What is new

2026-11-08

  • On a 360 px phone the opponent's legend and champion slots are back to their full size.
  • When a spell would kill one of its units, the computer now weighs every answer it holds: a hidden swap, a move to a place out of the spell's reach, an ability on the Chain. It plays the one that saves the unit when one does.
  • The table no longer writes a battlefield's name over its zone (the card carries it), chain items show the card's picture without a set code under it, and a token entering the board from a chain item shows its own picture instead of a gray frame.

2026-11-07

  • The deck card's header, the Import deck panel and the event page's side counts show only what differs from a legal deck: no empty labels for a legal pile, a row with its count for a short or over one.
  • The app's offline shell now installs from the landing page and the guide pages too, not only after you enter the app, so the app opens with the network gone sooner.
  • A signed-out visitor no longer triggers an error in the browser console on every public page: the page does not ask for the card catalogue until there is a session.
  • Switching language in the menu on an address that names a language (`?lang=`) now keeps your choice when you reload the page.
  • A turn's words now sit on one line in the middle of the board, the same words as the log's turn header ("Turn 4 · You", "Turn 4 · AI"), over a thin dark band so they read across a card; they no longer cover both battlefields, and a long name is shortened, never wrapped.
  • A hidden card lost with its battlefield now leaves with a moment: a thin tear opens across it, it lifts off its slot and flies to its owner's trash turning face up, the pile answers when it lands, and the log says which card went and why (the battlefield's control was lost). It plays the same from both seats, with a falling glass note, and a still version under reduced motion.
  • Phone: when a game ends, the legend that rose or fell now travels into its half of the results card, as it already did on a big screen.
  • Phone: the hint over the dock's icons is now a one-line note under the score bar, never over your hand's cards. It goes away by itself after a few seconds, on your first touch, or when another hint shows, and it only appears once.
  • Phone: when you answer a question that shows a long tray of cards, the tray no longer jumps up a row as it leaves; each card leaves from the place you last saw it.
  • Table mats: you can now choose the mat your side of the table wears. Settings has a new Table mat row (Automatic, Always neutral, Always one mat) and an Opponent's mat row (theirs, mine or neutral), and a deck can pick its own mat in the builder's header. Automatic follows your champion's domain.
  • Table mats: the mat a deck picked in the builder now follows that deck into every game, not only rooms and challenges. Practice, a game against the computer, a quick match, a ranked match and a tournament table all dress your side with it, and a new game or a rematch keeps it. A waiting room that was open when the server restarted keeps the mats it was made with. On a phone, the builder's More menu now labels the Mat choices and stays between the top bar and the bottom bar, scrolling when it is taller than the screen, so no row hides behind them.
  • Table mats come alive: a showdown wakes the ornaments of a mat in its light, a conquest drops a pennant cut and trimmed like the conqueror's mat with a small burst of that mat's light at its foot, a kill leaves a scar on the plate that fades at the turn's hand-over, and a held battlefield glows faintly in its holder's mat. Phones get them at half strength; reduced motion shows them as still pictures; Scene off shows only the pennant's cut.
  • The public pages (the home page, Questions, About, Practice, How to play, Learn and Puzzles) now open from a much smaller download for a visitor who has not signed in: a small script of their own draws them, and the app itself loads only when you press Sign in or something that leaves for it.
  • Smoother frames on the table: the glow around the board, the chain's fades and the results screen do less work per frame, so a long turn stutters less on a phone.
  • Table mats move at rest on the desk: each skinned half of the felt carries one slow light of its own (banked embers, a leaf shadow, a gear turning a tooth at a time, a water sheen, a neon flicker, moonlight breathing), and the drifting motes take the mat's colour and size. Pressing bare felt throws a small light of your mat. A page reloaded in the middle of a showdown now shows the mats' glow at once. Phones, the Scene "lights" and "off" settings and reduced motion show these as still or not at all.

