What's new
The game moves often. Here is what changed, from the most recent version to the oldest.
Version 2.2 · 17 September 2026
The fourth faction finally exists
- The World Government is playable. It had a reputation but no way in: nobody recruited, and no run could make it its path. Seventeen scenes give it one, from the recruiter who already knows your file to the empty chair of the Five Elders, by way of Rokushiki, a Buster Call you are asked to observe, and the Cipher Pol with no number. You don't sign up, you are chosen: the Government picks its agents from elite Marines, and each rung of the climb leads to the next.
- Every faction now has a late career. Past forty, the faction vanished: an admiral of fifty lived nothing that belonged to the Marines any more. Fifteen scenes fix that. Judging an old classmate turned pirate, the desk they offer to take you off the sea, the young captain come to make a name on you, the king you overthrew found at eighty mending nets.
Wounds leave a mark
- A serious wound no longer costs only health. Five marks: arm, leg, eye, lung, face. Each one costs on the stat it touches, and opens scenes that exist only for those who carry it. The cold that wakes the leg when you are old, the shoulder that gives mid-fight, the blind side in an unfamiliar street, three flights of stairs turned into something you prepare for.
- They can be healed, never for free. A surgeon who tells you himself he has succeeded three times out of five, a smith who fits his metal hands over four sittings, an island that none of the three charts places in the same spot.
The game knows which life it is telling
- Not every life ends in legend, and those lives now have their own scenes. A modest character was handed trials written for a future Emperor, and lost them one by one. Forty-four scenes are written to their measure: the harbor that knows you, the job nobody wants that you do well. At the other end, sixteen scenes for the strongest, about what their power costs the people around them.
- Middle age has its own story. At forty-four you drew almost the same scenes as at twenty. Thirty scenes now speak of that age: the body you can no longer take for granted, the twenty-year-old thief who runs faster than you.
- The New World must be earned. Age alone no longer gets you across the Red Line; you need the power too. Those who rise late cross late.
Where you are born matters
- Your home sea shapes your childhood. It used to be decoration on the sheet. Five scenes per Blue: the scaffold of Loguetown in East Blue, the tale of Noland the Liar in North Blue, the scorched books of an island of scholars in West Blue, the missing year in South Blue.
More world, and something to read it with
- Ace and Zoro join the Legends, alongside Luffy. Three lives already written, yours to replay differently.
- Twenty more Devil Fruits, bringing the catalogue to ninety-eight.
- An eleven-page encyclopaedia, written from the game's own catalogue rather than beside it: Fruits by type, races, weapons, Haki, seas. What it describes is exactly what you will play.
On a phone, you can see your choices
- The character sheet took up half the screen. It now folds away: on an iPhone 14 as on a Pixel, a scene and its choices fit without scrolling. Two automatic measurements check it on every change, so the fault cannot come back a third time.
The end of a life makes you want the next one
- The end screen says what was missing. Seven power points stood between you and the tier above, and that tier paid this much more. The game already knew; it just never said so.
- One button starts another life without going back through the menu.
- Your wanted poster is shown before it goes anywhere. The button used to send it straight out, unseen. It now appears on screen, followed by two plain actions: copy the image, or save it.
Under the hood
- The game is checked by one thousand one hundred and twelve automatic verifications, up from nine hundred and eighty-six, plus six full playthroughs in a real browser. One fix along the way: a damaged save was read back without being verified, in four different states.
- Challenge mode rankings can no longer go stale in silence. Their tables now carry a fingerprint of the content that produced them.
- The world is held to its own rules more closely. A Devil Fruit user does not swim, a Fish-Man does not drown, a Lunarian is not branded with a hot iron: the scenes concerned now know it, and automatic checks enforce it.
Version 2.1 · 8 September 2026
Two more ways to play
- Legends mode. The story is already written, you come to play it again. You take the place of a known hero, walk back through his chapters, and at every turn you can pick something other than what he picked. The game warns you when the storyline goes past what the source published: from there on you are reading a hypothesis, not the story.
