mt. Chimney HUD zone tracker fixv4.0.4
- Mt. Chimney now shows the zone progress tracker in the HUD (was missing the map → zone wiring in v4.0.2/4.0.3).
Mt. Chimney lava portal + sprite polishv4.0.3
- After defeating Maxie + Archie, walking onto the lava tiles at the summit now prompts you to jump. Choose YES to leap into the multiverse seam and land in the hidden cave; NO steps you back down so you can keep exploring.
- Two female Magma grunts on Mt. Chimney now show their proper female battle sprite (was showing the male sprite by mistake).
Mt. Chimney + Route 118 level rebalancev4.0.2
- Mt. Chimney trainers rebalanced: slope grunts L34-37, Tabitha (Magma Admin) L38-40, Maxie + Archie summit boss L41-43.
- Maxie's team is now properly tuned (was L24-25, now matches Archie's tier).
- Tabitha is a 3-mon Magma Admin sub-boss with Hyper Potions.
- Route 118 split into two visits: west half (Rose, Wade, Dalton, Deandre) at L20-23 before Mauville Gym, east half (Perry, Chester, Barny) at L44-46 after Mt. Chimney.
Mt. Chimney scoring + Grunt1 fixv4.0.1
- Mt. Chimney trainers now count toward your run score (5 Magma grunts + Tabitha + Maxie boss).
- Fixed: the first Magma grunt on the climb wasn't fighting because of a trainer-flag collision with the Jagged Pass boss.
Halfway Milestone — Mt. Chimney beginsv4.0.0
- 🎉 Halfway through development! Lavaridge complete — versioning resets to 4.x.
- Mt. Chimney slopes reworked: 6 Magma trainer encounters on the climb to the summit.
- Healing nurse stationed at the south entry from Jagged Pass — free heals before pushing for the summit.
- Maxie + Archie summit boss: talk to Maxie to start the co-op double battle.
- Story beat at the summit hints at the bigger picture — more to come next patch.
Lavaridge Polish: Mart NPC + Sight-Line Trainers + Map Layoutv3.2.98
- Lavaridge town: new Mart NPC near the gym entrance — sells the same randomized shop catalog as the other city Marts.
- All 8 trainers inside Lavaridge Gym now spot you on sight (3-tile cone) instead of waiting to be talked to.
- Map layout polish across Lavaridge Gym 1F + B1F.
Lavaridge Gym Reworkedv3.2.97
- Phantom Flannery now flickers and dissipates with the SE_UNLOCK chime instead of popping out instantly, and correctly disappears on the joiner's screen too.
- Flannery + Phantom Flannery are now properly tuned for their place in the run (both jumping from L26 to L32-33).
- All 8 buried trainers in the gym (Cole, Gerald, Axle, Danielle, Jace, Keegan, Jeff, Eli) re-balanced into the L28-31 band with mixed party sizes.
Route 112 Warp + Collision Polishv3.2.96
- Route 112: warp and collision adjustments.
Route 112 + Jagged Pass + Fiery Path Map Polishv3.2.95
- Tile and layout polish on Route 112, Jagged Pass, and Fiery Path.
Jagged Pass: Team Magma Takeover + Co-op Bossv3.2.94
- Jagged Pass is now a Team Magma stronghold. Every trainer along the climb has been re-skinned and re-tuned as a Magma grunt blocking your path to the summit.
- A Magma duo waits at the top as the co-op boss fight — defeat them to clear the way to Mt. Chimney. The bosses step aside in the same beats as Mirage Tower's bosses.
- Vanilla Magma Hideout content (the lone guard, the door to the cavern, and the related triggers) has been stripped out — Jagged Pass no longer has a side-route into the old hideout.
Route 112 + Jagged Pass Polishv3.2.93
- Route 112: added two gym-check strips that push you back south if you try to head north before earning the Heat Badge — one near the Jagged Dungeon entrance, one on the path to the Cable Car.
- Jagged Pass: dungeon blockers are now permanent. Once you enter from the south, the only way out is up through Mt. Chimney. Blocker dialogue updated to match ("There's no going back now!").
Route 112 Reworked + Jagged Pass Co-op Dungeonv3.2.92
- Route 112: vanilla story content stripped (Magma grunts, Hiker NPC, two unreachable trainers). Four reworked trainers (Brice, Larry, Carol, Trent) tuned for the post-Mauville / pre-Lavaridge level band.
- Jagged Pass is now a co-op gated dungeon with a south-entrance trigger and dungeon blockers, mirroring Mirage Tower's pattern.
- Cable Car: ride between Route 112 and Mt. Chimney now stays inside the Kaizo map graph end-to-end.
- Zone tracking + scoring added for Route 112.
Social Center Trade: Follower Sprite Refreshes After Tradev3.2.91
- When you talk to the trade NPC in the Social Center, your Pokémon now returns to its ball with the recall animation. After a successful trade, the new Pokémon comes out fresh — no more stale follower sprite showing the species you traded away.
Hotfix: Phantom Vanish Survives Mid-Boost Evolutionv3.2.90
- Fixed the joiner's Phantom Roxanne (and any future early-gym phantom) failing to disappear when their Pokémon evolved during the post-battle level-up. The post-battle sequence now waits a moment after the level-up animation finishes before triggering the phantom's vanish, so the field has time to settle from the evolution scene.
Rustboro & Dewford: Phantom Vanish Animation + Joiner Syncv3.2.89
- Phantom Roxanne (Rustboro) and Phantom Brawly (Dewford) now flicker and dissipate with the SE_UNLOCK chime instead of popping out instantly, matching Mauville's vanish.
- Both phantoms now correctly disappear on the joiner's screen too — they used to remain standing next to the gym leader after the badge was awarded.
Hotfix: Mauville Re-Talk Regression Fixedv3.2.88
- Fixed a serious v3.2.87 regression in Mauville Gym: if the joiner walked up to Wattson before the phantom finished its dissipation animation, the entire post-battle sequence (boost + badge text) would re-trigger on the host. The badge flag now sets immediately on the joiner so re-talking Wattson cleanly shows the post-badge dialogue.
Mauville Gym: Phantom Wattson Vanishes for Both Playersv3.2.87
- After defeating Mauville Gym, Phantom Wattson now flickers a few times and dissipates with the SE_UNLOCK chime — instead of popping out of existence in a single frame.
