The eye proves its claim; a "Not in patch notes" filter on every change matrix2026-10-17
Clicking an eye opens the build page at that exact change, highlighted: the data file, the entry and the field as the game files name them, the raw old and new values, a link to that file's diff in the tracker, and "This update's notes: no line mentions this".
A change is called a late addition only when it came in a build after the update's own notes build, dated by the game's own build dates: Deadman Danny's Oct 14 changes no longer claim a silent hotfix, and about 3,300 such false claims are gone across the site.
The "N not in patch notes" chip of an update is one link to its build; in an update the notes never mentioned, every change keeps a dimmed eye that opens its own proof; every eye can be reached with the keyboard.
Hero, Item, Unit and Game changes have a "Not in patch notes" switch that redraws every cell from the changes the notes left out; the home page's "not in patch notes" counter opens them with it on, and every matrix filter is kept in the page address.
One wording across the site: "not in patch notes" for what the notes left out, "no patch notes" for an update without any, "notes we couldn't match"; counts of one are singular.
Links to a section no longer land under the sticky bars, and a hero's patch strip shows the month and year under its tiles with one line explaining the orange top.
An eye's words read the same everywhere (Not in patch notes, came in build N after the patch / No patch notes for this update), and a change shared by many abilities opens its own block on the build page.
A hero's release update marks what its announcement left out: other heroes' silent changes in the same build (Solomon's Move Piece rework and Danny's tuning in Paint the Town) carry the eye on the home page, in the patch list and on the patch page; its check line adds up (23 released with the hero + 12 other + 1 in development = 36).
Fewer technical rows among the changes not in patch notes (City Never Sleeps: 348 to 333), removed abilities name their hero, and silent changes read in a player's words: Strix Salvo T3: Damage (spirit scaling), Rocket Jump Upward Push, Souls instead of Gold; one Console variables group per update.
The 2025-05-08 shop rework: the notes' lines on shields becoming barriers, the 6% neutral bounty raise and the new boon schedule now cover those changes (952 of 1303 not in patch notes, was 1023).
Hero pages on one grid, the patch strip in the head, tables at the left edge, filters folded on phones2026-10-17
Hero pages: the key stats and the weapon's numbers sit on a real grid (every column lines up, no stretched or missing tiles) with one label style, and the strip of patches moved into the page head with a "Patches" label.
Item, unit and Game pages: "Current values" is one layout everywhere: groups flow down columns, each value at the right edge of its column.
History: every band's title starts with its date; a named update follows in gold, a plain one says "Update". The row for rules that apply to everyone reads "15 changes for all heroes · see Hero progression".
Units: Medic, Melee and plain Troopers and the zipline trooper carry their role mark from the game on the shared trooper portrait; the Guardian carries the game's "I" and the Base Guardian its "IV".
Home page: "Not in patch notes" uses the same chip as the hero, item and unit pages; on a phone the four section tiles are two a row.
Patch pages: on a phone a line's tag runs in before its text; the grey "?" in front of note lines is gone; the tabs are one height; the title switch always shows "Older" and "Newer".
Every page's top bar names the newest game build in the data and opens its build page; the Game change matrix shows each system's whole icon; the site changelog reads as one column.
Change matrices: a month name is never cut off; it stays next to the names while you scroll sideways and reads short (Dec) where its month has little room. A chosen category, tier or role filter looks pressed.
Stats tables, Game rules and the change matrices start at the left edge of the page, under their title and filter bar; on a phone their filters fold into one Filters button that says how many are on.
Item tiers read Tier 1 to Tier 5 everywhere, Item changes lists categories in the shop order (Weapon, Spirit, Vitality), and on a phone Game rules names wrap only between words.
One set of type sizes across the site: the pixel label font is never smaller than 16px and pixel headings never smaller than 20px, so small labels read clearly; every change tag, hover cards included, is the same size and width.
Hero releases as their own updates, game art for the new heroes, tidier pages, cards on touch screens2026-10-17
Violet, Deadman Danny, Baba and Solomon show their real ability icons, card portraits and minimap faces; Solomon's bishop and queen, Violet's ink wall, Graves' skeletons and Calico's cat have their game art, and "Shop & item rules" and "Other rules & objects" have icons from the game.
Units with no picture in the game files no longer show grey squares on the home page: they gather in one "+N" tile. Heroes in development whose only picture is their name in plain letters are left out of the patch archive and show a plain silhouette on their pages.
Month labels on the Hero, Item, Unit and Game change matrices sit over their own dates again (they had slid 3-4 columns left).
Hero, item, unit and Game pages: the current values fill the width, ability cards end at their last tier, the weapon's name heads its numbers, the percent follows the new value, and every chip in a patch header has one size and style.
Patch strips and change matrices keep their stripes whole: a change not in the patch notes is an orange top edge, and the count sits on a dark plate. Ability trails show quiet patches as faint dots.
Patch pages show their cards in one centred column (two columns left big empty gaps); the patch list no longer prints numbers over each other on tablets and phones.
Home page: each update's Heroes, Items, Units and Game icons sit side by side, and every update looks alike.
Phones: history rows use the whole width, a hero's portrait stays beside its name, patch page tabs are one row you swipe, and the Heroes index shows three heroes a row (Units and Game two).
Touch screens: the first tap on a matrix cell, strip tile, history square, home icon or shop item shows its card, the second opens it. Hover cards are wider, so names stay on one line.
