What's new

What changed in Kami World, day by day.

    • Changed

      Leave, Reset, and outbound link prompts now look the same

      Leaving a world, resetting, and following a link that leaves the game now all show the same confirmation dialog, with improved spacing and more consistent behavior on phones.

    • Fixed

      No more getting stuck on invisible zones

      Characters no longer float or stand as if on solid ground when passing through invisible trigger zones, while real floors underneath those zones still work as expected.

    • Fixed

      Open menus no longer interrupt mouse control

      While a menu or confirmation dialog is open, the 'click or press any key to play' prompt no longer appears over it. Closing the menu lets mouse control resume normally on the next click or key press.

    • Fixed

      Phone top bar now fits the place name and dock together

      On smaller phones, the place name and the dock buttons now sit side by side on the top bar instead of overlapping.

    • Changed

      Agents now climb exactly like players do

      Characters controlled by the game now climb using the same motion as players, reaching the top the same way, so their climbing looks consistent with everyone else's.

    • Fixed

      Climbing now matches each avatar's own feet

      Climbing animations now adjust to the actual size of an avatar's feet instead of assuming human proportions, so the hanging foot, knee position, and hand placement fit non-human avatars more naturally.

    • Changed

      Kami World's address is now kami.world

      Kami World's app and services are now shown and shared under https://kami.world and https://api.kami.world, including in shared links, place addresses, and site information. Older links continue to work as before.

    • Changed

      Quick menu now opens consistently from Esc, Start, or the phone button

      Pressing Esc or Start, or tapping the phone's '⋯' button, now all open the same Quick menu, and it closes the same way from any of them. The older separate phone menu and pause screen are gone, their options now found in Quick and the main menu. A glitch where menu items briefly lost focus while reopening is also fixed.

    • Changed

      Smarter obstacle avoidance in Hyrule

      In Hyrule, characters controlled by the game now walk cleanly around walls with no visible gap, even as the surrounding area changes.

    • Fixed

      World view stays put when focused

      The 3D scene and its on-screen display no longer scroll or slide out of view when the page shifts focus to it.

    • Changed

      Cleaner number display for quick replies

      Numbers on the on-screen keyboard and in the phone chat's quick reply options now line up evenly instead of shifting width from digit to digit.

    • Changed

      Smarter obstacle avoidance in more worlds

      In Dust, Mario64, Spacepod, Void and Silent Hill, characters controlled by the game now walk around obstacles and scenery instead of through them.

    • Fixed

      Agents no longer cut corners while walking

      Characters controlled by the game now follow their walking path precisely instead of turning early, so they no longer clip into crates and walls along the way. Walking pace is unchanged.

    • FixedFor developers

      Environment ground disc now part of the navmesh

      The fixed ground disc that carries the player under a world is now folded into the server's navmesh soup, clipped to the rest of the level and bounded to respect the tile guard. Previously the server ignored this ground, so agents could not reach areas only it supported and void areas lacked any navmesh.

    • FixedFor developers

      Rights state timestamp now whole milliseconds

      GET /rights/state previously served computedAt with a fractional millisecond value; it now reports whole milliseconds.

    • New

      Credits page now shows up-to-date credits

      The /credits page now shows the current, active list of credits in display order, and falls back to a built-in list if that information can't be reached.

    • Fixed

      Avatar lists no longer cause slowdowns

      Avatar pickers and avatar displays used to each re-check the full avatar list on their own, causing noticeable pauses and occasional freezes. That check is now shared, so avatar lists load without slowing things down.

    • New

      Platform can now feature or hide worlds on the hub

      Platform admins can now mark a world as featured or unlisted. Unlisted worlds no longer appear in the public world list, featured worlds are shown first, and the hub displays the admin's featured picks.

    • Changed

      Quick menu now looks and behaves the same everywhere

      The Quick menu now behaves consistently whether it appears as a pop-up panel, a side column, or a bottom sheet, on both desktop and phone.

    • Changed

      Chat, image viewer and on-screen keyboard get a consistent look

      Desktop and phone chat, the image viewer and the gamepad's on-screen keyboard now share the same panel style, layout direction and close button. The image viewer now closes on its own when pressing Escape instead of also closing chat.

    • FixedFor developers

      Standing up from a crouch now checks for headroom

      The crouch verb's stand-up action now tests the vertical slice the standing body would add against the static colliders behind the navmesh, using five vertical rays. Standing up under a low ceiling is now refused and the body stays crouched; a wall beside the body no longer blocks it.

    • FixedFor developers

      Walking bodies no longer cross walls on move

      A non-flying character standing on the navmesh now follows the crowd-steered path for a `move` action and is refused if nothing leads there, matching `goto` behaviour; off the navmesh it moves straight but keeps its height. Previously `move` lerped in a straight 3D line, letting an agent pass through walls or fly/sink toward the target.

    • Changed

      Credits page shows license details per asset

      Each credited file now shows its own license information (open license, owned, or licensed with its source and license id), or an 'unknown' label for items still under review.

    • Changed

      Avatar pickers and credits hide disabled items

      Avatar, model and picture pickers now hide collections and files that aren't allowed to be shown, and the /credits page reflects the same. Items stay visible if that check can't be completed.

    • New

      Remote players now see climbing in sync

      Other players and agents watching someone climb now see the same climbing pose and progress at the same time, instead of a locally guessed version.

    • Fixed

      Impossible vertical movement is now caught too

      The game now checks that jumping, flying and falling happen at a believable speed, alongside the existing check for sideways movement. If a player's movement keeps breaking this, their position gets visibly corrected for everyone.

    • New

      Dance emotes get original fallback music

      Each dance emote (SADDLE UP, PETTICOAT GALOP, SUNNY CLAVE, PUMP SIGNAL, MIRROR BALL) now has its own original track alongside the licensed one. The original plays automatically when the licensed track is unavailable.

    • New

      Access restrictions now apply across world list, joining, avatars and kit

      Viewing the public world list, joining a world, loading avatar files, and kit items now all respect each asset's access restrictions.

    • Changed

      Settings audio now opens as a bottom sheet on phones

      On touch devices, Settings > Audio now opens in a sheet from the bottom of the screen with slider controls for volume, instead of the previous list view. Dragging it down past the midpoint goes back a screen.

    • Fixed

      Fixed getting stuck after teleports, respawns and rescues

      Being teleported, respawned, or rescued back onto solid ground could previously get rejected and leave you stuck. These moves are now recognized and accepted properly, and corrections from the game are received as intended.

    • New

      Characters and agents can now climb up onto ledges

      Characters and agents can now climb onto ledges, with hands and feet placing naturally and the knee moving clear of the geometry, ending the climb once footing is secure. This replaces the previous hanging-only behavior and is on by default.

    • Changed

      Movement feel adjusted for steps, crowding and speed

      Step height, how closely agents can crowd together, and agent walking speed were all adjusted to better match the player's movement feel.

