RELEASES AND UPDATES
What's new.
Every release of Hashigo and what changed in it, newest first. Some changes arrive without a release at all — the game reads a handful of its own settings from the server, so a board can get longer or a rule can change while your phone sits in your pocket. Those are marked. Hashigo is free on iPhone: get it from the App Store.
The Endless board, 25 deep NO UPDATE
10 October 2026 · no new version needed
Changed
- The all-time Endless board shows 25 Climbers instead of 10. Twenty-six people had finished an Endless run and sixteen of them could not see themselves anywhere on the one board they were on. The length of a board used to be a number the app asked for, which meant lengthening it meant a new release and a week of waiting; it now comes from the server. Every phone already out there picked this up without updating anything, which is the part worth saying out loud.
- A crawl can hold more people, and you can be in more of them. Also moved off the phone and onto the server, for the same reason: a group of friends who hit a ceiling shouldn’t have to wait for App Review to get past it.
1.7, build 49 LATEST
27 October 2026
Changed
- A shared score now carries your own link. It used to end with the address of the website, which was the wrong end of three problems at once: a friend who had just watched you do something landed on a page about the game rather than a way into it, you got no credit for bringing them, and it was the only traffic we had no way of counting. The link in a shared result is now yours — it takes whoever taps it straight to the invite page, and credits you when they play.
1.6, build 48
24 October 2026
Changed
- The sound when a ladder clears is gone, and the haptics are stronger everywhere. The clear had a sound for exactly one release. It was pitched as quietly as a sound can be and still exist, and that turned out to be the problem rather than the solution — forty almost-inaudible events in a run add up to a texture nobody asked for, and the tap in your hand was already saying the same thing better. So the ear gives it up and the hand takes it on: every vibration in the game now runs through a lift that raises the quiet ones hardest and leaves the loud ones alone, so a placement is firmer without a cleared ladder losing any of its weight.
New
- A short explanation of crawls, on your third time opening the game. Once, and never again whichever way you close it. The third time rather than the first because the first two belong to the game: somebody still working out what a ladder is has no use for a private leaderboard. It says the thing the boards have been saying all month — Climbers with somebody to beat keep playing, and Climbers on their own drift away.
Fixed
- Reinstalling no longer loses your place for a launch. Deleting the app wipes everything on the phone but your Climber id survives in the keychain, so the game would open on Endless, remember who you were a second later, and leave you in the wrong half of itself until the next time. It now changes its mind as soon as the answer arrives — but only while nothing has happened yet, so it can never pull the board out from under a run.
1.5, build 47
10 October 2026
Changed
- The app opens on the Daily when you have one to play. It always opened on Endless, which turned out to be most of the reason people never found the Daily — twice as many Climbers had finished an Endless run as had ever posted a Daily score, and a dozen of them had never touched it at all. The Daily is where the boards, the crawls, the streaks and the morning nudge live, and it was behind a tap most people never made. A brand new install still starts in Endless, where a bad run costs nothing.
- The card that announces the Daily is friendlier, and the way out of it says where it goes. It used to lead with what a bad score would cost you. It now says why one go is the point — and the button underneath, which used to read “Not yet”, now offers a practice run in Endless, which is what it always did without telling anybody.
New
- A note when a run starts, and a quieter one when a ladder clears. The clear is deliberately almost inaudible: it is the fifth above the opening note, a sixth of a second long, and pitched to sit under everything. A sound you hear forty times in a run has to be the texture of the run rather than an event in it. Everything obeys the silent switch and mixes with whatever you are listening to, as it always has.
1.4, build 46
8 October 2026
Fixed
- Join a crawl and it asks who you are, there and then. It used to ask on the Daily card a moment later, which is a form field on a puzzle with no visible reason — and until you answered, the crawl listed you as a number. Worse, everybody else yet to play was a number too, so the first thing you saw on joining was a column of strangers. Now it asks at the join, naming the crawl, and the answer goes up immediately rather than waiting for your first score to carry it.
1.3, build 45
7 October 2026
New
- Hashigo can be played with VoiceOver. Nobody had ever checked, and the board was close to unusable: four ladders that read as loose numbers with no idea which ladder they belonged to, a score and its label read as two unrelated things, and the buttons announced by the names of their icons. Each ladder now says what is on it, bottom to top, with how many rungs are left; the card in hand says it is the card in hand; the burn button says how many you have. Most importantly, the board says three things in colour alone — which ladder the card fits, which is nearly out of room, which is dead — and now says them aloud too.
1.2, build 44
7 October 2026
New
- Hashigo makes a sound now. One struck note over the opening screen, timed so the mark fills as it rings out, and one at the end of a Daily. Nothing else, and no music: it obeys your silent switch, mixes with whatever you are already listening to, and will never pause a podcast. Endless stays quiet — a run ends whenever you want another one, and a fanfare between every go would just be in the way.
