Progress log

What we've been building

Every version of Moveee and what changed in it — updates, fixes and improvements as they ship. Currently on v1.21.36.

v1.19.79

Just Ride: routes that look hand-drawn, not like circles

2026-07-23
  • Improved Just Ride routes are no longer variations on a ring. They are grown as organic shapes with arms, narrow fingers you ride out along and back, and bays between them - the sort of outline you would sketch freehand. Every ride is a different creature, and the road bends and climbs the whole way round. Village ground can also no longer end up lying across the road on a descent.
v1.19.78

Indoor: distance starts at 0.0

2026-07-23
  • Fixed The distance on the ride HUD briefly showed NaN instead of 0.0 when a ride was starting up. It now reads 0.0 from the first frame, and a single bad speed reading can no longer break the running total for the rest of the ride.
v1.19.77

Indoor: see how far through the route you are

2026-07-23
  • New The Distance readout now shows the route length beside your progress - 4.5/43 - so you can see how much is left at a glance. On a looping ride it shows the lap length and marks which lap you are on, and on an endless world it stays as it was.
v1.19.76

Just Ride: every route a different animal, and tidy roadsides

2026-07-23
  • Improved Route generation got three whole new families of shapes - petal loops with deep lobes, fjord routes that dive toward the middle of the map and back out, and serpents that wander the entire way round - on top of the existing stars, ovals, crescents, peanuts and figure-eights. Each ride also rolls its own cornering character and its own climb rhythm, so two rides on the same terrain no longer feel related. And fields, vineyards and meadows can no longer end up lying across the road anywhere - every patch now proves it is clear of the entire route, including far-away parts of the loop, before it is allowed to exist.
v1.19.75

Indoor: profile shows where you've been, map shows the hills

2026-07-22
  • Improved The elevation graph no longer starts under your wheels — you now sit about a fifth of the way in, with the ground you have just ridden dimmed behind you and roughly 2.9 km ahead. Seeing the climb you have just topped makes the one coming next far easier to read.
  • Improved Flat ground is now neutral grey on the mini-map and the elevation graph, so only real climbs carry colour and a steep pitch stands out immediately.
  • Improved The mini-map now shades the surrounding land by its real slope, so hills and valleys show up across the whole map, not just along your route.
  • Fixed Road gradients are held to what a road can really be: never steeper than 20% up or 25% down. Short bursts of GPS noise used to produce absurd walls that spiked the profile and slammed the trainer.
v1.19.74

Just Ride: no fake name signs, and no pop-in on entry

2026-07-23
  • Improved Invented worlds no longer greet you with road-sign tables for villages that do not exist. And the ride now only starts once the whole world has finished building - the loading bar tracks the actual build, so trees and houses no longer pop in around you after you enter.
v1.19.73

Indoor: a real map in the mini-map, and an honest elevation graph

2026-07-22
  • Improved The mini-map is bigger and now looks like a real map — land cover, water and the road network are drawn underneath, so you can see the towns, fields and woods you are riding through. The route line is coloured by steepness, green through amber to red, so a glance shows where the climbs are.
  • Improved The elevation graph now uses a fixed scale instead of stretching to fit whatever is ahead. Five metres of drift over three kilometres finally looks flat, and only a real climb fills the frame. The line is coloured by gradient with the same green-to-red scale as the map.
v1.19.72

Just Ride: twistier roads, rolling ground, a living countryside

2026-07-23
  • Improved Just Ride worlds are far less tame. The road now bends continuously - corners every couple of kilometres and sweeping S-curves between them instead of long straights - and it rolls everywhere too: even a flat ride breathes ten to twenty metres over the lap, while mountains keep their switchback walls. The countryside filled in as well: settlements every few kilometres from tiny hamlets to proper villages with churches and bus stops, lone farmsteads with barns between them, tree-lined stretches, benches, picnic spots, hunting stands and the occasional country petrol station - roughly twice the buildings of the first version.
v1.19.71

Just Ride: crazier shapes, and the sea finds you

2026-07-23
  • Improved Just Ride worlds now come in genuinely different silhouettes - crescents, long ovals, pinched peanuts, and true figure-eights where the road crosses over itself on a bridge. Loop length varies ride to ride as well, so no two starts feel alike even on the same terrain. The Coast button is gone: instead, any flat, mixed or hilly world can simply turn out to have a coastline, with a stretch of the ride running along an invented sea.
v1.19.70