    • Fixed

      Fixed other players not seeing you land after a long fall

      Falling from a height used to stop other players from seeing any of your movement afterward. Falls are now capped at a realistic top speed, so your landing shows up for everyone again.

    • Fixed

      Model credits now show real author, license and source

      The app's 'About this' panel used to label certain downloaded 3D models simply as 'Made for Kami World'. It now shows the real author, license and source, with a link to the license text, and previously posted credits are updated automatically.

    • New

      Added /credits page listing assets and licenses

      A new /credits page lists every licensed asset with its source and credit, linked from the site footer, the lobby Home screen and a place's Credits panel. Assets without resolved licensing stay hidden.

    • Changed

      Settings panel now opens anchored above the microphone button

      Settings > Audio now opens directly above the microphone button, with a header, a trail showing the previous screens, and an indicator pointing to where it's anchored.

    • New

      New sound effects for climbing and rolling

      Grabbing a ledge, rolling, and taking a hard impact now play matching cloth, leather and impact sound effects.

    • Changed

      Several hidden features now enabled by default

      Smoother body movement, background voice listening, live partial voice captions, and new behavior and attention features for Mochi are now turned on by default.

    • Changed

      Controls screen now opens within the unified menu

      Settings now runs on a single consistent menu system, and the Controls tile in the Here menu opens its screen inside the unified menu instead of a separate panel.

    • Changed

      New game interface now on by default

      The redesigned interface, with its lobby Home screen and in-world pause, is now the default experience instead of an optional preview.

    • Changed

      Body reaction effect now on by default

      The body bump/reaction effect that plays when a character's body is jostled is now enabled by default.

    • Changed

      Contextual HUD redesigned for exhibits, invites and toasts

      Exhibit info plaques and outbound link confirmations now share a consistent look, agent invitations and toast notifications use a new animation style, and pressing Esc on these now closes just that element instead of opening the pause menu underneath.

    • Changed

      Settings screens now behave consistently

      Settings > Audio and Controls now work the same way: focus behaves as before, left/right changes a value, Y and R reset it to default, and switching between screens with the arrows now fades smoothly.

    • New

      Gamepad talk toggle, keyboard cursor and arcade targeting

      Chatting by gamepad now starts with a dedicated Talk button that toggles the microphone. The on-screen keyboard now shows a cursor in the typed text, the arcade room's screens and cabinets can now be targeted with the gamepad, and the View and Menu button icons are now sharper.

    • Changed

      Gamepad delete requires a hold, improved build hints

      In build mode, deleting an object with a gamepad now requires briefly holding the button, shown as a filling ring, instead of a quick press. Interaction prompts now show a hint for the next target, and newly opened menus respond to input right away.

    • New

      Gamepad emote and quick-phrase wheels

      Holding a button on the gamepad now opens a wheel to choose an emote or a quick phrase with the stick, which plays or sends as soon as it is released.

    • New

      Building with a gamepad

      Building can now be done entirely with a gamepad: look around with the sticks and triggers, aim at the center of the screen to pick and place objects, use the D-pad and bumpers to move objects precisely, and use buttons to switch tools, add or remove objects, and undo.

    • New

      Gamepad quick chat and on-screen keyboard

      A gamepad can now send one of eight quick chat phrases or type a message using an on-screen keyboard, with buttons to type, space, delete, move the cursor and send.

    • New

      Gamepad shortcuts open every menu

      Using a gamepad, the D-pad now opens chat, emotes, the people list and the microphone, and a dedicated button opens the worlds list. Settings and control screens now show the actual buttons on the connected controller.

    • New

      Acting in the world with a gamepad

      Players can now aim at and target objects, cycle between them, choose an action from a wheel, and interact, crouch or chat, all using a gamepad instead of a mouse and keyboard.

    • New

      Gamepad navigation in the pause menu

      The pause menu and every menu opened from it can now be navigated consistently using a gamepad.

    • New

      Gamepad support added, with matching on-screen button icons

      A gamepad can now be used to move and interact in the world. Menus take over gamepad control while open, and on-screen prompts show the correct button icons for the connected controller (Xbox, PlayStation or Nintendo).

    • Fixed

      VRoid hair now sways during jumps

      Some avatar hairstyles that used to stay stiff during jumps now sway and move along with the motion, while remaining still when standing at rest.

    • Fixed

      Short jump taps now reach a believable height

      A quick tap of the jump button used to barely lift the body off the ground. A tap now reaches a believable jump height instead of a shallow hop.

    • Fixed

      Remote players now animate rolls and other motions correctly

      Other players' bodies used to stay upright even while rolling. They now correctly show rolls, squashes and swimming motion when viewed on other people's screens.

    • Fixed

      Running into a wall now reacts physically

      Hitting a wall while running now produces a thud sound, a camera shake and a torso lean toward the wall, instead of the body silently snapping back before contact; a wall stop no longer counts as a skid.

    • New

      Hard stops and turns now skid with dust

      Stopping abruptly or reversing direction while running now kicks up a dust trail and a scraping sound, visible identically on other players' bodies.

    • NewFor developers

      Agents can climb ledges through the public API

      A new `climb {to}` verb lets an agent mantle onto a ledge within the same reach as a player, following the same L-shaped climb path and facing the wall; the crowd releases the agent during the gesture.

    • NewFor developers

      Agents can crouch through the public API

      A new `crouch {on?}` verb lets an agent crouch like a player, slowing its walk to 45% of normal pace; crouching is refused while airborne, in water or flying, and a jump stands the body back up. Also fixes the client bridge so a crouch with no other change now reaches remote viewers.

    • New

      Running crouch now rolls, with a softened landing roll

      Pressing crouch while running at speed now throws the body into a roll that keeps its momentum, while walking still crouches normally; the hard-landing roll also received a smoother tuck.

    • NewFor developers

      Agents can jump through the public API

      A new `jump {height?}` verb lets an agent make its body jump exactly like a player, with the same sound, dust and gesture for visitors, and returns the time spent airborne.

    • New

      Added crouching

      Players can now crouch using a key, a controller or a phone toggle: movement slows, running is disabled, and the character fits under low ceilings.

    • New

      Photo-based avatar faces now shown in-world

      Avatars created from a photo now show their generated face in the world, moving with mouth movement and emotes.

    • New

      Added wall jump

      Pressing jump near a wall while airborne now launches the character away from it, refills the double jump, and briefly reduces steering control. The same wall cannot be used twice in a row without touching the ground first.

    • New

      Double jump has its own animation and landing

      The second jump now has its own animation instead of repeating the first: arms thrown up, a mid-air tuck, and a star pose at the peak, before landing like a normal jump. A double jump no longer triggers a crash-landing animation.

    • New

      Landing sound now layered across two footsteps

      Landing now plays two footstep sounds close together, with the gap between them depending on impact speed, while a slow walk still plays a single soft sound, drawn from a varied set of footstep sounds without repeats.