Smaller fixes: the Walker's weak points are named, long console variable names break after an underscore, folds show their + / − before the words, and a cut-off rework list says "more".
Stats tables and change matrices keep their column headers and filter bar in sight while you scroll, group names stay above their columns, and wide tables show a shadow and an arrow on the right until you reach the last column.
Index, table and matrix pages line up with the top bar on wide screens; switches clearly show on and off; Item Stats chips have no empty icon gaps and the heatmap marks a value with a thin bar.
Touch screens: small links are easier to tap, the back-to-top button is smaller and only shows while you scroll up, and faint labels are brighter everywhere.
On an iPhone an eye link to its build opens on the second tap (it took three), and hover cards say "tap again" on touch screens.
Each new hero's release is an update of its own, dated the day the hero shipped (Rat King, Baba, Solomon, Deadman Danny, Violet); a new hero's kit is no longer marked as missing from the patch notes, since the release post announces it.
Deadman Danny's Oct 14 balance changes read right: Max Health 680 to 730 and Health Regen 2.5 to 3.25 are buffs, and all nine of his patch-note lines find their changes; lines that name an ability no longer attach to unrelated base stats.
Heroes announced but not yet playable (Nurse Harrow) show their tuning as work before release, not as hidden changes; Solomon's Setup Bishop has its ability card again.
More patch-note lines find their changes (Vexing Bolt's half damage to objectives, Street Brawl's Threadsap duration, Baba's light melee launch); Street Brawl values show on hero pages; names: Chimera Peace Bringer, Violet's sketches, Tough Crate (Hideout), Zip Line; counts agree between the home page, patch pages and hero pages.
Eye links to build pages, game systems show all hidden changes, unit resists and speeds in metres2026-10-06
Click the eye on any change to open the game build whose files show that change — the build page links the tracker commit.
The eye now shows on history squares of ability cards, in every number in Hero/Item/Unit Stats and Game rules, and on Game system cards.
Changes Valve did announce for jump pads, ziplines, the Urn, soul sharing and other game systems are no longer marked missing from patch notes.
Air and fall speeds, soul orb and powerup speeds, and pickup radii now read in metres per second or metres; a stat moved to another field shows as one change (Spirit Power 7 → 8), and on/off settings read 'now' or 'no longer'.
Unit Stats now shows Bullet Resist, Spirit Resist and Sight Range columns for all units.
The home page counts match the Game section: game rules match what the Game icons show, and the banner explains when an edit shared by several heroes appears on multiple icons.
Smaller fixes: name and description changes carry a TEXT badge, sortable table headers show arrows, the change matrices fit the screen, every tab section has the same width, the Heroes tile counts released heroes, and note-card icons load after the page.
Description numbers, alt fire stats, net buff/nerf marks, and game art for systems2026-10-06
Ability and item description changes now show the real numbers the game printed before and after the patch ("-17s Cooldown → +1s Sleep Duration") instead of placeholders like "[Ability Cooldown]".
Heroes with an alt fire (Viscous, Shiv, Yamato) show its own numbers — damage, fire rate, ammo per shot, reload, range — under the gun, with their history on hover.
A change-matrix tile now always says the same thing as the patch on the entity's page: an alt fire or a sub-ability repeating its parent's change, and a shared Corrupted bonus, are counted once in both. On a phone, a patch's "Biggest changes" fits the screen in two lines per row.
Every Game page opens with what the system is today: its console variables with their values and units, and the latest numbers of its objects; durations now read in seconds ("45s", not "45").
Every patch on a hero, item or unit page now says in one small mark whether it was a net buff, a net nerf or mixed — weighed by how big each change was, the same way as "Buff vs nerf" in the change tables. The mark is also in the hover card of the patch squares and of the home page icons.
Units and Game pages show the game's own pictures instead of placeholder symbols: Shrine, Sinner's Sacrifice, Mini Turret, hero summons, the Soul Urn, the Unstable Rift, soul orbs, crates, camps by tier, ziplines and more.
Scrolling the item change table no longer stutters while the item pictures load.
Announced features better tracked, rules for all shown once, histories clearer2026-10-05
The eye marker no longer appears on Valve's announced additions: new camps like Tough Crates and Bell Tower, item versions marked as Enhanced or Corrupted from the start, and hero stat changes in major reworks. Hidden changes not in notes went from 6,811 to 6,000 across all patches.
An item's Enhanced or Corrupted version that appears or vanishes completely now shows as one line, not multiple rows. For Corrupted versions, the game's own penalty names appear ("never rolls: Ability Duration").
A change that affects every hero or item at once (like ability cooldown adjustments for all) shows once per patch at the end, instead of listed under every hero or item it touched. Rules for all heroes or items fold behind a "For all heroes" button.
Patches with direct changes to a hero or item stay open in the history; patches that only contain everyone-at-once rules fold and hide until you click. Long histories over 8 patches now display year markers between patches.
The patch strip at the top of each hero/item/unit history now runs newest on the right, matching the change matrices. It never scrolls and fits in one row on every screen size.
On entity pages, the patch link (patch ↗) now goes directly to that hero, item or unit on the patch archive page — even for shared changes. A change affecting all heroes opens the Game rules page instead.
Removed items and abilities keep their in-game names instead of showing raw ids (EMP Grenade, Shield Rush, not internal codes). Items with the same name show how they differ (e.g. "Toughness (old, added 2024-06-06)").
