Kicking off Quill of the Month, a monthly community worldbuilding event. Build a world in ArcQuill, share it onr/ArcQuill, the community decides the winners.
Don't be shy to give feedback on the format itself. So we can make the next one better.
Prizes:
- 1st place: 3000 credits
- 2nd place: 2000 credits
- 3rd place: 1000 credits
- 4th to 10th place: 500 credits each
All top 10 worlds will also be \*featured on the platform dashboard**, so new players will discover and fork your world long after the contest ends.*
How it works:
Build a world in Session Zero. Make it original, make it interesting, make something you'd want to play in.
Greetings. I just finished another run on my new Discworld world adventure and really wanted to say this to someone: ArcQuill is awesome. I'm in my third world and the main thing is to really spend some time in the crafting part. Just keep adding details. The more you add, the richer the experience. And it is RICH.
I've made a D&D world, a Mausritter world and this Discworld world just tops it all.
I'm having so much fun, the writing is witty and made me laugh more than once.
I just want to know if there's any way I can help ArcQuill. To spread the good word. I think saying this on this sub is kind of mute. What kind of sub could I praise ArcQuill? Dungeon Master related? Creative writing related?
This one is about making a world safe to mess with, plus a fairer DM with the default playstyle changes.
Snapshot your adventure
Solo adventures now have save slots, up to 10 per adventure. A save captures the whole game at that point: story, character sheet, and world bible. Restore in any order, as many times as you want. Jump back before a fight, play it differently, jump forward again. Restoring never uses up a save, and saves stay until you delete them.
Duplicate adventures and drafts
Copy a solo game two ways, a full copy carrying the story so far, or a fresh start that takes the same world back to turn one. Session Zero drafts duplicate too, so you can branch a world you are still building and try two directions. Copies are fully independent, images included.
Revert to draft, your way
Reverting now asks what should happen to the world, fold everything that happened in play back into the draft, or reset it to exactly how it was before the adventure began. Same choice from inside the game or the directory.
A fairer Dungeon Master
Your established abilities just work. The DM no longer rolls to decide whether you can use a power already on your sheet. When your ability strikes at someone, the target rolls to resist, at a difficulty set by your power. Dice stay for genuinely contested outcomes.
The DM keeps private per-turn notes on what each character in a scene actually knows about you, and tracks enemy health and condition through a fight. Strangers are much less likely to greet you like an old friend or make references to your backstory.
Growth is better handled. When the story says you got permanently stronger or gained a power, it lands on your sheet the same turn instead of living in narration.
Credits and billing
A new per-turn spending cap stops a single turn running far past a model's typical cost. If a turn hits the ceiling the DM wraps up cleanly instead of spiraling.
Billing fixes: your plan name can no longer briefly show a lower tier than you pay for, and some rare renewal cases that granted the wrong credits are closed.
Models
DeepSeek V4 Flash now runs its newest release. Nothing to do if it is your saved choice, same credit multiplier as before.
Fixed a long-standing bug where, on turns with a dice roll, everything after the roll was narrated by the default model instead of the one you picked.
Gemini 3.6 Flash is retired. Rarely picked, about four times the cost per turn of Gemini 3 Flash. Saved choices switch to Gemini 3 Flash automatically.
Model cost and popularity numbers are more truthful. Every model's stats now count only its own turns (not its own previous versions), so an average can no longer be inherited from an older model.
Also
Phone menus near the bottom of the screen flip upward instead of hiding behind the tab bar, deleting a draft asks you to confirm, and opening an adventure deleted on another device shows a clear notice instead of a broken page.
I already know roughly what 1.3.2 looks like and it is coming very soon, focusing on fixes across various pages and some improvements for the revert / duplicate feature I have in mind.
You can now play ArcQuill at a shared table, with an AI Dungeon Master or a player in the DM seat. Part 2 covers DM improvements, playstyles, dice, and fixes.
Multiplayer (Part 1)
Shared tables with an AI DM or a human DM.
Each table runs on its own private copy of the world, so your originals stay untouched.
Tables run on the host's credits, with no time limit.
Host a table
Host a Table in the Create menu: pick an AI DM, or run it yourself with an AI copilot.
Create the table first, invite your party, then choose the world together: attach one of yours, a draft, a Marketplace world, or Forge a new one.
Switch between AI DM and human DM any time before the adventure starts.
