> For the complete documentation index, see [llms.txt](https://sdk.metamarket.tech/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://sdk.metamarket.tech/releases-and-reference/release-notes.md).

# Release Notes

This page lists MetaMarket releases by quarter, starting with the most recent. It is the team's own development record rather than a set of publicly versioned releases.

Many capabilities were introduced as reusable platform features and later enabled for individual games or shops through configuration. Later entries therefore often describe a configuration change rather than new code.

Current status of each capability lives on [Product availability](/overview/current-scope.md), what's coming on the [Roadmap](/releases-and-reference/roadmap.md), and the versioning stance on [Compatibility](/releases-and-reference/compatibility.md). Quarters mark when something reached working, verified state; they are not version numbers. The `v1`/`v2`, beta, stable, and MVP labels below are internal development milestones, not public releases: the SDK, API, and configuration schema carry no public version.

## 2026

### Q3

* **Device sign-in and handoff.** Accounts key to the device now, with proof-of-possession. RS256 tokens, 15-minute access and 30-day refresh. Handoff moves an account to a new install without a password. See [Authentication](/evaluate-and-integrate/authentication.md).
* **Cross-game bridge promoted to stable**, after both integration paths were checked end to end.

### Q2

* **Live state on every mutating call.** The response now carries back the current value of whatever stats the action touched, derived ones included, so a client updates without a second round trip for full state.
* **Cross-game bridge (beta).** A milestone in one game can lift a player's shared platform balance (GG or loyalty). First real piece of the shared economy. Cross-game content and redemption remain planned; see [Product availability](/overview/current-scope.md).
* **Client apps and portal.** First player-facing builds. A portal that launches or embeds a game, with screens driven off a server manifest instead of hardcoded ones.
* **Removed** the old standalone dev-tool client. The test harness does its job now.

### Q1

* **Universal action surface.** One quota-gated verb, addressed by a stable item id, sitting behind quests, packages and items alike.
* **Entity layer promoted to stable.**
* **Shops and consumables.** Two content types: priced trades (spend a resource, get a package) and consumables with a daily quota. This is where the engine stopped being quest-only.
* **First apps on the engine: Tama, Wheel, Shop.** Tama is a standalone pet-care desktop client; Wheel is a prize-wheel app defined in configuration on the same engine; and a priced shop runs as a content type inside Tama. Different apps, one engine, all config.
* **Loyalty marketplace MVP.** Fixed-price, within-game listings on top of the trade type. No new endpoints.

## 2025

### Q4

* **Entity layer (beta).** State hangs off entities now (a pet, a profile, an item) instead of a flat per-player bag. A change on a sub-entity routes up to the player.
* **Loyalty v1.** Points that track the shared currency, tiers (Bronze/Silver/Gold), and badges. All of it built on primitives already in place.
* **Perf:** batched player-state reads to cut per-request overhead.

### Q3

* **Crash-safe writes.** An interrupted write recovers and replays to the same end state, keyed by provenance.
* **Idempotency.** Writes to the hub carry a key, so retries can't double-grant or double-spend.
* **SDK split** into a Game SDK for third parties and a Platform SDK for first-party. The old combined SDK is deprecated.

### Q2

* **Isolation and data segregation.** Zero-trust between layers, per-tenant data kept apart. Had to land before more than one app could share infra.
* **Security fix:** a cross-tenant token-scope leak.
* Quiet quarter otherwise, mostly stabilization.

### Q1

* **Pools and slots.** Content became runtime state instead of static config. A player holds slots, each with a cartridge that can be swapped, renewed on a schedule, or expired lazily.
* **App registry and multi-tenancy.** Trust archetypes (`system`, `friend_of_system`, `external`) decide which door a client comes in and what it can touch.
* **Auth doors.** Two entrances by trust level: a locked-down gateway for external clients, direct access for first-party.

## 2024

### Q4

* **Reward and inventory package model.** One recipe for anything a player receives, kept separate from whatever grants it.
* **Bundles.** All-or-nothing packages with caps and provenance.
* **Fix:** a bundle could leave a partial grant when one item hit its cap. All-or-nothing for real now.

### Q3

* **Quest engine v2.** Staged, sequential and parallel orchestration, with progress read as the delta from a snapshot. v1 deprecated.
* **Internal time-testing clock**, for fast-forwarding cooldowns, resets and decay instead of waiting them out.

### Q2

* **Identity and economy baseline.** Shared player and device accounts, plus the platform soft currency.
* **Action tracking.** Player actions counted as atomic increments against a key.
* **Quest engine v1 (beta).** accept, evaluate, claim, complete.

### Q1

* **Skeleton and topology.** The three layers: the Hub, the per-game engine, the edge gateway. Isolation decided up front, before any feature.
* **Data access.** Universal read/write over a vertical key-value store. Every change is an increment of one key.
* **Fix:** a race on key-value increments under concurrent writes.

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What gets logged here: a new or changed route, an SDK surface change, an auth or config change, or a capability changing status. See [Deprecation policy](/releases-and-reference/deprecation-policy.md) for how breaking changes are handled.

***

Last reviewed 2026-07. Documentation release `docs-release-2026-07`; runtime `net10.0`. Status source of truth: [Product availability](/overview/current-scope.md).