Description changes that include numbers from the game (like cooldown or health values) stay folded to avoid showing placeholder brackets like [Ability Cooldown]; the old and new text appear when you expand them.
Shared changes, Game section, coverage fixes, and performance2026-10-05
Shared changes across many heroes or items now show on each affected page: Haze's Max Health cut on 2026-05-22, the dash changes of eleven heroes on 2026-07-28, the troopers' rework of 2026-04-30, and level-curve adjustments. A badge says "shared ×10 heroes"; rules for all heroes (level curve, investment bonuses) fold as one line that links to the Game page, so hero pages stay readable.
New Game section (next to Heroes, Items and Units): system rules, the Soul Urn and map objects, powerups, souls and respawn times, the level curve and investment bonuses, Street Brawl modes, movement and combat rules, and console variables — about 2,000 changes no page showed before. Ability and item renames plus rewritten descriptions now appear in the history (old and new text side by side, changed words marked); a hero renamed in development says what it was (Fathom: was Slork).
One count of "not in patch notes" everywhere: home page, patch list, filters, and the Game section all agree (City Never Sleeps: 598, of them 340 in game rules). Updates without notes (like Rat King's release) now say "no patch notes". Fixed: the August 2025 Channel Move Speed is no longer −97% nerf; heroes no longer look "released" on September 29; announced dash and heavy melee changes are no longer marked hidden. Game rules show metres and seconds, not raw numbers. The patch archive lists all console variables (all 510 of City Never Sleeps instead of stopping at 300).
Pages open faster: icons and badges are CSS masks instead of inline SVGs (hero pages about a third lighter), and the site no longer waits for fonts to load. Popups no longer split numbers like "12880 → 8" / "000"; long upgrade lists wrap inside instead.
Value-history popups work from the keyboard: Tab to a value, Enter to sort columns, Escape closes, arrow keys to nearby values. Screen readers know which filters are on. The home search keeps what you typed while it loads. Popup colours match the page's tags for negative stats (a bounty going down is red, not yellow).
Units without game art have their icons back on the Units page. Four heroes in development (Kali, Rutger, Thumper, Yakuza) now have their own pages. Stats tables are one Tab stop with consistent keyboard navigation.
Entity pages, shared abilities, data fixes, and Item Stats history2026-10-05
Hero, item and unit pages are one centred column: today's weapon, abilities and stats are shown open at the top, then a one-row filter bar (tags, "not in notes", stats/weapon/abilities, each ability by icon) and the history. The history reads easier: each number follows its stat, the % is coloured text, every tag is the same size, and old values on deletions are struck through.
The patch strip above a history runs oldest to newest, the newest on the right as in the change matrices, and always fits in one row without a scrollbar (a phone shows the newest 15).
Jump, dash, slide, mantle, ziplines and parry have their own page (Heroes → Movement & shared abilities) and a row in the hero change matrix; their changes no longer fill other heroes' pages. Clicking an ability's icon in the history filter scrolls to and lights up its group.
Hover a patch square on a history strip, an ability card, or a home feed icon to see what that patch changed: the top changes by ability, old → new, and a count of what wasn't in the notes. Clicking opens that patch on the page; the eye mark shows when notes left something out.
Unit pages with tiers (Dock Creature, Lantern, and the rest) fit a phone screen with no sideways scroll. Unit families have their own page (Slum Shroom I-III as one card and page). Change grids keep your place when a phone's address bar hides.
Shared abilities, buffs and nerfs, units and labels are now honest: one name per stat across its whole history (the name the game uses today); enemy slows read as slows ("Movement Slow 30% → 24%") not your own move speed; hidden ability rules show in plain words ("can now target neutrals", "Immune to: dash lockouts, disarm, slows"); no more "−0.0254 m" for "no limit", all speeds in m/s, all lengths in metres, all −1 bonuses shown as numbers.
Item Stats now shows every number from each item's tooltip card. One table: Weapon / Spirit / Vitality bands, tier dividers, bigger framed icons, units in headers, heatmap on by default, and a "Stat columns" switch that lets you sort by any stat. Every chip carries its history.
Item Stats history is now exact: a value Valve only renamed or newly showed no longer reads "added", and the older history before it is back (Extended Magazine's Weapon Damage went 15 → 12 → 6 → 8 again). What an item's active does is marked "Active" (Spirit Sap's -30 Spirit Power is the target's debuff, not the item's stat). Drawbacks show red in the history.
Buff and nerf tags are fixed where Valve changed one stat to another without saying it (investment thresholds, Djinn's Mark, Frank's Aura): they now read as removed and added, and a stat swap on a neutral no longer vanishes. No more engine switches, empty rows or renamed fields without a change in the history.
Find what changed, read it as the game says it2026-10-03
The home page has a search: any hero, ability, item or unit by name; an ability opens its hero's history filtered to it.
The newest update on the home page names its icons.
One wording everywhere: "not in patch notes" for the eye, "Before release" for work on a hero before it came out, a date instead of a build number.
Labels use the game's words: Spirit, not "Tech"; Bullet / Spirit Resist, not "Armor Damage Resist"; a unit's built-in modifier is its "Passive". Times carry "s" (Fire Interval, Reload Time, Bullet Lifetime) and a speed in metres reads m/s.
History reads easier: the column stops at a reading width, % pills are bigger, long values wrap instead of "…", the patch strip runs newest first like the history and its tiles count what the notes left out.