Changed
- Hashigo will ask what you think of it once, after a week’s streak or a dozen Dailies — and then never again.
1.1, build 43
6 October 2026
Fixed
- Your streak survives a reinstall. Delete Hashigo and put it back and you have always returned as yourself — your name, your crawls and every score you have posted. But the app’s own copy of your streak and your best went with it, so a nine-day run read as nothing. The server has held all of it the whole time and was never asked. Now it is, the first time the app opens with nothing of yours in it.
Early access 1.0, build 42
4 October 2026
New
- Compare my path. Everybody plays the same deck, so your run and everybody else’s can be laid side by side. Tap the “…” beside your own name on a board: how often you went the same way as the field, your loneliest move, how long you lasted against everyone else — and the one turn worth changing, with the score that line would actually have reached. Nobody else’s moves are ever shown; the comparing happens on the server and only the observations come back.
- Your own name does something now. The “…” menu is there to report other people, so your own row had nothing behind it. It now holds your result — see it again, or copy it to paste somewhere.
- A trophy for whoever is top of any board.
Fixed
- The launch screen no longer waits twice over when the network is slow — two settings it fetches were being waited on one after the other rather than together.
Early access 1.0, build 41
28 September 2026
Fixed
- A score that can’t get out no longer looks lost. If your phone has no signal when a Daily finishes, the run is queued and the server posts it for you a few minutes later — but the app said “couldn’t reach the leaderboard” and then never mentioned it again, so it read as a lost run. It now says what actually happens, in a quieter voice, and puts your rank up as soon as the score lands.
Early access 1.0, build 40
28 September 2026
Changed
- Endless and Daily, given some room. The switch between the two games sits a little wider and a little clearer of the signboard. It decides which game you are playing and it had been reading like a label. On the narrowest phones it keeps its old size, where the wider one would crowd the row.
Early access 1.0, build 39
27 September 2026
Fixed
- A first run with no signal is now the same game as everyone else’s. Hashigo plays perfectly well offline — the deck, the scoring and your streak never needed a connection — but a phone that had never once reached the server fell back to the rules the app was originally built with, rather than the ones in force. That dealt a different Daily from everybody else’s, and the score was turned away when it finally went up. The rules in force now travel inside the app itself.
Early access 1.0, build 38
27 September 2026
New
- The morning note, without being asked. Hashigo now leaves a quiet note in Notification Centre each morning — where you finished in the Daily, and that tomorrow’s deck is ready. No banner, no sound, nothing interrupted, and no permission box to dismiss. The first one carries iPhone’s own Keep or Turn Off buttons, so it is your call once you have actually seen one.
- And a way to make it heard. If you would rather it arrived properly, there is now a card after a Daily offering exactly that — instead of the line of text that, it turns out, nobody ever noticed.
Early access 1.0, build 37
26 September 2026
New
- An Endless board. A third board beside All Climbers and Best ever Dailies: every Climber’s best Endless run, one each however many they play, with how many cards it lasted.
- See who else is in your crawl. The crawl board now lists the members who haven’t played that day, so an invite visibly lands instead of leaving a new member invisible until their first Daily.
- Joining a crawl takes you to the Daily. A crawl is a board of Dailies, so accepting an invite puts you in front of one rather than leaving you in Endless, where the run counts for nothing anyone in the crawl can see.
Fixed
- The haptics no longer stop dead. Passing 25,000 could switch off every vibration for the rest of a run. Two beats arriving at once were fighting over the Taptic Engine and neither won.
- Placing a card feels a little more solid again — it had been quietened too far to make cleared ladders feel big.
- A finished Daily can’t fall off the board. If posting your score fails — a refused run, a lost signal — it now lands by itself as soon as your phone syncs, instead of waiting for you to notice.
Early access 1.0, build 35
24 September 2026
Changed
- Lights out at 25,000. Early in a run the board marks itself up for you: gold where the card in your hand will go, red where a ladder is nearly finished. Past 25,000 both go out and you read the board yourself. A dead ladder keeps its ✕ — that is a fact, not a hint. It should get harder as you climb, not easier.
- A sixth burn at 40,000. Take a run past it and one more burn lands, once, above the five you can normally hold. Almost nobody will see it.
Fixed
- Seven-figure scores now fit everywhere they are shown, including a leaderboard row next to a long name.
Early access 1.0, build 34
24 September 2026
Changed
- The opening screen prints itself. The 梯子 plate now arrives as blank amber stock — the same colour a card waiting to be played has — and fills with paper from the bottom up, finishing as the loading bar does.
Early access 1.0, build 33
24 September 2026
Fixed
- Two ways the app could fail to open. Both came in with build 31, and both were in the machinery that remembers who you are. Neither reached anyone: builds 31 and 32 were never handed out. If you are on 30 or earlier, nothing was ever wrong.
Changed
- Larger text works. If you have your phone set to bigger type, How to Play, the About box and the boards now use it. The board itself keeps its size — sixteen plates and a card tray have to fit the screen.