2026-11-06

  • On a phone the footer is tighter: the logo and the mission line share a row and the links sit five to a row, so Home and the Play page scroll no further than before the new footer links. On a new account's Home, the lesson card's Start button is amber only while it is the one thing to press; with a challenge waiting, Accept is the only amber button.
  • Links to the site's pages now open as pages everywhere: Learn to play and the daily puzzle show their page to any reader, including link previews, search engines and tools that do not ask for a web page by name.
  • A wrong address now gets a proper page instead of a bare error: the site's header and footer, a sentence in your language, and links home and to Learn to play, the daily puzzle, the ladder, tournament results and the changelog.
  • The footer and the About page now link UltraRift's X profile beside the Discord, and the site's search listing names it as an official profile.
  • The computer's hand is now a fan of card backs across the table (on a phone, a small fan beside its card count). The cards it plays rise out of the fan, turn face up at the top of their arc and are read where they always were; its units lean and then cross the board on an arc, and a declared attack lights the battlefield's frame in its colour first. While it decides, one back of its fan lifts and drifts slowly, and stops when it moves.
  • When the turn changes hands your hand settles and dims a step while the other fan lifts, and the reverse on your turn.
  • The versus plate now shows both legends large, face to face: yours slides in from the bottom, theirs from the top, a seam between them lights from its middle, and after the hold both legends fly to their places on the board. The opening hand stands alone under a deeper veil (no second copy of it underneath), fanned a little on the desk, with Keep as the same amber button as the rest of the table.
  • Sound now rides the animations: a played card's felt sounds as it lifts and its glass as it lands, a landing's light, the chain's pulse, the conquest's sweep, the turn hand-over and the plate's hit each have their own soft cue, and the win's rising swell climbs with the legend and resolves as the word lands. Nothing sounds before your first tap or key press, and the Sound switch in Settings still silences all of it.
  • A card you press in your hand now rises with its actions under it, as big buttons, and a flick up plays it while a flick down puts it back; on a phone a short hint says so until you have done it once.
  • The deck builder's cards move like cards: a face lifts and turns under the pointer with the hand's light, a click sends a copy flying to its line and the line answers, and your deck list reads as card spines with the art behind the name and the copies as pips.
  • Changing screens no longer draws two pages on top of each other: the old screen leaves first, the new one comes in from the side the tab order points to, and the bar stays still. Starting a game opens the table from the button you pressed, behind a line of rift light.
  • The end of a game is a scene: the results card stands over the dimmed table, the legal footer stays away while it does, your legend travels from the table into the card, the score line draws itself, the turns and the length count up once, and on a phone the card is a card over the table too, with the three buttons on one line each in both languages.
  • History rows are small result cards (both legends as a split band, the result, the score and turns), and an opened game is a card over the list instead of a row that grows.
  • Buttons and rows answer your hand: a press compresses at once and lets go on a small spring, a hover lifts a pixel, the main button catches a light as the pointer arrives, and the tab and segment bars slide to the one you chose, in every segmented control.
  • Card art fades in over its frame instead of popping in, hidden battlefield picks are card backs, each face gets one light sweep as its art arrives, waiting lists give way to what they were waiting for with a fade, a search for a match folds the lobby away and shows your legend on the seam beside a card back that turns, and empty pages carry the mark over the seam.
  • The last games in History open their card whole: it no longer runs past the end of the page, so Copy record and Download record are always within reach.
  • A card you flick up from its lift now flies from the size it was lifted at and keeps the speed of your flick, instead of shrinking to the hand's size first.
  • In the deck builder, the verdict chip pops when your deck turns Ready, a line of light runs under it, and the decision's two glass notes sound when Sound is on.
  • On a wide screen the chain also shows as a small stack of cards at the right end of the rift, the newest on top: a card lands as its item reaches the chain panel and lifts away when the item leaves. The panel stays the record and the phone is unchanged.
  • The sounds of a blow, a death, a card landing on or leaving the chain, a point, a move, a rune channelled or paid and a level now follow the animation they belong to.
  • The computer now spends combat damage to kill the small attacker instead of over-hitting a big one, values re-taking a battlefield it vacates, and reads Assault right when defending.
  • A deck list read outside the builder (the Decks page, an event list, the lobby) showed the copy count with two signs ("xx3"); it shows one.
  • A deck's read list (the Home card, the Decks page, the lobby and an event's list) now stands in the builder's order, Battlefields and Runes above the Main Deck, then the Sideboard, and its headings no longer print 40/40, 12/12 or 3/3 for a legal pile; a pile that is short or over still shows its count.
  • The public pages load much less: the landing, Learn to play, the daily puzzle, the questions, About, Practice and How to play no longer download the table, the deck builder or the operator pages, only what they show. The rest of the app arrives the moment you press play or sign in.
  • On a phone, the install hint under the top bar no longer slips past the right edge while a screen is sliding in: the page holds its width, and the hint keeps its margins and its words whole in both languages.
  • An optional trigger no longer lets you aim or pick a target before you answer: while "Use this ability?" is open the arrow, the glow and the pick wait, and they come only after Yes.
  • The table calls you by your name, the way it already called your opponent: on your score plate, in the chain, in the decision panel, in the log and its turn headers, and on the match window's header, wherever it used to say "You". A guest with no name still reads "You", and prompts that ask you to do something still speak to you.
  • After a game against the computer, the computer replays it and marks your mistakes, with the move it would have played.
  • Pressing Review on a game now tells you when your review queue is full ("Your review queue is full; wait for a review to finish") instead of piling up more.
  • The log now tells what a look at the top of a deck turned out to be, to both players and without the card: "looked at the top card and kept it on top", "recycled it", or how many were kept and put under. Predict lines show in the default log too, and a recycle that came from a look says so.
  • A link to a lesson or a daily puzzle now shows that page's own picture when shared, and every public page's share card describes what it shows for screen readers.
  • Space and Enter now press Hide at the "pay for this hide" step (and Move at a move's pay step), as they do at every other confirm step; before, the button showed the Space hint but only a click worked.
  • The public pages download less again: a page loads the words of its own language only, and the other language comes when you switch. Pressing Sign in or Play on a public page no longer waits for the app: it starts downloading the moment the pointer or the keyboard reaches the button.
  • The deck builder's Filter dialog no longer opens over its own button on a narrower desk window: it opens beside or below the button, so the button closes it again.
  • On a free table, notices (the award toast, for one) step aside while a card's hold menu is open, so they no longer cover the held card or swallow the slide that picks a row.
  • The tournament decklist page and the Import deck panel name a pile alone while it is legal, as the Home deck card does, and keep the count for a pile that is short or over.
  • The results card now names the computer the way the table does, with its level ("AI · Intermediate"), instead of a bare "AI".
  • Game reviews now open for most games you played on earlier versions of the table. Before, a change that only added a line to the game log made the review refuse the game.
  • A game the table can no longer replay says so in its review panel: "This game was played on an older version and cannot be reviewed."
  • When you pick what pays a cost, the card now shows what will happen to it before you confirm: an exhausted unit tilts under a "Exhausted to pay" tag, a unit that will die is crossed by two tears and marked "Dies", and a card that goes back to hand or is recycled lifts.
  • Daily puzzles now state their goal on a card over the board when the table goes live: the daily, its band, the goal, the points and the title. It stays until your first press, which still counts, then folds into the chip at the top. Reset and Try again bring the goal back for a moment.
  • The results card is finished: it is fully opaque, the finale's words no longer show through it, the score stands on the two legends' art, the point line has a column and a number per turn, the record buttons are short, and on a phone the whole card fits without scrolling. The side panel's empty box and the defeat's cracks no longer cross the side column.
  • The table's sounds are now set to one level per kind (the stings, the chain, the board, the decision's notes), so no sound jumps out and none is buried, and on a phone the sound starts inside the press that starts a game, so a game's first moments are heard and nothing stale arrives in a burst.