A page with a short history opens today's stats above it; "Added to the game files" no longer ends in a dash; stats tables explain their corner notch.
Two stats the game names alike are told apart in every patch: Puddle Punch's T3 reads "Damage · base" and "Damage · heavy melee"; a property's internal switches ("Function Disabled") no longer show.
Cleaner unit pages and values2026-10-03
A neutral's AI wiring (attack range target, aiming spread, ability chances, weak-point respawns…) no longer fills its history; health, damage, range, speed, bounty, resists and abilities stay.
Values read as players say them: "-1" is "no limit", an empty new value is a dash, and both sides carry the unit (50m → 20m).
A unit family's groups are named by tier ("Tier I", not "Tier I · trooper"); a patch's banner says "all 5 hidden".
Units index and Unit Stats agree: the base defense sentry is a building, unnamed units are in neither, Walk Speed no longer repeats Run Speed, every row has its mark.
The history filters scroll away with the page; the home counters count what the pages show: 12,679 changes, 4,774 of them not in the notes.
Two fields the game labels alike are told apart: "Healing Reduction · receive" and "· regen", "Weapon Damage · long range".
Above a history, a strip of the entity's patches (its row of the change matrix): tag colours, the number of changes, a dot when something was hidden; a tile opens that patch.
Quieter history, fixed tier speeds2026-10-03
A patch the notes never mentioned shows one eye on its banner ("all hidden") instead of an eye on every row.
Engine flags, projectile flags, pellet offsets and bone names are gone from the pages unless the notes talked about them (about 500 rows).
Ability filters: abilities with the same name are one chip, removed abilities fold behind "Removed", and filtering opens only the patches that can match.
Unit Stats shows the neutral families' speed per tier (Gutter Ghoul runs 3.81 / 3.05 / 2.03, not 3.81 for all), and a family page lists its stats as one table with a column per tier.
Matrix tag chips now pick the tags to show, as on hero, item and unit pages; unnamed units (Rat King's rats, bugs) moved to the "Unnamed & helpers" switch and off the home page.
An item's Enhanced version is its own group in the item's history, with Base / Enhanced buttons; hero, item and unit pages share one head layout.
Click a column group's header (Weapon, Vitality, …) to fold it to its first column; click again to open it.
An ability card's "History" link shows the hero's history of that ability alone.
The heatmap follows the Boons number; zeros read quieter; search takes several names at once ("haze, abrams").
A cell's history no longer lists steps too small to show at the column's rounding.
Item Stats: one table with filters2026-10-03
Item Stats is one table of the whole shop with chips for Weapon / Spirit / Vitality, the tiers and Active / Passive / Imbue; columns nothing shown fills disappear, so Vitality tier I is 8 rows and 10 columns.
A Builds column shows what each item is made from and what it builds into, as icons.
"Souls per point" shows what one point of a stat costs (Extra Health: 3.8 souls per health).
Unit families: one page per Slum Shroom, not three2026-10-03
Units that are one thing to a player are one card and one page: Slum Shroom I-III, the five Gutter Ghouls of each tier, the four Walkers, the three Base Guardians. Inside, each tier or variant is a group; identical changes show once ("Tier I", "All variants"), and buttons filter by tier.
Unit Stats: the neutral camps are a tier table (health, damage and bounty every family shares) and a family table with only what differs (range, speed); units with no stats but a 1-HP placeholder are gone from it.
Unit changes counts a family once; old links to a single Walker or Gutter Ghoul land on the family page.
No more internal ids in change labels and values ("npc_boss_intrinsic", a neutral's attack ability).
Hero, item and unit pages are their history2026-10-03
A hero, item or unit page opens on its history: what changed, patch by patch, with the eye on what the notes left out. Today's stats, weapon and ability cards fold into one line above it.
Filters over the history: tags (BUFF, NERF, NEW…), only hidden, Stats / Weapon / Abilities, and each ability by its icon — removed abilities in grey. A patch with a match opens, an empty one folds away.
Bug fixes, sound and look lines and engine plumbing no longer clutter these pages (they stay in the patch archive); work on a hero before its release hides behind "In development".
Pages load much lighter: older patches render when opened (Calico's page: 12,000 elements → 1,500).
Heroes, Items, Units first2026-10-03
The site is now organised around heroes, items and units: the top bar has just these three, each with the same three tabs — the list, its stats table and its change matrix. Hero Stats lives under Heroes.
Patches and builds are still there (footer: Patch archive), but off the bar.
The home page shows what the latest updates changed on each hero, item and unit as icons — with the eye when something was hidden — each opening that page at that update. A matrix tile now opens the entity's own history at that patch too.
Change matrices: lighter and faster2026-10-03
Hero, item and unit change matrices are a third lighter: a run of empty patch cells is one cell (the item matrix went from 29k cells to 4.8k, 38k page elements to 10k).
Tag filters redraw only the tiles that have the tag and are in sight (130 ms → 40 ms); columns keep an exact 30px grid.
Shop: page width, All Items like the game, faster2026-10-03
The shop fills the page's width; All Items is the game's own page too: three paper columns under "Weapon · Spirit · Vitality", a price sticker per tier (§800 … the "Premium Quality" §6400 star), the same cards.
Item names stay inside their cards: a long one (Sharpshooter, Ballistic Enchantment) shrinks to fit, as in the game.
