- Bug fixes - 31 August 2026
Fixed some UI bugs, and billing issues that could affect a player's access to premium features.
- Quantum Chess Remastered 1.0 - 26 August 2026
Quantum Chess hit 1.0 today. The remaster soft-launched in May and has been under continuous development since. Sound, replays, in-game guides, puzzle packs, correspondence, keyboard-only play, a proper mobile pass. And with it, a feature that we've always wanted to create. A way to experiment with different ways to play Quantum Chess... The Alchemy League ships today. The Alchemy League A seasonal online ladder where every season changes the rules of quantum chess, without touching the standard game you already know. Fresh rating each season, live or correspondence. Season 1 removes merge moves and adds a phase dial beside the board. The dial puts a quarter-turn phase rotation on your next move. Phase is invisible on its own, but split a piece back onto one of its own halves and the two halves interfere. In the simplest case, with the interference played right after the split, the dial…
- Bug Fixes - 10 August 2026
Fixed some multiplayer stuff on the back end, and deployed a prototype discord and steam friend challenge capability. Let us know if it doesn't work.
- Patch eval bar - 1 August 2026
Fixed a bug that prevented eval bar in local huma vs human games
- Patch window focus bug - 1 August 2026
Fixed a bug that occasionally caused the window to lose focus and not accept mouse clicks after re-focus
- Network Fix - 1 August 2026
Fixed a bug that was preventing the steam build from connecting to the back end.
- Soft Launch Quantum Chess Remaster - 31 July 2026
We've completely rebuilt Quantum Chess from the ground up. New multiplayer back end, new AI, new puzzles, new UI, Discord rich presence support (not fully featured yet). Join us in discord and let us know what needs polish.
- Quantum Chess Reborn - 25 March 2026
Hey Steam! We're still here, and we've been plugging away at a behemoth of tech debt. Things need to change to make Quantum Chess viable. The game has been through a lot of iterations and a lot of collaborations over the past decade. It’s become a massive Unity project full of tech debt, and it’s too unwieldy to live up to its potential. So I’m rebuilding it. Again. This time web native, using Quantum Forge. The goal is to solve two problems at once: accessibility and iteration speed. Right now, changes take months and multiple engineers. After the rebuild, I’ll be able to ship features fast, and the game can finally start growing into what it was always meant to be. I wrote a blog post discussing the whole situation, check it out: https://quantumnative.io/blog/qc-history-and-future/.Rest assured, Steam supporters will be taken care of when the project is done. We'll be publishing a new…
- Super Secret AI Update - 20 December 2023
Super secret PC update with our new AI player finally released. Mac and Linux to follow soon. Shhhh...
- New Stuff! - 28 October 2021
Release 1.1.0 New Features - New animations - Post game analysis board for played games - In game analysis for spectated games - Analysis games support forked game histories - Can view board state for previous ply's - Sandbox supports forked game history's - Sandbox can force measurement outcomes - Multiplayer "dedicated" games. Dedicated server controls game state. - Added fen and move copy button to game and sandbox - Added ability to paste a fen + moves into sandbox - Local Play, for side by side multiplayer - New quick start tutorial - In Sandbox and in Analysis mode, you can force measurement outcomes using the .m0, .m?, and .m1 buttons - Squashed several bugs and even a few quantum bugs - Sorry! No more duplicating Kings with entangled castling. New Animations The game now shows "conflict" animations that result in measurements of the game state. We hope this helps players underst…
- Update 3/19/2021 - 19 March 2021
Some updates to fix a number of errors and bugs we're seeing in the logs. This should (hopefully) fix the multiplayer desync bug.
- Update 2/11/2021 - 12 February 2021
Added Features Asynchronous Multiplayer You can now play in "Correspondence" mode. These games have up to 3-day turn timers, and you can play more than one at a time. Matchmaking There are two separate matchmaking queues. One for real time games, and one for async games. Move Arrows Shift-click to draw arrows between squares Visual Updates Added piece animations
- Multiplayer Update - 21 December 2020
Here is a quick update to add some quality of life improvements for new players. Now, the first time you open the game, the help menu will pop up. It has a handy link, right at the top of the page, to join our Discord community! This is the best place to find other players, and get help, right now. We've also added a couple of multiplayer improvements, with low time warnings, and a more obvious visual and sound effect when it is your turn. We're working hard to get correspondence games in, and matchmaking. In the mean time, we hope the new additions will make things a little easier.