2026-11-05

  • An ability used while paying for a card now lets you choose what it banishes: when a legend's ability helps pay for a card and its cost banishes a card from your trash, the table asks which one instead of taking the first.
  • The computer now chooses which trash card its legend's ability banishes while paying for a card: it picks the one it can best spare, the cheapest, instead of a stand-in taking the first one, which could be the dearer card.
  • On a desk, the Friends window's challenge now shows your chosen deck as one compact row, so Send challenge is in view without scrolling.
  • The site now says what it is for: we love Riftbound at the physical table, and UltraRift exists to help the community grow and to support local game stores. The line is on the home page, in the footer and at the top of the changelog, and game stores and communities are invited to say hello on our Discord.
  • A card an effect lets you play for its cost is offered only when you can pay it, and a play like that which can't be paid is undone for you instead of leaving you stuck.
  • On a table that came from an engine game, the owner of a blank card can now choose what it is: the card's menu has Choose a card, the engine sheet's unknown card row leads to it, and the table log tells both seats that a blank object got a card.
  • When two points land in one step, the score badge now pops twice, 80 ms apart, with a ring of light at each pop.
  • The conquest flip now plays on the table: the card of the taken battlefield turns over at the hit and keeps turning even if the table redraws it.
  • On phones, combat hits and spells now play with fewer dropped frames: the sparks and light layer draws at a lighter resolution that looks the same, and the table no longer measures the window on every redraw while one plays.
  • Phone: a table opened from History no longer needs a reload before a card's long-press menu opens. The turn sheet you picked from stayed counted as open, so its dim lay over the table and used up your first press; leaving any page with a sheet open now clears it.
  • The site's pictures now load on every screen size: the smaller copies of the home page's screenshots, which a phone asks for, were missing and showed as broken images; they are served now.
  • When one rune pays both the Energy and the Power of a play, the pay step now says so: choosing another rune swaps it, it does not add. When the price is reduced and you control something Empowered, it says that too.
  • On the phone a spell's light is lighter, so the frames hold: fewer sparks as the card charges and lands, and a shorter band across the board. The desk keeps the full light.
  • Rune names are shown as printed, in every language: the Card browser's closer look no longer adds a translated name and type under a rune, and no list, sheet or tooltip translates one.
  • In the Card browser, the other arts of a card open on tap: each art in the strip under the card is a button that puts that art on the large card, the chosen one is marked, and the strip only scrolls when it has more arts than fit.
  • The table lights up around a card that lands: the cards beside it and the felt under them glow for a beat.
  • On a desk the felt follows your pointer with a soft light that trails a little behind it.
  • The rift band breathes with the chain: a pulse each time an item joins it, a slow glow while it waits for a response, calm when it is empty.
  • ogn_296's bonus damage now applies even before anyone holds the battlefield: a showdown there on a battlefield nobody controls also gets the extra damage.
  • The site now answers the questions players ask most on a Questions page (how to play Riftbound online, practice against the computer, learn, build a deck, find tournaments and more), and an About page says who we are, what UltraRift is for and how to reach us. Both are linked from the footer, in English and Portuguese. The page that showed the welcome screen at /about now lives at /welcome.
  • At the end of a game the table no longer flashes back lit between the finale and the results: the dim stays over the board until the results card is in.
  • The lobby's rift picture now fades out on every side, so it no longer ends at a hard edge beside the play column; and on a phone the table's hints and the help tour speak of taps and holds instead of telling you to press Space or Enter.
  • Two new pages anyone can read before signing in: Practice, which shows what playing the computer gives (its levels, rewinding a move, the daily puzzle and the ranked ladder), and How to play, a short guide in plain words to the deck, how a turn goes, the chain, scoring and the last point. Both are linked from the footer, in English and Portuguese.
  • The home page now says what the site is for in its title and its description: play Riftbound free, against people or the computer, in English and Portuguese.
  • The Portuguese daily puzzle line reads right: "Dá para vencer neste turno?" and "Dá para sobreviver a este turno?".
  • The home page and the Learn page count the lessons the same way: a tour of the table and six short games.
  • A finished tournament's page prints its date in words ("November 5, 2026", "5 de novembro de 2026") in place of a raw timestamp.
  • The files that tell search and answer engines about the site no longer list the Builder, which is not open to players yet, and now carry the date of the last update, the facts about the site and the answers to its common questions in both languages.
  • Award messages go away by themselves and never cover the table: an achievement notice now stays about six seconds with a line showing the time left, waits while you hold the pointer or the keyboard on it, can be swiped away on a phone, leaves when you change screens, and when you earn one during a game it waits and shows on the lobby, History or results screen instead of over the board. The award stays in your awards list.

2026-11-04

  • Turning the engine back on: when the sheet lists something to fix, pressing that line now puts the sheet away, rings the card on the table and scrolls to it, and for an unknown card opens the Card browser on it so you can choose it right there.
  • Spells and the end of the game hit harder: a spell's card charges bigger, a band of light sweeps the board as it lands, the effects are larger, and a win or a loss now plays out longer, with the board dimmed to a quarter.
  • On the phone, a spell or a unit that readies runes opens the rune tray: each rune is a tile you can press, the sheet says how many you have chosen, and Confirm lights at the asked count. This now holds for a spell whose runes are still ready as you play it.
  • Picking a target inside an expanded area no longer makes the cards jump: the cards in the sheet stay where they are when you tap one.
  • A card in flight now casts its shadow and leaves a trail of light: playing a card, a card landing on the board and the cards you draw lift off the table with a soft shadow and a short glowing trail. Runes tapped to pay for a card give their light to it again.
  • Battlefields are drawn landscape and upright when you order your triggers, and in every card list the table deals (choices, trays, looks): the card at its own shape, never stretched into a portrait frame or turned upside down.