Hovering is about 8 times cheaper and All Items opens in 12 ms instead of 250; the tooltips load on the first hover, the page is a third of its size. A tooltip also says the last patch that changed the item.
Items: the game's shop2026-10-03
The Items page is the in-game shop: Weapon, Spirit and Vitality tabs open the Fairfax, Curiosity Catalog and MPS pages from the game files, with each tier where the game puts it, the price on its tape, paper cards per tier and round cards for active items.
Hovering an item works like in the game: the other cards dim, what it builds from lights up, what it builds into pulses, and its tooltip shows the stats, the active and passive parts and the components.
The shop's own sounds play on hover and on tab clicks (after the first click on the page); the speaker button under the tabs turns them off. All Items keeps the three-column view.
Rat King's final art; hero pages show current abilities2026-10-03
Rat King has his release portrait, card art and ability icons instead of the pre-release stand-ins.
A hero page shows cards only for the gun and the abilities the hero has now: Calico no longer lists Catform pounce, Nekomata Ward and five other abilities she lost; their old changes are still in the history.
Changes that live in the game's code2026-10-03
94 patch lines about a hero, ability or item whose game files did not change at all ("Yamato: Can now cancel Flying Strike", "Ricochet: No longer targets zipline targets") are marked "in the game's code" instead of "not found": the change is real, it is just in the code, which is not compared here.
Quiet lines about sounds and looks ("Adjusted the volume of direct hits") count as sound / visual; "Now upgrades into Fortitude" links Fortitude's new component list.
More patch lines find their field2026-10-03
"T3 now also increases radius by 2m", "now reduces bullet armor by 6%", "Barriers now last for 16s", "T2 is now +50 Damage" link the value they name: 36 lines that matched nothing and 142 that were only described.
"Now grants +5% Ability Range" links both the range and the radius the game raises; a spirit line never takes a bullet field.
A change Valve hotfixed an hour later is one line across both builds (Lucky Shot 125% → 110% on 2025-11-21); a hero's "Base damage" is its gun's bullet damage.
Wordy lines find their field too: "No longer interrupts sliding" (the ability's behaviour flag), "Bullet Resistance changed to Spirit Resistance", "Now requires Headshot Booster", "Removed from the game" — about 40 more lines.
Notes vs files; Rat King's release named2026-10-02
Patches / Notes vs files: the 23 patch-note lines whose numbers the game files contradict, in one table — what Valve wrote and what the files say (e.g. Surge of Power and Spirit Snatch values swapped on 2026-05-22).
Rat King's release build (6736) is named after its announcement, "Listen up, Crumbums! Your King is here.", and Rem's (6169) after his; Steam posts without text no longer vanish.
Boon rescales understood2026-10-02
When a patch changes how many boons there are, Valve quotes hero growth in the old scale: "Kelvin: Bullet damage growth 1.2 → 0.9" is 0.707 after the 11 → 14 boon rescale of 2024-09-26. Such lines no longer show as disagreeing with the files; the same for the 20 → 32 rescale of 2025-06-17.
The patch-wide boon lines link the levels that give a boon and every rescaled value.
Spawn timers written in minutes without the word ("Vaults spawn time/interval 10/5 → 8/4") and golden statue timers are found; shield tracker fields read "Cooldown On Break", not "flCooldownOnBreak".
"Disagrees with the files" is now kept for lines where Valve's numbers really differ (like the swapped Surge of Power / Spirit Snatch values of 2026-05-22): more than half of the old ones linked the line to the wrong field.
Every number in a patch line finds its field2026-10-02
A line with two changes links both: "Base HP 6725 → 12500 and growth 470 → 200", "40 → 35 and scaling 1.2 → 1.1", falloff "20m→46m to 17m→42m".
A line listing properties links each of them: "Neutral respawn times, hp, and bounty reduced by 30%", "Siphon Life damage and spirit scaling".
"Bullet damage growth" lines find the hero's per-boon value (12 more lines), and "Light melee base damage reduced by 20%" covers all 50 heroes it moved.
"Now grants +75 Health" / "No longer grants +16% Spirit Resist" lines link the item stat that appeared or went away: about 150 lines that matched nothing and 230 that were only described.
Cosmetics in the files2026-10-02
Build pages show skin-system groundwork: the base bodies skins are put on (Paige, Victor, Deadman Danny since City Never Sleeps), cosmetic animations for 41 heroes, emotes, snowballs and posters.
Heroes whose base body is in the files carry a "skin base in files" mark.
Sharper links between patch notes and files2026-10-02
A line that names a unit or item inside it ("Base Guardian Health +20%", "Medic Trooper HP 260 → 350", golden statue levels, breakables) links to that entity, not to every field of the patch that moved by the same amount.
Lines about sounds, the interface or the map ("respawn music", "Falloff Guides", removed jump pads) no longer claim gameplay fields; a misspelt hero ("Vindcita") is still found.
A line that names one ability links that ability's fields first; "collision size" is read as a radius.
Boss abilities on their pages, percents, speeds, removed abilities2026-10-02
Walker's and Patron's abilities and gun are listed on their unit pages and in the unit changes matrix, and move UP / DOWN like the boss, not BUFF / NERF from the boss's side; the same for the Mid-Boss, medic troopers and escorts.
Shares read as percents: move speed while shooting 55% → 70%, damage at falloff end, boss damage scale.