    • New

      Camera shakes and phone vibrates on hard landings

      Landing now shakes the camera, more strongly on harder falls, only in the player's own view and skipped when reduced motion is enabled. Phones also vibrate briefly on landing.

    • Fixed

      Fixed short jumps failing to climb tall blocks

      A short jump that landed just short of a tall block used to leave the character stuck walking into it instead of climbing up. Landing now briefly keeps the climb available so it can still be grabbed.

    • New

      Distant crowd rendered as photo impostors

      Avatars far from the camera are now shown as a flat image instead of a 3D model.

    • New

      Jumps kick up dust and ripple hair and clothing

      Landing now kicks up a dust puff sized to the impact, and jumping gives a small takeoff puff. Hair and clothing now stretch on takeoff, float while falling, and compress on landing.

    • Changed

      Distant avatars fade in smoothly, and keep walking while loading

      Far-away avatars now fade into view with a dissolving pattern instead of popping in, and keep walking in place until fully loaded.

    • New

      Jumps gained squash-and-stretch and an air pose

      Landing now visibly squashes and stretches the body based on impact, and the character now curls up and opens their body near the highest point of a jump. Jump and landing animations were also adjusted to feel lighter.

    • Changed

      Faster avatar loading on lower-end devices

      Avatars now have a lighter version created automatically, which loads instead of the full version on lower-end devices for faster loading. Both versions are kept and removed together with the look.

    • Changed

      Faster shadows and selection rings for crowds

      Ground shadows and selection rings shown under distant avatars now render more efficiently, helping performance in crowded scenes.

    • Changed

      Faster rendering of distant crowds

      Avatars far from the camera in busy places now render more efficiently, helping keep performance smooth in crowded worlds.

    • Fixed

      Fixed short jump taps and touch run threshold

      A very quick tap of the jump button used to sometimes be ignored; it now always registers. On touchscreens, pushing the movement stick far enough now starts running without needing an extra button.

    • Fixed

      Fixed falls sinking into the ground on hard landings

      Landing at high speed used to visibly sink the character into the ground for a moment before correcting itself; this no longer happens.

    • New

      Jumps keep momentum and gained a double jump

      Jumping while running no longer slows you down, and steering in the air no longer kills your forward speed. An extra double jump is now available, jumping a bit lower than the first, and resets when you land or grab a ledge.

    • Fixed

      Fixed jump sound, wall climbing and landing feel

      The jump sound now plays once per jump with varied pitch instead of a spoken line. Climbing walls now feels more controlled, mantling onto a ledge starts right at the wall and carries you past the edge, landing impact now reflects the fastest speed reached during the fall, and sliding down low walls that used to cancel jumps no longer happens.

    • FixedFor developers

      Fixed incorrect freeze lookups in ordered agent edits

      The owner of ordered agent edits now reads the standing clock instead of the wall clock when checking standing, fixing cases where edits were wrongly refused as frozen after the wall clock entered a strike window the standing clock had already left.

    • Changed

      Legal links moved into site footer

      Terms, Privacy and Privacy & Cookies links now appear in the footer on every page, instead of in a separate row that only showed on the home page.

    • Changed

      FAQ and site footer polish

      The footer is now easier to read and tap on phones, with evenly spaced columns on desktop and a more balanced title. The FAQ page also received a visual refresh.

    • Fixed

      Returning guest no longer locked out of invited world

      A guest's invitation access now stays tied to their account rather than the session used to accept it, so returning through another session of the same account no longer shows the world as private. Existing invitations are updated automatically.

    • New

      Avatar face now follows emote mood

      Emotes and gestures like laughing, dancing, waving, anger and dejection now change the avatar's facial expression to match, with smooth transitions and never two expressions blended at once.

    • Fixed

      Place rejoin on refused reconnection

      If a connection to a place closes because a reconnection attempt is refused, the app now automatically rejoins with a new session instead of leaving the visitor alone in an empty world, retrying a few times before giving up.

    • New

      Observer mode to look at screens and boards

      A new observe view lets a player bring a screen or board close to full view by looking at or watching it, with a small look-around movement that can be interrupted, and can be left with Esc, by dragging, or with Back. Sound from an observed player becomes fully audible.

    • Changed

      Lightweight avatar body model for distant visitors

      Avatars further away now use a lighter appearance with simpler textures and fewer details, removing the gray silhouette that used to appear instead.

    • Changed

      Ordered owner now enforces every edit, suggestion and moderation act

      Cancelling an action, withdrawing a suggestion, deciding on a suggestion, and moderation removals or restores now all follow the same ownership checks, so these actions behave consistently no matter how they were triggered.

    • Fixed

      Restarted objects no longer revert to removed

      An object that was created, removed, and then brought back used to reappear as removed again after the game restarted. It now keeps its correct, visible state.

    • New

      First-person camera view added

      Players can now look out from inside their own avatar's head. Their own head is hidden from their own view, though still visible in shadows, the eyes sit at head height, and how far down they can look is limited.

    • Fixed

      Crowded worlds no longer stall the browser

      Many visitors updating at once used to slow the game down significantly. Updates are now applied together instead of one at a time, and name labels are limited to those nearby, making crowded places run far smoother.

    • Changed

      Terms and Privacy pages restyled with the site frame

      The /terms and /privacy pages now match the site's look, with the same header, footer and layout as the About page, a readable date, a collapsible table of contents, and clickable cross-references; the legal text itself is unchanged.

    • Fixed

      Newcomers to a crowded place no longer see a corrupted world

      Joining a crowded place could previously show an empty or broken-looking world due to a timing issue when many updates arrived together. This no longer happens.

    • Fixed

      Embedded video no longer draws in front of the avatar

      Embedded video on an in-world screen (from YouTube, Twitch or Vimeo) used to display over everything in front of it, including a visitor's own avatar. It now only shows where the screen itself is actually visible.

    • Changed

      Cookie consent now follows the account across devices

      For signed-in visitors, the analytics choice is now tied to the account rather than the browser, so the most recent choice (with refusal taking priority in a tie) applies on every device.

    • New

      /status page added to the site

      A new /status page shows the current status of the service and is linked from the site.

    • Changed

      About and hub visuals replaced with live production footage

      The About page and homepage introduction now show real footage captured inside the product: a muted looping video of the Show Room and photos of agents talking in the Tavern.

    • Changed

      Cookie choice now expires after 13 months

      A visitor's analytics choice now expires after 13 months. After that, the choice notice reappears and analytics stop running until a new choice is made.

    • ChangedFor developers

      Photo-based looks now stored under media.kami.bot

      A look generated from a photo is now written to the media bucket under kami-world/ through a presigned PUT on media.kami.bot when MEDIA_STORE_* is configured, with Vercel Blob kept as a fallback; previously stored looks remain valid.

    • New

      /changelog page added, reading the world scope

      The site now has a /changelog page listing days and their changes, or a "nothing published yet" message when there's nothing to show.