- The disappearance now mirrors correctly on the joiner's screen too. Previously the joiner's Phantom Wattson stayed standing next to Wattson after the badge was awarded.
Granite Cave Boss Step-Aside Synced + Route 111 Tile Polishv3.2.86
- Granite Cave 1F: after the boss is defeated, the joiner now sees the boss walk to the side with the same animation the host sees, instead of teleporting. The two entry blockers also pop out at the same beat on both screens.
- Tile polish on Route 111.
Hotfix: Teleport Map List Correctedv3.2.85
- Fixed wrong destinations in the dev teleport menu — the Dungeons and Special Area lists were using stale indices, so picking 'Mirage Tower 4F' would land you at Sky Pillar Outside instead. The full list now matches the ROM, including previously missing entries (Sky Pillar floors, Magma Hideout sub-rooms, Sealed Chamber, Battle Frontier facilities, Navel Rock, Birth/Faraway Island).
Hotfix: Mirage Tower Bosses Step Aside on Joiner Toov3.2.84
- Fixed the Mirage Tower 4F bosses staying frozen on the joiner's screen after the post-battle level-up. They now walk aside on the joiner the same way they do on the host.
Mew at the Top of Mirage Towerv3.2.83
- A wild MEW now waits at the top of Mirage Tower. Talk to it to receive 4 random healing items, then watch the tower collapse — it disappears from Route 111 for good and the entrance is sealed.
- Fixed the two bosses on Mirage Tower 4F being invisible after last patch.
- Run progress now tracks Route 111, Route 118, Slateport Battle Tent, and all four Mirage Tower floors.
Hotfix: Teleport Modal Renders Properlyv3.2.82
- The teleport popup now opens as a proper full-screen overlay regardless of fullscreen mode. It used to be squashed into the controls bar in non-fullscreen view because the bar's scale transform was affecting the popup's positioning.
Hotfix: Speed Selector Re-Centeredv3.2.81
- The speed selector is back at the exact center of the controls bar. Yesterday's teleport-button addition shifted it slightly off-center; the button now floats to its right without disturbing the selector's position.
Hotfix: Teleport Button Polishv3.2.80
- The dev teleport button now shows up in the regular (non-fullscreen) view too — it used to only appear when the emulator was in fullscreen.
- Typing into the X / Y coordinate fields no longer leaks key presses to the game underneath, so Backspace and Delete work like a normal text field.
Dev Teleport Buttonv3.2.79
- Added a teleport button to the controls bar (right of the speed selector). Opens a folder-style picker covering every Kaizo map across the 5 map groups, with X/Y inputs and a Go button. Useful for jumping straight to any tile during testing without walking through the Test House.
- Fixed a long-standing bug where the underlying warp command silently dumped you at the map's center for any tile past y=127 — the dev teleport (and the Test House warp tiles) now reach the bottom of tall maps like Route 111.
Hotfix: Test House Warp Reaches Route 111 Bottomv3.2.78
- Internal: the dev-mode Test House warp to Route 111's southern end now actually lands there instead of dumping the player at the map's center. Pokeemerald's script-side warp command can't address tiles beyond y=127 directly; routed via a warp tile instead.
Hotfix: Test House Warp Coordinatesv3.2.77
- Internal: corrected the new Test House warp tile so it lands on a walkable spot in Route 111 instead of the map's center fallback. No player-visible gameplay change.
Internal: Test House Route 111 Warpv3.2.76
- Quiet maintenance build — added a Route 111 warp tile to the dev Test House so playtesters can land directly at (16, 138). No player-visible gameplay change.
Hotfix: Mirage Tower 1F Re-Entry Animationv3.2.75
- Fixed a v3.2.74 quirk where walking back down from Mirage Tower 2F to 1F made the entrance blockers shuffle in place out of view, with the player frozen briefly. The walk-in animation now only fires when arriving from the Route 111 gate, matching Granite Cave's behavior.
Mirage Tower Optional Dungeonv3.2.74
- Mirage Tower on Route 111 is now a co-op dungeon. Step on the gate tile at the entrance, accept the warning, and both players get warped in together — host to one tile, joiner to the next, with blockers closing behind. Just like Granite Cave.
- Four floors of climbing: two trainers per floor on 1F-3F as singles, then a co-op double battle on 4F against Wilton and Brooke (their parties bumped to dungeon-tier difficulty).
- Mirage Tower added to the zone-completion bonus system (+120 points for clearing every reachable trainer in the dungeon).
- Eight trainers were relocated from Route 111's now-walled-off areas into the tower; their parties were retuned for dungeon difficulty (1F: L26, 2F: L28, 3F: L30, 4F boss: L32-35).
Route 111 + Route 118 Tracked, Route 118 Cleanupv3.2.73
- Route 111 and Route 118 now count toward your zone-completion bonus — clearing every reachable trainer on each route grants extra points, same as the existing routes.
- Route 118 cleanup: removed the Steven ledge cameo, the Gabby & Ty news-crew rematch chain, and the Good Rod fisherman (no use for a fishing rod with wild encounters off). Rose and Dalton no longer offer Match Call rematches.
Hotfix: Joiner After-Battle Sequence Now Renders Correctlyv3.2.72
- Fixed a regression from v3.2.71: the joiner saw a broken textbox after a co-op battle and the level-up sequence never started. The new sequence was firing too early — the joiner's screen hadn't fully transitioned back from the battle yet, so the textbox rendered against an uninitialized window. Now waits a moment after battle end before showing the post-battle text.
Co-op After-Battle Sequence Now Mirrors the Hostv3.2.71
- After every co-op double battle (Spawnopoli, all 8 gyms, Granite Cave, Route 109, Slateport Battle Tent, Abandoned Ship), the joiner now sees the same sequence the host does: the boss's closing line first, then the level-up rewards, then (for gyms) the badge announcement. Previously the level-ups fired before the closing line and gym joiners didn't see the badge text at all.
Hotfix: Joiner Now Sees Badge-Obtained Messagev3.2.70
- After defeating a Gym Leader in co-op, both players now see the 'You obtained the X BADGE!' message. Previously only the host saw it — the line was a script command on the host's side that had no equivalent on the joiner. The joiner's ROM now mirrors the message when the badge flag arrives.
