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What's new in Default Alive

Every build of the game, newest first, and what it changed for you. To see which build you have, open TestFlight and look under Default Alive, for example 0.1 (15).

· Versions 0.1 (31) and 1.0 (32)

Build 31 (TestFlight) and 32 (App Store)

  • On smaller phones, the "Your week" card shows your progress toward the next funding bar again, next to whether you are default alive. Less important lines drop first when space is short.

· Versions 0.1 (29) and 1.0 (30)

Build 29 (TestFlight) and 30 (App Store)

  • Links can open the game now. A link to today's garage opens the day's intro, and a link with a friend's code opens "Play a code" with the code typed in and checked.
  • A link never changes the company you have open. The menu opens over it, and nothing starts until you tap.

· Versions 0.1 (27) and 1.0 (28)

Build 27 (TestFlight) and 28 (App Store)

  • Series B is here. A company that reaches the $6M ARR bar can now raise a Series B and keep growing.
  • If your company waited at the bar, open it and tap "Raise a Series B". It lost no time while it waited.
  • After your Series B, the funded rival's investors decide each week whether to keep paying for it. Outlast it, and it shuts down. Fight it on price only when you have two of three advantages: more money, lock-in, and the lead in customers. The panel checks each one for your company that week.
  • The office now says whether you are default alive or default dead, and when the cash runs out at this pace. This shows in every stage.
  • The next goal is the Series C bar, $15M ARR. A company that reaches it waits there until the Series C stage comes in an update.
  • In Series A and Series B the team tab is grouped by team, with each lead and how many people report to them.
  • Share a card when you raise your Series B, when the rival shuts down, and at the Series C bar.

· Versions 0.1 (25) and 1.0 (26)

Build 25 (TestFlight) and 26 (App Store)

  • The game's math now gives the same numbers on every device, ready for Android. Nothing else changes, and your companies play on from where they are.

· Versions 0.1 (23) and 1.0 (24)

Build 23 (TestFlight) and 24 (App Store)

  • In Series A, when the funded rival launches its copy of your product, you choose how to answer: stay focused on your customers, or fight back on price, ads and features. The panel says what each answer does before you tap.
  • The same choice is in your plan, on the Money page, from the week the rival starts building its copy. Change it any time.
  • After your Series A closes, the plan's Build page has switching costs: none, 15% or 30% of build time on integrations and data that keep customers from leaving for the rival. 15% is what your team did before.

· Versions 0.1 (21) and 1.0 (22)

Build 21 (TestFlight) and 22 (App Store)

  • Series A is here. A company that reaches the $1.2M ARR bar can now raise a Series A and keep growing.
  • If your company waited at the bar, open it and tap "Raise a Series A". It lost no time while it waited.
  • Plan the round as you planned the seed: how much to raise and whom to meet, then compare the term sheets.
  • New in Series A: other competitors shut down, a funded rival copies your product, and four new events can test you.
  • The next goal is the Series B bar, $6M ARR. A company that reaches it waits there until the Series B stage comes in an update.
  • The office shows how far you are from the next bar.
  • Share a card when you raise your Series A and when you reach the Series B bar.
  • "Save Image" is now in the share sheet, so you can save a card to your photos and post it from there.
  • If you gave your email address at your seed round, it is now kept with your game data, so we can see how the people who asked for news play.

· Version 0.1 (20)

TestFlight beta, build 20

  • A daily garage: every day, everyone plays the same market. Close your seed round by week 52; your score is your ARR when it closes. One try a day. Find it at the top of the menu.
  • Share a card of your result, with a code. A friend types the code in "Play a code" and plays the same market, and the card says who won.
  • Share your seed round from the "Start the clock" screen. The card of an ending now carries today's code too.
  • An optional email at your first seed round, for news of new stages. Skip it if you like; nothing in the game changes.
  • "Menu" is on the new company screen from the first launch, so you can play a friend's code before you start a company.

· Version 0.1 (19)

TestFlight beta, build 19

  • A new garage shows one choice at a time. At first you see the "what to build" card and the speed buttons, nothing more. Plan comes after your first pick, with customer talks in it, and each other lever joins when it starts to matter: your free hours after your first deals, your price at the first price check, upkeep after your first feature ships, your hours a week when investors call, and the numbers button when the first customer pays. A short note over the garage says what each one does; tap it to open Plan. By week 20 you have them all. If you already play, you have them all now.
  • The "what to build" card no longer pushes Pause, Play and Fast off the bottom of the screen.
  • On the "while you were away" report, the weeks no longer draw over "The numbers". On the plan, "Saved" no longer covers the Upkeep row.
  • The price in the plan is now "Customers pay", so nobody reads it as money spent on ads.
  • Every valuation says "pre-money". When you plan a raise, each size shows the money alone, and the share you would sell is marked as an estimate.
  • The "Default dead" mail names the levers you can pull (your price, ads, hiring and the freeze), with a button that opens the plan.
  • A note from your customer talks has a "Customer talks" button that opens them in the plan.