- Daily Challenge. One imposed character sheet, the same for everyone, changing every day. You only choose your name and your gender. When you die, your score is placed among two thousand simulated lives of that same challenge: you know whether you are in the top ten percent, or not. Replayable as often as you like, with a reward that shrinks on every attempt.
- A challenge log keeps your best score for each day, and your streaks of consecutive days.
The game has a new face
- A living backdrop behind the whole game, and a home screen that finally shows what it offers: three posters, one per way to play.
- Twenty-two character portraits, one per race and gender, replacing the empty square that used to hold the space.
- Not a single emoji left in the game. The three hundred and fifty-seven that served as pictograms are replaced by a hundred and seven hand-drawn icons. An emoji is drawn differently from one phone to the next: what you saw was not what your neighbour saw.
Balancing has been reworked
- The purse, the summit, the crew and trial difficulty were retuned together, after five thousand lives replayed on the simulation bench.
- The pirate side finally feeds itself. Many piracy scenes granted no reputation at all, which made the highest title harder to reach as a pirate than anywhere else.
- The Challenge ranking has been recomputed against those new rules. It was still being read against the old ones, and could report a rank twenty points off.
Fixes
- A scene where no choice was playable froze the run. It now offers to walk away, and the life carries on.
- The end-of-life share card has been redrawn, readable and without the wood material.
Version 1.0 · 29 August 2026
The summit has to be earned
- There is no shortcut to a Fulfilled Destiny any more. An old-age scene handed it to you if you were famous enough, without ever looking at what you were actually worth. It alone gave out seven summits out of ten. Every door to the summit now asks for real power, like all the others.
- Laugh Tale can no longer be walked around. You could reach the end of the voyage without the stature, carve your name into the rock, and sail off as Pirate King. The island now refuses anyone who is not ready for it, whatever they do there.
- Every top-tier ending is offered twice, never more. One of them was offered seven times and collected half the summits in the game. All eight endings now stand equal before you, and there is something to collect.
- Retiring at the height of your glory became an ending of its own, with its own title and epitaph, instead of handing you a summit you never took.
You are no longer shown what you can never take
- Choices reserved for another path disappear. As a pirate you could read the Marines' two endings in plain sight, greyed out, refusal reason and all. That spoiled the discovery of an ending that life would never see. They are now left to be found in another run.
- Locks you can still open stay on screen. Power, stats, Haki, fame, purse: those are goals, not closed doors.
- A choice that opens thanks to who you are says so. Your race, your fighting style or your side is shown on the card, the way your Devil Fruit already was. You know those choices exist without being shown other people's.
A life finally has a rhythm
- Scenes no longer all look alike. Sixty years of identical clicks meant sixty times the same board. A rare scene, a high-stakes one or a unique one now presents itself differently, and the thirty-eight great moments announce themselves in one line before they land.
- A nemesis follows you your whole life. They come back three times, they climb a step with every return, and the last encounter decides something.
- A ship. Your berries slept with nothing to buy; they now have an outlet, and the New World a material stake.
- Retirement. Stopping while there is still something left to keep became a decision you can make, instead of waiting for the end.
Your race costs you something
- The scenes written for your race finally reach their player. They had always existed, and one non-human character in a hundred saw theirs. It is now seven in ten.
- And seven new scenes say what your race costs, one per race. Being a Giant or a Fish-Man is not just a set of bonuses.
- Marine and Revolutionary careers climb higher: eight new scenes for the middle of the ladder, the way into the Revolution, the march towards the Government, and the two ways down that were missing.
Fifty feats, and a profile you can actually read
- Fifty feats in five families instead of sixteen: the voyage, renown, power, manner and collection. No target was invented; every one is set on what the game can genuinely produce.
- A fifth family: manner. How you went about it is neither your power nor your collection. Fulfilling your destiny with no Fruit, before forty or after seventy, or having served under a rank in one life and been hunted in another.
