LivingRoom Open Road

What's new

Every build of Open Road so far, newest first: 21 of them. TestFlight shows only the newest few, so the whole story is kept here.

Build 22

  • A banner from the last move (a bonus, a bust, a last card and the like) no longer pops up over the Game Over card.

Build 21

  • A card you tap to play now flies from where it sat in your hand, not from the middle of the hand.

Build 20

  • At the end of a hand, the last card played lands before the hand's result takes the piles' place, instead of landing on top of the result.

Build 19

  • At the end of a game, the final score card now waits for the last banner of the game to finish instead of flashing up, disappearing under it, then coming back.

Build 18

  • Unfinished online games are checked with iCloud less often as they age, all at once rather than one by one, and not at all after a month unplayed. A game someone left or finished elsewhere still clears from your list, sooner for recent games.
  • For testers: Settings › Beta also counts the game's iCloud requests and any slow-down iCloud asked for.

Build 17

  • Switch to another app mid-game and the game is saved exactly as it stands, so if iOS closes it while you're away, Continue picks up where you were, not at the start of the hand.
  • An online game stays connected for about half a minute after you switch away, long enough to answer a message.
  • For testers: Settings › Beta shows how your saved games are syncing with iCloud, and Send Feedback includes it. If deleted games come back, send feedback from that game.

Build 15

  • The round buttons over the table are clear glass again, as before the last build.

Build 14

  • The dealer's badge is a gold D, easier to spot.
  • The buttons over the table stand out from the felt: dark circles with light symbols.
  • The rules button is a question mark, and the close button is a quieter outline set a little apart, so it isn't hit by mistake.
  • The title at the top of the table (whose turn it is) is centred on the screen, not pushed to one side by the buttons.

Build 13

  • The rules are a tap away at the table: the book button beside the close button.
  • The screen stays on while you're at the table, so it no longer dims and locks while you wait on someone else's turn.
  • If your saved games ever can't be opened, the app still starts and plays rather than closing straight away.

Build 12

  • With no name typed for practice, you play under your Game Center name, so your avatar shows your initial, not a Y.
  • Your Game Center picture or Memoji shows on your seat in practice games too, not just online.

Build 11

  • You're in the players' row (or column) with everyone else, in the order of play, lit up gold on your turn, so you can see who goes before and after you.
  • Players show their Game Center picture or Memoji where they have one, you included; anyone without one keeps their initial.

Build 10

  • On an iPad held sideways, every side's cards show without scrolling: the piles and the trip sit beside them, and the piles are bigger.

Build 9

  • How the hand went is a row for each side, in big type, instead of one long line.
  • Turning an iPad no longer deals the cards on the table all over again.
  • Cards flying across the table land in the right place after you turn an iPad.
  • The banner for a big moment (a hand or round over, and the like) is solid instead of see-through, with bigger, brighter text under it.

Build 8

  • Deleting your last saved game: "No games yet" fades in once the list has gone, instead of on top of it.

Build 7

  • The other players' cards are bigger the fewer of them there are: with one or two others, their panels no longer sit mostly empty.
  • No gold ring where a card lands: on a pile that cleared as the card landed, it outlined empty places.

Build 6

  • The card info sheet and the extension buttons match the rest of the app's sheets and buttons.
  • Card motion in Settings: Fingertip is gone, now that its fingertip dot is. Lift and place is the new default, and anyone who had Fingertip gets it.
  • Distance cards on the table read "100 ×1" again, not "Optional(100) ×1".
  • A card's info sheet is only as tall as what it says.
  • The discards glow softly when a card can go there, instead of wearing a gold line.
  • Tap a card on the table (with no card picked) to see what it does and how to answer it. Hold a card in your hand for the same.
  • Every side's cards fit on screen without scrolling, sized to the screen.
  • Hints, in Settings: off unless you turn it on. With hints on, the sides a picked card can go on light up, and so does a safety that can counter a hazard just played on you.
  • Dragging a card onto a side lands on the side under your finger.
  • No dealer's button: who deals changes nothing in this game.
  • Join with Code is a shorter sheet: the table is looked for as soon as all six digits are in (no Join button), and Paste and Scan QR Code sit side by side under the code.
  • Cards other players play no longer carry a grey dot as they fly.

Build 5

  • Arrange your hand: drag a card along it and the others fan apart where it will go.
  • The other players' hands are sized the way LivingRoom Hearts sizes them, and each side's cards are bigger.

Build 4

  • Cards land smoothly on the pile they belong to, whether you drag them or another player plays them.

Build 3

  • Drag cards from your hand: onto your own piles, onto another player's piles for a hazard, or onto the discards.

Build 2

  • The game's own icon, table felt and card backs.
  • In your hand, every card's name shows in full.

Build 1

  • The first build of LivingRoom Open Road. Race to 1,000 miles, stopping the others with hazards and fixing your own.
  • Partners with four or six players, and a 700-mile trip that can be extended with two, three or six.