2026-11-03

  • The Builder has a Bench, a maybeboard beside the sideboard for cards you are considering: no limit, never checked, never in the deck code or a game, and it exports and imports as a "Bench:" section.
  • In the Builder, right-click (or long-press on a phone) a deck row for View card details, Remove, and Move to the Main Deck, Sideboard or Bench in 1, 2 or all; right-click a catalogue card to add one or a playset to any of the three piles.
  • Deck rows now read quantity, card, then cost; the Builder's deck column puts battlefields and runes above the main deck and can be widened by dragging its edge.
  • A free table can now hand the game back to the engine. Press "Turn the engine on": you see what the engine will check (where it resumes, both players' numbers, the marks it carries and what it can't), and if anything blocks it, why and where to fix it. The other player has to agree. Then the game continues enforced, with a note on what did not carry over.
  • Games that continue from a free table open with a banner, and History tags them "Resumed", "From a free table" or "From the Builder", with a link between the table and the game that came out of it.
  • On narrow phones the free table's panel folds into a strip so the zones get room; tap it to open.
  • Cards land with a burst of light, hits flash and shatter, and a tapped rune glows; only on machines that draw it smoothly, and never with reduced motion.
  • The cards in your hand are objects now: point at one and it lifts and tilts toward your pointer while a light slides across its face (hold a finger on a card on a phone to do the same), legends and champions carry a holographic shimmer, and a drawn card leaves the deck with a glint, turns over in flight and lands in the fan while the other cards make room.
  • The History record of a table that continued at the engine opens only once the whole game is over.
  • The leaned table draws smoother on slower machines: its ambient glows and drifting lights now redraw ten times a second instead of sixty, in steps too small to see.
  • Playing a card has weight now, however you play it: it lifts and hangs for a beat, flies on a high arc and lands with a squash, a flash and a ring of light while the rest of your hand closes the gap one card after another. Drop a card on the board and it starts from where you let go. Your unit's second step, from the chain to the board, lands the same way, and so does a card the other player puts on the chain.
  • Challenging a friend, or accepting a challenge, picks the deck with the same picker as the lobby: your deck as a tile, and Choose opens your decks and the precons. A challenge toast and Home's row get a Choose deck button to accept with another deck.
  • The Builder picks decks with the same picker as the lobby: each side shows its deck as a tile, and Choose opens one list with your decks, the precons, Paste a list and Empty.
  • Train with this deck opens Practice with both seats: your deck is already in your seat, the other seat holds the same deck and Choose opens the same list of your decks and precons; the old Practice side panel is gone.
  • A legend's ability that banishes a card from your trash now lets you choose the card.
  • A unit's ability that destroys one of your own units or gear to add Power now lets you choose which.
  • You can now invite a friend straight from a room you host: tap Invite a friend, pick someone who is online, and they get an invite to take the empty seat.
  • A practice table left alone for half an hour now ends like any other table.
  • On a phone, the start of a turn no longer lands in one long stall, so it stutters less.
  • Combat hits now: each attacker winds up, lunges and recoils, the struck unit flashes and is knocked back while the board shakes and the damage numbers pop up and fall, a killing blow freezes for an instant, and a unit that dies cracks and shatters into shards while its neighbours slide in to close the gap (a legend or champion falls harder).
  • A ranked game can now go to the free table and come back, when both players agree each time. The game stays ranked and the result counts once the engine is back on. You get ten minutes of free time for the whole game, shown as a clock under the table's label (it stops while the server is under maintenance), and the deck order is kept: any card put into a deck is named in the log for both players. A game that is resumed is tagged "Resumed" on its result card, in History and on the public recent games.
  • At a ranked free table, what counts: Concede and Leave are a loss for the player who does it, a player who stays away for three minutes forfeits (a warning shows from two), and if the ten minutes run out the game ends as a draw and the match goes on. If one player still wants the engine back when time runs out and the other refused, the one who refused concedes. A winner can only be confirmed for the player at the winning score, and both players have to confirm.
  • Taking a battlefield, scoring and passing the turn have more to see: the battlefield's card squashes and flips as it changes hands and a pennant drops into its corner and folds into the glow, the score badge pops with a ring of light, a band of light crosses the turn's words, and runes charge as they ready.
  • The end of a game shows your legend: on a win it rises over the board with rays of light behind it and embers drifting up, on a loss cracks run from it and it falls and lies down; a spectator sees the winner's legend rise, and the result card now drops in.
  • Spells now have a look of their own by domain: the card lights in its colour and charges, then Fury flares, Mind strikes with a bolt, Calm blooms in crystals, Chaos clouds in ink, Order sends out rays and Body quakes, and a locked arrow is a chain whose links light as it is drawn and spent.
  • The game's opening now waits for both players' mulligans: nothing plays under the waiting screen, and when it lifts your kept hand lands card by card, then the first turn begins.

2026-11-02

  • On a phone, your turn starting and a concede no longer redraw the table twice in a row, so they stutter less.
  • Achievements: the server now keeps a list of what you have done (your first win, 100 games, beating ten different players, a tournament, daily puzzles, the Learn lessons and more). Your profile lists the ones you earned with their dates; on your own profile you also see the ones still locked, with your progress. Past games count too, and they simply appear on your profile with no notice.
  • Titles: wear one achievement (or your rank tier) as a short title beside your name, or none. Choose it in Settings or with Choose title on your profile. It shows under the other player's name at the table, in the plate menu (which also has a Profile row), in rooms, open rooms, on the Friends page, in tournament standings and at a free table. It is not in the phone score bar, ladder, history, chat or replays.
  • A new achievement raises a toast with a Wear it button when it is a title; it waits until you are out of a game, and it holds still under reduced motion.
  • On the free table, your energy and power pools now keep themselves: a rune you tap or recycle feeds them, a card you play comes out of them (or the log says it was played without paying), and End turn clears them. "Did not pay" gives the pools back, and a new switch in Toggles turns it off for your seat. Rewind takes it all back with the play. The Builder keeps none of it.
  • At a table you play on both sides (a teaching game or Practice), Auto no longer passes for the other seat over your spell when that seat holds a hidden unit it can reveal in response: from the turn after it was hidden, the reveal costs nothing, so the table stops and switches to that seat so you can play it. A card hidden this same turn cannot be revealed yet, and Auto still passes.
  • At a table you play on both sides (a teaching game or Practice), Auto no longer passes for the other seat over your spell when that seat can answer it: with a reaction in hand it can pay for (a counter for one rune, say), the table stops and switches to that seat so you can play it. With nothing it can pay for, Auto still passes for it; Full control is unchanged.
  • A battlefield on the chain is drawn lying down, as the card is printed, at its own shape: in the expanded chain view, in the chain's top row and in the phone's chain list. It used to be squeezed into a tall card frame.
  • A card in your hand no longer shows the two blue Hide arrows over its face. Hiding is unchanged: it stays in the card's menu and in the choice offered when a card is dropped on a battlefield.
  • Paying a cost no longer recycles a rune while a resource token on your side could pay that Power: the table's suggested payment uses the token first, and the pay step still shows your runes, so you can tap a rune instead and keep the token.
  • Switching seats at a table you play on both sides (a teaching game, Practice, or a free table played alone) no longer goes back to the joining screen. The table stays on screen and only the viewpoint changes: your hand, which side is near, the controls and the decision panel. The chain, log and score stay put, and on a phone the screen no longer flashes or jumps.
  • Opening a new free table that the server refuses no longer loses the table you still had waiting: the old one is only replaced once the new one is made.
  • The Intermediate computer no longer flickers an ability on and off: it used to start an activated ability that had no unit worth aiming at, take it back, and start it again, dozens of times in one turn.