· Version 0.1 (18)

TestFlight beta, build 18

  • Reaching the Series A bar no longer ends your company. It waits at the bar, with everything it has, until the Series A stage comes in an update. Its card keeps your score: the weeks it took.
  • A main menu: tap "Menu" at the top left, over the garage or the office. It lists every company on your phone, where each one is or how it ended, and its weeks. Tap one to open it.
  • "New company" starts another company and keeps the ones you have. Only the company you have open runs. The others wait where you left them and send no notifications.
  • Your company from an earlier build is still there, and opens where you left it.

· Version 0.1 (17)

TestFlight beta, build 17

  • The first time you see the "what to build" card, a tip over the garage explains it: you build one idea at a time, "Pay more" is a guess at how much more buyers would pay after it ships, and "Weeks" is how long it takes. The first price check and the launch card each get a short tip too. Each tip shows once.
  • While you build a feature, the line under "Garage" names it and counts the weeks left, so you can see what your pick started.
  • A price check with no deal won says so in words, in place of "0% of deals, $0 for each deal".

· Versions 0.1 (15) and 1.0 (16)

Build 15 (TestFlight) and 16 (App Store)

  • "Launch now" works when your only customer has left. Before, the tap did nothing while nobody paid, and the launch card came back every week. Now the company launches that week, the "Launch day" mail comes, and the card is gone.
  • With no customer, the launch card says what "Launch now" does: "No customer pays you now. You can still launch this week."

· Versions 0.1 (13) and 1.0 (14)

Build 13 (TestFlight) and 14 (App Store)

  • Your garage inbox has a list of all your mail. Tap the top line of the inbox ("All mail") to see every mail, newest first. The garage waits while the list is open. Tap a mail to read it, "Back" to go back to the same place in the list, and "Done" to let the garage run again.
  • New mail has a small dot until you read it or see it in the list, and "All mail (4 new)" counts it.

· Versions 0.1 (11) and 1.0 (12)

Build 11 (TestFlight) and 12 (App Store)

  • The game is now called Default Alive, on the home screen, the launch screen, the card to share and the question about where you heard of it.
  • "Not yet" on the launch card now works. The card waits in your garage inbox ("Launch day? Waiting for you.") and comes back only when you tap it, with both buttons. Its words follow your customers now, so it no longer says "Your first customer is paying" when nobody pays.
  • The "what next" card names its numbers: "Pay more" (how much more buyers would pay, as a range) and "Weeks" (the weeks to build). A long feature name wraps to a second line and is never cut.
  • The plan says what "Write" does: posts that keep bringing leads.
  • The price is off the new company screen. You start at $99 a month, and the first price check tells you that Plan has the price.
  • A new install reads a short back story before the new company screen: your savings, what you live on, and the goal. One tap goes on.
  • You can switch every market off on the new company screen; "Start the company" waits, with the reason, until one is on.
  • About 35 lines of the game's words are plainer: the seed close, the runway alerts, the founder's notes from customer talks, the advisor's advice, and others.

· Versions 0.1 (9) and 1.0 (10)

Build 9 (TestFlight) and 10 (App Store)

  • After "Start the clock", a Your week card says when the team will message you, so a quiet screen no longer looks stuck. You can book your own hours in the seed stage (sales calls, customer calls, coffee with a candidate, a post or a talk, time with the team, a day off). A new install is asked once how it heard of the game, and testers can send the beta to a friend.

· Version 1.0 (8)

App Store 1.0, build 8

  • The first build for the App Store: version 1.0, without the tester menu.

· Version 0.1 (7)

TestFlight beta, build 7

  • The board meets each quarter with a deck that says why the numbers moved. You choose what to build from three ideas, pick the investors to meet and compare their term sheets, and decide on 1:1s, offers, moves and firings. A run can end in a sale, a rescue or the board's vote.

· Version 0.1 (6)

TestFlight beta, build 6

  • Outages, customers who ask for things (a custom feature, a discount, a refund, a case study), and world events, each a card with two or three answers.

· Version 0.1 (5)

TestFlight beta, build 5

  • The company's story: the founder's inbox in the garage, and the team chat from the seed close.

· Version 0.1 (4)

TestFlight beta, build 4

  • The garage runs on its own while the app is open, with pause, play and fast. You name your company, and the sign shows it. Time costs money before the seed: you live on your savings, and funded rivals keep coming.

· Version 0.1 (3)

TestFlight beta, build 3

  • No week limit. A run ends only at the Series A bar, out of cash, or at burnout; a run the old limit ended plays on, with a notice. Testers can send their run.

· Version 0.1 (2)

Build 2

  • The game fits every iPhone size, from the SE to the 17 Pro Max. This build never went out to testers, so these changes came in build 3.

· Version 0.1 (1)

TestFlight beta, build 1

  • The first playable: the garage in turns, the seed close, the real-time seed stage with its office, cards, inbox, team and plan, and the endings.

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