- The profile page no longer scrolls forever. Past lives stop at the last six, feats are filed by family, and the first unfinished family opens on its own: the page opens on what you have left to do.
Settings, the Collection and the text pages
- Abandoning your current life now asks for confirmation. It fired on the first click, no question asked, while a full reset asked one. The four actions that erase something are now gathered together, each with its reach spelled out.
- Two new actions: erase only the journal of your lives while keeping your collection, and restore default settings without touching your progress.
- Settings are reachable mid-run, and the animated background switches off separately from the rest: you can freeze the scenery and keep the interface animations.
- The Collection speaks your language. Three pieces of text stayed in French for everyone. The text pages now link to each other, and the changelog no longer unrolls every version at once.
- Two people in the same life can no longer share a first name, and the name pools go from sixty-four to nearly two hundred per gender.
Version 0.9 · 27 August 2026
Your life counts, not your collection
- The final tier grades what your life achieved. Before, a character born with the best Fruit and the best race was nearly a legend at twelve, without having played a single event. The game counted your collection as much as your run. Now it counts only what you earned along the way: your stats, your fame, your Haki, your crew, your titles.
- Your Devil Fruit still weighs just as much, but differently. It carries you through trials, keeps you alive and lifts you faster. It helps youearn your tier; it no longer hands it to you up front.
- Failing a life is possible again once you have unlocked everything.A player who owned the top of the catalogue could no longer end below the Legend tier, even playing at random. That is over.
Your race finally does something
- The seventeen racial aptitudes are real now. They had been written, translated and shown in the Collection for weeks, and they did nothing at all. They act in play from now on.
- And they act at the right moment. A Mink's Electro speaks in battle, a Fish-Man's sea sense on a crossing, Sulong only in the New World. An aptitude does not repeat its race's strong suit: it says when that strong suit truly counts.
- A Lunarian's stone skin and a Dwarf's small size soak part of the blows for you.
- Humans get versatility. They are the yardstick, they excel nowhere, but they were not meant to become the only choice that pays nothing.
The final tally finally says something
- Your deeds tell your life. The block stayed silent for more than one life in two, including a run scored 87 out of 100 with a 2.7 billion bounty: it read « a life without much glory ». It now lists what you did, from the rarest to the most ordinary, and it is never empty.
- Your bounty is measured against the most wanted of your era. A bounty has no ceiling: the only reference that means anything is Roger's, Shanks's or Whitebeard's, depending on when you live. And if you pass them, the tally says so instead of sitting on a full bar.
- A pirate reads a bounty, not fame. Fame was an invisible unit you could do nothing with. It leaves an outlaw's screens; the ranked camps keep theirs, which carries their grade.
Fixes
- Creditors were knocking on the wrong door. The two debt scenes could be drawn at random, at any age: a ten-year-old who had never owed a thing met his creditors. They now show up only if your purse really stays in the red.
- Going broke was the most profitable thing in the game. Settling your slate paid up to 300 million berries, when the deepest possible debt is worth 157,920. Those choices now wipe the slate, which is what they always claimed to do, and pay nothing at all.
- The version number in the footer had been stuck at 0.7 for the whole of 0.8, and 0.8.5 fixed it.
Version 0.8.5 · 27 August 2026
The game speaks three languages
- English and Español, in full. The whole game is translated: the menus, character creation, the run screen, the final tally, the four text pages, and all 380 events of the story. Playing in English or Spanish no longer lands you on a line of French.
- The game opens in your language. On a first visit it reads your browser's language and takes you straight there. Your own pick always wins: once you set a language yourself, detection never overrides it again.
- Language is switched in Settings, and you stay on the page you were reading, translated. A life already under way keeps the language it was played in.
- Addresses speak the language too: nouveautés in French,changelog in English, novedades in Spanish. The old French addresses still work.
Under the hood
- The story no longer lives glued to the rules: an event carries its numbers on one side and its text on the other, once per language. Adding a language no longer means copying the entire game.