2026-11-01

  • On a desk, the side bar's fold button no longer catches presses just past the bar's edge.
  • On a phone, a card that is countered or leaves the chain unplayed now shows whole as it goes, not cut or stretched.
  • On a phone, the lessons say Tap where they said Click.
  • On a phone, the side menu's rows (Settings, Chat, New game, Leave game and the rest) now start with an icon, like Log and Help.
  • The hint over the phone's one-row dock is remembered on your account, so it does not come back on another device or after clearing your browser.
  • On a short phone window such as Safari's, the counters on the decks and the trash pile read at a legible size again: the trash count and the decks' words no longer shrink below what you can read.
  • pt-BR: the cost words that point at the card itself now say "esta carta" instead of a bare "esta".
  • On a phone, the table draws its first view faster and does less layout work on every move.
  • A ranked or tournament match whose winner-by-claim had already left while the other player was away is now decided the same way after a server restart, instead of dealing the next game to an empty table.
  • The computer playing the legend sfd_197 now makes its unit token: after it plays an Equipment it uses the legend's ability, at Simple and at Intermediate. Before, it played the Equipment and never used the ability.
  • On a phone, the free table shows its board again: the turn bar and the chain buttons stand in two rows under the hand instead of filling the screen, so the board, its decks and your finger drags are on screen, upright and on its side.
  • On the free table, the dice picker has a coin: it lands on heads or tails and the result shows in the log for both players.
  • On the free table, the turn card at the top of the screen and the turn bar now say the same turn number.
  • On the free table, Escape closes a card's menu even while the card's preview is showing under the pointer.
  • On the free table, the card menu has Set aside and Shuffle into the deck, and the cards set aside show in a group named Aside, on both players' screens.
  • On the free table, either player can now move, exhaust and mark the other player's visible cards, and the log says whose card it was. Their hand and deck stay out of reach, and Rewind still asks the other player when it undoes their steps.
  • The free table has a door for every signed-in player: from Home, pick a deck of your own, open a table and send a friend the invite link. No rules are enforced, and it needs no switch from the Builder.
  • The friend who joins brings their own deck: the invite page asks them to pick one of their decks or a starter deck (and to sign in if they have not), and they sit down with it.
  • A free table opened this way is kept. It comes back after a server restart with both seats, it is listed under Continue on Home, it has a watch code for spectators, and the tables you saved reopen for you.
  • The Builder keeps its sharp tools to itself: the card browser, Duplicate, Choose a card, Swap battlefield and the pasted-list setup are no longer offered at a free table, and the server refuses them there. What was called the Sandbox is now the Builder.
  • Portuguese wording: the table you play at is "Mesa livre", the Builder is "Construtor", Rewind reads "Desfazer", and the log names a zone with its article, as in "da mão para as separadas".
  • On a free table with a friend, a Rewind you ask for now appears on their screen at once, with Allow and Decline; it used to wait for their next click or about ten seconds.
  • On the free table, the log now says who opened the table and who sat down with which deck.
  • Opening a second free table replaces your earlier one that nobody joined, so it no longer counts against your three rooms; a table a friend joined is still a room.
  • A free table's invite link keeps working after the server restarts, and a used link cannot seat anyone else.
  • A save of a free table keeps your own deck list, so a copy of it shows the right deck in your history; the other player's deck stays private.
  • On the free table's tag strip, keywords keep their English names as on the cards (Empowered among them) and states are in Portuguese.

2026-10-31

  • In a casual best-of-three, claiming the win against an opponent who disappeared now wins the whole series, mid-game or between games, and the series ends with "You won the series: your opponent left".
  • Judge ruling: a card that shows off a unit and targets that same unit can now be played. Five more cards can pay their cost with their own target when that spoils nothing, and a card that readies its target runes now pays with those runes first when you let the table pay.
  • When a unit cannot move because of an effect, the table now says so and names the card ("Can't move this turn (card)"), and the unit wears a mark while the effect holds. A stun alone never stops a move.
  • In a game you play against yourself, Undo now goes back over the other seat's answer to before your own play: the table's own pass at a trigger you cannot answer no longer counts as a point to go back to, so Undo is no longer pulled back to it again and again.
  • Units picked for a move no longer carry a number on top: they keep their lifted, lit look, and the one you stage at the destination shows no number either.
  • On the phone, the bottom bar with Undo, Yield, Stops and the end-turn button now centers its buttons: the space above and below them is equal, where they used to sit glued to the bottom edge.
  • On the phone, a card played now shows whole, at its own proportions, in the middle of the screen and shrinks evenly to the chain, instead of showing as a cut, stretched rectangle.
  • On the phone, cards no longer blink when things happen on the table: a card or a rune that stays where it is keeps its picture when another one arrives, leaves or moves in its row.
  • The table restyles a third less per update, on phones and on the desk, so turns draw with fewer hitches.
  • A button you press while an animation is still playing now works on that press: Confirm on a question, Pass after a spell, a card in your hand, a target. The animation jumps to its end and the press goes through, instead of the first press only finishing the animation.
  • On a phone, a lone target in a crowded row is picked by the first tap, with no row to open first.
  • On the desk, while the table asks you to pick a target, your hand no longer stands over your base row, so a click on a unit there picks it.
  • When both players brought the same battlefield, the Move menu now says which is yours and which is theirs.
  • The first card you tap in a visit opens its menu at once: the sound no longer starts up inside that tap, which held the menu back by 0.15 to 0.3 s.
  • On a phone, a battlefield's name now ends in an ellipsis before the unit badge instead of being cut in the middle of a word.
  • On a phone, the label of a face-down card stays inside its card and no longer runs under the unit badge.
  • On a phone, each player's deck, rune deck and trash counters keep their own space at every screen size, and the rune deck is marked with a rune so it is not read as the runes in play.
  • On a phone, the chain bar shows the item's place as 1/2, and nothing for a chain of one, instead of a second bare number.
  • When the table asks you to choose cards from a trash, the cards you can choose now glow, and the chain's arrow is not drawn into the sheet that covers the board.
  • On Auto, the table now passes for you right after you put your own spell or ability on the chain, so you no longer press Pass to let the opponent answer. A switch on the last panel of your play, "Hold priority after this play", keeps the priority with you; Full control never passes for you.
  • Tap a card in your hand to lift it, and tap it again to play it: the same play the first Play row of its menu makes. A card you cannot pay for does nothing on the second tap and keeps its menu. Dragging and the menu stay.
  • In a game you play against yourself, the seat you are not looking at now passes by itself when you play, and the screen stays on your seat instead of jumping to the other one and back. The Menu's "Play both seats fully" keeps the old way, for the game you switch it on in.
  • Phone: a question's panel is now as tall as its words and buttons, and your hand gets the room back (the trigger order, the damage order, Keep this hand). A long prompt such as an extra cost's toggle and its payment line shows whole; the hand shrinks to a sliver for it.
  • Phone: the opening hand lays out in even rows (two and two), the real hand no longer shows behind it, and "You go first" has its own line. The Peek button stands in a row of its own and no longer appears before the first turn.
  • Phone: question help says Tap where it said Click.
  • An extra cost's toggle now names what it buys: "Accelerate: enter ready for 1 energy + 1 power".
  • The trigger order shows "Resolves first" and "Resolves last" only once an order is chosen.
  • A new-version notice waiting for an animation to end no longer stands open beside the one showing.
  • A trash or banishment that holds a card you can play now lights up with a count, and its sheet opens with those cards first in a "Playable" row, so a card with Flow is played from the trash in two taps. The developer's "Elsewhere" list is no longer shown to players.
  • When a unit has a trigger from an attached gear, the order screen now shows the gear's sentence under the unit and says which gear it is from.
  • An ability's cost in a card's menu now reads as a sentence ("Exhaust, disempower me:"), the card's own cost words are used only when the card language is your interface language, and a keyword shows the name the card's language prints.
  • The payment line now says what happens to each rune ("1 Chaos: a rune is recycled to pay it") and how to pay differently.
  • Playing a card that asks you nothing (a unit, a gear, a spell with no choice) now needs two trips to the server instead of four, and Confirm after picking a target no longer asks the server for the cost twice. Plays land sooner, most of all on a slow connection.
  • On a phone, the board no longer jumps when something goes on the chain or leaves it: a question about your spell or a trigger's choices now stands over the hand's room instead of pushing every card up and back.
  • Your own card now flies straight to the chain in about a third of a second, instead of being held large over the board first. The other player's cards are still shown large so you can read them.
  • On a phone, a card you play starts moving the moment you press, and your hand closes the gap at once instead of when the server answers.
  • When your own spell resolves, the light on its target no longer outlasts the card leaving the chain.

