{
    "ok": true,
    "keep": 3,
    "count": 2,
    "builds": [
        {
            "version": "v0.1.1",
            "status": "CLANKER CALAMITY",
            "filename": "ClankerCalamity_v0.1.1.zip",
            "size": 529224482,
            "size_human": "504.7 MB",
            "sha256": "2d1bbaab954b1a03ac247e448ce929ecbdea6c2c14f8ca3157d239779192cc60",
            "uploaded_at": 1786604106,
            "uploaded_iso": "2026-08-12T23:55:06-07:00",
            "downloads": 2,
            "notes": "STATUS: CLANKER CALAMITY - Build v0.1.1\r\n\r\n## How to run\r\n- Unzip anywhere, launch `CC.exe`\r\n- The build number is on the title screen, bottom centre. Make sure everyone is\r\n  on the same one \u2014 mismatched builds cannot see each other's lobbies, and there\r\n  is no error that says so\r\n- Press **Escape** in a shift for settings, and for **SEND A LOG TO THE TEAM**\r\n\r\n## Fixes in 0.1.1\r\n- Shifts no longer wait out the full animation budget on every instruction. A\r\n  seat-counting mistake meant the \"everyone has finished animating\" check could\r\n  never pass whenever any seat was AI \u2014 which is most matches. Playback should\r\n  feel noticeably brisker\r\n- Booking a rest is now enforced server-side rather than by the button alone\r\n- Match seeds are drawn from a full 31-bit range instead of 15, so repeated\r\n  deals across sessions are far less likely\r\n\r\n## What this build is\r\nA complete, playable prototype: eight original floor tiles plus a break room and\r\na tutorial floor, seven routes, a seeded route generator, four AI difficulty\r\ntiers, and full simultaneous programmed movement.\r\n\r\n## Playing online\r\n- **SIGN IN** on the title screen, once per machine. Later launches are silent\r\n- **HOST A SHIFT** with *Open to other players* on gives you a six-digit code\r\n- The other player takes **JOIN BY CODE**\r\n- The host presses **BEGIN THE SHIFT** when everyone has arrived\r\n\r\n## What to report\r\nAnything that breaks the loop: a stuck screen, a lobby that will not join, cards\r\nthat will not commit, a shift that does not resolve the same way on both\r\nmachines. The last of those is the most serious thing you could find.\r\n\r\nPress Escape and **SEND A LOG TO THE TEAM** while it is still on screen \u2014 that\r\nsends the end of your log with your name attached, which is far more useful than\r\na description after the fact.\r\n\r\n## Known limitations (expected, not bugs)\r\n- **No audio.** Announcements are subtitles for now\r\n- **No host migration.** If the host quits, the match ends for everyone\r\n- **Camera drag can spin** if the pointer leaves the window mid-drag. Release and\r\n  press again to recover. Known, being worked on\r\n- Multiplayer has been proven on one machine but never between two, so joining is\r\n  the least tested thing here",
            "url": "download.php?b=build_20260812_235506.zip"
        },
        {
            "version": "v0.1.0",
            "status": "CLANKER CALAMITY",
            "filename": "ClankerCalamity_v0.1.0.zip",
            "size": 529216252,
            "size_human": "504.7 MB",
            "sha256": "8b6cf366448f33c2098cd57ba4b6930bed0fa7f322439e8f4efc853e6ed9f097",
            "uploaded_at": 1786602016,
            "uploaded_iso": "2026-08-12T23:20:16-07:00",
            "downloads": 1,
            "notes": "STATUS: CLANKER CALAMITY - Build v0.1.0\n\n## How to run\n- Unzip anywhere, launch `CC.exe`\n- The build number is on the title screen, bottom centre. Make sure everyone is\n  on the same one \u2014 mismatched builds cannot see each other's lobbies, and there\n  is no error that says so\n- Press **Escape** in a shift for settings, and for **SEND A LOG TO THE TEAM**\n\n## What this build is\nA complete, playable prototype: eight original floor tiles plus a break room and\na tutorial floor, seven routes, a seeded route generator, four AI difficulty\ntiers, and full simultaneous programmed movement.\n\n## Playing online\n- **SIGN IN** on the title screen, once per machine. Later launches are silent\n- **HOST A SHIFT** with *Open to other players* on gives you a six-digit code\n- The other player takes **JOIN BY CODE**\n- The host presses **BEGIN THE SHIFT** when everyone has arrived\n\n## What to report\nAnything that breaks the loop: a stuck screen, a lobby that will not join, cards\nthat will not commit, a shift that does not resolve the same way on both\nmachines. The last of those is the most serious thing you could find.\n\nPress Escape and **SEND A LOG TO THE TEAM** while it is still on screen \u2014 that\nsends the end of your log with your name attached, which is far more useful than\na description after the fact.\n\n## Known limitations (expected, not bugs)\n- **No audio.** Announcements are subtitles for now\n- **No host migration.** If the host quits, the match ends for everyone\n- **Camera drag can spin** if the pointer leaves the window mid-drag. Release and\n  press again to recover. Known, being worked on\n- Multiplayer has been proven on one machine but never between two, so joining is\n  the least tested thing here",
            "url": "download.php?b=build_20260812_232016.zip"
        }
    ]
}