Travel speeds of abilities are in m/s: Zip Speed 16.8 → 17.6 m/s, throws, leaps, hooks and projectiles.
Patch pages now show removed abilities under the name they had in game (Splatapult, Witching Hour, Pulse Cannon…), new pickups and new game-rule blocks that were silently skipped.
No more internal ids or engine words in values: "upgrade_grit" is Grit, "fathom_reefdweller_harpoon" is Reefdweller Harpoon, "hero_airheart" is Airheart, behaviour flags read as words.
The game's "no limit" (9999 / 99999) reads ∞: Channel Move Speed 50 → ∞.
Recoil ranges and other number pairs no longer show as "+-0.1 +0.1"; tooltip texts no longer print "1.2m m/s" or "&" instead of "&"; key bindings in game texts read as [keys].
Dashes cover a fixed distance, so a longer dash is a nerf (22 rows were tagged the other way); slows on yourself when hit on a ledge or rope, and parry's bonus damage, now read the right way.
Investment bonuses are listed by their souls threshold: the new 6,400-souls step no longer looks like every later step changed, and the switch between % of base health and flat HP is not a +837% buff.
Hero Stats: real bullet speeds for Graves, Silver and Apollo, Spirit Resist per boon is back, weapon range per boon in metres, and heroes in development no longer show Infernus' gun.
Values Valve already writes in metres or m/s (dash jump distance, rope climb speed) are no longer divided again; run and sprint speeds say m/s, dash times say s, resists say %.
Old Gods, New Blood, readable labels, sharper matching2026-10-01
Old Gods, New Blood (January 2026) has its official page notes: Street Brawl, the six-hero schedule, Ballistic Enchantment and Recharging Rush, the interface changes.
Nested values read as words: "Projectile › Speed", "Heavy melee › Cooldown On Hit", "Behaviour" with the flags that came and went, an aura's "Bullet Armor Damage Resist".
Matching: Sinclair and renamed items are found by their old and new names, "Veil Walker" is no longer the Walkers, minutes match seconds, headings and Steam image placeholders are not notes lines.
Hero stats: stamina recovery reads as the game's stamina cooldown (5s → 6s), multipliers no longer get a "%".
Site audit, part 2: how the game files are read2026-10-01
Units: distances in metres and speeds in m/s everywhere (Walker's protection range 34 → 22 m, not 1338 → 866); values written another way (units → metres, -1 = no limit) no longer read as huge changes.
Tags: fixes for 130+ rows — tier bonuses to debuffs (Sleep Dagger's dash slow −50 → −45 is a nerf), Soul Rebirth's health, Alchemical Fire, post-cast and arm times; a coefficient says what it scales with (boons, light melee, weapon damage).
Items: "Enhanced" instead of "Upgrade"; the Items table shows only what an item always gives and counts innate Spirit Power; T5 items say Street Brawl only. Units: Shrine, Mid-Boss and Mini Turret by their game names, the Shrine's second phase and the Patron's growth.
Sounds, file paths, button hints and timestamps are no longer game changes; light melee, recoil and effectiveness values are.
Every value shows the unit the game's tooltip prints ("Cooldown 30s → 38s", "40% → 32%"), and properties use the tooltip's own name ("Shield Duration").
Patch notes: 20 short official notes are back as their own patches (01-17-2025's four new heroes…), Valve's later patches appended to old posts go to their dates, Old Gods, New Blood is its own update, and matching is stricter (a line's percent must go the way it says).
Site audit, part 1: fixes across every page2026-10-01
The Items shop and item pages work again: a micro build that left the ability file alone had marked every item removed.
Hero changes: hero names link to their pages; phones keep the menu (it was hidden) and no page is wider than the screen.
Counts agree: the All changes tab counts what the summary tiles count, and hero chips open the hero's card.
Notes written from the files and the Text & tooltips tab use names, not internal keys; game tokens read as words; markup-only text edits are gone; highlighted numbers no longer break "->".
No more "1 buffs", "Build None" or "Bounds → Bounds"; builds shipped twice are marked (#2).
Unit changes, returning heroes, truer tags2026-10-01
Units: a Unit changes matrix like Hero and Item changes; units that share a name show what tells them apart (alt, weak, amber, model 2); removed units hide behind a switch.
Heroes and abilities Valve cut from the files before a reveal and put back now show what changed meanwhile (639 values across 47 entities) instead of reading as all-new.
Bullet speeds before August 2025 appear in the patches too (42 changes that read as engine details).
Ability upgrade texts are filled like in the game: no more "for BuffDurations" or "+DanceMoveSpeedm".
Tags: a downside the game draws red (Golden Goose Egg's damage penalty) grows as a NERF; "increased from +2 to +3" on a newly written field is a BUFF, not NEW; fields added or removed at 0 are gone; small scaling numbers keep their digits (0.0003 → 0.00035).
Home: up to 20 recent patches; Biggest changes in even rows. A build Valve shipped twice is marked (#2).
City Never Sleeps: each item's new Corrupted version (the Broker's trade) is one row listing its bonuses instead of five NEW rows — 466 new things in the patch instead of 880.
Ability cards: no "+0m" rows, and units are printed once ("+3m", not "+3m m").
The screen flash when you take damage, where a gun's bullets leave the model and trooper sound names no longer count as balance changes.
Units: the Hideout's toys, the bots' brain and effect-only entries (12) hide behind their own switch; patches list: hero faces end on one line; stat history dates stay on one line.