2026-10-30

  • The optional-cost switch now shows the price you will actually pay after discounts and names the card that discounts it.
  • A unit you move no longer shows up twice while the move is being answered.
  • A click right after the window regains focus, such as after a desktop notification, no longer acts in a game.
  • The daily puzzle and the puzzle archive can be played without an account.
  • The Simple computer sends back an opening hand with no early unit, and no longer leaves a unit that will not last until its next turn alone holding a battlefield.
  • The public pages (home, Learn and each lesson, the daily puzzle, events, decks) now open as full pages for search engines and link previews, each with its own title and description in English and Portuguese.
  • Tournaments can have a top cut: after the Swiss rounds the best four or eight players play a bracket, and the last Swiss round can be paired by standing.
  • Tournaments take late joins and check-in, open entry from Events and open decklists, and players can agree to an intentional draw.
  • Featured tournament tables can be watched with a spectator delay, top-cut games get public replays, and a judge can roll a game back.
  • The table log names the card a Show Off cost showed.
  • Listing the legal moves is faster late in long games.
  • The home page loads much faster on phones and opens in your browser's language.
  • Ask your opponent to take back a move in a game between people; they can allow or decline, and an account setting declines every ask on its own.
  • The phone table is redesigned: the top bar holds only the chain, both names and the score sit in one score bar, and Log, Help and the game menu open from one side sheet.
  • Cards on phones are about 10 percent bigger; pile counts sit inside their piles, a tap on the trash pile opens it, and banished cards open from a band at its foot.
  • The phone's action bar is one row, with Undo, Yield and Stops as icons; touch and hold an icon to see its name.
  • On phones, a unit's ability badges show when you tap it, and a small amber dot marks a unit with an ability you can use now; cost badges show only in your hand.
  • On phones, ready runes are bright and spent runes clearly dimmed, for both players.
  • The phone hand no longer has a card-count box, and the table's labels are a little smaller to give the board more room.
  • Coming back to the table from another app no longer shows a reconnecting screen: it reconnects quietly, the notice appears only after a real outage of several seconds, and it never shows raw error text.
  • Tooltips that only repeated a button's own label are gone.
  • The trash and banished windows now have their titles in Portuguese too.

2026-10-29

  • The chain reads at a glance: every item shows whose it is and what it does or targets, numbered so 1 always resolves next, a long chain folds its middle while the item that started it stays pinned, a granted trigger names the card that granted it and its effect, and on desk the log folds away to give the chain more room.
  • Moving and hiding: every move waits for the Move button (arrange units freely, drag one back to cancel it), Pass and End turn step aside while a move is staged, dropping a card you can hide on a battlefield offers Hide or Play right there, and cards show their real price when something makes them cheaper.
  • While a chain stands, a "Next" line names what resolves next and who gets priority after it, the main button counts the chain ("1 of 3"), a chip shows when your opponent must act, the phone chain pill shows the next item, and a granted trigger shows only the effect it was given.
  • A gear that becomes a unit now contests the battlefield it stands on when that battlefield is not yours: with an opposing unit there it becomes a combat, and with nobody there a showdown.
  • The computer's Choose deck sheet lists only decks it can play (decks saved only on this device are left out).
  • Tournaments on UltraRift: events created by the organizers appear under Events, with a page for each one showing the pairings, the standings and the round countdown; once a round is paired, a band on every page takes you to your table, and the table shows the round clock and the extra turns when time is called.
  • The Decks page and the Choose deck sheet now share one filter bar: search by deck name, legend or champion, sort by last used, last changed, name or legend, filter by domain or legend, and a count with Clear, on both.
  • A battlefield on the chain now shows as its own upright card in the chain fan and the phone chain list (the art, its name, its rules once and its set number), instead of its sideways print.
  • The End turn button no longer flickers when the opponent passes the turn to you, the decision panel is only as tall as its controls, and yes or no prompts show their keys: Space confirms and N says No.
  • Staged moves now show the unit at its destination before you confirm, the battlefield tabs and the plus button are gone, Space confirms the move and Escape cancels it.
  • The trash and banished piles show the card that fell in last, and their open lists read newest first.
  • The table log now says which card's ability chose a target, instead of a blank token.
  • Card rulings follow the Radiance FAQ: Accelerate on a unit of more than one domain takes Power of any domain, alternate costs can be paid with special Power, and an opponent playing your rad_167 through ven_114 gets none of your chosen legends.
  • When a gear would save one of two units killed in the Damage Step, its controller now chooses which one.
  • The deck builder can choose the extra legends for rad_167's legend pool (any legends, up to three; the section appears only while the card is in the deck or sideboard), deck codes keep them, and the table shows the legend it adds for both players.
  • rad_140 now offers only its own battlefield or your base, and a spell still waiting on the chain can no longer be chosen as a target.
  • A smarter computer: Simple and Intermediate stop making pointless plays (debuffs on units that will not fight, pumps with no combat), defend battlefields they are about to lose, use removal on what is about to score, take free conquers, and handle saves that cost something, cost reductions, Equip, Empower and hiding better.
  • The pay step names what made a card cheaper, and the hand's cost line names effects that lower a cost too.
  • Triggered and granted abilities read in Portuguese on the chain when the card's translation is available.
  • Keyboard players can finish a staged group move with the number keys (1 or 2 for a battlefield) or B for the base.
  • After you press Move, the staged unit no longer flies again from its old spot; the Decks sort bar fits on phones; the decision panel no longer covers the log's buttons on touch screens.
  • The Simple computer judges fights correctly when a unit has Assault or Shield.
  • The Simple computer counts how many turns each side needs to win and picks the play that brings its own win closer or pushes yours further away.

