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Bellcow GM / What's New

What's new

Release notes for Bellcow GM · newest first

Only shipped changes appear here. Nothing on this page is a roadmap item, a “coming soon” or a plan — if it is listed, it is live on bellcowgm.com. Where a release made the product less flattering — a published accuracy number that went down, a claim that had to be softened — that is listed too.

25 August 2026

Marketing site: the things you should be able to read before paying

New pagesClarity
24 August 2026

The Bellcow Football Intelligence Engine

NewFoundational

The product's football analysis no longer comes from a fantasy platform. Projections, rankings, breakout scores and player values are now computed by our own engine, from openly licensed data (nflverse, CC BY 4.0) plus Stats Guy Fantasy market values.

24 August 2026

Claims audit: every advertised claim made true

FixesHonesty

We audited the marketing copy against the shipped code. It found five ship-stoppers and twelve partial or overstated claims. All are now closed — mostly by fixing the code, and in a few places by correcting the copy.

Alerts now actually reach people

The event engine was computing per-user, per-league ranked alerts every 15 minutes and then discarding them. They are now stored per user, deduped, capped at 50 with a 14-day expiry, and served to a real inbox. The app polls every five minutes while open, badges the nav and toasts on new ones.

The morning digest carries the plan

The digest used to send injured players plus a global trending-adds list. It now runs the Bellcow engine server-side and sends up to three moves per league with the exact bid, the exact drop and the reason — or says the league is quiet. It never recommends from a platform's trending list.

Numbers that were quietly wrong

Claims the code now keeps

Platform parity

Data Health and confidence

The backtest got worse, on purpose

The replay was scoring against end-of-season roster status, which silently dropped players who got injured later in the year — an easier test than the one we said we were running. Fixed. The published table moved from RB 67% / WR 53% / TE 56% / QB 56% to RB 63% / WR 50% / TE 49% / QB 50%, and gained a kickers row showing their real 0.15 rank correlation. Training seasons are now pinned so a retrain cannot ingest the holdout season.

Copy we corrected rather than defended

Where the product legitimately could not do what the site said, the site changed: the sample cards no longer advertise a title-odds gain for a depth stash (the product prints “too close to call”, so the page does too), and the title-odds, Data Health and league-format claims were rewritten to describe real behaviour, including the modelled-schedule limitation.

24 August 2026

Pre-season readiness: the real 2026 season replayed against the product

Launch blocker fixedFixes

Everything before this had been tested at a single frozen week with synthetic rosters. We now replay the real 2026 NFL season — the actual schedule, so real bye weeks — against hundreds of generated leagues across all five platforms, 6 to 16 teams, every scoring and waiver variant, plus fourteen named edge cases (a zero-player team, all starters on bye, an empty free-agent pool, exhausted FAAB, malformed lineup slots, a two-team league). Eighteen weeks, roughly 300 customers per week, and a real browser driving every page on desktop and mobile.

The launch blocker

The morning digest could not have delivered. It was scheduled as a normal function, and a scheduled function is killed at 30 seconds. The replay measured about 36ms of work per stored user, so the digest was already near 25 seconds at 308 customers and would have been killed mid-loop past roughly 800 — a partial send, no retry, and no record of who had been emailed. Delivery is now resumable and windowed: it fires repeatedly across a window, sends for at most 20 seconds per invocation, and records every address sent against the calendar day so the next fire resumes where the last stopped. The alert sweep got the same bounded treatment.

Server bugs the replay found

Alert volume: the bell has to mean something

The old bar produced roughly 240 alerts per customer per week — 1.32 million ids across a replayed season — which churned the storage cap within a single cycle, so genuine alerts were evicted within hours. The threshold was raised and capped at six per run. The same season now writes 28,000 ids, users sit well under the cap, and the oldest surviving alert is a week old.

Seven UI crashes, all found by the browser replay

Two data bugs

Leagues are now also repaired on load — malformed slots, missing scoring, non-array rosters — and Data Health says when a league imported incomplete. The digest warns when it is planning against a roster that hasn't synced in a week.

24 August 2026

Sign-in restored

Outage fixed

Sign-in was broken on the live site: the transactional email key had been revoked, so every magic-code request failed. Fixed end to end — the sending domain bellcowgm.com was verified with its DNS records, a fresh key scoped to sending on that domain only was issued, and outbound mail now comes from a Bellcow address rather than a pre-rebrand one. Verified live: a code request succeeds and the email delivers.

24 August 2026

Connector and payment walkthrough

Fixes

All five league connectors and the payment flow were tested live on bellcowgm.com. Two small bugs were found and fixed:

One finding is still open and is not a code change: the payment provider's post-checkout confirmation message still carries the pre-rebrand product name. That copy lives in the payment provider's dashboard, not in this repository.

24 August 2026

Homepage: the full feature list

New

The homepage gained a complete “what Bellcow GM actually does” section covering the real feature set in four groups — what happens every day without you asking, how to see where you stand, the in-app assistant, and what makes it trustworthy. Every feature listed was verified working during the connector and payment pass, not written from a spec.

Earlier history. Bellcow GM has not launched publicly yet, so these notes begin at the point the product became something we were willing to charge for. Anything before that was pre-release work and is not listed.

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