- An automatic check compares every translated text against its French original and flags what is missing or has gone stale. An event reworded in French comes back on the list until it has been translated again.
- Every page declares its three versions to search engines, and the sitemap covers all three languages.
- The version number in the footer was still reading 0.7 while 0.8 was live. Fixed: the release banner announces the right version again.
Version 0.8 · 25 August 2026
The world
- The Marines have their nineteen ranks. From Seaman Third Class to Admiral, the ladder finally carries the ranks of the work instead of six invented tiers. A career in uniform changes stripes eight times in a typical life, against two before: you feel yourself climbing.
- Every side speaks its own language. A pirate no longer has a rank, they have a bounty, because that is the only thing that climbs when you are an outlaw. The Revolutionary Army gets its six steps, from Sympathiser to Chief of Staff, and remains the only side to carry both: a head with a price on it and a rank.
- Promotions are played, they no longer replace your life. An important set of stripes gives you a scene that is added to your year instead of taking its place. Without that, a career of eight ranks would have been eight years telling nothing but promotions.
- The summits are contested. Fleet Admiral and Supreme Commander of the Revolution were held for life by whoever occupied them. You can now go and take them, provided you weigh heavily enough: legitimacy is proved by force. The one you unseat stays on the board, one notch below you.
- Weapons exist. Around thirty of them, from a blade picked up off a beaten enemy to the Supreme Grades such as Yoru or Enma. Your character finally carries something, and the fighting style chosen at creation, which did almost nothing, now backs up your trials.
- Your Path commits you. The dream announced at creation no longer just writes your epitaph: it now asks you to hold to it, and you are the one who chooses how.
Balancing
- Your score finally reflects your power. One life in six was strong enough to fulfill its Destiny while being scored as a retirement, and then the score jumped by up to twenty-six points at the very last instant. The highest tier is now set on the threshold that opens the summits: if you can aim for a Destiny, your score already says so. Fulfilling your dream confirms a trajectory, it no longer inflates a score.
- “Almost a legend” becomes “World-wide glory”, following on from “Glory of one sea”. The tier was no longer rare enough to promise an exception.
- Awakening a Devil Fruit weighs for real, and it has become reachable. In exchange, you no longer bite into a second Fruit: the work never allowed that.
- A title that names a rank now gives you that rank. Taking up the coat of an Admiral and finding yourself a Vice Admiral in the gazette is over.
Comfort of play
- What the screen announces is what the game applies. A weapon found at random carried the raw mention from the content instead of its name, and nine titles were shown as a technical identifier among the great deeds of a life.
- Going past the top of the scale is a feat, not an error any more. The summary showed “Power 307 / 300”; it now tells you that you are off the scale.
- The game holds on 360-pixel phones. The starting stats no longer walk over each other.
- The last interface texts left hard-coded can be translated, and the bounty scenes no longer address someone wearing the uniform.
Under the hood
- The rules of the game, which held in a single file, are spread over fourteen modules, and the game screen over five. No change of behaviour: room for what comes next.
- A net now catches the content conditions the engine cannot read. A typo in a bank of events made the scene unplayable with nothing to signal it.
Version 0.7 · 20 August 2026
The world
- The chronicle of the seas. The bird brings you the paper in the years the world talks about you. You read the bounty board there, with the Emperors of your era, the great names of the seas, and your place among them. It only comes out when something has changed: an entry on the board, a tier crossed, a name you have just moved ahead of.
- Your finished life fits on a wanted poster. An image to share, generated from the ending screen.
Balancing
- Your Devil Fruit finally counts, even a common one. An ordinary Fruit was worth almost nothing more than no Fruit at all, and a character who had not drawn a rare power was capped without knowing it. Rarity now pays across the whole scale, and the ending tier is no longer closed in advance to a beginner.
- Your race weighs in the balance. An exceptional origin can now be felt in play instead of staying a line on the sheet.
