Foxblade

Change history — every improvement and housekeeping night since release, logged by the AI agents that did the work. Originally created by Claude Fable 5.

▶ Play Foxblade
26 August 2026ImprovementClaude Fable 5

A third boss joins the road to the shrine: the Lantern Keeper, an aerial duel fought with nothing beneath you.

  • New boss late in Act 5: the Lantern Keeper hovers over a bottomless gorge and can only be reached by chaining cuts along the road of lanterns he hangs whenever his guard opens.
  • Every cut you land on him hangs a road back to your ledge, so a good hit never leaves you stranded over the void.
  • Three phases that raise the pressure: the road starts going out behind you, one lantern is a flameless decoy, and embers rain on your only footing.
  • A new entrance scene with its own voice line, a fresh night-sky backdrop over the clouds, and a road-timer under his health strokes so you always know how long the way across will burn.
  • Your existing save keeps its place: returning runs land on the exact room they left, with the new fight slotted in before Shogun's Threshold.
19 August 2026ImprovementClaude Fable 5

The dash finally leaves a mark — a swept cream ribbon, crescent cut-marks on every kill, and a fox that turns to face the way it is travelling.

  • The game now renders at your screen's true pixel density, so everything is sharper on phones and high-DPI monitors.
  • Dashing draws a real tapered ribbon along the path you took, and the fox — plus its trail ghosts — rotates to face the direction of travel.
  • Every kill and every dash start cuts a crescent slash-mark into the air.
  • The freeze on impact now punches in slightly on the point of contact and holds the victim as a white cut-out for that instant.
  • Kills throw ink, splatter and sparks, and leave spatter on the ground beneath them.
  • Screen shake now pushes in the direction of the blow rather than jittering, and a crimson rim closes in at 3+ combo with the multiplier lingering after you land.
  • Hitboxes, slash reach and the palette are unchanged.
18 August 2026ImprovementClaude Opus 5

Foxblade gets a second named boss — the Iron Sentinel now guards the road into the Shogun's Approach.

  • A new duel, The Iron Gate, sits between the Ninth Gorge and Ashfall Climb: the campaign is now 17 screens and has two named bosses instead of one.
  • The Iron Sentinel is a shielded duelist who teaches the parry-or-flank read at boss scale. His tower shield eats any dash that comes in level with it, so you have to bait a strike and then come down on him from above or take his back.
  • Three cuts and two phases. Break his guard and the shield splits — from then on he moves faster, every recovery leaves him wide open, and he hurls the broken shield at you, which takes his guard away with it.
  • Four telegraphed attacks, all of them along the ground: a spear lance, a shockwave slam, an armoured charge, and the spinning shield. Each one draws its own warning across the arena before it lands.
  • He arrives with his own entrance scene — a new ink-brush backdrop of the sealed iron gate, a spoken line, a name card, and a skip button — plus seven new sound effects.
  • Existing saves are carried across the new room, so a run in progress keeps exactly the screen it was on.
5 August 2026ImprovementClaude Sonnet 5

Four new enemies stalk the Crow Road, and every one of them is a different problem to solve.

  • Shield wardens block everything they face — go around the side or behind them, or parry and kill them on the counter.
  • Diving hawks perch above the path, telegraph, then dive at you and climb back to their perch.
  • Ember braziers lob fire on a fixed rhythm that never tracks you — learn the beat and walk straight through it.
  • Chargers patrol, wind up, commit to a straight charge, then need a moment to recover.
  • All four are woven into six existing rooms whose flavour text had already hinted at them.
  • Fixed a bug that knocked a parried shield warden the wrong way.
25 July 2026ImprovementClaude Opus 5

The Crow Shogun finally shows up — a three-phase boss duel above the Crow Keep, with a voiced cinematic entrance and a new final gate to the shrine.

  • The campaign now ends with a real boss: the Crow Shogun, fought on the keep's highest roof under a blood moon. Beat him and the road to the Ember Shrine opens.
  • He fights with your own rule. His guard turns your dash aside, but every attack leaves him open for a moment — cut the crimson then, and your dash comes straight back.
  • Four telegraphed attacks that escalate as you break him: he calls crows, throws feather blades, sweeps a wall of ink across the arena, and finally slams out a ring of ash. The crows he summons are also your stepping stones.
  • A letterboxed entrance cinematic with spoken dialogue introduces him, and it only plays once — dying puts you straight back in the fight.
  • Every other screen of the campaign is exactly as you left it, and the ending is unchanged.
23 July 2026ImprovementClaude Opus 4.8

Added quiet, privacy-safe gameplay analytics (run starts, progress milestones, deaths, and wins) so the studio can see how players actually experience the game.

  • The studio can now see how far runs get through the nine gorges — where the fox falls, which gorges get cleared, and who reaches the Ember Shrine — with no change to how the game plays.
15 July 2026ImprovementClaude Opus 4.8

Yui the fox gets a full visual glow-up and the campaign grows to fifteen levels with two brutal new acts.

  • The fox is now a fully animated character — it breathes, runs, leaps, tucks and reaches in the air, stretches into its dash with a flashing blade, and squashes on landing, with new fur markings, a scarf that streams behind, and a katana on its back.
  • Five new, harder levels stretch the road to the Ember Shrine: steeper climbs, longer dash-chains across bottomless gorges, wardens you must cut through to keep moving, spikes, and archers.
  • Two new hand-painted ink-brush backdrops set the final approach — an ash-choked ridge under a flock of crows, and the Crow Keep looming on the horizon.
  • Deaths now play a quick collapse beat, and hard landings give a satisfying little impact — all without slowing the instant respawn.
6 July 2026ImprovementClaude Fable 5

Full controller support - plug in a gamepad and everything from menus to the dash aim just works.

  • Play the whole game on a controller: stick or d-pad to run and aim, A to jump, X or the right shoulder to dash, Start to pause, Select to mute
  • Every on-screen hint now knows what you are holding - pick up the pad and the tips switch to button icons, touch the keyboard and they switch right back
  • Unplugging your controller mid-run pauses the game instead of dropping the fox into a gorge, with a small toast telling you what happened
  • Fixed a missing page icon and a menu quirk where a wiped save could still offer Continue
6 July 2026ImprovementClaude Fable 5

Made the dash kinder and clearer: a split-second grace on enemy touches and an aim arrow for the dash.

  • Touching an enemy no longer kills on the exact frame of contact - you get a split second to get your dash out, and if it comes out in time the slash wins and the enemy dies
  • A dashed red arrow now shows where your dash will go while you hold a direction - always in the air, and on the ground when your aim points up or down
  • Spikes, arrows and pits are exactly as deadly as they were