2026-10-28

  • End turn is safer: it is red, it appears only once your Main phase starts (no more flicker at the start of a turn), and holding it to end the turn is the default even when you have nothing to play.
  • The Simple computer opponent keeps better opening hands (it looks at its curve and keeps its key cards) and picks its battlefield to suit its deck instead of at random.
  • Rewind against the computer and at practice tables: take back your last action (R) or go back to the start of your turn (Alt+R), and Forward undoes a rewind until your next move. Draws come back the same, and the result, your history and the replay show how many times you rewound.
  • The keyword reminders under a card show the unit's own number (a unit with Assault 1 no longer reads "+2"), and Assault, Hunt and Disarm now read in Portuguese on a Portuguese page.
  • A cleaner table: the decision panel drops the priority label and the turn bar, the turn's phases now sit under the score above the board, the turn number joins the "Game" header, End turn never appears while a chain, showdown or combat is open, and Space always reaches the table instead of a panel button you clicked.
  • Triggers: with Auto or the default mode, a trigger you have no possible play for passes on its own (Full control still stops everywhere; a setting keeps every stop); you can set "Always yes" or "Always no" on a trigger for the whole game, or "Always confirm" where there is only a confirm, and remove them from the Menu; the chain names the ability that actually triggered, and a trigger granted by an attached card names that card and the unit it is on (sfd_150 on its unit, for example).

2026-10-27

  • A casual match with no clock never hurries a player who is still there. A player who stops answering for 60 seconds plus the 2-minute away grace has left: in a best of three the player who stayed wins the match, and a best-of-one room closes. Ranked keeps its 5-minute clock.
  • A leaned table no longer shrinks the words on a card below their size on a flat table.
  • Two Radiance cards are now playable: rad_022 and rad_104.
  • A focus pass says so again ("takes focus" or "The showdown ends"); a damage counter healed to zero leaves the card; gear on a unit that dies stays where it is instead of vanishing for a moment; the ranked result card counts up your Glory and throws one ring when you place or move up a tier; the final score carries to each name plate.
  • Buttons answer the same way everywhere: a press shows at once, a blocked button says why in one calm line, a slow action shows it is busy, and notices stand in one place, one at a time.
  • The computer no longer aims spells and abilities at its own units and gear, and stops making picks that do nothing; it also thinks faster.
  • On a phone, closing a sheet no longer undoes the page it opened; the Portuguese turn line on a phone is no longer cut; a press on a lit card at the end of an animation is no longer lost.
  • In a casual match, if your opponent disappears from the sideboarding window for a few minutes, you get a "Claim the win" button (or "Close the room" before a single game); nothing ends on its own any more.
  • Table polish: a spent rune on a phone is turned and lightly veiled instead of greyed; the log always keeps room for four lines under a long chain; every control reaches a 44 px touch target on a touch screen; game offers and the update and challenge notices stand in one place and wait for the board to settle; a deck list puts Battlefields and Runes in its shorter column; on a phone the Might shield no longer covers the cost; "Hold to end turn" fits on one line at 1024x768.
  • Card names instead of set numbers when a ranked deck is refused and when a game cannot start; the payment line counts restricted Power in your pool; in the lessons the damage-step guide rings the units, not the panel; on a phone the fight's damage tags no longer cover each other, and the chain's expanded card no longer cuts its rules mid-line.
  • Costs that kill, exhaust, return or recycle something now say what they pick. A cost that kills a friendly gear used to read "kill a unit"; it now reads "kill a friendly gear", and the same for units, units or gear, and your legend.
  • The computer opponent now weighs six more "may" abilities instead of always taking them: it keeps its card rather than trade it for a rune (rad_166), reveals cards to play only when it has the energy (sfd_170, sfd_187), copies a unit with its discard only when the copy is worth the card (unl_199), swaps places only for more Might on a battlefield (ogn_199), and does not exhaust to swap a card for a card (sfd_169). It also declines a "may" that could only name its own object.
  • The computer now thinks more than twice as fast again: the rules engine keeps what it worked out about each card and only re-checks what a move changed.
  • Gear is called "artefato" in Portuguese now (equipment stays "equipamento"). Costs that take a unit or a gear say so, and a cost that picks a Mighty unit or a unit with certain tags says that too. The pay line counts restricted Energy from your pool.
  • The Simple bot attacks more boldly: it no longer pads the defender with a guess at tricks in your hand and is less shy of tiring its units. It wins about 64 percent of games against the previous Simple.
  • On a phone, the deck editor's Rows list fits the screen with no sideways scroll; the card your opponent puts on the chain is shown large again before it settles into the side panel; a long player name ends in an ellipsis so the phase is never cut; your opponent's champion and legend are easier to tap on short phones.
  • A battlefield that appears, is replaced by a token or swaps back is now written into the game log by the game itself, so the line survives a reload, a late spectator and a replay. Seven cards choose the way the rules say (targets when the effect goes on the chain, cards in a hand, the banishment or a legend pool as it resolves). A killed token counts as cost 0, and a once-a-turn extra copy is no longer asked about again once it is spent.
  • Deck builder: the Runes and Battlefields tabs drop the controls they do not need, Clear stands apart, and the Filter window keeps its buttons on screen. Look picks over a trash or your hand say where the cards are; the chain shows every player the item being decided; used battlefields are marked in the match window; sheets with one height no longer draw a handle.
  • Portuguese uses one word for each game term: the Chain is "pilha", a token is "ficha", and costs say "aliado" like the cards do.
  • The Oracle's "Can I" facts include the extra cost a target's Deflect adds; a deck changed in a mirror room before game 1 now reaches the computer too; quick match and ranked accept the same printings a room does; the server holds more waiting tables and frees a turned-away table sooner.
  • unl_139 now stuns only the unit that was actually played; a play that was undone no longer leaves a stun waiting later in the turn. Show Off reads the shown unit's Might as it was when you showed it, even if it changed or died before the spell resolved.
  • The computer thinks faster again (it keeps what it already worked out when it imagines a move), and its harder level still beats the simpler one 93 games out of 99.
  • A game against the computer could hang forever when it kept trying an ability its Legend could not pay for; it now drops a refused ability and plays on, and its thinking always has an end.
  • Pick the computer's deck the way you pick yours: "Choose deck" opens the same sheet, with the Basic and Tournament decks (and your own saved decks when you are signed in), and the Practice card names the deck and where it comes from. The computer's guess at your hidden cards now knows the Tournament lists too.
  • In a best-of-three against the computer with a Tournament deck, the computer now sideboards between games, answering what it saw you play (public cards only, at most six swaps a game).
  • The Simple computer opponent now reads what units' triggers and passives, gear and most spells actually do when it chooses what to play, instead of valuing many of them as plain bodies.