- Endurance takes the hits. It reduces the wounds you suffer: becoming famous draws trouble, and you can finally prepare for it.
- The summit of the game is climbed through difficulty, no longer through inflated gains. Exceptional endings stay rare, but they stop being out of reach.
- Unlocking everything takes 142 lives instead of 195, a mythical Fruit comes out once in 500 spins instead of once in 3,000, and you start with three common Fruits and three tokens.
- Fatigue rests in proportion to what you carry, and no longer by a flat amount that faded away exactly when it mattered.
- A character built on a single stat is no longer the obvious road: trials no longer always land on your best card.
Comfort of play
- The rarity of Fruits is written on the cards at creation, instead of being guessed from the colour.
- Your bounty reads at a glance in the top bar, next to your purse.
- Volume is set by hovering the sound button, without going through the Settings.
- The top bar holds on small phones. Under 375 pixels, your name and your sea no longer broke in two.
- Event titles are readable again, and the missing accents have been given back to the whole game, interface and story alike.
Version 0.6 · 18 August 2026
The world
- The game is played in French, English and Spanish.
- Every choice tells what follows: success or failure, nothing is settled in silence any more.
- Twenty-two more events, including two new grounds: ship manoeuvres and chases at sea.
- Haki is learned earlier, but the four summits now demand Armament. Devil Fruits and the Revolution no longer open up to just anyone.
- You can play in the red: debts run, creditors seize half your income, and ruin is an ending like any other.
Comfort of play
- Character creation rebuilt: the draw runs on the cards themselves, one button draws everything that is left at once, and a summary shows who you are before you cast off.
- Game bar simplified: the essentials on top, the detail (reputation, stats, crew) in a panel that opens on demand.
- Live life score: your score out of 100 moves with every choice, instead of landing all at once at death.
- Crew cohesion: a gauge finally tells you whether your crew holds or comes apart.
Balancing
- Betting everything on a single stat no longer pays: past a certain level, an already high stat climbs less and less. Complete characters gain from it.
- Fatigue rests a little every year.
- The mythical endings, walled off by mistake, are open again.
- Rewards, tiers and prices revised after measurement.
Under the hood
- Every page has its address in the three languages, and a shared link announces itself in the language it was copied in.
- Indexing fixes: the game is easier to find on search engines.
Version 0.5 · 12 August 2026
The world
- Four port calls where you can finally spend your berries during a life.
- Every race has its strengths and weaknesses in figures, and some carry prejudices that weigh on your reputation from the start.
- The crew really counts: every post carries a mechanical effect, every crewmate has a race, and they can die.
- Every path now has its summit, guarded by power.
- Three new banks of events, and the arc of the One Piece back in play.
Comfort of play
- Keyboard shortcuts: keys 1 to 9 to choose, Enter to continue, Esc to step back from a lethal choice.
- Ship's log: the trace of every choice made in the life under way.
- Year-end summary, and a dressed-up ending screen.
- Stat legend: the six stats are finally explained.
- Crossing a trait threshold is announced: you learn who you are becoming instead of finding it in the HUD.
- The Shop and the Codex merge into a single screen, the Collection.
- History of past lives and great deeds, on the Profile.
Balancing
- Stats move from a scale out of 20 to a scale out of 100, easier to read.
- Renown and ending tiers reset, unlock prices revised after measurement on the test bench.
Under the hood
- Screens now follow on through a short fade instead of replacing each other all at once.
- The game no longer opens on a black screen: the sea background shows immediately, and its video went from 3 MB to 643 KB.
- Accessibility: the end of a life is announced to screen readers, and twelve texts that were too pale are back above the contrast threshold.
- Every screen has its own tab title, and the link to the game finally shows a preview when it is shared.
- HTTP security headers, and lighter media.
Before
The earlier versions laid the foundations: the life engine year by year, character creation, the narrative events, local persistence, the plank menu and the audio layer. The game was playable, but it was missing everything that makes you come back.