Hotfix: Phantom Sprite Stayed Visible for Joinerv3.2.69
- Fixed a co-op sync bug from v3.2.66: when the host defeated Roxanne / Brawly / Wattson, the Phantom disappeared on the host's screen but stayed visible for the joiner. The Phantom is now tied to the same flag as the door blockers — defeating the gym hides it on both sides at once.
Hotfix: Host Infinite Level-Up After Co-op Battlesv3.2.68
- Fixed a regression from v3.2.66 where the host would shoot up to ~L100 after almost any co-op battle. The Rare Candy Boost was reading a value the trainer-battle macro had stomped, so it tried to grant 80–100 levels instead of 3. Reverted the boost to a flat 3 levels for now — per-gym customization will come back later via a safer mechanism.
Internal Build Cleanupv3.2.67
- Quiet maintenance build — no gameplay changes. Cleans up two duplicate symbol warnings from the ROM build.
Mauville Reworkaizo + Route 111 Cleanupv3.2.66
- Mauville City: a randomized Mart vendor is now stationed at the PokeMart door — different stock than the Spawnopoli shop, refreshes every run.
- Mauville City: a rockslide is now blocking the western road, with a sign that explains.
- Mauville City: the northern exit toward Route 111 is now gated until Wattson is defeated.
- Mauville City: the Game Corner is closed for renovation.
- Wattson's Gym: defeating Wattson now also banishes the Phantom — it disappears alongside the door blockers, just like in Rustboro and Dewford.
- Wattson's Gym: 2 levels of Co-op Rare Candy Boost on victory.
- Rustboro: a randomized Mart vendor was added; the Phantom now also vanishes after Roxanne is defeated; 3 levels of Boost on victory.
- Dewford Gym: the Phantom now vanishes after Brawly is defeated; 2 levels of Boost on victory.
- Route 118: a new cave landmark sign and a relaxed trainer who explains the partner sight-blocking trick.
- Route 111: cleaned up the Winstrate family event and the Gabby & Ty rematch chain. The desert is now freely walkable — the Go-Goggles roadblock is gone.
- Route 111: rebalanced 6 trainers to slot between Wattson and Lavaridge in difficulty.
- Route 111: the Trainer Hill sign now reads 'Our family went on a vacation. Closed for now!'
Full Rollback of Recent Partner-Sprite Workv3.2.65
- Rolled back the recent string of partner-sprite movement updates after a careful bisect showed they were the cause of the persistent visual bug on the Pokemon summary screen that appeared after any co-op battle. Three separate attempts to fix the summary directly didn't take, so we're rewinding the whole partner-sprite arc and starting over.
- Net result: the summary screen is clean again. The co-op partner sprite is back to its pre-rework behavior — slightly less polished movement than the recent builds, but no more glyph soup behind the Pokemon Info / Skills pages. We'll redo the partner-sprite improvements later, this time without the regression.
Gimmighoul Chest UX Polishv3.2.50
- The chest now only opens if you talk to Gimmighoul from directly south (the front). Approaching from the side or top makes Gimmi say 'Hey! Chests are opened from the front y'know?' and turn back to face south.
- Added an 'Opening Gimmichest...' textbox while the chest contents load, so the brief pause between pressing A and the UI appearing isn't a blank frame anymore.
Hotfix: Revert Chest Container Layoutv3.2.49
- v3.2.48's unified-container layout corrupted background tile memory — closing the chest left the overworld rendering as magenta until you took a step. Reverted to v3.2.47's per-section frames (separate header + list windows) which is visually busier at the seams but doesn't trash the field tilemap. A cleaner unified-frame approach will land in a future build.
Chest Columns Get Unified Framesv3.2.48
- BAG and CHEST columns now sit inside one outer frame each (header + list together) instead of having separate frames at every internal seam. The horizontal stripes between the headers and lists are gone.
Chest Headers Are Sticky In-Panev3.2.47
- BAG and CHEST labels are now embedded in their respective list panes as sticky headers — they no longer scroll with the items, and the standalone title bar is gone, so the list panes are taller and items stop getting clipped at the bottom.
Gimmighoul Chest Polishv3.2.46
- CHEST label in the title bar now sits over the chest pane (not floating in the middle).
- Cursor stays on the same item after deposit/withdraw — depositing 5 Ultra Balls in a row no longer kicks you back to the top of the bag list.
- 'Press B to close' is left-aligned and vertically centered in its window.
Hotfix: Gimmighoul Chest Layoutv3.2.45
- v3.2.44 made the chest frames render but they were stomping each other in tile memory and overflowing the screen — windows showed garbled text bleeding across panes. Layout has been redone with non-overlapping tile regions and dimensions that fit cleanly inside the screen.
Hotfix: Gimmighoul Chest Frames Now Renderv3.2.44
- v3.2.43 fixed the black screen but the chest's window frames were invisible — input worked but you couldn't see what you were doing. The window borders now render correctly.
Hotfix: Gimmighoul Chest Black Screenv3.2.43
- Fixed v3.2.41's black-screen-on-chest-open bug. The chest now opens as an overlay on top of the field (vault-style), matching how every other in-game NPC dialog works.
Hotfix: Partner Sprite Visibilityv3.2.42
- Fixed a regression introduced by v3.2.41 where the partner sprite no longer rendered in co-op runs. The chest update shifted internal memory by ~124 bytes and the page-side fallback addresses didn't match anymore.
Gimmighoul Chest Goes Livev3.2.41
- The Gimmighoul chest in Rustboro and Dewford gyms is now functional. Walk up, press A, and a side-by-side bag/chest view opens — D-pad left/right swaps which side you're picking from, A moves one of the selected item, B closes. Anything you stash is shared with your partner across all gyms.
- Co-op only: in solo runs, Gimmighoul politely declines.
Gimmighoul Chest Test Placementsv3.2.39
- Rustboro and Dewford gyms now contain a Gimmighoul (chest) NPC for testing the upcoming co-op item-trade chest. For now they show a 'coming soon' textbox while the deposit/withdraw UI is being wired. The other six gyms get their chests once the UI ships.
Partner Skin Loads Even When You Refresh Mid-Runv3.2.38
- If you refresh the play page while your partner is already connected, their custom skin now loads on your screen as soon as your emulator finishes booting — instead of staying on the default Brendan/May sprite until you both reload.