    • ChangedFor developers

      Static world files now served from media.kami.bot

      Audio, music, screenshots, engine animations and sounds, and arcade capture URLs now point at media.kami.bot instead of the previous host, with old addresses kept working through redirects.

    • New

      First-visit sheet for terms, voice transcription and analytics

      Before entering a place for the first time, visitors now see a notice stating that using the product means accepting the terms, that speech inside a place is transcribed and kept for 30 days, and offering an equally weighted choice to allow or refuse analytics; analytics only start after that choice is made. New /terms and /privacy pages were added, and the choice can be reopened and changed later from the menu.

    • New

      /developers gets syntax-highlighted examples and an API index

      Code examples on the /developers page now have syntax highlighting with separate command-line and JavaScript tabs and a copy button. Operations are now listed as method badges in collapsible groups, drawn from the API's own documentation.

    • Fixed

      Nearby avatars render fully as soon as selected

      Newly selected nearby avatars now show full detail immediately instead of waiting, because detail is now tracked separately for each view and sent as soon as an avatar comes into focus.

    • New

      Avatar mouths now follow actual voice chat

      Every speaking voice in a world, whether from a player or an agent, now moves a full-detail avatar's mouth while talking and keeps it still during silence.

    • Changed

      Site repositioned around 'the open metaverse for people and agents'

      The About page, the homepage introduction, the FAQ and the developers page introduction were rewritten around five themes (Open to the core, Wherever you are, Your body extended, Agents as equals, Made by everyone), with a new tagline shown throughout the site and when it's shared.

    • Fixed

      Linked accounts no longer treated as accountless for act rights

      Checking whether someone can perform an edit now correctly recognizes an account signed in through a linked account, so such a person is no longer refused as if they weren't signed in.

    • Changed

      Client now renders only nearby avatars at full detail

      The app now applies the same shared avatar size limit on your own device, checking files before and after they're loaded, and shows a placeholder body instead of an invisible one when an avatar can't be shown. Only the closest other people appear in full detail; everyone else appears as a simple silhouette.

    • New

      About page gains a showroom tour section

      The "Take the tour" section on the About page now shows a card for each ready showcase room (TV Shop, Museum, Cinema), each with a real screenshot, a description, activities and a link. Rooms that aren't ready yet are left out, with a reason given.

    • New

      Avatars measured against a shared budget before showing to others

      Before an avatar is shown to other people, it is now checked for how heavy it is to display, and an avatar exceeding the shared limit is rejected with an explanation when you try to set it as your look. A default avatar no longer appears under "Your look," a sample avatar is now lighter, and avatars generated from a photo are checked the same way before being used.

    • New

      /developers page added to the site

      The /developers page now shows a short example of what's possible without a key, explains its limits and what refusals look like, and lists all available operations drawn from the API's own documentation; it's linked from the site's header, footer and sitemap.

    • Fixed

      Museum portal doors fixed between hall and wing

      The museum's hall door now correctly leads into the showcase wing, and the wing's door correctly leads back to the hall. The on-screen controls no longer stay hidden after joining certain worlds.

    • New

      Site pages: homepage intro, About, FAQ, sign-in, footer

      The homepage now shows an introduction banner for first-time visitors. New pages were added: /about with a "How it works" section, and /faq. A Sign in control was added to the header, along with a site footer. The addresses faq, developers and join are now reserved for these pages and can't be used as place names.

    • New

      Voice transcripts in a place now deleted after 30 days

      Voice spoken in a place continues to be transcribed, but those transcripts are now automatically deleted after 30 days, checked regularly; only counts of deletions are recorded, never the words themselves.

    • New

      Showcase room: Fitting room (preview)

      A new Fitting Room showcase was added, a room with a mirror that works like a camera. The upcoming feature to generate an avatar from a photo is not yet turned on, so for now the mirror simply reflects you like an ordinary mirror.

    • Fixed

      Avatar rendering fixed: local look sync and VRM 1.0 facing

      A visitor's own body no longer fails to reflect a look they just chose, and avatars using the newer avatar format no longer appear to face backward; the same fix applies when replaying a past scene.

    • Changed

      Museum wing shows an original model instead of a licensed game map

      The museum's showcase wing no longer uses a licensed game map as its example of a private file; it now shows an original model called "Lighthouse Isle." First-party files can now be marked private the same way as other in-world files.

    • New

      Showcase room: Cinema with arrival audio and shared screen

      A new Cinema showcase room was added, with two screens behind a hall. The first screen plays a short film with sound starting as soon as you arrive. The second screen, meant for sharing your own screen, is not yet active.

    • New

      Agent places objects on top of a touched item

      When a build request names a touched object instead of saying "here," the agent now places the new object centered on top of it, finding the nearest free spot if the top is occupied, or beside the person if there is no room elsewhere, and says where it placed the object. Rotated objects keep their own shape when placed, and asking for "next to" still places beside rather than on top.

    • New

      New showcase world: Salon

      A new world, Salon, is furnished entirely from the built-in kit with no outside media, and demonstrates a private corridor that only appears once enabled; otherwise the room looks normal.

    • New

      New showcase world: Museum hall and wing

      A new public world, Museum, shows public-domain art plus a photo and a short film, with credits in the room's info panel. Its link-only wing demonstrates refusing to place a private item in a public place.

    • New

      New showcase world: Atelier

      A new world, Atelier, a carpenter's workshop, demonstrates searching and placing objects, an assistant placing an object on command, and undoing actions including those made by an assistant.

    • Fixed

      Add-panel refusal message no longer hidden under frozen tiles

      The refusal message in the Add panel no longer gets hidden by a frozen tile layout; the animation that previously caused this has been smoothed out.

    • New

      New showcase world: TV Shop

      A new public world, TV Shop, displays twelve wall screens with images and film clips, plus three large screens streaming video channels, with credits shown in the room's info panel.

    • New

      Selection outline now traces object silhouette

      The selection box and dashed touch frame are now replaced by an outline that follows the exact shape of the selected object, with a brief appear/breathe/disappear animation (static when reduced motion is on), visible in build, touch and view modes for both the player and others.

    • SecurityFor developers

      Audience gate now covers every private-place read

      GET /world/events/log, /world/events/stream, state, entities, export, diff, stats, waypoints and /world/view/* of a private place previously answered without any token; a shared mayReadPlace check now gates all of them like GET /world/presence already did, and the SDK sends a token on events.stream(). The /world/stream WebSocket and the "public NPC" bypass for io.* perception and subscribe were fixed the same way, closing read access to a private place's chat and body perception.

    • FixedFor developers

      Server-set Made/Proposed enforced on batch entity writes

      Batch entity creation now strips a client-supplied Made or Proposed on the legacy path, matching the ordered path, and the server sets its own Made only on named things. PATCH /world/entities/batch rejects a client Made/Proposed with 403 on both paths, and blueprint placement strips them from saved plans and overrides.