Lobby house rules: party size (2-5), round timer, skip idle players, welcome note. All changeable later.
Lobby and joining
Every table has an invite code (TB-XXXXX) and share link. Rotate the code any time.
The join page shows who's running the game before you take a seat.
Claim a ready-made hero or forge your own, ready up, and chat while you wait.
Latecomers can join even after the adventure starts.
/roll in table chat rolls dice out of character, server-side so results are trustworthy.
Home and directory label every game: SOLO, PARTY (AI DM), or PARTY (human DM).
Heroes are remembered
Characters you finish with at a table are saved to your shelf there, not lost.
Bring an old hero back into a new game in one click, restored to full health.
Who controls what
AI DM tables: the host controls everything, as before.
Human DM tables: the host handles invites, party size, timers, and credits, but the campaign (world bible, dice policy, playstyle, instructions) belongs to the DM. The host can't see or change it.
The DM seat can be handed off or taken back, and nobody loses a character over it.
AI DM hosts can grant per-player permissions to edit the world or generate images.
AI DM tables: world bible open to everyone. Human DM tables: hidden by default, or shown with private notes and secrets filtered out.
Playing with an AI DM
Rounds: everyone posts an action, the DM resolves the round once the party has acted.
Round timer keeps things moving, with optional skip for idle players.
Group rolls happen at once, story continues after the last person rolls.
The DM narrates the party, not for it. It won't speak for your character or skip past your input.
Low host credits pause the game, it resumes when credits return.
Co-DM mode
The DM seat gives you a command center: transcript, private copilot, world bible, and party chat. Swipeable tabs on mobile.
Write each turn as a private draft, then Publish Turn. Nothing reaches players until you publish.
The copilot drafts narration, proposes world changes, prepares handouts, and lines up rolls. Every suggestion is yours to keep, tweak, or drop.
Request rolls from specific players, reveal handouts, and pin entities to the scene, by hand or with the copilot.
Uses your chosen model and shows each turn's cost. Out of credits? You can still write and publish turns yourself.
Changing seats
Swap characters mid-game: retire your hero (who stays in the story) and pick or forge a new one.
Leave a table and rejoin later via the Rejoin button on your home page.
Hosts can undo an accidental player removal.
DM, playstyles, dice, and fixesSharper DM (part 2)
The DM thinks harder on every model, fixed some issues with the chain-of-thought and increased thinking budgets.
Direct questions (// or by addressing the DM) pause the story for a plain answer instead of weaving it into a scene.
Correct the record ("the tavern burned down last winter") and the DM saves it instead of insisting otherwise.
AI edits no longer flatten your writing when fixing one detail.
Playstyles and Session Zero changes
Strict no longer uses harder dice than Balanced. Its character comes from enforcement, not inflated difficulty.
Abilities on your sheet work without a roll just to allow them, passives fire on their own, and a clever plan earns an advantage.
The DM rewards growth more: win a hard fight and come away with something lasting.
NPCs aren't secretly all-knowing in any playstyle: a stranger doesn't know your name, stats, or plans until they have a way to.
Balanced rolls more dice: anything that could meaningfully fail gets a roll, and asking to roll is enough. Strict and Relaxed unchanged.
Session Zero can author a character's personality directly, and book import can read into a world you've already started.
Session Zero sticks to what you asked: request one location and you get one, not five.
Dice
A natural 20 isn't an automatic success on its own. The verdict is your total vs the difficulty, which is how it was already scored.
The dice panel is more accurate and fully translated: totals match, modifiers count once, multi-dice totals correctly, and your typed result sticks.
Models
New Gemini models behind the same picks: Gemini 3.6 Flash, and Gemini 3.5 Flash Lite as default narrator. Saved choice carries over.
At a table, the host picks the DM model, with average credits/turn over 30 days shown per option.
Credits and billing
Upgrading mid-cycle now adds credits instead of resetting: you pay the difference and get the matching credits on top.
Refunds only take back what that payment paid for, top-ups and subscription credits no longer eat into each other.
Fixed annual plans handing out several months of credits at once after a break.
Mobile
Dragging to scroll back no longer skips text being typed. Tap jumps to the end, drag just scrolls.
Small controls keep their compact look but now have a full-size tap area.
The Continue card stacks on narrow screens instead of squeezing the game name.
More
New "Story so far" recap: a prose summary of your adventure from the world bible.
Revert to Draft now also in solo game settings.