Egg Cap No Longer Blocked By Incubatorv3.2.37
- Eggs in the incubator no longer count toward your 20-egg inventory cap. Previously a player with 19 storage + 1 incubator was treated as 'full' and milestone-egg awards were silently dropped. The cap now matches the in-game 'X eggs in inventory' counter (storage only). The profile page's inventory counter is also updated for consistency.
Forfeit Vote Polishv3.2.36
- Co-op: the partner now actually receives the surrender-vote popup. The relay server wasn't routing the new vote messages — now it does.
- Surrender popup is rendered inside the game canvas (right side, vertically centered) instead of dimming the whole screen.
- Forfeit button shows 'FF (Xs)' during cooldown instead of 'Forfeit (Xs)' so the toolbar doesn't shift width.
Forfeit Button Now Worksv3.2.35
- Solo runs: clicking Forfeit opens an 'End run?' confirmation. Yes ends the run via the Game Over screen.
- Co-op runs: Forfeit starts a 30-second surrender vote. Both players have to vote yes for the run to end. Pressing Forfeit while your partner has a vote up acts as Yes. After a No or timeout there's a 30-second cooldown before the same player can re-vote. Forfeit works mid-battle and from inside Limbo too — handy when the run is unrecoverable but not yet game-over.
Egg List Scrolls All The Way Up On First Incubatorv3.2.34
- Selecting the first incubating egg via keyboard/joypad now scrolls the egg list to the very top, so the INCUBATING header is visible. Future incubator slots (when added) keep the same behavior — only landing on slot 1 forces the full scroll-to-top.
Incubating Eggs Are Selectable Toov3.2.33
- In the Eggs tab, you can now navigate the cursor up past the first inventory egg to select your incubating eggs. They're display-only (pressing A on an incubating egg does nothing) but the list now scrolls all the way to the top so you can see the INCUBATING section without reaching for the mouse.
Egg Overlay Polishv3.2.32
- Stat order on the egg detail card now ends with SPE (HP/ATK/DEF/SPA/SPD/SPE), matching standard Pokémon UI conventions.
- The egg inventory list now scrolls automatically when navigating up/down with keyboard or joypad — no more cursor running off the bottom.
- Removed the awkward dark container around the Pokémon grid in the Retrieve tab; the grid now sits directly on the overlay background.
Hide Move Cursor During Co-op Waitv3.2.31
- The little triangle cursor next to your move now disappears together with the rest of the move menu when you commit in a co-op battle, so only the 'Waiting…' message remains.
Move Menu Shows 'Waiting…' Instead Of Looking Frozenv3.2.30
- Co-op battle: after committing your move + target, the visible move menu now replaces slot 1 with 'Waiting…' and clears the other slots and PP/TYPE box, so you can clearly tell the game is waiting on your partner. Everything redraws normally on the next turn.
'Waiting For Partner' Textbox Mid-Battlev3.2.29
- After picking your move and target in a co-op battle, the message window now shows 'Waiting for partner…' instead of the move menu sitting there looking frozen. The text clears automatically as soon as both moves are in and the battle plays out.
Scout Zone Deaths Warp You Home Instead Of Ending The Runv3.2.28
- Losing to a wild Pokémon in a scout zone (ScoutZone1/2/3/4) no longer triggers the Limbo or revive flow — your party heals up and you warp to LittleRoot Brendan's House 2F. The run continues unchanged. Trainer battles in those areas (currently none) would still go through the normal revive path.
Co-op Battle Waiting Textbox Closes Instantly On Acceptv3.2.27
- When your partner accepts a co-op battle invite, the 'Waiting for your partner...' textbox now disappears immediately instead of lingering until the battle transition starts.
In-Game Textbox When Waiting On a Co-op Battle Partnerv3.2.26
- After talking to a co-op trainer the host now sees an in-game 'Waiting for your partner… Press B to cancel.' textbox, matching the co-op gate behavior. The textbox dismisses cleanly when the partner accepts (battle starts) or when the host cancels with B.
Co-op Battle B-Cancel Actually Works Nowv3.2.25
- Fixed v3.2.24's broken cancel — pressing B during the 'waiting for partner' banner now actually skips the post-battle dialogue. Previously the trainer would still say their defeat line as if you'd won. Internal: the special function reading the cancel flag was missing a return value, so the script's branch read garbage.
Press B to Cancel a Co-op Battle Invitev3.2.24
- While the 'waiting for partner' banner is up after talking to a co-op trainer, the host can press B to cancel the invite. The encounter music stops, your character unlocks, and you can walk away or talk to the trainer again to retry — the trainer behaves exactly as if you'd never engaged them.
Revert Half-Baked B-Cancel for Co-op Battlev3.2.23
- Reverted the v3.2.22 B-to-cancel-co-op-battle change. The frontend-only version cleared the banners but left the host's ROM stuck with the encounter music still playing and movement locked. Proper cancel needs ROM-side support and is being planned to mirror the co-op gate pattern.
Press B to Cancel a Co-op Battle Invitev3.2.22
- Pressing B during a co-op battle prompt now cancels the invite — works the same as the co-op gate. The host can dismiss their 'waiting for partner' banner, and the partner can dismiss their incoming 'join double battle' banner. Both banners clear immediately and the partner is notified.
Notes Popup Renders Above the Gamev3.2.21
- Fixed the Notes popup getting hidden behind the game canvas. The toolbar's new size-scaling (3.2.19) introduced a layering quirk that pinned the popup beneath the canvas; the popup is now rendered to the page root so it always sits on top.
Toolbar Shows Actual Running ROM Versionv3.2.20
- The version label in the play-page toolbar now shows the patch your ROM is actually running, not the latest build. So if you're mid-run on an older ROM (because the auto-repatch was skipped to preserve your save), the label reflects that — and the 'new patch available' banner shows the version you'll get when you start your next run.
Toolbar Scales With Canvas Sizev3.2.19
- The play-page toolbar now scales together with the canvas, so picking 1× or 2× in Settings no longer hides the Fullscreen and Settings buttons off the right edge.
Stale-ROM Banner Repositionedv3.2.18
- The 'new patch available' banner on the play page now sits below the toolbar with the same width as the game canvas, instead of floating above. Adjusts automatically when you change the canvas size in Settings.
In-Progress Runs Survive Patch Updatesv3.2.16
- Resuming a run on an older patch no longer wipes your save. The auto-repatch only fires now if there's no save state for the run you're loading, so paused/active runs keep their ROM until you finish them.