Hero changes filter, cleaner hero cards, no missed changes2026-10-01
Hero changes: a filter — All, Stats, Weapon, Abilities — narrows every tile and the hover card to that part of the hero; the cell itself keeps everything a patch did.
Heroes: cards are just the portrait and the name on a plate in the hero's colour; they lift on hover.
An audit of every build found changes we had missed: bullet speeds before August 2025 (18 changes), dash times before July 2025, and item stats that were removed and later restored (now two changes with their real dates instead of one on the wrong day).
Hero Stats at any boon, role filter, smoother scrolling2026-10-01
Hero Stats: a Boons box shows health, bullet damage, DPS, melee and resists at any number of boons; role buttons (Marksman, Assassin, Brawler, Mystic); the heatmap is a switch.
Numbers are tinted by what they are (health green, weapon orange, spirit purple); values with a history are underlined.
History tooltips: was and now in centred columns; the % uses a plain font.
Scrolling large tables and long pages is smoother (the background no longer repaints on every frame).
Patch calendar, richer hero changes, cleaner stat tables2026-10-01
Patches → Calendar: every year by month and day, shaded by how many game builds landed, patch days marked (named updates in gold), with the year's numbers and the monthly cadence.
Hero and item changes: tiles show how many changes a patch made; hovering opens a card with the patch, the counts and the three biggest changes.
Items and Units & Buildings tables: one table per category with only the columns it uses; items by tier; identical copies of a unit are one row (×N); Patron, Mid Boss and troopers named as in the game.
Hero Stats: pre-release heroes hidden behind a switch; the legend chips are gone.
All tables: centred cells and headers, light lines both ways, the history tooltip included.
Stat histories no longer show '11.26 → —' and '— → 11.62' when a value was briefly missing from the game files: it is one change, 11.26 → 11.62.
Hero and item change matrices2026-10-01
Heroes → Hero changes and Items → Item changes: every hero or item against every patch; each square is striped in the colours of what changed (buffs, nerfs, new, removed…), with switches for older patches, buff vs nerf and each tag, and a search.
Heroes: pre-release heroes are hidden until you switch them on; unreleased heroes are folded.
Patches list: the heroes hit come right after the title; the counters no longer spill into the next column.
Stat history tooltip: the date and the numbers sit on one line.
Patch pages: interface, sound and settings changes have their own tab 'Interface & sound', a grid of features with their names in bold; the patch notes keep the gameplay.
Notes lines the files cannot back no longer say CHANGED; a feature's name is bold.
Named updates show their name in gold instead of a star icon.
Dates use a plain font everywhere; the stat history tooltip lines its numbers up in columns.
Heroes: one grid (no 'Great for new players' row); each name plate carries the hero's colour from the game.
Items and heroes laid out like the game2026-10-01
Items: the game's shop — a row per tier with its price, columns Weapon, Spirit, Vitality; cards show ACTIVE and IMBUE like in the shop; hovering an item lights up its components and what it builds into. Street Brawl legendaries and removed items have their own blocks.
Heroes: tall portraits in the game's order (The Doorman under D), a 'Great for new players' row, role and complexity under each name, a pre-release ribbon and what the last patch did.
Tags that mean something: fixed BUFF/NERF, UP/DOWN for shared objects, readable labels2026-10-01
About 180 changes had BUFF and NERF the wrong way round: investment bonuses, Cooldown Reduction, enemy healing penalties, spread recovery. The direction is now read from the property's own name.
Troopers, guardians, walkers, camps and game rules get UP / DOWN instead of CHANGED (both teams have them); a camp's bounty, a powerup's strength and shorter respawn timers are BUFF / NERF for whoever takes them.
A field added and then tuned within one patch is NEW (it showed '— → 0.75'); tuned and then removed is DEL; a renamed field is judged like any change.
The same edit to several copies of one object (Walker in 4 versions, two crate ids) is one card: 'Walker · 4 variants'.
Tables edited row by row (souls per level, investment steps, the shotgun's pellet pattern) are one summary row with the range; the rows open on click.
Vote stickers, rich presence text, name offsets, trooper hit animations, collision hulls and soul-orb physics are no longer listed as gameplay.
City Never Sleeps: its official page is a full change list laid out as a magazine; its 195 lines (map, gameplay, The Broker, hero vote, interface, sandbox, settings and the 40 'Additional Update Notes') are now the patch notes, matched against the game files. Lore and taglines are not copied.
Patch titles, graded % pills, hero stats in the header2026-10-01
Patch titles show the date once; named updates (City Never Sleeps, Matchmaking Update) get a star and their name with the date beside it.
The % next to a change gets stronger colour the bigger the change: a 2% nudge is faint, a 60% swing is full colour.
Stat history tooltips no longer show an empty % box for a first value or a 0.0% step.
Hero pages: every main stat is a tile in the header, the rest under 'All stats'; the weapon's six key numbers stay visible, the rest under 'All weapon stats'; values are centred.
Tags and counters use the site's own pixel icons (arrows, star, cross, swap, gear) instead of font symbols that looked different on every device.
Build pages: a newly added hero, ability or item shows what it is (health, speed, abilities, key values) instead of hundreds of raw fields; the rest folds under 'All fields'.
New fonts: Jersey 20 for headings and names (clear pixel digits), VT323 for labels and tags, IBM Plex Sans for text.