2026-10-26

  • rad_165 asks for a Predict only on the first play at its battlefield each turn, as printed; a later play there no longer fires it again.
  • sfd_216 keeps only units from being played to it: a gear token an ability plays there (rad_141, rad_001) now arrives as a gear.
  • Choosing how to pay for an ability or a play now has Cancel beside Confirm, and takes the action back before anything is paid (ogn_186).
  • Card states read as one system: a dimming veil instead of grey filters, a cold hatch on a stunned unit, numbers and seals that stay level when a card turns, and neutral attack and defence plates.
  • Home: the deck buttons (Import, New, Choose, Edit) sit above the deck list.
  • The game's side column is calmer: the chain takes room only while it stands, as compact strips with the full card on hover; the log and chat share one area under a fixed bar; the decision panel stays docked at the bottom.
  • Moving a card hides the card preview until you drop it, so the board stays in view.
  • Home checks all your decks in one request instead of one per deck.
  • A past puzzle that is being re-checked after an update now says so plainly instead of seeming to do nothing.
  • Home has one Play panel: choose Casual, Ranked, Practice or Rooms, check one settings line, and press Play; your rank, today's puzzle and Learn sit beside it.
  • On a desk, a battlefield can be picked again at Card size Large and Larger (the battlefield's halves no longer catch the click over its card).
  • Puzzles has its own page at /puzzles: today's puzzle on top, a ledger of every past daily with your marks, a recorded solution for days that no longer play on this version, and difficulty bands one step lower to match how hard the puzzles really are.
  • A long table chat now scrolls inside its own area instead of running over the decision panel.
  • The decision panel grows to fit its question, so every option of an extra cost (and of other long questions, on the phone too) can be seen and pressed.
  • On the free table, a card pushed to the chain lands where you dropped it, and a resolved card that goes onto the board travels to its place.
  • The turn is always visible: a rail in the decision panel shows where the turn is (a 3 px edge on the phone), the line beside it says "Turn 4 · Main", and under the main button one line says what pressing it does.
  • End turn is a 750 ms hold while you can still play a card (pointer, touch, Space or P; letting go cancels), replacing the second press and "Don't ask again"; Settings > Passing can turn the hold off, and a lesson keeps its one-tap End turn.
  • In a showdown the priority line names who has focus; your ranked idle seconds show in the button's key chip; the table's words "has priority", "thinking" and "reconnecting" now follow your language.
  • ven_066 on a unit at a battlefield that bars playing units (sfd_216) no longer freezes the game: the unit stays banished, as the rules say, and no one is left with a question they cannot answer.
  • The battlefield pick keeps your opponent's three battlefields hidden (card backs) until both of you have picked; only their pick is revealed.
  • The sideboarding screen shows both players' Legend and Chosen Champion, and either player can propose no sideboarding.
  • A new match intro: the versus plate, the roll-off and the deal arrive as short beats you can skip with any press, in your language ("x" in Portuguese).
  • The end of a game: the result word arrives on the table and carries into the results title, sized to fit, in your language; a game with no winner says "No result" with no defeat sound.
  • Arrows: every chain item's targets stay visible (the next one bright), and a resolving item spends its arrow into the target; a scored point lands on your name plate and the score ladder steps after it.
  • Damage and kills: a blow lands first and its number follows over the struck card, lethal blows hold one beat, and a unit that dies turns to ash and travels to its trash.
  • Play panel: your season card under Ranked (an empty crest until you place), the queue line above the modes naming the format someone waits in, AI and match settings in the panel itself, a count of open rooms, and the deck list's legend sized to its rows.
  • Sideboarding has a 5-minute clock in Ranked and no limit anywhere else. The Gauntlet mode is retired.
  • Leave game now asks "Leave and concede this game?" and concedes when you leave.
  • Tournament decks: a new shelf of competitive lists for every legend, with the event and placing they come from; the computer plays them too. The old lists stay under Basic.
  • The computer judges optional abilities instead of taking every one (it no longer pays to replace a battlefield with the same battlefield token it already is).
  • A press made while an animation is finishing is no longer lost; Home and the Practice panel fit a 1280x720 screen; Learn's Next button works on a phone after opening a card menu.

2026-10-25

  • The home page says whether anyone is waiting in the Casual or the Ranked queue.
  • Chat stays open on the victory screen and while sideboarding between games; Add friend shows whether a request is sent, accepted or waiting on you.
  • On phones, the Menu's rows, the More menu, Leave game, the puzzle chip and the Settings and Changelog sheets respond to taps again.
  • A dying card fades and sinks without tilting; the computer no longer undoes its own battlefield swap every time it scores.
  • Tap your opponent's name plate during a game to add them as a friend; the game Menu no longer carries it.
  • The table now leans back at 24 degrees on every screen. Settings > Table tilt sets it from 0 (flat) to 24, and Perspective from 1.5 to 4. With reduced motion on, the table stays flat.
UltraRift