- Prepare to enter the quantum realm - 13 December 2020
The time has come! Quantum Realm Games has partnered with Arcanforge to bring Quantum Chess to the next level. Here's what is going on. Going Quantum In 2019, we were approached by Google AI Quantum to see if we could run Quantum Chess on their quantum computing hardware. In July of this year, we successfully demonstrated the fruits of that labor at the Google AI Quantum Summer Symposium! Check out the video of our presentation. This success gave us the momentum we needed to push Quantum Chess to reach its potential. We were able to secure generous funding from IQIM, and an amazing development partner, to bring you the next iteration of the game. New Moves The old quantum move has seen its last days. We've replaced it with the new split and merge moves! Splitting the Universe With the new split move, players have the power to create superposition, where their pieces exist in multiple sq…
- Update: AI and Multiplayer - 14 April 2019
It has been a little while since the last update so I wanted to give players a quick overview of the work being done. AI is the big thing. We now have a fairly stable AI for the next version. I still wouldn't call it "good", but it isn't "bad" either. It makes some fairly intelligent plays and for the most part avoids obvious mistakes. It is also capable of making quantum moves. It is based on a standard chess AI, so players familiar with chess may notice some patterns of play often seen there. I've also settled on a new networking architecture for multiplayer that should alleviate a lot of the connection headaches and allow for the easy implementation of some nice features like games that persist through different play sessions. I'll keep updating as work here progresses. Again, thank you to all of the players for your continued support and patience.
- Sandbox Mode - 28 February 2019
Hey everyone, here's another update on progress. I've been hard at work on getting the AI up and running, but debugging was taking a long time. So I took a sidetrack and implemented a long requested feature, sandbox mode. Don't be too hard on the look of the new UI, it is being updated, but here is a sneak peek at Sandbox Mode functionality! https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F27045270%2Fde3e4e7d3d117e3c90ea28d2f93b6245400df14b.gifhttps%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F27045270%2Ffc5c41f397a2292440b824f3ab77d76c9f2b8251.gif This mode serves multitple purposes. It will be a great way to explore different dynamics from specific board states. It is also an incredible tool in both debugging (AI and otherwise), and in helping develop the new tutorial. I hope you will all enjoy it!
- Phase Indicator - 16 February 2019
Relative phase is an important concept in quantum physics because it can change the outcome of an operation through interference. In Quantum Chess, moves are unitary operations, and their outcomes can change if the underlying state has certain phase characteristics. Until now the player has only been presented with probability information. This could lead to confusing situations where moves appeared to have no effect. After some careful thought, and some math, the game can now display some basic relative phase information. It isn't complete, but it should be relevant to a lot of moves. Here is an example. The Merge move is designed to undo a Split move. If used immediately after a split it should result in 100% of the piece being in the target square (assuming there are no pieces blocking the paths). Here we can see how it acts on the queen. https://steamcdn-a.akamaihd.net/steamcommunit…
- Split and Merge Moves - 9 February 2019
Hey everyone, I wanted to show you what the new quantum moves will be like when the next version is released. As stated previously the "double" move will be going away. It will be replaced by two quantum moves. The Split move will allow a piece to split and occupy two different positions. This is similar to the "double" move except there is no possibility that the piece didn't move, and it can only reach one standard move away. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F27045270%2F50b59ef72ff0adec9cdb1ce23addf8e35cce6d5d.gif The Merge move is designed to undo a Split. The player will select two squares with the same type of piece, then select a single "target" that is reachable by both. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F27045270%2F5deea5052b8e26094116480dd8a800ce8d3bdcb6.gif You can also see the experimental phase indicator in these g…
- Australian Pricing - 4 February 2019
It was brought to my attention that Australia was unable to access the game. I've submitted a change that should fix the problem.
- Still Here and Developing. Join Our Discord! - 3 February 2019
So I have seen an influx of new players and I wanted to let everyone know this is still an ongoing project, and due to some life changes it is getting a lot more love and attention than it has in the past months. Here is where we are at right now. Our most active community members hang out in our discord channel which can be found here The currently available game features the "double" quantum move, a buggy networked play experience, and an AI that doesn't understand quantum moves. But it is playable and in my opinion quite fun. Some people have no problem establishing networked games, others can't seem to get a stable game going no matter what they try. The best way to get a networked game going is to ask in the discord. The next version of the game is under heavy development. It will feature a much stronger AI that will be able to make quantum moves. It will also use a different rule…