Every change list is a set of entity cards: big icon, name, ▲▼ counters and a strip of the last 12 patches; rows with the tag, the text and old → new with a % pill.
Patch pages open with a summary: buffs / nerfs / new / removed, the heroes hit (click to jump to their card), the notes check in one line, ◀ ▶ to step between patches.
Patch notes are grouped by hero and ability with section banners; exact lines no longer repeat their numbers.
Hero pages: official notes sit inside the ability they are about; older patches fold; abilities show their last change and history; the weapon's key numbers are large.
Patches index grouped by month with follow-ups under their parent, ▲▼ counts and the heroes hit.
A smaller bonus to cooldown (-20s → -18s) is now a nerf, not a buff.
Engine plumbing rows fold into 'Technical'; a renamed field shows as one change instead of removed + added.
Hero pages: the weapon's six key numbers in one row of equal tiles; history is one panel per patch with the abilities as sub-headers; 'Only hidden' sits next to the History heading.
Item pages: the current values sit beside the history.
Heroes list: under every portrait, what the hero's last patch did (▲▼✦✕) and its date.
Small names use a plain readable font; the pixel font stays for headings and big numbers.
Patch summaries count new and removed abilities per hero too; a replaced upgrade tier shows its old and new bonuses on one muted line.
Hero Stats: every column group is labelled at its start; a fade on the right shows there are more columns; a corner notch marks values changed in the last 45 days.
Every counter on every page counts the same rows: engine plumbing no longer makes a patch look like a hero's last change.
Ability text reads like the game: 'spirit damage over time' instead of 'SpiritDPS', '+2m' instead of '+2mm', keys shown as [Move Forward].
Names Valve wrote without a gap in the localization file are read (Viscous: Splatapult; labels such as 'Bounces').
A shorter time between heal or damage ticks is a buff (Rem: Infest Heal Interval 3 → 2).
Change rows are denser and their new values line up in one column.
Global lines, icons everywhere, tooltips that fit, one-line table headers2026-10-01
Lines that move one stat of every hero by an amount ('Base HP reduced by 10 for all heroes', 'Bullet Cycle Time increased by 5%', 'Spirit Power scaling reduced by 7%') now cover those changes instead of leaving dozens 'hidden'.
Troopers, Guardians, Walkers, Patron, Mid Boss and neutral camps show the portraits the game itself uses; map pickups their ping icons; group rows ('All heroes (24)', game rules) a category glyph — no empty icon boxes left.
Ability cards show the in-game property icons (cooldown, duration, spirit damage…), with spirit damage in purple.
Tags: tinted chips with a colour bar; stronger fill for bigger changes.
Tooltips stay inside the screen and can be tapped on phones.
Hero Stats: short one-line headers (full name on hover); niche columns (spread, gravity, collision…) behind a Details button.
City Never Sleeps now uses its forum changelog (interface lines) and keeps a 'From the files' tab with the biggest changes.
Neutral camps and Guardians are no longer listed as troopers.
Patch notes are laid out by hero, item and ability with icons, a tag per line and highlighted old → new numbers, instead of Valve's plain text.
Labels from the game no longer show '&' instead of '&'.
Weapon block, grouped history, readable tags, new builds within 15 minutes2026-10-01
Hero pages: the weapon comes first as its own block with its in-game name (Abrams: Case Closed) and every gun number; abilities follow; the other stats are compact panels with the game's stat icons.
History and patch changes are grouped by ability: one header with counters, the rows below without repeating the name; a tier whose bonuses were swapped shows as one REWORK row.
Tags: smaller, readable, no duplicated percentage; availability shows ON / OFF; mechanic changes MECH.
Changes to heroes still in development are marked with a flask and a violet tint, and counted on patch pages.
Patch notes: sub-headings are recognised, lines about sound, visuals, interface, the map or the engine are marked as not part of the compared data, May 2024 lines as having no game files, lines that an edited Steam post copied from a later update point to it; unlinked note lines went from 3,716 to about 1,700.
Notes that reached the game files days later are tied to the build where they landed: the 12-06-2024 update now includes its 12-14 builds instead of a separate 'unannounced' update.
Text-change lists show names ('Afterburn · T1 description') instead of localization keys.
Hero pages drop the hero's name from note lines; abilities re-created under a new id keep their icon.
Hero Stats table: thin grid lines and centred numbers.
New game builds are picked up automatically within about 15 minutes.
History from June 2024, sharper hidden-change detection, new hero and patch pages2026-10-01
Game data now starts on 2024-06-06 (the predecessor tracker): 11 more early patches are checked against the files.
Hidden changes re-checked against an audit of ~1000 changes: global lines ('all ultimates +15% cooldown'), item components, tier rewrites, unit names and multi-field mechanics are now recognised as described.
Engine plumbing, Street Brawl draft weights and changes to unreleased heroes no longer count as hidden.
Updates without official numbers (City Never Sleeps) get patch notes written from the files and a list of the biggest changes.
Hero pages: key stats, stat tables with history, ability cards rebuilt from the in-game tooltip (values, spirit scaling, T1-T3 text), history as one table.
Patch pages: tabs, the files' values next to every note line, changes grouped by hero.
Icons for removed items and abilities (e.g. Tokamak) from older game files.
Cyclopean launches2026-09-30
Every Deadlock build since August 2024 compared field by field.
Patch pages: official notes checked against the game files — documented, described, hidden and mismatched changes.