- When the patch ahead of your run's ROM, an amber banner on the play page reminds you to finish or wrap up paused runs before creating a new one — starting a new run will update the ROM and may break older saves.
Ultra Balls Can No Longer Be Soldv3.2.15
- Trying to sell an Ultra Ball at a shop now refuses with the standard 'Oh, no. I can't buy that.' message — Ultra Balls are required to catch wild Pokémon and shouldn't be a money source.
Restore Joiner Limbo Warpv3.2.14
- Reverted the snappier-warp change from 3.2.13 — the new state-based poll wasn't firing reliably and the joiner stopped getting teleported to Limbo after a co-op loss. Back to the steady 2-second warp until the optimization can be re-tried with proper diagnostics.
Snappier Limbo Warp After Co-op Lossv3.2.13
- After a co-op battle loss, the joiner now warps to Limbo as soon as the post-battle transition finishes instead of waiting a fixed 2 seconds. Cuts the dead time between losing the battle and seeing the Limbo screen.
Restore Game Over Screen After Mutual Co-op Lossv3.2.12
- Game-over screen now appears again when both players lose a co-op battle. Previous patch suppressed the phantom revive prompt but accidentally cut the path that flipped the partner's limbo state, leaving the run hung after a mutual loss.
No Phantom Revive Prompt After Mutual Co-op Lossv3.2.11
- When both players lose a co-op battle, the joiner no longer briefly sees the host's Litwick with an Enter-to-revive prompt before getting warped to Limbo. Both players now go straight to the game-over flow.
- Toolbar order tweak: Forfeit and Notes swapped — Home is now followed by Forfeit, then Notes, then the fullscreen and settings icons.
Canvas Size Selector + Bell Icon for Notesv3.2.10
- New canvas size selector in Settings → General lets you pick 1×, 2×, 3× (default), or 4× — handy if you've got the screen real-estate and want a bigger game window.
- The Notes button in the toolbar is now a bell icon to match the cog/fullscreen icons. Red dot for unread still works the same way.
In-Game Notes Popup + Co-op ROM Gatev3.2.9
- New 'Notes' button in the game toolbar opens a popup with current known issues and things to avoid. A red dot appears whenever the notes change so you know there's something new to read.
- The co-op page now blocks Create Room, Join, Random Match, and Resume Run when you don't have a ROM uploaded yet, and points you to the upload page so you can't accidentally start a session that won't load.
Litwick Despawns After Successful Revivev3.2.8
- After winning the revive battle the Litwick now stays gone instead of flickering back a few seconds later. The post-revive poll was racing the server-side clear and treating the still-stale partner row as a fresh death.
Revive Flow Cleanupv3.2.7
- Internal cleanup of the revive flow — no behavior change. Removed redundant client-side fallbacks that were patching around the bug fixed in 3.2.6.
Revive Battle Actually Starts When You Press Enterv3.2.6
- Pressing Enter on the Litwick prompt now actually starts the revive battle on a resumed run. The server response was missing the run identifier, so the captured enemy party never reached the client and the revive trigger silently aborted.
- Pressing Decline (B) on the Litwick prompt now dismisses it until you step away and come back, instead of having it pop back open every tick.
Litwick Prompt Driven Directly From The Pagev3.2.5
- Page-level proximity check now drives the yellow 'press Enter to revive' prompt directly from the live game position and stored death coords, independent of any in-flight co-op state. The prompt appears the moment you step onto a tile next to the Litwick.
Litwick Revive Prompt Works After Reopening The Gamev3.2.4
- When you close the game and come back to a run where your partner is in limbo, walking up to the Litwick now triggers the yellow 'press Enter to revive' prompt. Previously the proximity check was gated on the partner being online, so a solo rescuer couldn't actually start the revive battle.
- Stale-partner freeze no longer triggers when your partner is known to be in limbo — their silence is expected, and you need to stay active to reach the Litwick.
Litwick Soul Spawns Immediately On Partner Deathv3.2.3
- The Litwick soul sprite now spawns on the rescuer's map the moment their partner falls, not a poll cycle later (or never). Uses the direct partner-to-partner notification as the fast path and keeps the server-backed state as a safety net for refreshes.
- Lost partner-death notifications now retry themselves until they land, so the rescuer can always find the soul even on shaky connections.
Partner-Fallen Popup Fires Reliably Againv3.2.2
- The red 'partner has fallen' banner now appears for the rescuer within a few seconds of the partner going down, including on resumed runs where the host reopened the game from the active runs menu.
- Fixed a case where the dying player's limbo overlay and the rescuer's Litwick popup could land on the wrong player, leaving the real rescuer with no way to trigger the revive battle.
Revive Battles Never Lose Their Statev3.2.1
- The revive flow (partner in limbo, Litwick popup, revive battle) now survives refreshes, pauses, and long disconnects — the dying player's overlay and the rescuer's popup always come back exactly where you left them.
- Resuming a paused run from the active runs menu while someone is in limbo now works properly: the rescuer gets the popup with the correct enemy party, the dying player sees the limbo overlay.
- Co-op state for revive battles is now stored per-run on the server instead of held only in the browser, so nothing is lost if either player refreshes, switches networks, or the game server restarts.
Tougher Co-op On Shaky Connectionsv3.2.0
- Fixes where one player got stuck after a revive when the other player's connection hiccuped — in particular, the 'limbo overlay went away but I didn't get teleported' case that left a rescued player stranded.
- Co-op runs now survive brief disconnects without losing state. Reconnect within a couple of minutes and you pick up where you left off; the session only resets if you're offline long enough that the server can't fill in what you missed.
- Slower networks (mobile hotspots, spotty cellular) should no longer cause ghost-state bugs during battles, warps, or trainer rematches. Critical messages now retry themselves until the other player confirms receipt, and duplicate confirmations are dropped so you don't get a double-warp or double-heal.