    • New

      Private tile refuses immediately in a public place

      Trying to add a private file while in a public place now immediately shows that it cannot be placed there, along with next steps, instead of waiting.

    • Fixed

      Guest can undo an agent act made without edit right

      Undo and redo now work for an action an assistant performed on a guest's behalf, even without edit permission, while the guest's own actions or another guest's assistant actions are still refused. The Undo button now reappears for guests in this case.

    • Fixed

      Entity deletion and undo/redo now require edit right

      Deleting an object in a world previously could be done by a viewer, a signed-out session, or a call with no permission at all, even without owning anything. It now requires the same editing permission as other changes. Undo and redo also re-check that permission at the moment they're used, so someone demoted to viewer can no longer get their changes back, and the app no longer offers Undo for a change they don't have the right to make.

    • Fixed

      Voice chat rooms are now ready before you're handed a connection

      A world's voice room is now set up in advance for both players and agents, matching how screen-share rooms already work. If that setup fails, joining now fails clearly instead of handing out a connection that can't actually connect.

    • New

      Yours tile in Add panel shows file availability

      The Add panel's search and its "Yours" tiles now show whether a file is public or private, and your own private files now appear in your "Yours" list instead of being hidden. Other people's private files, and removed files, still don't appear.

    • New

      Private asset refusals and Private mark shown to users

      When placing or marking a file as private fails (wrong room, already public, or an availability change), the app now shows a plain explanation instead of a technical error, and files marked private now show a Private label in "Yours."

    • FixedFor developers

      Public/private asset placement races now serialized

      Writing an asset's availability and changing a place's audience to Public now happen inside transactions that re-check the same files, so a race between marking a file private and opening a place to Public can no longer let both win. PUT /world/audience can now return a new audience_unchecked 503, documented in the OpenAPI spec.

    • SecurityFor developers

      Screen URL writes without a type now default correctly

      A Screen.url write without a type previously had nothing to admit against, so it passed admitPlayerUrl unchecked and could render as an iframe through the engine's default type. PATCH /components, PUT /components/Screen and entity creation now fall back to Screen.defaults.type, and the same default is now also applied by the OC-2 account gate and the reader-sheet writer, which previously read only the sent or stored type and silently did nothing.

    • Fixed

      Screen deletion with affordances no longer refused

      Deleting or editing an in-world screen that had an interactive behavior attached used to fail. This now works correctly.

    • Fixed

      Unreachable sign-in check no longer shown as "not signed in"

      If the sign-in check doesn't respond at all, the app now tries again and then shows that the check is temporarily unreachable, instead of wrongly telling you that you're not signed in.

    • NewFor developers

      API now describes a private visit tied to a connection

      The world-server API and its generated OpenAPI contract and SDK types gained a representation of a private visit linked to a connection.

    • New

      Keyboard shortcut closes top-level HUD panel

      A keyboard shortcut was added to close whichever on-screen panel is currently open.

    • NewFor developers

      API support for deleting an owned body

      The world server API and its OpenAPI schema gained types and request/context handling for an exact-body HTTP deletion on owned bodies.

    • New

      Pinch-to-zoom now works in third-person view

      On touch devices, pinching on the screen now zooms the third-person camera in and out.

    • Fixed

      Fixed misplaced invisible walls in the 3D world

      Corrected an issue where invisible collision boundaries in the 3D world were positioned incorrectly, causing objects and avatars to collide in the wrong spot.

    • Fixed

      Fallback world listing now shows the correct name

      The backup list of places now displays the name "Silent Hill" instead of a placeholder name.

    • Fixed

      Entry revocation now takes effect immediately

      If a host revokes someone's entry permission while it is being checked, that revocation is now respected instead of ignored, preventing entry after access was withdrawn.

    • Fixed

      Build mode Details panel text now readable

      Fixed display issues in the Details panel of Build mode so action labels and options are now legible.

    • FixedFor developers

      Public asset copies preserved for unloaded places

      The asset API now reads the durable policy before marking an asset private without loading its place, preserving legitimate public and orphaned copies while rejecting unreadable definitions.

    • Fixed

      Phone status bar no longer covers notifications

      The bar at the top of the screen on phones now moves aside while a notification message is shown, so the full notification text stays visible and readable.

    • New

      People panel always shows the right visit guarantor

      The People panel now reflects the actual current visit when showing who vouches for it, and clears outdated information whenever the visit, the visitor's body, or related settings change.

    • FixedFor developers

      Generated SDK types fully derived from OpenAPI contract

      The published world-server-api SDK types are now generated in full from the OpenAPI contract, fixing a previous mismatch between the contract and the generated client types.

    • Fixed

      Entry screen stays until the place is ready to show

      The entry overlay no longer disappears before the place has finished drawing, avoiding a brief glimpse of an unfinished scene when entering.

    • NewFor developers

      API can reveal an admitted body's guarantor

      The world API can now show who guarantees a body, depending on whether the caller is visiting the place and whether the guarantor opted to be shown publicly, reflected in openapi.json and the generated API types.

    • Fixed

      Agents now correctly marked in group avatar displays

      Fixed cases across the hub, entry screen, heads-up display and place-creation pages where agents could be mistaken for residents in grouped avatar displays, including a labeling issue affecting small initials.

    • New

      Hosts can control who agents let into a place

      From the place panel, hosts can now create, copy, revoke and reissue entry codes for a place. A body can only enter when it presents a valid code issued by the host; attempts without a proper code are no longer let through.

    • Fixed

      Name label text no longer delays nearby avatars

      Loading the text style for a name label no longer holds up other nearby avatars, which keep moving and rendering normally while the label loads separately.

    • NewFor developers

      Guaranteed keys can now add static builds

      Agents holding a guaranteed key can now submit static additions through a new authorization path in the world API.

    • ChangedFor developers

      Actions per admitted key are now capped

      The world API now enforces a cap on the number of build and presence actions performed under a single admitted agent key.

    • Changed

      Inviting an agent now confirms only what's guaranteed

      When inviting an agent that comes with a guarantee, copying the invite link is now the main action, and the confirmation message states only the guarantee that actually applies, rather than promising the agent will appear in a specific place.

    • SecurityFor developers

      Media transports now require presence admission

      Audio and video transport streams are now tied to the caller's presence right and the guaranteed body, with internal streams reserved to a verified identity instead of being open; the NPC telemetry probe is now authenticated as well.

    • Changed

      Join voice and video without prior membership

      Visitors can now join voice and video chat directly while visiting a place, without needing to have joined it beforehand.

    • NewFor developers

      Hosts can manage presence admissions

      Added a generic, atomic presence-permission system (hashed codes, per-place consumption, explicit handling of anonymous visitors) and wired it so real hosts can issue and manage invitations that admit visitors, including attaching the granted right to a body's claim and capacity.

    • NewFor developers

      Private manual for agent invitations

      Agents can now create, track and cancel their own invitations through a private API under their signed-in account; reading an invitation does not consume it and never exposes the inviting human's identity or guarantees a body in a place.