- The crawl invite bar knows when to appear. It only shows up when you have actually copied an invite, rather than sitting above your score asking about crawls you may never have heard of.
- A best you haven’t set yet reads “—” rather than “0”.
Early access 1.0, build 32
24 September 2026
Changed
- A simpler way to report a name. The menu beside another Climber’s score now offers two things rather than three: report the name, or block the Climber. Telling us why a name was wrong never changed what happened to it.
Early access 1.0, build 31
23 September 2026
Changed
- You stay you. Deleting Hashigo used to lose everything that made you a Climber — your streak, your crawls and your scores all belonged to the app, and went with it. Who you are is now kept apart from the app, so deleting and reinstalling brings you back as yourself, and an encrypted backup carries you to a new phone. Nothing to do: it happens the first time you open this build.
Early access 1.0, build 30
23 September 2026
New
- Best ever Dailies. A new board beside All Climbers: every Climber’s best Daily since the first one, with the Daily it came from. A great run no longer disappears at midnight. Your own best is always on it, wherever it lands.
- Crawl news. When someone in one of your crawls posts a Daily, your phone can tell you — the first score of the day if you haven’t played, and after that only scores that beat yours. Tapping it opens that crawl’s board. Two a day at most, nothing late at night, and a switch in How to Play to turn it off.
Changed
- The heading above the rules in How to Play now reads “The rules”.
Early access 1.0, build 28
23 September 2026
New
- Reminders open the Daily. Tap the morning nudge and you land straight on today’s Daily, instead of wherever you left the game. Both the notification we send and the one your phone schedules work this way.
Changed
- Shared results read better. The text you copy for WhatsApp now has air under the title and above the link, with the score, the strip and your streak together in the middle, so it lands as a card rather than a list.
- The time the morning reminder arrives is now set on our side, so everyone gets it at the same hour and How to Play always shows the right time.
Early access 1.0, build 25
22 September 2026
New
- Update reminders. When a newer version of Hashigo is out, a small note appears at the top of the game with a button to get it. Close it and it waits until tomorrow.
Fixed
- Your crawls now refresh as soon as you open the app, not only when you come back to it.
Early access 1.0, build 23
22 September 2026
New
- Dead ladders are marked. A ladder that can never be finished — a 20 too low down, or a joker's 21 below the top rung — greys out and shows a red cross. No warning before the move: that's the risk you take.
- Every Daily reaches the board. Your score posts even if you haven't picked a name yet, as a Climber number, and you can add your name afterwards. The Daily card also asks for a name up front, the first time.
Changed
- Fairer Daily decks. Every day's deck is now checked before it's dealt, so there are no more traps like 22 September's, where playing it the obvious way ended everyone's run on 430.
- Shared results link properly. The end of a shared result now reads www.hashigo.ing, so it turns into a link in WhatsApp and on social sites.
- A more balanced welcome line at the top of How to Play.
Early access 1.0, build 20
21 September 2026 · early access opens to family and friends
New
- Crawls. Private leaderboards for the Daily. Start one, name it, and share the invite link; anyone who joins plays the same deck and sees where they rank. Up to three crawls each.
- The joker. A wild played on a 20 becomes a 21, which can rescue a ladder you'd given up on.
- One go, every Climber's deck. A card the first time you open the Daily each day, so nobody starts it by accident.
- Why you fell. The end of a run now says which card was stuck, what topped each ladder, and how close you came.
- Morning reminder. An optional 9am notification with yesterday's rank and today's Daily.
- Report and block. Report an offensive name or spam on any board, or block a Climber from your own boards.
Changed
- The Daily is strictly one go. No restarts and no replaying the deck afterwards.
- Wilds arrive when you need them. Rare early in a run, more likely as the cards climb.
- Players are Climbers. Across the app, the leaderboard and the morning message.
- Card Range. The bar under the score shows which numbers are being dealt, on the full 1 to 20 scale.
- Burn Card and Your best say what they mean; the multiplier is called the multiplier everywhere.
- A slower, more deliberate opening screen, and help and leaderboard panels that float over the game.
Fixed
- Notifications now show while the app is open.
- The opening screen's loading bar animates with Reduce Motion turned on.
- Leaderboard names are checked for offensive words and adverts before they're shown.
Early access 1.0, build 1
21 September 2026 · first TestFlight build
The game
- Four ladders, one rule: every card has to beat the one it lands on. Fill four rungs to clear a ladder.
- The Daily: one deck a day, the same for every Climber, with a leaderboard that checks every score by replaying its moves.
- Endless: a fresh deck every run, chasing your best.
- Perfects, sweeps, chains and the multiplier for tight, fast climbing; five burns to get out of trouble, earned back as you clear.
- A spoiler-free share strip for your Daily result, and a streak for every day in a row.
- Haptics on every placement and clear.