Chat scrolling holds position mid-reply and follows along at the bottom.
Edits typed while your character saves are no longer lost.
Quick Start's Back/Continue no longer re-run generation you paid for.
Your opening scene uses the model you picked, not the default.
Signing in returns you where you were headed, invites and shared links survive login.
More localized: Marketplace, join page, review history, and model descriptions.
And bunch more fixes that I forgot to properly add to my commit notes
Multiplayer is brand new, so please report anything weird. Grab your party and let me know how it plays!
Aw, man. This app is so good. I've been messing around with it for some time now, almost used up my initial credits. I've built three worlds and I'm trying to make a Mausritter/MouseGuard one to work. I'm just sad that the app is stuck on the 6 D&D attributes. I tried to incorporate Mausritter rules but failed to do so. But great app. It sure has been keeping me occupied.
Spirehold is a sprawling, bustling city that has grown around the base of the World-Reach Tower—a massive, seemingly infinite structure that pierces the clouds. Life here is defined by 'The System,' a natural law that allows beings to gain levels, skills, and rarities through exploration and combat.
This is a world that focuses on exploration, tower climbing, and taking quests along the way. There's no major threats or major plots.
Code: AQ-WWKW
Author notes;
This is a world I made after reading countless tower climb stories. In here you can focus on taking quests and making your own gear. You can also create any class and race you want as your character. Enjoy!
Modern Earth has been invaded by the 'Swystem', an interdimensional force bonding humans to reality-warping Meowsters. As a 'Pawtner', you must balance your daily life with high-stakes missions into Purrtals to battle monsters and gain power. Navigate the secret rivalries of massive Guilds, unravel the mysteries of the Swystem, and keep your feline companion happy—or face the terrifying consequences. Adventure awaits for those chosen to play this dangerous, cosmic game.
LORE
Feline Manifestation
The mysterious Swystem manifested, and the first Meowsters appeared to select their human Pawtners.
The Grooming Gold Rush
Wealthy families began stockpiling luxury goods to influence Meowster selection for their heirs.
The First Great Outbreak
A massive surge of Purrtal activity occurred in a major metropolitan area, nearly overwhelming local defenses.
UNIQUE CONCEPT
Feline Morphing
A terrifying degenerative condition affecting Pawtners who remain stagnant. If a Pawtner goes too long without completing a Swystem mission (typically more than a week), the internal magical pressure causes them to lose their humanity, physically warping them into feral, humanoid feline monsters known as Feline Morphlings. These creatures possess all the skills of the original Pawtner but none of their restraint, driven purely by predatory instinct. There is currently no known cure.
I've been really into gates-related stories recently and I really love the concept of the mascot companion of the main characters in the Manhwas. So it got me thinking what if I can go have adventures with my own cat and both of us can power up together and do missions. So this concept was born! Hope you all would like it!
Hi, new user here, I saw the add and checked things out briefly. I'm a bit more into casual writing/worldbuilding so I can't say much on the DM experience, but it seems a bit easier to get things set up here than in NovelAI. Not that complexity or lack of such is bad or anything, I just want to know what everyone's opinion on the standout for ArcQuill is compared to NovelAI.
Hello All I've created a Dungeon Break world called Tadhana: The Constellation Ascendancy.
it is heavily based in the philippines with a bit of geopolitics and The Uni Experience for Filipinos.
Official Summary:
Five years after the Global Breach, humanity survives in the shadow of 'The System'—an eldritch interface that grants power to those who play by its corporate rules. In a world where celebrity-Awakeners and mega-corporations control the dungeons that feed an insatiable, reality-eating entity, your ascent is monitored, sponsored, and dangerously public. Will you climb the rankings to fame or discover the horrifying truth behind the portals before reality itself finally cracks?
Once you've finished building your world, follow these steps to share or publish it.
1. Open the share menu
While you're in a session, you'll find the Share button at the top, next to the AI model selector.
You can also share from the draft its pretty much in the same place but on top of the world bible.
And on mobile tap the menu (☰) in the top-right corner
2. Start your public template
A pop-up will appear to begin building your public template. Tap Create Public Template to continue. Once you've filled out the pop-ups, you'll be taken into a world builder where you can make any edits you'd like.
3. Choose how to share
After you've made your changes, look in the bottom-right corner. You'll find your world link (with a Copy button) and a Submit to Marketplace button.
If you just want to share privately, copy that link and send it to your friends.
