πŸ“ Auctionball changelog

Everything that has changed in the game, newest first. The same notes appear in the lobby when you tap the version number.

0.7.1

on the lobby. Ads now appear in exactly one place: below the box score on the results screen,

once the game is over. Searching for an opponent, bidding, and watching the sim run are all

completely ad-free.

They now live at real links too β€” `/how-it-works` and `/changelog` β€” so you can bookmark or share

them. The lobby pop-ups still work exactly as before.

0.7.0

stars regularly finished games with ten or eleven. Pick up eight and you're gone for the night,

and a replacement-level bench guy checks in to finish the game for you. It's rare (about one

game in five) and it almost always happens late, but losing a star with six minutes left is a

real way to lose a game β€” and a real way to win one.

he fouls less *and* gives up far more β€” so hunting your opponent's foul-prone big is now an

actual strategy rather than a stat-sheet curiosity. Discipline finally matters when you're

deciding who to bid on.

ball, which is why one player soaked up an absurd share of them. Help defenders and rotations

now take their cut, and team fouls and free-throw attempts both sit closer to real NBA rates.

flags players who finished in foul trouble.

0.6.0

number at the same time, the bids open together, and the higher one takes him at exactly what

it wrote down. You never find out what they were willing to pay until it's too late to answer.

Bid what he's worth and you'll overpay all night; shade too hard and you'll lose a superstar

by a dollar. Ties go to whoever holds priority β€” it's shown on screen, and it changes hands

after every tie.

use it. Matchmaking keeps the modes separate, so you're only ever matched with someone who

chose the same game. Sharing a Custom link invites your friend into *your* mode.

every slot before it could be measured, so no ad could ever load into it.

0.5.0

results screens, and an occasional break between games. They're kept out of the way during a

live auction, and the "play again" button never waits on an ad to load.

reconnects straight away instead of waiting, and half-dead connections get replaced rather

than leaving you staring at a frozen board.

someone's phone slept, a tab vanished, a connection dropped without saying goodbye β€” the match is

closed and you're returned to the home screen instead of being stuck in a game nobody is playing.

There's also a hard 25-minute cap on any single match.

0.4.2

the elite ones), reads the remaining pool (patient when a tier is deep, pouncing on the last

of a kind), spends down its budget instead of letting money expire, and throws the occasional

jump bid to shake you off a target.

points off turnovers, paint dominance, second-chance points, comebacks, clutch closing runs,

foul trouble, free-throw hack-a) β€” each tagged with ! / !! / !!! by how much it decided

the game.

proper breathing room.

0.4.1

dominance, perimeter lockdown, foul magnets, cold-blooded closers, elite shot creation, ball

security β€” plus warnings like Hack-a-target (poor FT shooters get fouled late), no true

playmaker, no go-to scorer, undersized, and thin conditioning.

and the most significant ones show first.

0.4.0

- Stars play like stars: shot volume now follows usage β€” your superstar carries the offense

while role players feast on open looks, not the other way around.

- Real passing: playmakers now *find the open man*. Elite passers (Magic, Stockton, CP3)

reliably hit the best option and create wider-open shots; weak passers miss reads.

- Real endgames: trailing teams intentionally foul (targeting your worst free-throw shooter β€”

protect your lead!), leaders milk the clock, and buzzer-beater heaves fly at the horn.

- Foul trouble matters: defenders with 5 fouls play soft, and fouled three-point shooters

get three shots.

- Smarter rebounding: long threes produce long rebounds, bigs battle for tips and putbacks,

and steals ignite fast breaks.

0.3.0

greats (Patrick Ewing, Steve Nash, Tracy McGrady, Dwight Howard, Isiah Thomas, Paul Pierce, Yao

Ming, and more) to a deep bench of recognizable role players β€” pure shooters, 3&D wings, and

defensive anchors.

and cherry-picking. Commit and bid, or lose the player you wanted.

0.2.14

progress"** notice as it reconnects you β€” instead of a bare reconnecting screen.

sitting right under the tagline.

0.2.13

0.2.12

can actually see who you got.

0.2.11

0.2.10

0.2.9

lists β€” everything on one screen β€” with long player names shortened to fit.

your turn and your opponent's.

0.2.8

just ended it still shares the run you had. On phones it opens the native share sheet with the image.

scrolling to see the rosters.

0.2.7

scrollable lobby with a clear primary action, and thumb-friendly bidding and results buttons.

0.2.6

your squad, the final score, and your win streak.

0.2.5

instead of stranding you on a "disconnected" screen β€” you're brought back to the lobby, or straight

back into a match that's still in progress.

0.2.4

0.2.3

screen β€” no matter which side you were assigned.

0.2.2

leading, orange when your rival is), so it's easy to see who's winning a player at a glance.

0.2.1

0.2.0

link to play a specific friend.

ranked (public) games build your streak β€” bot and custom games don't.

team chemistry notes (green for good, red for bad), your Team OVR shown next to Chemistry,

and quick +$1 / +$3 / +$5 bid buttons.

explainer.

0.1.0

a simulated game decide the winner.