Release notes
Update · June 13, 2026
A fit-and-finish pass for 2-player games, plus a few tracker touch-ups. All over-the-air — installed apps pick it up on their next launch.
- Commander & counters drawer fits 2-player games. In a 2P pod the drawer's header was running off the edge of the screen — and taking the close button with it, so there was no obvious way out. The COMMANDER DAMAGE / COUNTERS tabs are now icon-only in 2P and the close control is always visible as a clear ✕. 3-6P keeps the full text labels.
- Counters tab reflows for 2-player. The counter grid was stretching into tall, near-empty columns in portrait. It's now a tidy 3×2 grid with each tile's value and ± buttons centered, so it reads like the rest of the app. (Also fixed a counter value that could clip to a sliver.)
- First-player pick shows even without turn tracking. When you let Signet choose who goes first, the chosen seat now lights its accent border whether or not you're tracking turns — a clear "start here" hint that clears on that player's first life change.
- Commander mini-map anchors to the outside corner. For the edge seats in 3-6P, the per-tile commander mini-map now sits on the corner closest to where that player is physically sitting around the phone.
- Life total no longer clips at three digits. Totals like 121 were getting cut to "12" on some tiles — fixed.
- Brighter back / cancel labels. The dim "‹ BACK" and "‹ CANCEL" links across the app now read cleanly from across the table.
Update · June 3, 2026 (second pass)
A small follow-up after the day's tracker + drawer redesign — playtest fixes plus a new push notification for joining players. The push needs a small server-side deploy on our end; installed apps get everything else over-the-air on their next launch.
- Push notification when the host discards a game. If a host hits Discard at the end of a game — after a misclick, a no-show, or a lobby that never really got going — joining players who had push notifications enabled now get a "Game discarded" alert so they know the result won't be saved to history. Lobby walk-aways (no game ever started) deliberately don't fire the push, so empty pods don't create noise. Toggle in Settings → Notifications → Pod activity.
- 2-player seat order fixed. In a 2P game, the host now stays at the bottom of the screen across the lobby → game transition. Previously the host's tile jumped from bottom (in setup) to top (in game), which made it feel like the seats had swapped at the worst possible moment.
- Counter chips truncate cleanly on tight tiles. On Z Fold 5 folded, 5-6P landscape, and side-by-side multitasking, active counter and status chips no longer wrap multi-line into the life region. The row caps at whatever fits horizontally and shows a small +N pill if there are more — tap the pill or any chip to open the counters drawer and see the full list.
- HIDE SELF DAMAGE fits narrow viewports. The small link below the self-damage editor in the commander drawer no longer clips at the cell edge on Z Fold 5 folded and other very narrow column widths.
- Center game-menu badge is more legible. The "···" badge at the center of the tracker now reads cleanly against bright player tiles — the previous glass-thin material was too sheer over saturated seat colors.
Update · June 3, 2026
A two-day push of tracker + drawer redesigns rolled out via silent over-the-air updates — installed apps pick everything up on their next launch.
- New commander damage mini-map on every seat. A small spatial map sits in the bottom-left corner of each player tile, with one cell per opponent showing how much commander damage they've dealt you, colored to match their seat hue. Your own seat is marked me at its real table position, and the map is oriented to your view — players sitting across the table see the world rotated 180° to match what they actually see. Partner decks split their cell with a vertical divider so each commander tracks its own /21 threshold independently. The whole grid scales from 2-player all the way up to 6-player pods.
- New commander & counters drawer. Replaces the two old list-style drawers with one full-screen surface that opens oriented to whoever tapped it. Two tabs: COMMANDER DAMAGE shows the spatial seat map again (every card hue-tinted to that player's seat, with a 21-bar that turns red as you near lethal), and COUNTERS fits everything (TAX, TRS, EXP, NRG, PSN, RAD plus monarch / initiative / city's blessing / day-night) on one screen at every player count.
- Add partner mid-game. A small + in the corner of each opponent's drawer card splits the seat into two independent commander-damage trackers — perfect for partner pairs, backgrounds, and Doctor + companion. Tap the matching − to collapse back to one.
- Bring back is one tap. Tapping the BRING BACK pill on an eliminated seat restores them to their last positive life immediately — no confirmation alert, no choice between "at 1 life" and "restore." Accidental KOs are the common case; this is the right default.
- Commander name now shows on each tile. Player Name · Commander Name in italics, right in the header, so you don't have to remember whose deck is whose.
- Counter and status chips reorganized. Active counters (with values above 0) and active status chips (monarch, initiative, etc.) appear along the bottom edge of each tile. When both kinds are active, statuses sit on top and counters on the bottom (counters are more common, so they get the prime spot).