Co-op Loss Fixes — No More Phantom Rewards, Correct Shared-Zone Scoresv3.1.32
- Losing a co-op double battle no longer awards the joiner a phantom milestone egg, level-up, or trainer-flag. The joiner's ROM was ending a force-exited battle as if it had been won, which made it emit a bogus win event to the JS side
- Shared co-op zones (gyms, dungeons, Spawnopoli arena) now aggregate wins across both players in the end-of-run breakdown. Previously if one player beat the gym leader (even via a revive-battle rescue) and the other didn't, the displayed x/y count depended on player order in the response — sometimes showing the wrong one, sometimes granting or withholding the completion bonus inconsistently
Granite Cave In-Game Trackerv3.1.31
- The in-game zone progress bar now shows for Granite Cave 1F while you're in the dungeon — it was scoring correctly at the end of a run but the live tracker panel was blank because the map wasn't wired to the zone definition
Score Submission Hardeningv3.1.30
- Fixed a bug where trainer defeats could silently fail to save if the server had a brief hiccup mid-run — your beaten trainers would stay queued locally, then get discarded once the run ended. Now every defeat retries a few times in-session on transient failures, and the queue is force-drained before the run is marked complete so nothing in-flight gets dropped on the Game Over screen
Egg Lab Ability Reroll Fix + Zone Tracker Persists On Refreshv3.1.29
- The Egg Lab ability reroll NPC now actually changes your ability — previously it silently no-op'd for some species (you'd pay and end up with the same ability). The reroll also now guarantees you get a different ability than the one you had, so the money you spend always lands a change
- Zone progress bars no longer reset to 0/4 if you refresh the page mid-run — the tracker now rehydrates from the server so your Route/Gym/Dungeon progress picks back up where it left off
Co-op Boss Polish + Granite Cave Zone Trackingv3.1.28
- Granite Cave 1F now grants zone-completion points — Miguel, Kaleb, Rhett, and the Derek + Georgia boss were previously being battled and counted individually but didn't roll up into a dungeon bonus
- Slateport Battle Tent's MILA now only starts the fight if you talk to her from directly in front — stops accidental triggers when a party member is diagonally adjacent
- MILA and LUNA stay in the lobby after their match and now have proper post-battle lines instead of silently vanishing
Shop — One Purchase Per Itemv3.1.27
- Each item in a shop can now be bought only once per run — after you buy it, its price switches to SOLD OUT and you can't purchase it again
- Shops force quantity of 1 on every purchase, so you can't stack multiples of the same item in a single transaction
- Applies to the Spawnopoli shop and any future shops — picking a sold item just tells you it's sold out and returns you to the list
Slateport Battle Tent — Co-op Boss (Mila + Luna)v3.1.26
- Slateport's closed Battle Tent now hides a co-op double-battle boss — MILA and her partner LUNA sneaked in to train and will challenge you to a 2v2 on sight
- Beat them both to clear the lobby and earn the Slateport Battle Tent zone bonus — both trainers disappear after the fight, same pattern as other co-op bosses
Slateport Battle Tent — Kaizo Lobby + Pass-Through NPCv3.1.25
- Slateport's BATTLE TENT now warps into a Kaizo-specific lobby instead of the vanilla Battle Frontier version — the frontier challenge machinery is gone, so there's no chance of the tent grabbing your party or triggering unrelated saves
- Battle Tent lobby NPCs now tell you the tent is closed for renovations, matching the rest of the broken-down-port vibe
- The pudgy guy near the harbor now complains that the ships aren't running — small atmospheric tweak to sell that Slateport's services are all down
- Trimmed a few flavor-only clerks from Slateport proper (Decor, Doll, Energy Guru, Berry Powder) — they didn't actually sell anything in Kaizo, and the city was pushing against the engine's per-map object-event limit which would have caused NPCs to silently not spawn in co-op
Slateport City Reworkv3.1.24
- Slateport is now a proper Kaizo hub instead of a near-vanilla copy — stripped the Team Aqua raid, Scott's battle-tent intro, Captain Stern, and the Gabby & Ty reporter scene, so nothing triggers Hoenn's main story on arrival
- Added a healing NURSE outside the Pokémon Center so you can heal without stepping inside, matching Rustboro and Dewford
- Rewrote every remaining NPC's dialogue with Kaizo-relevant flavor — tips on Route 110, the Battle Tent, market stalls, and the harbor
- No gym here, so no gym-first blocker — once you've cleared Dewford's gym you can walk through freely to Route 110
Evolution Fixes + Day/Night on Kaizo Hub Mapsv3.1.23
- Friendship and time-of-day evolutions now actually trigger during the co-op rare-candy boost — Chingling, Golbat, Eevee→Umbreon/Espeon, Chimecho, and similar were silently failing because wild catches didn't max friendship and the emulator clock was never set to night; runs are too short to wait on either
- Day/night color cycle now applies to Spawnopoli, the Scouting Zones, and The Nial — they were stuck in permanent daylight
Co-op Battle Invite Banner — Correct Location Namev3.1.22
- Co-op battle invites now show the right location in the partner banner — challenging the co-op boss inside Granite Cave used to say "get near your partner in Pacifidlog Town". The same bug affected every reworked town, route, dungeon, and special-area map; all now display correctly
Gym-First Blockers in Rustboro & Dewfordv3.1.21
- Added gym-first blockers at the town exits of Rustboro City and Dewford Town — if you try to leave town toward the next route before beating the gym, you get a quick "I should check the gym first…" nudge and step back into town
- Blockers clear automatically once you've earned the town's badge, so you can freely pass through on the way back
Granite Cave Polish — Door-Close Entry, Sprite Fixes, Co-op Boss Syncv3.1.20
- Granite Cave entry now plays out properly — when you arrive from Route 106 the two guards walk into position and seal the path behind you with a door sound, instead of only reacting after you talk to them twice
- Trainer overworld sprites inside Granite Cave now match what you see in battle — the Pokéfans look like Pokéfans, the Bug Maniac actually looks the part, and the School Kid's companion is a Lass rather than a generic woman
- Co-op partner now sees the boss step aside after being defeated — previously only the host got the walk-aside animation and the joiner was left staring at the boss still planted on the warp tile
