1.18
Pick Playground now plays on phones and tablets. A full set of on-screen touch controls drops in for touch and web — a thumb stick, action buttons, and a lift-action row that sits above the HUD band — and game controllers are supported too, with on-screen button-prompt chips, menu navigation, and the load tagline on the right stick. On the rigging side, towers gained structural legs: cantilever-free Structure, Double, and Reinforced Leg types that read as side-by-side steel-lattice trusses. You can now fasten loads onto a standing leg — cantilever a box off a single leg, or span a box roof or an arch across two squared-up legs — and the joint only takes when the footprints actually match. New Flat Roof and Reinforced Roof box types and a placeable Base object (a Tower base takes any tower, a Structure base takes a footprint-matched leg) round out the kit, alongside spreader leg options, a boom-rotation hard stop, and boom-collision fixes. And any object can now be duplicated — Ctrl+C or the new Duplicate button drops a copy into the nearest open space.
1.17
Leaderboards. Finish any challenge and you go on its leaderboard - type your name to post your score and see how you stack up against everyone else, whether or not it's a high score. Three new challenges round out the set: lift an arch off the ground and land it on its bases, raise two arches over a deck, and stand up the new Double Arch. The Double Arch is a new load (and placeable object): a single arch doubled across its depth into two bays that share a centre spine, noticeably heavier and rigged six-point or with a spreader. Towers and arches now wear a procedural steel-lattice skin and sit on 3' bases, the tape measure stays put across other actions instead of clearing itself, and the settings rail tabs were tidied up.
1.16
Realistic rigging physics and real load weights. The crane no longer weighs zero — a Gross Load readout adds the hook block, the wire rope below the tip, and the rigging weight on top of the load, and the load chart is judged against that. Parts of line (1–6, with sensible per-crane defaults) plus an editable line pull: try to pick or set down more than the reeving can hoist and you're stopped. Loads now sway and settle on the rigging like real picks — gentle on a creep, lively at full throttle — and the swing follows through into tall loads and towers instead of just angling the slings. Movement speed is yours: normal keys work at a steady pace, Ctrl creeps with almost no sway, Shift is full-throttle and dangerous, and a controller's stick is fully analog. Sling tension is live, including the shock load from jerky moves and fast hoisting; set a Working Load Limit per leg and a sling glows red when it's overloaded — push past three times the limit and it snaps, dropping the load (and failing the challenge). Towers rig to their corners with no spread and read in feet; box and arch loads default their spread to the rigging length and remember their pick points when set down; and arch weight now tracks the number of segments. Loads can no longer be dropped in mid-air — set a load down only when it's resting cleanly on the ground. And a Reset Scene button is in Settings (same as Ctrl+0).
1.15
Tower upend simulation. Towers no longer flip — you rig the cantilever end of a grounded tower and stand it up (or lay it down) through a physical tether sim: tilt follows the hook, the base rolls if you pull off plumb, and excess rigging tension is flagged. Unhooking is only allowed flat or standing. Challenges renamed to "Stand Up The Tower" / "Stand Up All The Towers" with per-challenge intro modals and start cameras. In challenges: rigging locks while a load is on the hook, boom reconfiguration is a scored action, the crane can only be moved with the boom fully scoped in, and carrying a load into the red zone fails the challenge. Saved scenarios now preserve mid-stand-up tower state.
1.14
Challenge 2 added: stand seven towers on a hexagon of bases, with direction arrows that the cantilever must match before pinning. Scoring moved to a per-challenge point pool with fixed per-action costs shown in the Challenge Log. Loads now carry a name and color, are fully opaque, and stay interchangeable with placed objects. Load chart enforcement: picks and set-downs are refused outside the chart in both sandbox and challenges. Settings tabs are now exclusive — one open at a time.
1.13
Challenge Mode. New Challenges tab on the rail with launchable challenge cards — the first challenge has you pick a tower and land it on its base, with locked props, a running action log, scoring, and win/fail states. The sidebar is now a slim rail of sideways tabs; Measure, Flip, and Drop/Pick moved into their category panels. Rigging is now static: it only changes when you edit it — switching load types or picking up an object never alters the hook's bridle.
1.12.2
Arch loads default to 40' rigging length.
1.12.1
Per-load-type default rigging spread: 1' No Load, 20' Box, 50' Arch.
1.12
New operator's cab and superstructure model ties the boom foot to the slew ring — deck housing and counterweight included, tinted to match each crane's paint scheme.
1.11.1
The selected obstacle now glows in the world while its editor is open, with a matching highlight in the Objects list.
1.11
New Obstacles menu: a Place Obstacle mode with a persistent template, plus a master list of every placed object — click an entry to open its editor. Every object gets a unique, editable name ("Box 1", "Arch 2", …) that saves with the scenario. Multiple settings categories can be open at once.
1.10.1
No Load ground clearance now reads off the bottom of the dangling rigging instead of the hook.
1.10
UI overhaul: dark theme, collapsible category rail on the right (Crane / Rigging / Load / Obstacles / Scene), and a stats HUD bar along the bottom edge (toggle with H). The bridle now renders live in No Load mode, dangling from the hook.
1.09
Measure, Add Object, and drag-to-move now work from the perspective and side cameras, not just plan view. Side-view chart-radius bands now project through the boom's slew angle so the green/red zones line up with where the boom tip actually appears on screen when slewed off-axis.
1.08
Chassis is slightly beveled and scales with crane size. Each crane has its own paint scheme (40T blue, 90T red, 120T green, 170T yellow, 300T white) that extends to the boom and outrigger arms. Outrigger spread also scales per crane to match real manufacturer specs.
1.07
Add Object mode now shows a green "CLICK TO PLACE OBJECT" prompt in the alert panel. Removed the redundant in-editor Add Object pill (it only closed the panel).
1.06
Procedural floor grid (10' cells) with a radius overlay: green inside the chart-rated range, red beyond min or max chart radius, blue past the boom's geometric reach. Side-view radius strip mirrors the same zones along the bottom of the screen. Boom, hook, slings, and loads now cast shadows. New keybinds: C toggles shadows, R toggles the radius overlay (both default on, rebindable in the Controls menu).
1.05
Add Object refinements: arch and tower templates match their load defaults, towers spawn horizontal and arches spawn flat (each toggleable to upright/arched), arches no longer clip through the floor. Position fields hide until placement, and the in-editor Add Object pill is bottom-aligned. The alert panel now shows a green "READY TO PICK" prompt (calling out object type) when the empty rigging is over a pickable obstacle.
1.04
Added the Terex TM9120 (120T) crane with real manufacturer load chart. Base rotation is now independent of slew. Undo/redo (Ctrl+Z, Ctrl+Shift+Z, Ctrl+Y). Tape measure tool in plan view (press M).
1.03
Sling tension calculator added to the stats panel.
1.02
Sling length calculator fixes.
1.01
Fixed obstacle rotation not being preserved on pickup.
1.0
Sandbox mode complete.