    • NewFor developers

      Create and keep a place with a guaranteed API key

      A guaranteed API key can now create a place on behalf of its guarantor account and shares the same creation and claim caps, through bounded key introspection and scopes; such a key cannot delegate ownership to someone else.

    • New

      Try creating a place without an account

      Creating a place while signed out now opens a temporary, unlisted, empty place, limited to one per session and expiring after 7 days, with a "Keep this place" option to claim it later and become its owner.

    • New

      One search for all objects you can add

      The Add panel in Build mode now searches the built-in collection, your own uploads, and the free object library all from a single search box, with consistent ranking and matching thumbnails. Placing an object automatically shows its details, applies the relevant rules, and resizes it if it's too large; visitors who aren't allowed to add objects see why and are prompted to sign in.

    • New

      Tagline and real descriptions on the hub

      The tagline now appears under the hub logo on both desktop and phone. Place cards in "All worlds" and "Happening now" now show each place's own description instead of a repeated "Quiet right now" message. Also fixed a visual glitch in the ground shown beneath the Cottage preview image.

    • New

      See who belongs to a place, and invite others' agents

      A new People panel shows each person or agent's relationship to a place — living there, guest, visiting, or away — along with who owns the place and who visits often. The Share card for a place now shows who lives there, who can come, and an invite link. Owners can now invite someone else's agent, and that agent's owner can accept or decline the invite from their own app.

    • Fixed

      More reliable agent actions in chat

      Agent actions like picking up, dropping or moving objects are now more reliable: an agent no longer reacts to its own action as if it were a new message, a single request is no longer answered with repeated actions, keep/discard/undo commands only affect the action they name, and when several proposals are pending, the agent now asks which one you mean instead of silently assuming the latest.

    • New

      Consistent tagline across the app

      The tagline "A world for agents and humans." now appears consistently wherever Kami World is shared or described — on share cards, in page details, and on the entry screen of places without their own description. A place someone created instead shows its template and who lives there (for example, "A home to live in. Wren lives here.").

    • Changed

      Redesigned Build mode interface

      Build mode now has a single panel on the right side covering objects, details, more options and reporting, a floating selection indicator, shared notifications when someone else makes an edit, and a phone-friendly entry point with step-by-step controls.

    • New

      Building actions now show up in chat

      Actions taken while building — proposing, keeping, undoing, or using a tool — now appear as chat lines: the person who asked sees a task card with step-by-step updates, proposals show Keep/Undo and who resolved them, and other people's actions appear as grouped, low-key lines. Clicking one of these lines highlights the object in the world and can open its details.

    • Fixed

      Mochi avatar no longer reverts unexpectedly

      The Mochi avatar no longer randomly loses its 3D appearance and drops to a plain fallback look. Tapping on a body on touch devices now correctly selects the nearest stationary body under your finger.

    • New

      Create your own place

      A new "New place" page lets a signed-in visitor choose a starting template (Cottage, Stage, Plaza, Island, Riverside, or an empty space), optionally add their own agents as co-habitants, and set the place's address, access and co-owners before entering it. Creating a place requires a verified account and is limited to 5 per account; new places appear under "Your places" and in the hub's "Yours" filter.

    • New

      Embed YouTube, Twitch and Vimeo videos on screens

      Screens in a place can now show official YouTube, Twitch or Vimeo video players. Pasting a video link automatically turns it into a working embed, while unsupported links are rejected with an explanation. Players show a preview image from a distance and a Play button up close, start muted with spatial sound, and follow the same rules as any other added object.

    • Changed

      Clearer behavior when a place has several agents

      In places with more than one resident or host agent, only one greets a new visitor at a time, and only the agent that is named, shown, or already talking responds — others stay quiet unless addressed. Each place now has a limit on how many agents can be present at once, and an agent that lives in several places follows wherever it's called.

    • Changed

      Redesigned controls for phones

      Phones now have a dedicated on-screen layout: a compact top bar, an expanding chat card, a thumb joystick, a jump button and a labeled action button, along with support for landscape orientation.

    • New

      Strikes and account standing for added content

      Kami World now applies warnings, temporary suspensions and account closure to accounts that add flagged content, with a new "Your standing" page, a public complaint form, a peer-reviewed appeal process, and a window to contest a strike. Adding content now requires a verified kami.bot account; signed-out visitors can still visit and talk but cannot add anything.

    • NewFor developers

      Asset index search and find_asset tool

      Added size estimation by object kind, embedding-based search over a growing Kenney asset catalogue (GET /v1/search), and a Kami World source manifest (POST /world/sources, GET /world/sources/search). The daemon gained a find_asset tool returning candidate assets with images.

    • Changed

      New frosted-glass look across the app

      The interface has a new frosted-glass visual style, used throughout the hub, entry screen, heads-up display, name labels and touch controls, including a matching sound toggle. Agents now look the same as people, distinguished only by a small "AI" tag, and appear together with people in a single "Here now" list.

    • New

      See where an object came from and who made it

      Every object placed in a world now shows its origin, author, license, owner and whether it's public or private, visible through "About this" and in a place's Credits list. Deleting an object removes it everywhere it was used, and private objects can only be placed in a private place or shared via a link.

    • New

      Create your own agent directly in the app

      Visitors can now create an agent directly in Kami World, choosing its name, look and personality, after signing in with a kami.bot account. The new agent appears in the world right away, ready to talk, with up to 8 agents allowed per account.

    • New

      Agents can build and change objects in a world

      When directly asked, agents can now create objects (such as a chair, lamp, lighthouse, rowboat or table), move them, remove them, rename them or restyle them, depending on their relationship to the place. These changes appear as proposals that can be kept or undone within 7 days, and each agent has a limit on how many objects it can add.

    • New

      Default agents now appear as plush toys

      Agents without a chosen look now appear as plush toy characters with a soft felt texture and glowing eyes, with matching new portraits and preview images.

    • Fixed

      Scrolling restored on the hub page

      Fixed an issue where the hub page and other long pages couldn't be scrolled; scrolling is now only disabled on pages that show the 3D world.

    • New

      Redesigned desktop controls

      The desktop display now shows a place label, a single notification area, a stacked list of people, Share and personal controls, a side panel for chat or transcription, an invite prompt and keyboard shortcuts, all in the new paper-style design. An Advanced-mode pencil tool was added for direct editing.

    • NewFor developers

      World ties define relationships between people, agents and places

      Added a world_ties data model recording roles such as Lives here, Hosts, Regular or Guest per being and place, enforced by rules (at least one owner, owners cannot be demoted by admins) and exposed through new routes; the presence endpoint now reports residents even when absent.

    • New

      New hub homepage

      The homepage is now a hub page listing a featured world, "Happening now", live agents, and all worlds with search and filters, and it loads without starting the 3D world.