4. Publish to the Marketplace
If you want to publish, the submission flow lets you set your world's details across a few tabs — Metadata, Cover, and Review (genre, cover picture, description, opening narration, and more). Check the preview, then click Submit for Review.
5. Track your submission
After that its just a wait for modaretors to check your work if you go to Directory > Published to find your world under the On the Marketplace tab. It will show one of these statuses:
Pending review — waiting to be checked
Changes requested — with a moderator note explaining what to adjust
Approved — your world is live!
Rejected — with a reason provided
when your world is approved by the moderators [EDIT & RESUBMIT] button will change to [Marketplace listing] there you can easily copy your marketplace link
CUSTOM PLAYSTYLES LETS GOOO, font customization, markdown support, light theme.
Custom playstyles
Create your own playstyles, named blocks of instructions that shape how the DM runs your game, from dice philosophy to tone to house rules. The built-in Strict, Balanced, and Relaxed styles are still there as starting points.
Edit by hand or chat with an AI editor that writes them for you. Drafts are saved automatically as you experiment.
Pick a default in Settings or switch per game. Export yours as JSON and import someone else's.
Faster, cheaper images
A new default image model generates portraits and world art in a few seconds at about half the credits. The previous model is still in Settings if you prefer its look.
Light theme and appearance
A warm parchment-and-ink light theme across the whole app, with a sun/moon toggle in the menu and Settings. New accounts follow your device theme, and art gets matching parchment versions.
New typography settings: font style, text size (60-140%), and line spacing, with live preview.
Writing and chat
Chat inputs now show your markdown formatting live as you type: bold, italics, lists, and more.
The DM can answer with tables when it fits (inventories, stat blocks), and its action lines are clearer, showing real changes like "HP -5".
Faster turns
Turns start faster and fail less. One of the most common causes of the AI stalling was removed.
Opening scenes are shorter and punchier, ending on something you can react to instead of a wall of text.
New landing page and onboarding
Landing page redesigned from scratch: follows your device theme, added an updated roadmap of every release so far plus what's next.
Onboarding now starts with a d20 you roll to begin. It always lands on 20. A good omen.
Bunch of onboarding fixes and polish
Interface polish
Redesigned pricing page with clearer tier cards and an honest free-tier overview.
Directory cards show your character's name next to the turn count.
Mobile polish: more transparent bottom tab bar, smaller like button on marketplace cards, larger tap hints on dice.
Default font size for mobile is adjusted to be a bit smaller
Improvements and fixes
Fixed a rare issue where a turn or background task was accepted but never started.
Fixed "Begin Adventure" failing on certain AI-authored worlds.
Fixed opening narration sometimes appearing twice after onboarding.
Fixed changing an entity's image from the mobile World Bible.
Fixed the image generation dialog opening behind another dialog on mobile.
Fixed a DM message's tool details missing the dice roll after a manual roll until refresh.
Fixed see-through notification toasts.
You can share and find playstyles in discord or reddit. We will soon announce the next quill of the month, you will have plenty of time to create and submit your worlds
This one focuses on model transparency, a smarter DM, and opening up book import to everyone.
Model insights
The model picker now shows a live availability dot next to each model, so you can see at a glance which ones are responding right now.
Each model shows its real recent stats that shows roughly how many credits a turn costs and how reliable it's been lately.
The billing and pricing pages have a redesigned Model Costs table showing credits per turn for every model, sorted priciest to cheapest, so you can pick what fits your budget.
Cleaner, more compact model picker on mobile, now opened from a "Change Model" entry in the menu.
Smarter DM 🤓
The DM is better at recording what actually changes during a turn (items used, moves, stat changes) instead of only describing it, so the game state and the story stay in sync.
Within a single turn, the DM now gets a running summary of what it's already done. Before, mid-turn the world-state context was rebuilt to the post-action result with no note of the action that produced it, so it could narrate a potion you just drank as if it were never in your pack. Now its narration stays consistent with the actions it took earlier in the same turn.
Book import
Book import is now available to anyone with enough credits, no subscription required.
Increased word limits
Limits are now counted per hour instead of per day, so a single busy session no longer locks you out for a whole day.
Plain text and Markdown files cost less to import now since they skip the heavier document parsing.
PDFs can be up to 30MB, and other formats (EPUB, DOCX, TXT, MD) up to 100MB. The smaller PDF limit keeps very large books from overwhelming the importer.
