Release notes.

Everything that's shipped, with enough detail to be useful.

Jul 16, 2026 Fix

Interaction and layout fixes across the v6 build

A pass over five things that were quietly broken since the Graphite rebuild. Nothing new shipped; a few things that looked deliberate turned out not to be.

  • Code blocks in case studies - pre.code had no styling at all, so every snippet rendered as raw preformatted text hard against the section's left edge, colliding with the paragraph above it. They now sit on the prose column in a proper panel - surface background, border, padding, horizontal scroll - and the comment / keyword / string tokens are coloured. Fixes all four case studies at once.
  • Changelog needed a scroll to appear - the scroll-reveal observer waited for 18% of an element to be visible, which is unreachable for anything taller than the viewport. This timeline is about ten screens tall, so it could never fire on its own. The reveal line is now set by root margin instead of a visibility ratio, and entries render on load.
  • Magnetic CTAs fought over the cursor - each button listened for pointer moves independently and claimed the cursor whenever it was in range, so in the gap between "Start a project" and "See the work" both chased it and overlapped. One handler now picks the nearest button by edge distance and releases the rest. Travel is also capped, since the pull scaled with distance from the button's centre and peaked at the edge facing its neighbour - the exact worst moment.
  • Cursor glow toned down - the pointer halo and the light blob tracking it were strong enough to read as an effect stuck to the mouse. Both dialled back to ambient.
  • Downloads trimmed - CS2 Dumper and Offset Manager pulled from the page, along with their release notes here.
Jul 15, 2026 Content

Two engineering-heavy projects added to the work grid

Two projects that had been sitting in private repos are now documented on the site: a minimal Type-1 AMD SVM hypervisor loaded as a UEFI application, and a from-scratch KeyAuth-style licensing engine with a Go server and a C++ SDK on Ed25519. Both are in active development, both are marked as such, no fake screenshots.

  • New card variant - a text-forward "spec card" that lives in the work bento at span-6. For engineering-heavy work where the writeup is what you evaluate. Small monospace spec table on each card, no image, no fake product preview.
  • Two new case studies - Custom AMD SVM hypervisor (transparent VMRUN launch, 512 GiB identity NPT, minimal exit dispatcher) and Custom KeyAuth engine (server-authoritative trust, signed replay-proof envelopes, no recoverable client secrets).
  • Work grid rhythm preserved - the layout stays at feature + tall on the top row, then paired spec cards, then paired standard cards. No empty tiles.
Jul 15, 2026 Release

Site v6 - Graphite

A full rebuild around one decision: the site should read like the work does. Spectrum is retired. No coloured accent at all now. The base is a dense pitch-black carrying a blue-green cast, the ink is a cool off-white, and the only "accent" is light itself. Hierarchy comes from weight, contrast, and space.

  • Monochrome palette - the cinnabar accent and the whole spectral fringe are gone. One palette, one accent value, applied identically on every page. Primary buttons are off-white with near-black text; the light theme inverts to near-black on cool paper.
  • Type system - Cabinet Grotesk, Switzer, Gambarino, and JetBrains Mono replaced by Geist and Geist Mono, self-hosted as variable woff2. No more render-blocking font CDN. Emphasis is now weight and colour within one family, not an injected serif italic.
  • Entry sequence removed - a 2.4-second preloader is friction for someone deciding whether to hire me. The page now paints immediately.
  • New hero - a real product visual instead of a decorative glyph. Cut to four elements: availability, headline, one paragraph, two buttons. The coordinate strip, version stamp, and status pill are gone.
  • Commissions section - new. How a job actually runs (scope, build, deliver), plus a plain list of what is and is not a good fit.
  • Decoration cull - section-number eyebrows, ordinal labels on cards, the spinning glyph, and the em-dash are all removed sitewide. Eyebrows are now rationed to a handful across the whole page.
  • Kept - the contact terminal, the command palette, the caustic background field, view transitions, download checksums, and this timeline. They were doing real work.
Jun 19, 2026 Release

Site v5 - Spectrum / Compute overhaul

Full visual and motion rebuild. The thermal/gravitational language has been retired in favour of Spectrum: a precision-instrument editorial aesthetic with chromatic dispersion as the signature motif. One saturated cinnabar accent (#FF5B35) replaces the old red-orange ramp. Every animation has been re-authored.