- Small Granite Cave terrain tweaks around the entry and boss corridor
- Calvin on The Nial now has a longer sight range (was 2, now 4) — easier to trigger him without awkward side-steps
Granite Cave — Gate, Trainers, Co-op Boss, Loot Roomv3.1.19
- Route 106 now has a co-op gate leading into Granite Cave — once you enter, you commit to the dungeon, same as a gym gate
- Two NPCs guard the cave entrance and only step aside after you talk to them a couple of times
- Granite Cave 1F now has three trainers patrolling it — a Black Belt and a Camper on the upper path, plus a Hiker watching the western corridor
- At the end of 1F there's a co-op double-battle boss pair blocking the way into Steven's Room — beat them and one of them steps aside to clear the path
- Steven's Room is now a reward chamber instead of a cutscene — Steven is gone, replaced by four item balls: Rare Candy, Nugget, Full Restore, and Max Revive
- Route 106 trainers rebalanced for the new position before Granite Cave — Douglas, Kyla, Elliot, and Ned all have lower, more appropriate levels now
Granite Cave, Heal Cap, Snorlax & Evo-on-Boostv3.1.18
- Fixed Granite Cave — the internal stairs and Steven's Room warps were sending you into the wrong (non-Kaizo) version of each floor, so you'd end up in an untouched Granite Cave and lose the dungeon rework
- PokéCenter heal limit raised from 10 to 100 (still +1 bonus after the 8th badge) — the 10-heal cap was too tight for longer runs
- Removed the Coin Case from the starter PC items — it's no longer needed, so your initial bag is a little cleaner
- Catching a wild Snorlax no longer gives you a free Leftovers — the held item is cleared so Snorlax plays like any other wild catch
- Pokémon that reach their evolution level during the co-op boss level-up reward now actually evolve after the level-ups finish, instead of silently skipping the evolution
Revive Battle Fix — Ability No Longer Flipsv3.1.17
- Fixed your Pokemon's ability temporarily changing (e.g. Quick Feet becoming Iron Barbs) when you started a revive battle, then flipping back after the battle ended — the snapshotted ability was being overwritten during the transition and carried into the fight
UI — Revive Prompt Restyled + Start/B Shortcutsv3.1.16
- The "bring your partner back" prompt when standing near the Litwick now appears as a yellow banner at the top of the game frame, matching the co-op gate prompt style
- Press Start to accept the revive and begin the battle, or B to dismiss and stay on the overworld — no more clicking buttons mid-flow
- The game canvas dims while the prompt is active so it's clearly a waiting state rather than a normal screen overlay
Co-op Fixes — Switch-In Name + Points Section Fixv3.1.15
- Fixed the joiner displaying the previous (fainted) Pokemon's name in the "X sent out Y!" message when an enemy trainer switched in a new mon — battle executed correctly before, it was just the text that lagged a beat
- Moved Route 106, Route 107, and Route 109 out of the shared Co-op section on the Game Over screen and into your personal progress — routes are solo content, each of you walks through independently, so each player gets their own progress tracking and zone bonus on these routes
- Gyms, Spawnopoli Arena, and dungeons (Abandoned Ship) remain shared Co-op sections since those are fought together as double battles
Co-op Stability Pass — Ring Recovery, Fences, Warningsv3.1.14
- Co-op battles now self-recover from a corrupted command ring instead of silently running with bad data — if the host and joiner fall out of sync (network hiccup, tab throttle, long battle), the joiner fast-forwards past the broken entries and snaps back on the next turn-end state sync
- Host now re-pulses the "Waiting for partner" warning every minute instead of only once — if your partner hangs on move selection past the first minute, you'll keep seeing the indicator rather than a silent spinner
- Tightened the enemy-party sync for co-op trainer battles so the joiner can never start a fight reading a half-written enemy team
Co-op Fix — Multi-Mon Trainer Switch Syncv3.1.13
- Co-op battles against trainers with multiple Pokemon now display the correct incoming Pokemon's name, HP, and status the moment they switch in — previously the joiner kept seeing the fainted Pokemon's data until the end of the next turn
- Fixed target selection failing to recognize the newly-switched-in enemy Pokemon as a valid target — the joiner now correctly sees the new mon as alive and targetable right away
- This makes co-op boss fights and multi-Pokemon trainer battles stable through the whole fight, not just the first Pokemon
Balance Fix — Disabled Friendship Battle Perksv3.1.12
- Disabled the hidden friendship battle perks that were silently inflating crit rates — roughly 50% crits on regular moves instead of 4%, which is why fights have always felt swingy
- Also removed: surviving a hit at 1 HP, self-healing status conditions mid-battle, and dodging moves — all of these triggered automatically on your Pokemon because UltraKaizo starts you at max friendship
- Friendship-based evolutions (Golbat, Chansey, Eevee, etc.) are unaffected and still work exactly as before
Hotfix — Partner Sprite + Co-op Battle Connectionv3.1.11
- Fixed partner sprite not appearing on the overworld in v3.1.10
- Fixed co-op battles starting with only one player participating
- Partner sync now auto-adapts to internal memory layout changes, preventing this class of bug from recurring in future patches
Co-op Boss Battle Sync Hardeningv3.1.10
- Co-op boss battles no longer freeze or desync on the second (or later) boss fight in a session — sync state now resets cleanly at every battle start
- Added gap-detection diagnostics for co-op battle sync, so any future desync surfaces in the logs instead of silently breaking the battle
- Host now signals when your co-op partner has been choosing a move for over a minute (UI indicator to follow)
Playtest Fixes — Gym Zones, Phantoms, Revive, Defeat Trackingv3.1.9
- Zone tracker now shows in all 8 gyms (Rustboro, Dewford, Mauville, Lavaridge, Petalburg, Fortree, Mossdeep, Sootopolis) — previously only Spawnopoli and The Nial displayed the panel
- Phantom gym leaders are visible again — Roxanne, Brawly, and the other 6 phantoms no longer appear as invisible shadows
- Revive battles cannot start with an empty enemy party anymore — blocks the disconnect exploit that let you fight zero Pokemon
- Trainer defeats now retry in the background if the connection hiccups at the moment of victory, so zone progress no longer gets silently lost