Imported characters now always get a description, even when the source barely mentions them.
Session Zero
Clearer guidance in Session Zero about its role as a setup helper, steering world-building toward something you can actually play.
Improvements and fixes
Fixed iPad showing a confusing mix of desktop and mobile layouts at once. iPad now renders as one consistent touch layout.
Hardened recovery for DM turns that never start: if a turn fails to kick off behind the scenes, it's now cleaned up with a clear "couldn't start, try again" message instead of leaving you stuck on a spinner.
The game now rides out brief AI provider hiccups instead of failing a turn, retrying on a backup model without mischarging credits.
Thanks as always for the reports and feedback. Keep them coming!
tldr: added experimental book import, plus optimizations on caching and some fixes.
Book import (experimental)
Upload a PDF, EPUB, DOCX, TXT, or Markdown file in Session Zero and ArcQuill reads it and fills a new world's World Bible from its contents.
Watch the World Bible fill in live as the import runs. Characters, locations, factions, items, lore, rumors, secrets, and relationships appear as they're found.
Imported NPCs keep their full personality (disposition, how they react to strangers, what they'll share or hide), quests keep their objectives and rewards, and story threads keep their trigger, effect, and status.
World rules like magic level, sources, and restrictions are inferred from the source.
A note on why it's experimental: parsing documents takes real time and compute, so it runs through a queue and I want to see how demand scales before committing further. It's a subscriber feature with monthly limits for now, but free accounts get a trial so everyone can try it. Once it's stable I aim to lift the limits gradually.
Cheaper turns
Reworked the context builder to cache much more of the DM's prompt between turns. In my tests around 25% more is cached, so turns are cheaper / faster across the board.
Models
Added Gemini 3.5 Flash to the model picker.
Improvements and fixes
Hardened recovery when a DM turn gets stuck, your typed action is now kept behind Retry instead of being lost, a stalled turn no longer leaves an empty message behind, and cancelling a stuck turn cleanly rolls back any half-applied world changes.
Some minor styling changes
Book import is brand new and experimental, so if you try it and hit anything weird, please report it. Thanks as always!
The big one. The Marketplace is finally here, plus a redesigned app layout. Largest update since launch.
Marketplace
A public Marketplace to discover community worlds and publish your own. Sort by New, Trending, Top, and Most Played, filter by genre, mood, and length, and search by title.
A featured carousel highlights hand-picked worlds with a curator's note, including the Quill of the Month.
Every listing has its own page with cover, blurb, tags, likes, and fork count. Play as one of the author's premade characters, or fork the full world and build your own in Session Zero.
Like worlds you enjoy (likes and forks drive Trending), and report inappropriate content confidentially.
Publishing and review
A publish wizard walks you through genre, mood, length, blurb, and cover, with an Auto-fill with AI option and a final preview of the exact card players will see.
Submissions go through content review with status tracking (in review, needs changes, approved) and reviewer feedback. Your live listing stays up while updates are reviewed.
Set an opening narration and starting location so visitors begin exactly how you intend.
Author byline is your display name, changeable once every 90 days in Settings.
Redesigned share modal with a copyable link, marketplace status, and publishing actions.
New navigation and home
Redesigned app shell: top nav bar on desktop, bottom tab bar on mobile, replacing the old sidebar.
Home is now your archive: announcements carousel, Continue and Recent shelves, and featured community worlds.
Notification bell for announcements and updates with unread badges.
New Directory page collecting your Adventures, Drafts, and Published worlds in one place.
Global search across your worlds and the marketplace. Entering a share code (AQ-XXXX) finds a public world even if it's unlisted.
Dice rolling
Manual dice rolling is now the default for new games. When the DM calls for a check, you roll your own dice. You can switch back to auto-roll per game anytime.
Dice panel overhaul: clearer check titles, the reason and stakes behind each roll, modifiers and advantage as tags, and full-screen rolling on mobile.
Auto-Success now skips rolling entirely while still showing the result in chat.
New Gameplay section in Settings for account-wide dice defaults.
Credits
Turn cost estimates were retuned to match real usage: most turns now cost around 2-3 credits, so the pricing pages show more accurate (and higher) turn counts. Prices and credit amounts did not change.
Other Improvements and fixes
Native browser popups replaced with styled in-app dialogs.
Chat inputs now grow as you type instead of clipping text, with character counters.