WHOOP keeps itself up to date

2026-07-23
  • Fixed Your WHOOP data no longer goes stale. Until now it only came in the moment you connected, so the Health page could sit days behind — it now catches up on its own every few hours, all day, every day.
  • New A Sync now button on Health and Integrations for when you don't want to wait. You get two manual syncs a day; the automatic ones keep running regardless.
  • Improved Routine WHOOP catch-ups now pull only what's new instead of re-reading your whole history, so a sync lands in a second or two.
  • New Health now tells you when it last synced and that it refreshes every 6 hours, so you can see the data is current at a glance.
v1.19.69

Just Ride: a whole invented world

2026-07-22
  • New Just Ride is no longer a plain loop through sparse scenery — it now generates a complete world every time you ride. The road itself has real shape: chicanes, village kinks, and on Mountain rides genuine switchback walls stacked up the hillside. Along the way you pass invented villages with houses, a church, bus stops and their own name signs, and the landscape changes character around the lap — farmland, forest, meadows, vineyards, a river valley. There is also a new Coast option: a flat ride beside the sea. Every world is built from a seed shown in the console, so add ?seed=NUMBER to the page address to ride the same world again. All of it is generated geometry running through the same engine as real routes, with nothing downloaded.
v1.19.68

Admin: see logged emails as the rider saw them

2026-07-23
  • New The email log now shows each message rendered in full HTML — logo, colours, stat tiles, buttons — exactly as it landed in the rider's inbox, with a Plain text tab for the text version. The rendered email opens in an isolated frame that cannot run scripts, so viewing a logged email is always safe.
v1.19.67

Admin: a log of every email that goes out

2026-07-23
  • New Every email the app delivers is now logged. Admin → Email log shows who got what and when, filterable by rider, subject, email type and outcome, and each entry opens the exact message the rider read. The users table gained an Emails column: click the count to jump straight to that rider's own email history, including mail sent before their account existed.
v1.19.66

Indoor: the map keeps working when its provider goes down

2026-07-22
  • Fixed The map data provider went unreachable and every route suddenly built with nothing but the road, the land and some trees — no buildings, no villages, nothing mapped. Moveee now keeps a list of mirror providers and switches to the next one automatically the moment the primary refuses to answer, and remembers which one worked so rides start fast. A long-standing bug that made the map query unreadable to every mirror was fixed along the way.
v1.19.65

Indoor: fifteen more real things from the map

2026-07-22
  • New A big sweep of real mapped features now appears along your routes: electricity substations with their fences and transformers, ski runs cleared through the forest with chairs hanging on the lifts, station platforms with canopies, tourist information boards, roadside sculptures, springs, cave mouths, the painted Slovenian beehive huts, EV chargers, bike racks, communications towers, mountain shelters, glass greenhouses, golf courses with flags and bunkers, and rubble in quarries. Small houses also get back gardens now — a shed and a clipped hedge behind the house. Everything is built from simple merged geometry, so a whole village of new detail costs about one draw call per feature and nothing while you ride.
v1.19.64

Indoor: filling stations and bus stops are built, not stamped

2026-07-22
  • Improved Petrol stations and bus stops used to be the same handful of ready-made models repeated along every route. They are now built for each site: a station gets a canopy on columns with a brand-coloured band, pump islands underneath and usually a shop beside it, and no two neighbouring stations share a brand colour or a size. Bus stops get a glazed shelter with a bench and the stop sign on a pole, opening onto the road, with the occasional open-sided bay shelter. Both also load faster, because the model packs they replaced are no longer downloaded at all.
v1.19.63

Indoor: routes can't get stuck refusing to open

2026-07-22
  • Fixed Opening a saved route could silently stop working — you'd pick the route, press Start, and bounce straight back to the menu with no message, for every route, until you refreshed the page. A failed or interrupted route load was leaving an internal 'already loading' latch locked. Every failure path now unlocks it, a crash during the build cancels the load cleanly with a message instead of wedging it, and a build handed to a just-disposed world recovers instead of crashing.
v1.19.62

Moveee Indoor gets its own landing page

2026-07-22
  • New Moveee Indoor now has a dedicated page at /moveee-indoor — real in-app captures of the world, the full feature story (your routes as living 3D worlds, ERG workouts, rides that count, up to six friends in a room), how it works, and an FAQ. The main landing's Indoor spotlight links through to it, and it's in the footer on every public page.
v1.19.61

Indoor: green, overgrown banks on small waterways — and never over the road

2026-07-21
  • Improved Small waterways (brooks, ditches, drains) no longer run between bare brown mud banks. The banks are now a dark riverside green, and each waterway is planted with a natural line of bushes and the occasional tree along both sides — the overgrown look these little channels have in real life.
  • Fixed A ditch running beside or under the road can no longer draw its bank over the tarmac. Any part of the bank that would cross the road is tucked underneath it instead, and the new bankside bushes automatically keep their distance from the road too.
v1.19.60