Abandoned Ship Bugfixesv3.1.8
- Fixed phantom step when re-entering the Abandoned Ship deck from corridors or the captain's office
- Fixed Archie boss positioning so the battle triggers reliably
Zone Tracking — New Routes + Shipv3.1.7
- Route 107 zone added: 3 trainers, +50 clear bonus
- Route 109 zone added: 7 trainers + Mel boss, +100 clear bonus
- Abandoned Ship zone added: 7 grunts + Archie boss, +100 clear bonus
- Zone totals and clear bonuses now appear in the run score breakdown for these areas
Faster Co-op Connectv3.1.6
- First co-op connection is much faster — the server now wakes up while you're on the lobby or opening a co-op invite link
- New "Waking server (up to 30s)" banner explains the wait when the server is starting from cold
Route 107/108/109 + Abandoned Ship Dungeonv3.1.5
- Route 107/108/109 rebuilt as walkable routes — no Surf required
- Route 107: 3 trainers (Darrin, Tony, Denise), L18–20
- Route 108: gateway to the Abandoned Ship dungeon, co-op gate, single field item, no trainers
- Route 109: 7 trainers (L19–22) and a new co-op double boss against Mel & Paul (L21+22) at the city approach
- Route 109 now connects directly up to Slateport City — the ferry is gone
- Abandoned Ship: optional 5-floor dungeon (lower floors and underwater sections removed)
- Abandoned Ship: 7 Team Aqua grunts with mixed 1–3 Pokemon parties (L19–22)
- Abandoned Ship: new co-op double boss against Archie + Stern (L21+22) in the captain's office
- Abandoned Ship: Aqua grunts block the deck exit until you defeat Archie
- TestHouse: warp pads added for Route 107/108/109
- Polished gym leader dialogue formatting
- Dan + Kira double battle on Route 110 split into 2 separate sight battles
Gym Cities Reworkaizo — Actually Completedv3.1.4
- Mauville, Lavaridge, Petalburg, Fortree, Mossdeep, and Sootopolis city maps properly reworked (the previous patch left them mostly untouched)
- Vanilla story NPCs and triggers stripped: Wallace, Steven, Maxie, Archie, Kyogre, Groudon, Rayquaza, Wally + family, Wattson, Scott, and the Mossdeep/Petalburg story scenes
- Co-op gym gates now properly seal all 6 gyms (previously bypassed)
- Healing nurse added outside every PokéCenter in the 6 cities
- Mauville Gym switch puzzle removed
- Mossdeep Gym ice puzzle and floor switches removed (the gym was hitting the co-op object limit)
Test House + Mossdeep Fixv3.1.1
- Test House at Spawnopoli: warp hub to all Kaizo routes, gym gates, and gym leaders
- Mossdeep Gym: Tate & Liza now fight as a proper co-op pair instead of a phantom
Full Reworkaizo — All 8 Gymsv3.1.0
- Mauville, Lavaridge, Petalburg, Fortree, Mossdeep, and Sootopolis gyms fully reworked
- 6 new phantom gym leader sprites with double battles
- Blocker NPCs seal each gym until the leader is defeated
- Healing nurses and co-op gates added to all gym cities
- Zone tracking for all 8 gyms with full-clear bonus
- Vanilla story events stripped from all Kaizo gym cities
Dewford Gym Flash Fixv3.0.4
- Fixed co-op joiner getting stuck with the darkness effect after the Dewford Gym boss
- Cleaned up leftover Flash effects on Dewford Gym trainers
Route 106 Zone Tracking + Elliot Fixv3.0.3
- Route 106 zone tracking added (Douglas, Kyla, Elliot, Ned — +50 full-clear bonus)
Dewford Gym Fix + Restylev3.0.2
- Fixed Dewford Gym blocker NPCs (walk-in animation and badge removal targeted the wrong objects)
- Dewford Gym map restyled
Dewford Reworkaizo + Route 106v3.0.0
- Dewford Town reworked: story NPCs stripped, healing nurse added, gym redirected to Kaizo interior
- Dewford Gym: Brawly + Phantom Brawly double battle, blocker NPCs, rare candy boost
- Route 106: swimmers replaced with Triathletes, Rustboro connection fixed
- Dewford and Rustboro gym zone tracking with full-clear bonus
Phantom Roxanne + Gym Fixesv2.2.145
- Rustboro Gym: Roxanne + Phantom double battle with position check
- Blocker NPCs seal the gym exit until the badge is earned
- New Phantom trainer class with shadowy custom sprites
- Fixed a rare crash during battle animations
Gym Door Seal + Badge Syncv2.2.136
- Gym doors seal behind you on entry — no exit until the gym is completed
- Gym badge is now synced to both co-op partners when the gym leader is defeated
- Door reopens with a sound effect after earning the badge
Co-op Gate System + Proximity Battle Joinv2.2.135
- Co-op gate system: gym and dungeon entrances require both players to be nearby before entering
- Proximity-gated battle invite: Join button now requires standing within 1 tile of your partner
- START button triggers Join when the banner is visible and your partner is nearby
- Rustboro: NPC dialogue cleaned up with gameplay hints, healing nurse added outside
- The Nial route now connects to a new Scout Zone 4
Kaizo Map Infrastructurev2.2.130
- All Hoenn towns, routes, and dungeons now have dedicated Kaizo variants
- Gym interiors prepared for upcoming Reworkaizo content
Fullscreen Cinema Modev2.2.129
- New fullscreen button between Home and Settings for immersive play
- Cinema layout: game and tracker side-by-side with a unified bottom bar
- Game canvas scales to fill the viewport — press Esc to exit
Egg Generation Overhaulv2.2.127
- Egg Pokemon are now generated using your run's randomized stats, moves, and abilities
- Eggs lock in the stats and moves from the run that earned them
- Older eggs without saved moves still hatch correctly
Security Improvementsv2.2.126
- Improved server-side access controls for all gameplay features
- Fixed the invite code redemption flow
- Strengthened database security policies
The Nial Field Itemsv2.2.123
- New field items added throughout The Nial route
Gameplay Features v2v2.2.111
- New indoor locations: Social Center and Egg Lab
- Trade your Pokemon with a partner or through Wonder Trade
- Visit the Mentalist to peek at hidden stats
- Challenge trainers to Steal Battles where the winner takes a Pokemon
- 4 Reroll NPCs to re-randomize your team
- Egg System v2: earn eggs from milestones and hatch them over time
Scout Zone Reworkv2.2.107
- Scout Balls removed — moves are now revealed automatically
- Improved scouting zone encounter variety
Rare Candy Polishv2.2.101
- Fixed Rare Candy Boost getting stuck during level-up
- Move learning now works smoothly during co-op boosts
Co-op Rare Candy Boostv2.2.95
- Your partner now receives a level boost when you use a Rare Candy
- Fixed movement getting stuck after receiving items
Trainer Randomizationv2.2.46
- Trainer Pokemon are now randomized each run
- Every playthrough feels different with trainers running surprising teams