  • New entry sequence - a 2.4-second computed-reveal: single point pulses, ejects a chromatic shock ring, fragments into 140 spectral particles, settles into a constellation, then collapses back as the page cross-fades in. Runs once per session, hard-collapses under prefers-reduced-motion.
  • New background field - three slow drifting light blobs (cinnabar, cobalt, signal-green) painted on one canvas with 70 spectral particles. The cursor warps the field locally. Replaces the old grid + ignite + scan layers. DPR-capped at 1.5, pauses on tab hidden.
  • Type system - Cabinet Grotesk Display for headlines, Switzer for body, Gambarino italic reserved for emphasis ("quiet", "talk", "slowly"), JetBrains Mono for instrumented strings. No more Spline Sans Mono.
  • Hero composition - asymmetric editorial split with kinetic display per-line clip reveal, side metadata strip, and a spinning glyph SVG. Outline-ghost "tools" word, italic-accent "quiet". Status pill in signal-green for "open for work."
  • Marquee - single signature kinetic strip between hero and capabilities. Max-one-per-page rule honoured. Hover pauses the loop.
  • Capabilities bento - feature 8col x 2row + two 4col + one full-width 12col. No 3-equal cards. Asymmetric rhythm.
  • Work grid - re-architected as asymmetric bento (feature 8col + tall 4col + two 6col), each card with cursor-tracked tilt + signal-bright spotlight on the media.
  • Method strip - new editorial two-column "Built slowly, on purpose." section between work and roadmap. Numbers row: 3yr / 4 / ~96%.
  • Roadmap - horizontal timeline rail with status markers (active = solid cinnabar with glow, planned = ringed, research = neutral).
  • Contact terminal - repositioned as a dedicated contact-grid block. Commands: help, about, work, stack, discord, telegram, downloads, clear.
  • Magnetic CTAs - primary buttons pull toward the cursor within 70px, with a radial signal glow tracking the pointer.
  • Consolidated runtime - five legacy scripts (singularity, hud, home-anim, signature, script) collapsed into one js/main.js. ~40% smaller, all motion driven by IntersectionObserver + CSS vars (no addEventListener('scroll') hot paths).
  • Downloads + Changelog - page intros restructured with proper editorial hero + side metadata. Download cards gained signed-build heat states and SHA-256 chips.
  • Fixed - nav overlap at the top of every sub-page; eyebrow + display + deck now respect a real top-padding floor.
Jun 12, 2026 Release

Site - thermal system & lattice physics

The singularity redesign, taken to its conclusion: one physics system for the whole site. Colour now encodes temperature - released work runs white-hot, active work glows signal red, research smoulders, private builds sit cold - and every motion derives from the same gravitational field.

  • New - thermal palette - a blackbody ramp (ember → signal → white-hot) replaces decorative colour sitewide. Status dots, roadmap tags, release dates, and headline fades all read as heat. Light mode maps heat to stamped ink instead of glow.
  • New - lattice physics - the dot grid is now a medium: gravitational ringdown waves propagate through it from the hole's formation flash, section heads, releases on this page, and the idle heartbeat. Dots caught in the cursor's gravity well warm up and swell.
  • New - event-horizon navigation - opening a case study collapses the page toward the exact point you clicked; navigating back is an ejection, reversed and faster.
  • New - tidal card hover - project-card layers feel different gravity (text drifts toward the cursor, media pulls away) and a single ember spark rides the border into the nearest corner.
  • New - downloads instrumentation - every tool shows its temperature (maintained · stable · discontinued), SHA-256 checksums with click-to-copy, and download buttons that ignite and ring the lattice.
  • New - cooling-curve changelog - this page: entry heat decays exponentially from real dates (30-day half-life), the rail grades from white-hot present to ash past, a reading playhead re-heats the entry you're on, and bullets carry git-style + / ~ / glyphs.
  • Shader regrade - the accretion disk now cools through true blackbody orange instead of washing pink under the tone map; the magenta Doppler flick and violet nebula were retired for ember and maroon.
  • Terminal - output characters land white-hot and decay like CRT phosphor; typing cadence jitters like a real serial link, buffer stalls included.
  • Telemetry - the footer now reports real frame rate, lattice size, viewport, and cursor. The site measures itself.
  • Scroll redshift - the lattice dims and shifts warm as you descend a page.
  • Fixed - the mobile nav collision at narrow widths; the wordmark collapses to its dot below 520 px.
  • Now-playing - NO RISK NO FUN (cdgplug) added to the player, first in the queue.
May 30, 2026 Release

Site - Singularity redesign

A full visual and motion overhaul. The homepage now opens on a real-time gravitational-lensing black hole rendered in WebGL2, and the entire site speaks one motion language built around it. The same treatment carries through every page.