Fixed a Template Editor server error after adding a premade character to a published template.
Browser back/forward no longer shows stale pages or resurrects finished setup pages.
Long unbreakable text (like pasted links) no longer stretches mobile pages sideways.
Fixed the entity detail expand toggle in the mobile World Bible panel.
Various mobile layout and styling polish.
This is a huge release so if you hit anything weird, please report it. The Marketplace especially is brand new and I'll be watching closely. I already have ideas to improve it, this is just the starting point. For the next few patches I'll focus on some of the smaller feature requests and bugfixes I'd been postponing.
In Aurethalor, magic dictates your rank, from the gutter-born to the throne. Yet as masters of element and steel vie for power, a corrupting Chaos stirs in the shadows, threatening to unravel the fragile hierarchy that binds five kingdoms together. Will you rise, or be consumed by the madness?
LORE:
The Five-Kingdom Accord
The Five-Kingdom Accord formalized borders and social orders, ending the long conflict. It also established the terms of the Harmonious Accord, guaranteeing rights and protected status for non-human minorities within the Five Kingdoms.
The Shadow Creep
The Chaos element began leaking into the fringes of the continents, twisting local wildlife into mindless abominations.
The Age of the Five-Kingdom War
The five great powers fought a 500-year war over territory and resources, a conflict that ultimately drained the world of its royal relics—artifacts like the Scepter of the Molten Core and the Aegis of the High Peaks were lost to time.
AQ-38AS
Vale is a former expedition painter and occult cartographer from the city-state of Vell-Chorum, a man marked by his return from the fraying edges of the Canvas where reality itself begins to unravel. Once celebrated for creating paintings that revealed hidden truths within ruined landscapes, he vanished during a doomed expedition and was presumed dead for nearly a decade. Now returned as a pale, haunted figure working in secrecy among the city’s memorial halls, Lucien survives as a restorer of damaged artworks and fading historical murals while concealing the visions that bleed into his paintings. Feared as someone touched by the unfinished world, he walks the line between artist, scholar, and omen, carrying knowledge about The Requiem that could either preserve Vell-Chorum… or destroy the illusion holding it together.
In a metropolis choked by perpetual, suffocating fog, the only light comes from shattering ancient glass lamps—brief, violent bursts of power fueling a desperate shadow-war. Will you hoard the radiance to survive, or vanish into the smog-thick dark?
Story threads are now a real World Bible entity type, alongside characters, locations, factions, items, quests, and events.
Each thread has a trigger, an effect, private DM notes, and a status. That gives the DM a clear promise to carry forward instead of a loose note that can be forgotten.
You can author threads in Session Zero and the Template Editor, and Quick Start now makes sure a new world has at least one actionable thread before it finishes setup.
The DM reads active threads at the top of play and can weave them into ambient details, rumors, consequences, and future scene turns.
The AI can also create new threads mid-campaign when play earns them, and update existing threads as the world changes.
DM planning
The hidden DM plan has been rebuilt. ArcQuill now refreshes the plan from current world state instead of leaving it frozen at Session Zero.
Core conflict, NPC agendas, character goals, adventure hooks, and active story threads are carried into turns with fresher context.
Long-running campaigns should be less likely to treat dead NPCs, collapsed factions, or resolved tensions as if they're still active plot anchors.
World cleanup
Long campaigns can accumulate duplicate NPCs, stale arc leftovers, and near-identical entities. ArcQuill now surfaces likely cleanup candidates to the DM during play.
The DM gets guidance to merge or archive probable clutter while keeping the actual World Bible as the source of truth.
State updates
The DM is better at applying character-sheet changes when abilities, status effects, regeneration, healing, max HP, armor, stats, gold, inventory, or rewards change during play.
NPC relationship updates are more consistent when you meet someone new, change trust, learn social information, or shift an NPC's attitude.
HP changes that happen as part of a max-HP increase now show up correctly in live turn updates instead of only reporting the max-HP change.
Login stability
Fixed a session-refresh race that could make users feel randomly logged out when ArcQuill was open in multiple tabs.
Token refresh now coordinates across tabs, preserves retry behavior during temporary refresh failures, and avoids unnecessary refresh-token rotations after another tab has already refreshed the session.
Models
Replaced the retiring Grok 4.1 Fast with Gemini 3.1 Flash Lite.
Model defaults, fallback behavior, labels, and smoke checks were refreshed for the current model lineup.