Indoor: planes fly to real airports

2026-07-22
  • Improved The airliner you catch overhead is no longer wandering across on a random heading. Moveee now finds the real airports within 80 km of your route and puts the aircraft on the true bearing to one of them — heading in to land, or climbing out on departure. Bigger airports get more of the traffic, so if there is an international field nearby that is where most of the planes are going. And roughly one flight in eight near a close airport keeps descending and actually touches down on it.
v1.19.59

Indoor: clouds fade instead of popping, and the sun can't be reached

2026-07-21
  • Fixed Clouds no longer appear and disappear in an instant. The haze no longer erases them (fog is off for every cloud layer), and each cloud now gently fades out as it drifts to the edge of the sky around you and fades back in on the other side — the swap happens while it is invisible.
  • Fixed You can no longer ride or fly into the sun. Chase it — climbing high or with the free camera — and it recedes along the same bearing, holding its distance like the real thing, while normal riding keeps the usual parallax.
v1.19.58

Indoor: you can see twice as far

2026-07-22
  • Improved The haze has been pushed back and the horizon doubled from about 1.2 km to 2.4 km. The distant mountain ridges that used to be cut off by the old horizon are now all visible, layered into the haze. Note the real map scenery still ends about 1 km from the route, so the far distance shows open land and the backdrop hills rather than buildings.
v1.19.57

Indoor: nothing renders past the edge of the world

2026-07-21
  • Fixed Roads, power lines, railways, rivers, paths, tree rows and walls no longer march off the edge of the map into empty space. The built land only extends so far, but map features were drawn up to 2 km out — now every line is cut exactly at the terrain's edge, and buildings or trees beyond it are not placed at all.
v1.19.56

Indoor: landmarks and tall buildings come first

2026-07-22
  • Improved When there are more buildings around your route than can be drawn, the world now keeps the ones you actually see. A church tower, a block of flats or a big factory hall several hundred metres away is a landmark you look at for minutes, but it used to be dropped in favour of a shed beside the road. Buildings are now ranked by how large they loom from the road rather than by distance alone, big and tall ones are drawn first, and a named landmark is never left out. Right next to the road nothing changes — those still fill in ahead of you as you ride.
v1.19.55

Indoor: the world now tells you what it left out

2026-07-22
  • New When a route pulls in more of the real map than a chunk is allowed to carry, the browser console now says exactly which feature types were cut and by how much — for example that the map had 7,400 buildings nearby and only 5,000 were sent. The same goes for the limits applied while drawing (buildings and trees per chunk), and for real elevation data: if a terrain tile is refused and the ground falls back to invented relief, the reason is printed instead of failing quietly.
v1.19.54

Indoor: trees stand on the ground, never in the air

2026-07-21
  • Fixed Trees and tree lines no longer float in the air above a hill. When the land moves (for example with the smoothing slider), every single tree now follows the ground under its own trunk — each one is re-seated individually, including whole forests, hedgerows and roadside scatter, and trees that appear later are placed on the current surface right away.
v1.19.53

Indoor: the ferris wheel is gone

2026-07-22
  • Changed The fairground wheel that could appear once per ride at the edge of a large town has been removed from the world, and from the object library.
v1.19.52

Indoor: stone walls now run alongside the road

2026-07-22
  • Fixed Dry-stone walls used to appear as a single short length dropped at a random angle, which looked like rubble rather than a wall. They are now built as proper runs — several segments laid end to end with no gap between them, set back on one side of the road and turned to follow it, so a straight road gets a straight wall and a bend comes out faceted the way a real wall is built. A run that cannot reach a sensible length is left out entirely instead of leaving a stub.
v1.19.51

Indoor: factories now look like factories

2026-07-22
  • Improved Industrial buildings are built from the map like everything else instead of being a handful of repeated ready-made models, and they no longer look like oversized houses. Big flat-roofed halls get a saw-tooth north-light roof with glazing on the vertical face, larger works get a brick chimney, and every works has a row of wide roller-shutter loading bays along its longest wall. Factories drawn on an industrial site that the map has no outline for are built the same way, so they match the ones that do.
v1.19.50

Indoor: the ground is one solid sheet — holes are now impossible

2026-07-21
  • Fixed The terrain is now built as a single continuous surface with no piece ever cut out of it, so you can no longer see the sky through the ground anywhere. Previously a trench was cut along the road and patched by a separate mesh, and any mismatch between the two left a gap. The ground under the road is now simply pushed below the tarmac instead of being removed, and a build-time check verifies every part of the land is present and repairs it if not.