  • New hero - a full-screen WebGL2 fragment shader bends the background light around an event horizon. The hole tracks the cursor with eased parallax, caps its resolution on high-DPI screens, and parks itself when off-screen or the tab is hidden to save battery.
  • Motion language - Lensing, Ringdown (a gravitational-wave ripple through each section head), Spaghettification (headings stream in glyph-by-glyph from the void), Infall (scroll-reveal), and disk-glint card borders. Every effect honours prefers-reduced-motion.
  • Carried site-wide - Downloads, Changelog, and all three case studies now share the same ambient black-hole header, modernised cards, and scroll-in animations. Deep-linked pages render correctly with the right typography for the first time.
  • Case studies reworked - gradient pull-quotes, hover-lift media, animated section markers, and the full long-form layout brought up to the same finish as the rest of the site.
  • Reading-progress line - a thin accretion bar across the top edge fills as you scroll.
  • Custom 404 - "past the event horizon," carrying the same ambient hole.
  • Under the hood - real social-share previews (Open Graph / Twitter cards), sitemap, robots, a web-manifest with app icons, keyboard focus rings, lazy-loaded imagery, and a font-loading fix.
  • Fixed - a hitch where the black hole could briefly freeze, then jump, after the tab sat idle.
  • Now-playing - two new slayr tracks (Toxic, Eyesight) added to the player.
May 22, 2026 Update

Site - background rework & terminal expansion

Stripped the generative-shader feel and rebuilt the ambient background. Removed the custom cursor (caused FPS issues on deployed builds). Expanded the contact terminal into a full interactive shell.

  • New background - static 22 px dot lattice on a canvas, with a soft elliptical mask so dots fade toward the edges. Reads as drafting / engineering rather than "AI homepage."
  • Cursor gravity-well - dots within ~150 px of the pointer pull toward it with a quadratic falloff. Lerped pointer for a faint trail; the lattice is otherwise motionless.
  • Removed the WebGL aurora shader, drifting fog blobs, the animated "neural-network mesh" canvas, and the custom ink-nib cursor. Kept the rare red ignites and the slow scan-line.
  • Terminal - new commands: neofetch, stack, ping, cat resume.txt, git log, theme, history, rm -rf /.
  • Terminal - typewriter effect on conversational commands, braille spinner on slow commands, tab autocomplete with fish-style ghost text.
  • Terminal - glitch animations: error lines shake on invalid input; rm -rf / glitches the entire terminal before wiping.
May 11, 2026 Update

Sair - external hardware support (Arduino HID / KMBox Net / B+ / B Pro / A)

Sair now drives mouse input through real, off-PC hardware. Before the regular menu loads, you’re greeted by a new Select Input Device screen - custom iconography, custom font, locks in the input backend for the session. Every device gets Advantages, Disadvantages, and a Setup block right inside the picker so the decision happens in one place.

  • New pre-menu - custom icons per device, custom typography, single-click Launch into the selected backend.
  • Interception (default) - kernel-level driver, lowest latency (~0.1ms), supports click-interception. Trade-off: requires driver install.
  • Arduino HID - ATmega32U4 board outputs real USB HID. Cheap, open, dead-simple.
  • KMBox Net - UDP / Ethernet. Full remote operation across the network.
  • KMBox B+ / B Pro - USB serial. B Pro adds input monitoring & masking.
  • KMBox A - original model, simple one-way serial. Lightweight.
  • Available in Downloads - grab Sair (Full) .rar.
May 04, 2026 Update

Sair - CS2 patch sync + chams rework

Updated Sair to the latest CS2 game update - offsets re-pulled, signatures re-validated, combat and visuals back online same-day. Alongside the patch sync, the chams system has been completely reworked from the ground up.

  • Chams rework - new rendering method replacing the old five-material pipeline. No Z-fight, no flicker on weapon swap.
  • 8 new materials - fully tunable per-team (visible / occluded).
  • Major performance pass on ESP + chams - draw calls batched, per-frame allocations removed.
Apr 19, 2026 Release

Site v3 - full rebuild for the 2026 standard

Stripped a generation of dated tropes and rebuilt around modern web platform features.

  • View Transitions API for native page-to-page morphs and shared-element animation.
  • Scroll-driven CSS animations via animation-timeline.
  • Command palette (⌘K) - search, navigate, copy contact, toggle theme.
  • Light + dark mode with a circular reveal transition centered on the toggle.
  • Dedicated case study pages for both major projects.

Superseded by v4 - see the latest release at the top.

Apr 12, 2026 Release

Sair v1.0 (Full) - CS2 External shipped

The roadmap promise, finally public. Several weeks of work: full external for Counter-Strike 2 with combat suite (aimbot / triggerbot / flickbot / silent aim / no-spread gate), full visual stack (ESP, five-material chams, radar, spectator list, grenade predictor), utility (skin changer, anti-flash, in-game music overlay, per-weapon profiles, multi-config), and a four-tier anti-analysis layer. Read the breakdown in the case study.

Coming soon Upcoming

Universal Color Aimbot - in development

Generalising the colorbot engine into a cross-game vision library. Valorant is the validation target. Follow via Discord for announcements.