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MiniScript Weekly News — June 25, 2026

Development Updates

MiniScript 2 kept moving fast this week, with Preview 5 now available: https://github.com/JoeStrout/miniscript2/releases/tag/v2.0-preview-5. Joe has been polishing error handling, tightening up stack traces, and adding a key module for console input along the way. If you’ve been testing the previews, now’s a great time to keep poking at edge cases and reporting what you find.

A big performance highlight landed with computed lists, which make things like range(...) and list repetition much faster without changing how they behave in normal code. Joe also wrote up the idea in a new Dev.to post: Computed Lists in MiniScript 2.

The key module has landed for console apps too, with .available and .get mimicking their behavior in Mini Micro. That should open the door for more interactive command-line MiniScript tools and games.

Community Projects

Congratulations to Venti for shipping a tutorial update to their game, Observe. It now teaches MiniScript in-game, which is a fantastic way to bring new players into the community while showing off what can be built with the language.

maho_citrus shared Regicide.ms-unofficial, a MiniScript take on the card game Regicide. Joe immediately recognized it as a neat find and even suggested a Mini Micro GUI version—great encouragement all around.

Show and Tell

In #mini-micro, Trey Tomes showed off progress on his SVG renderer, which now handles the <animate> tag: demo/constellation2.svg. It’s a lovely example of experimentation leading to something genuinely useful and expressive.

Meanwhile shellrider has been pushing on 3D rendering experiments, adding a z-buffer and intersecting triangles. Joe chimed in with encouragement and a bit of nostalgia about older software renderers, which feels very on-brand for this community.

Discussion Highlights

There was a lively thread around the new MiniScript 2 previews, including testing on Windows and Linux, stack traces, ANSI terminal behavior, and consistency across builds. Community testing quickly found and helped fix a few early crashes, which is exactly the kind of collaboration that makes preview releases so valuable.

Joe also shared that MiniScript 2 is coming along well for embedding, but he’s recommending a little patience before others start integrating it heavily. In the meantime, he’s working toward a smoother path for raylib-miniscript and other targets, including better build support and more portable tooling.


Thanks for reading, and thanks to everyone sharing code, tests, ideas, and projects. See you next week!

Upcoming Game Jams

These upcoming jams look like a great fit for Mini Micro:

  • The 52 Card Pickup Jam #1 (starts 2026-06-29 11:00:00) — A perfect excuse to build a stylish card game or clever twist on classic decks, with plenty of room for polished visuals, sound, and inventive mechanics.
  • KILL YOUR DARLINGS Mini Jam No. 1 (starts 2026-06-26 05:01:00) — A perfect anti-scope-creep jam that celebrates tiny, finished, weirdly personal projects over polish—ideal for making something bold, simple, and delightfully unexpected in just three days.
  • One Game A Week Jam #8 (starts 2026-06-29 16:00:00) — A fast, small-scope jam built around clever puzzle design and unusual weekly prompts, perfect for making a polished retro-style brainteaser with a striking mirror-and-path twist.
  • Mini Jame Gam #56 (starts 2026-06-26 11:00:00) — A beginner-friendly jam with a flexible theme, a required special object, and a short prototype-friendly format makes this a great place to build something creative, polished, and fun.
  • Fake Update Jam (starts 2026-06-29 11:00:00) — A delightfully meta jam where the game itself can pretend to boot, patch, glitch, and rewrite its own rules—perfect for inventive UI tricks, fake system screens, and story-driven surprises.

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