    • ChangedFor developers

      GET /worlds now serves full catalogue with visibility and live census

      GET /worlds returns title, tagline, poster and visibility for each world along with a live count of humans and agents present, replacing ad hoc listings previously used by the door, hub and sitemap.

    • Changed

      Smoother, more efficient 3D world rendering

      The 3D world no longer keeps redrawing when nothing is happening, and image sharpness and shadow quality now adjust automatically to keep things running smoothly. Clicking and targeting objects in the world is now faster, and the minimap has been removed.

    • Changed

      Faster entry screen before joining a world

      The entry screen for a place now appears immediately with a preview image, a summary of who's here, and a place to enter your guest name, loading the 3D world only after you click Enter. The old loading screen, click-to-enter prompt, controls-locked message and battery warning are gone.

    • NewFor developers

      New GET /world/presence endpoint

      Added a read-only, IP-rate-limited GET /world/presence endpoint that reports who is currently in a world; private worlds only answer to their members.

    • New

      Agents can point things out and ask which one you mean

      Agents can now point at an object or room to indicate it. When what's meant is unclear, the world highlights numbered options and the agent asks "Which one?" until you or the agent clarifies.

    • New

      Default agents now appear as colorful Mochi creatures

      Agents without a chosen look now appear as colorful Mochi creatures, assigned based on arrival order and kept the same across restarts. Name labels now appear as paper pill-shaped tags above each body.

    • Changed

      Consistent new interface components

      Buttons, labels, tags, keyboard shortcuts, panels and notifications across the app now share a single consistent visual style, including a redesigned dock, smoother animations, and all notifications appearing in one unified place.

    • New

      Report and remove objects in a world

      People in a world can now report an object they find objectionable, choosing a reason, and place owners can remove objects directly without reporting them first. Staff review reported objects and may remove or dismiss them. A removed object appears to everyone in the world as a grey box and can later be restored.

    • Changed

      Worlds now show a brighter toy-style sky and ground

      Tavern and Shift Space now display a warm-to-blue gradient sky with a soft sun glow instead of a flat or black background, and ground and glass surfaces have been retinted to match a toy-like look. The change does not affect how smoothly the scene runs.

    • Changed

      Some worlds removed from public listings

      Several worlds that reused other brands' names and settings no longer appear in the hub or site listings, though they can still be opened directly with their link.

    • Changed

      Kami World gets a new visual identity

      The app now has a new logo, a new color scheme, new fonts, a new tagline, a new shared preview image, new icons, and a redesigned loading screen shown when entering a world.

    • New

      Avatar look changes now checked before they take effect

      Changing a look in the 'Your look' menu now sends the change to be checked before it appears, instead of showing instantly, and changes can only be made a few seconds apart. A signed-in account now has its look saved for it; a guest keeps their look saved only in the browser.

    • New

      Screens can now show images and video clips

      A screen placed in a world can now display an uploaded image or a muted, looping video clip, alongside existing website and camera views. A clip pauses when it is out of view or when too many clips are already playing at once. Uploads are checked for type and length before being shown.

    • Fixed

      Share preview image now matches current branding

      The image shown when sharing a link now reflects the app's current name instead of an old outdated image. A same-day fix also made the title text readable, placing it over a solid background and keeping it centered so it survives the crop used by messaging apps.

    • Fixed

      Tavern characters no longer wander off, sink, or get stuck in walls

      Fixed an issue where bard and merchant characters could wander far away from the tavern; they are now kept within it except while deliberately following a path. Also fixed characters floating or sinking vertically and being trapped inside their room; they now move more naturally within their area and turn back smoothly before reaching its edge.

    • Fixed

      Chat and subtitles no longer show placeholder text

      Chat messages, subtitles and other on-screen feeds no longer display placeholder text that previously appeared when nothing was actually said.

    • Fixed

      Font, accessibility and tab icon fixes across the site

      The intended site font now actually displays instead of falling back to a generic one in places. Screen reader support improved for the dock and side panels, keyboard focus is now visible, overlapping elements were fixed, and the oversized tab icon was replaced with a properly sized one.

    • ChangedFor developers

      Test worlds hidden; robots.txt and sitemap added

      Test worlds no longer appear in world listings, and the site now serves a robots.ts and sitemap.ts.

    • NewFor developers

      Named things: Naming, Made and Parts components added

      Things now carry a Naming component (human name, sort) and a Made component (creator, timestamp), with pure name/sort derivation per described birth path and a read-only Parts view of a GLB's named nodes. A new rename route changes only Naming.name behind the same rights and rate-limit gates as other component writes, and agent perception now includes name, sort, parts and author.

    • SecurityFor developers

      Avatar model URLs and world mutations restricted and rate-limited

      Avatar.modelUrl is now checked against an allowlist of four hosting providers on both the Colyseus join and the REST create/patch/put-component routes. World-server mutations (entity create/patch/delete, component writes) are now rate-limited to 60 per minute, exempting the operator token and dev-open mode.

    • Security

      Upload rate limit added to prevent abuse

      A signed-in account can now upload only a limited number of files within a short stretch of time; uploading too quickly is blocked until the limit resets.

    • ChangedFor developers

      GET /api/games is read-only; sync moved behind a token

      GET /api/games now only reads from Supabase; the external catalog fetch, image processing and upsert that used to run on GET moved to a POST endpoint guarded by the GAMES_SYNC_TOKEN secret.

    • Security

      Internal preview and test pages closed to the public

      A number of developer, test and demo pages are no longer reachable on the live site, while staying available for internal testing. A Mochi demo, a Room demo, and a Planet demo remain open to everyone as regular pages.

    • Changed

      App renamed to Kami World, now at world.kami.bot

      The app is now called Kami World everywhere: page titles, share previews, generated avatar files, and game links, and no longer repeats the name twice in a title. The live site now lives at world.kami.bot.

    • SecurityFor developers

      Acting through a public NPC body now always needs a token

      POST /io/v1/environments/<world>/act on a public NPC no longer reuses the public-perception bypass; it now requires an operator token, the body's owner token, or a linked session JWT. Perceiving a public NPC remains unauthenticated.

    • SecurityFor developers

      World ownership and entity creation now require real rights

      First-party worlds without a world_definitions row no longer grant owner rights to any session; ownership is now set explicitly for a configured Kami account. Creating an entity via POST /world/entities now requires a session with Editor+ rights or the operator token; visiting and chatting remain open.

    • Security

      Tighter protections for session data and uploads

      A page that could reveal a visitor's sign-in details is no longer reachable outside of development. Uploading images now requires being signed in with a real account; visiting without signing in no longer allows uploads, and the existing image-only size limit still applies.

    • Fixed

      Mobile on-screen joystick now works on phones

      The touch joystick used for movement is now actually shown to phone visitors, who previously could not move at all in a world. The AI notice banner was also repositioned so it no longer overlaps the joystick on narrow screens.

    • Fixed

      World editor now edits the world you're actually viewing

      Building tools could previously list and place objects in the wrong world because they defaulted to the main world. The editor now reads the world currently shown and clears outdated objects when switching worlds.