- Track self-damage option. Tap TRACK SELF DAMAGE on your own card in the drawer to track damage from your own commander hitting you (rare, but it happens with mirrors and copy effects). When enabled, your me cell in the mini-map shows that value instead of the "me" label.
- Running ±N indicator stays in view longer (1.6 s, doubled from 0.8 s) so you can confirm a burst of taps without missing it. Also pinned correctly to the upper-right of the life digit — it had been drifting toward the + button on the new tile layout.
- Cleaner +/- buttons across the seat tile and drawer — the circular bezels are gone, just the geometric glyphs (pixel-centered, no more "sitting visually high" issues on different fonts).
- Hold-for-±5 is back on commander damage and counter buttons in the drawer. Tap = ±1, hold = ticking ±5 — same pattern as life ±10.
- Z Fold 5 and side-by-side multitasking get a smaller, tighter drawer layout so cards always fit and the partner toggle stays reachable from the card corner.
Update · May 30, 2026 (second pass)
Real-world playtest fixes, delivered as a silent over-the-air update — installed apps pick it up on their next launch. Requires a small Supabase schema update on our side; new builds get it automatically.
- Commander damage drains life. A returning setting — when you raise a player's commander damage, their life total drops by the same amount in the same tap, matching the MTG rule that commander damage IS life loss. Correcting a misclick downward bumps life back up symmetrically. On by default; flip it off in Settings → Game Defaults to track them independently.
- Format pill de-selects on custom values. In host setup, if you nudge starting life or commander damage off Commander's 40/21 (or PDH's 30/16), the format pill drops its selection and the summary reads "Custom" — so a non-standard table doesn't look like it's claiming the format. Tap any format to snap values back to its defaults.
- End-game flow collapsed to one screen. Tapping End mid-game used to open a sheet, then a review screen, then a post-submit hub — three screens. It's now a single wrap-up screen with Submit, the Rematch-when-done toggle, and Discard all in one place. Fewer taps, same controls.
- Brighter contrast across the whole app. Muted text and dividers were too dim from 2-3 ft away; bumped the theme so labels and outlines read cleanly with the phone on the table.
- Lobby ↔ game seat positions now match. Whoever sat at seat 1 in the lobby is at seat 1 in the game, every time. (Previously, seats could appear shuffled — turned out the database wasn't carrying the seat number forward.)
- Track turns is off by default. Flip it on per game when you want the turn counter; otherwise the game runs as a clean life tracker.
- Long-press tick rate slowed (~440 ms) so it's controllable from 2-3 ft away. Holding for the same time now changes life by a more sensible amount.
- Full host setup remembered between games — format, life, commander damage, players, plus the roster. The Host screen reopens to whatever you ran last.
- CMD and CTR pills bigger and brighter on each player tile, so they read from across the table.
- Running indicator (the ±N that floats near each life total during a swing) is now larger.
- Decks empty state simplified — the primary "+ New deck" CTA stands alone, no more sub-tile bubbles below it.
Update · May 30, 2026
A quality-of-life pass for v1.0.0, delivered as a silent over-the-air update — installed apps pick it up on their next launch.
- Rematch toggle — flip it on in the end-game screen, and a fresh game with the same players and settings spins up the moment you finish either saving or discarding.
- Life increment bumped to ±10 on hold (was ±5). Tap is still ±1; commander damage and counters keep their ±5.
- Roster is remembered between games — open Host and your last lineup is already there.
- Fixed a bug where a rapid double-tap on life could leave the counter ticking on its own.
- New "What's new" sheet in-app — Signet now tells you what changed each time it updates. Available anytime from Settings → What's new.
Version 1.0.0 — May 2026
The first public release of Signet, a pocket life-tracker for 2–6 player Magic: The Gathering Commander pods.
- Live game tracker — track life and commander damage, counters and status effects (monarch, the initiative, day / night, and more), roll dice, and follow the turn count, all from the host's phone.
- Pods — host a table and let other players join from their own phones by scanning a QR code or entering a join code, with a shared lobby.
- Decks — build and store decks with live Scryfall card lookup and color-identity checks against your commander, plus version history. Save a deck with just a commander and flesh out the rest later.
- Game log — a full, grouped history of every life and commander-damage swing in a game.
- History & stats — every finished game is saved with the winner, turn count, and per-player results.
- Your account, your call — passwordless email sign-in syncs your decks, pods, and history across devices, or play locally without an account.
- Notifications — a heads-up when a game you played in is submitted, and a reminder when a game has been left unfinished.
Signet is an independent project. Magic: The Gathering and Commander are trademarks of Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. Signet is not affiliated with, endorsed by, or sponsored by Wizards of the Coast or Hasbro.