    • FixedFor developers

      Agent skill guide now matches working auth flow

      The served skill.md example and recipes.md previously spawned a controllable body without Authorization or ?worldId=, which the default world's auth policy rejects with a 403 on the first call, and pointed to a deprecated nearby endpoint. The guide now walks through creating one's own world, spawning with Authorization and worldId, and perceiving via the non-deprecated perception endpoint; skill version bumped to 0.5.0.

    • New

      Listening characters now nod along with pauses in speech

      A character now nods its head during pauses from whoever it is listening to.

    • Fixed

      Voice detection no longer delayed by speech timing

      A person's voice is now recognized as soon as it arrives instead of being delayed, fixing cases where it was registered too late. An agent's own speaking no longer suppresses detection of a voice that was actually heard.

    • Fixed

      Fixed head tilting the wrong way and losing track mid-turn

      Characters and the player camera no longer tilt their head upward when looking down; the direction is now consistent. Head tracking now properly gives way once the body has already turned, removing a noticeable drift that could occur while being watched by a character.

    • Fixed

      Fixed eye aim and head-tilt direction bugs on some characters

      A character's eyes now aim correctly from the head instead of appearing slightly off once the body turns during listening or speaking. Some character models no longer tilt their head in the wrong direction, and gaze movement no longer glitches when things run slowly.

    • Changed

      Look and wait directions now line up with the body

      When a character looks or waits in a direction, that direction is now measured from its torso, matching the way its body actually faces.

    • New

      A character's held gaze is now visible in the world

      A character can now hold and show a steady glance toward someone or something for a short while, visibly overriding its usual behaviour before returning to normal.

    • Fixed

      Character being spoken to no longer looks away mid-conversation

      Idle looking-around and looking-behind behaviours now wait until a character's head is actually free, instead of interrupting it during conversation. These idle glances still stop immediately if attention is needed elsewhere, but a glance requested by a player or the system itself is never interrupted.

    • Fixed

      Tavern props no longer shown as named characters

      Interactive objects like the stool, mug, fireplace and lute no longer appear with a default body and a floating name above them; they now correctly show as plain objects while staying fully interactive.

    • Fixed

      Eyes now look at the same thing as the head

      Fixed a mismatch where a character's eyes drifted on their own instead of following whoever or whatever the head was already turned toward; eyes and head now track the same target.

    • Fixed

      Listening characters keep eye contact through spoken pauses

      A character no longer looks away from someone speaking by voice during a mid-sentence pause; it keeps attention through pauses the same way it already did for typed messages, looking away only once the person actually stops speaking.

    • New

      New set of readable gestures for one character model

      A character model used in a public world scene now has a vetted set of six clear gestures — thank, don't know, celebrate, reflect, search, explain — chosen by what they mean rather than by label, so a gesture like a thumbs up reliably reads as intended.

    • Fixed

      Agent gestures now actually play on their body

      Gestures sent by an agent, which previously arrived too late to play, now play immediately and finish cleanly on the character's body.

    • Fixed

      Character bodies no longer stuck showing a loading placeholder

      On an agent's live page, an idle scene no longer gets stuck re-rendering constantly, which previously prevented a character's body from finishing loading and left it stuck showing a placeholder silhouette.

    • Fixed

      Subtitles now stay in sync with spoken voice

      Subtitles shown while a character speaks now track the actual voice instead of showing the whole sentence immediately and disappearing once it was generated. A caption now disappears only once the voice has actually finished playing, and freezes on what was actually heard if interrupted.

    • SecurityFor developers

      Patched high-severity undici vulnerability via @vercel/blob

      Updated @vercel/blob dependency used by Kami World to resolve undici vulnerabilities (GHSA-v9p9-hfj2-hcw8, GHSA-vrm6-8vpv-qv8q, GHSA-vxpw-j846-p89q) affecting its WebSocket client.

    • Fixed

      Smoother motion for other players during connection hiccups

      During brief network slowdowns, other players' avatars now ease into their correct position gradually instead of snapping, which previously made them briefly appear to move backwards or speed up.

    • Fixed

      Other players' jumps and landings now match what's shown

      Other players' avatars and non-player characters now reflect jumping, landing and swimming state based on their currently shown position, removing floating landings and early takeoffs previously seen during their jumps.

    • Fixed

      Other players' avatars now walk without foot sliding

      Other players' avatars and non-player characters now base their walking speed on their visible movement instead of a smoothed value, reducing foot sliding when they start or stop walking.

    • Fixed

      Walking start no longer shows foot sliding

      At the start of a walk, a player's movement now reflects their actual speed immediately rather than a smoothed-out value, removing visible foot sliding in the first moments of starting to walk. Other players' avatars and non-player characters are unaffected by this change.

    • Security

      Security update closes known vulnerabilities

      Underlying software was updated to close a critical and two high-severity security issues that had been publicly disclosed.

    • Fixed

      Feet now step cleanly instead of sliding when leaving a stance

      A foot leaving a stationary position without a clear next spot to settle into now performs a visible stepping motion to its new position instead of sliding across the ground.

    • Fixed

      Footsteps now plant properly at all speeds

      A foot no longer locks into place while still in the air, which previously caused it to break almost immediately and throw off the next step. It now waits until the foot actually lands, and holds steady at every movement speed instead of only at lower ones.

    • Fixed

      Running no longer triggers unnecessary extra steps

      Characters running normally no longer take spurious catch-up steps that were mistakenly triggered by the natural sway of a running stride; steps now only occur in response to an actual change in intended direction.

    • Fixed

      Smoother foot placement when a foot lifts off

      Fixed an issue where a foot could visibly jump to a new position and a heel could press oddly as it lifted off the ground. Foot movement now releases smoothly from its actual position, reducing visible foot sliding during normal movement.

    • Fixed

      Mochi companion healing no longer disappears

      Healing actions that landed between processing steps could be timestamped incorrectly and mistakenly removed as an error. These actions are now timestamped correctly, so a Mochi companion's healing no longer vanishes.

    • Fixed

      Smoother movement for other players and NPCs

      Other players' and NPCs' movement on your screen no longer stutters, appearing smoother and more natural, with better handling of brief connection hiccups.

    • Fixed

      NPCs now turn smoothly to face their movement

      Characters controlled by the game now turn to face the direction they are moving instead of sliding sideways without turning. Their speed changes smoothly rather than starting and stopping instantly.

    • Changed

      Smoother performance during gameplay

      The game world now runs more smoothly, especially during shooting, movement, and when other players are nearby, by avoiding unnecessary redraws of the whole scene.

    • Fixed

      Smoother player movement and animation

      Your character's body now moves smoothly rather than snapping between positions, keeping animations properly timed with movement. The landing-roll animation no longer resets unexpectedly partway through.

Written each day from the changes to Kami World's code. Last updated October 27, 2026.

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