No new modules this time — this one is repairs, and the biggest is about what happens on a bad day.
Clicking quickly through your dashboard could drop you on an error screen the moment anything was
busy, with nothing to suggest it was temporary. That screen is now the last resort rather than the
first answer: a busy moment waits, retries on its own, and only gives up after it genuinely has.
The rest is the sort of thing you notice every day — a colour picker that belongs in the product
rather than your operating system, previews that look like Discord, and a level graph you can
actually read.
Everything in this release
New
A live Hub preview — the Hub page now shows both surfaces your members see, the pinned kiosk and their private panel, updating as you edit and honest about the button limit.
Improved
The colour picker — picking a colour opened your operating system's colour dialog, and the panel could be cut off inside a scrolling page. It's now an in-product picker that stays where you put it, with a hex field and an eyedropper where your browser offers one.
Role menus are built one way now — every menu opens the full builder with its live preview, instead of a thinner editor sitting beside it.
The leveling page uses the same line icons as the rest of the dashboard rather than pasted colour emoji.
Fixed
Clicking through tabs quickly could drop you on "Something didn't load" instantly. Busy moments now say so, retry on their own, and only land on that screen after retrying has genuinely failed.
When Discord asked us to slow down, the dashboard showed the same dead-end error. It now shows a wait that counts down, retries itself, and tells you it's coming back.
A failed tab keeps the dashboard around it instead of blanking the whole page, and a slow-but-fine load now says it's still working rather than sitting silent.
Reordering or hiding anything on your Hub silently removed the Season section from every member's Hub — and Season couldn't be reordered or hidden in the first place. Both are fixed, and Season behaves like every other section.
The caption on the Polaroid welcome card sat in the bottom-left corner instead of centred. Spotlight and Editorial had the same fault waiting to happen; all three centre properly now.
The Polaroid card's photo rendered as a rounded tile with gaps in the frame's corners. It now fills the frame and reads as a photo.
Both Discord previews showed a moon emoji where Lumei's avatar should be, so the preview didn't quite look like Discord. They use the real avatar now.
The level-journey graph was unreadable — unlabelled points and overlapping text. Points now carry their level and day, and labels move out of each other's way.
An emoji error on a role menu row pushed the row around as you typed. It sits below the row now.
A line of copy comparing us to another bot was showing up inside paying servers' dashboards, where it had no business being. It's back on the public demo, where it started.
Known issues
Deleting a role menu row saves immediately rather than waiting for you to save the menu — that's deliberate, but it's worth knowing there's no undo on it.
A log everyone mutes isn't a log. Most server logs die the same way: another bot's commands fill the
message feed, a role you use for testing floods the timeline, and within a week nobody reads it.
This release is mostly about not logging. Name a role and it never appears. Name the prefixes other
bots use and their commands stop arriving. What's left is the stuff you actually wanted — including
the profile changes we were quietly missing, which now show up where they belong.
And if your logs are one overloaded channel, one click lays out six tidy ones and wires every route
to them.
Ignore what you don't want — Mute a role from the timeline entirely, and stop other bots' commands from filling your message log.
Six channels in one click — A Server Logs category with a channel per concern, every route wired, nothing to name by hand.
Take it with you — Export your log settings, and import them here or into your next server.
Everything in this release
New
Ignored roles — a member holding a role you name never reaches the timeline. Useful for a bots role, a muted role, or the one your staff test with. Up to twenty-five.
Prefix filters — list the prefixes other bots use and their commands stop filling your message log. Up to twelve.
Username and avatar changes — profile changes now appear on your timeline. It was the one real gap in the event list, and it's closed.
Auto-create split channels — one click builds a Server Logs category with six channels grouped by concern and wires every route to them. Run it twice and nothing duplicates. A Premium reach.
Export and import — download your log settings, keep them, and load them back — or into another server you run. Free.
Recovered attachments — a deleted message's files surface in the detail drawer with their name, size, and a link. A Premium reach, and only once you've agreed to hold message content.
Fixed
Servers using tickets or voice rooms could hit an error opening their Logs page instead of the page loading. It loads, both lanes now have their own rows, and they log properly.
Known issues
Recovered attachment links come from Discord and expire on their own schedule. The drawer says so where the links are.
A prefix filter can only match a message we can still read. On the rare occasion we can't, it's logged rather than dropped — we'd rather be noisy than lose it.
Ignored roles apply to things a member did. A bare server-settings change with nobody attached to it still logs.
Username and avatar changes arrive in your dashboard feed but not in Discord until you point the members category at a channel.
Auto-create needs Manage Channels. Without it, nothing is created and it tells you why.
The engine feed stays in your dashboard and is never routed into a Discord channel — it's a firehose, and it would drown any channel it landed in.
Importing a config drops any channel or role that doesn't exist in the server you're importing into, so a config from another server arrives unwired rather than pointing at nothing.
Importing a config that uses paid settings into a free server quietly drops those settings rather than failing.
Full coverage of moderation events needs the audit-log permission, which older installs may not have granted. Re-inviting Lumei through the current link is the one manual step.
What's next for server logs
A searchable web archive and more of the timeline available for export are the reserved next steps.
The roadmap has the wider picture, and what you tell us still sets the order.
Most servers have the same two problems in voice: a wall of empty channels nobody uses, and never a
free one when four people actually want to talk. Voice Rooms solves both by making the channel
appear when it's wanted and vanish when it isn't.
You set up a hub — one "Join to Create" channel. A member joins it, and their own room spins up,
named for them, with their settings already applied, and they're moved straight in. A host panel is
waiting in the room's own chat: rename, set a limit, lock it, hide it, let someone in, remove
someone, hand it over. When the last person leaves, the room cleans itself up.
Nobody gets Manage Channels to make that work, and no member ever gets pulled out of a call they're
already in. The whole thing is free except for the audio-quality dials.
Join to create — One hub channel becomes a room per member — named from your template, moved into, ready.
The host panel — Rename, limit, lock, hide, permit, reject, kick, transfer, or claim — on buttons, in the room's own chat, with no extra channels.
It remembers — Come back tomorrow and your room is the way you left it — name, limit, and whether it was locked.
It cleans up after itself — Empty rooms disappear after a grace period, and a room orphaned by its host can be claimed rather than seized.
Everything in this release
New
Hubs — a "Join to Create" channel that spins up a personal room under the category you choose, applies your defaults, and moves the member in. One hub free, five on Premium, unlimited on Pro.
The host panel — rename, limit, lock, hide, permit, reject, kick, ban from the room, transfer, claim, invite, or delete, on buttons in the room's own chat. No second channel, no clutter.
/room — the same thirteen controls as commands, for anyone who'd rather type.
Naming templates — name rooms after the member, their username, a count, a number, or what they're playing.
Room memory — a returning host's room comes back the way they left it, and /room reset-profile forgets it.
Auto-delete with a grace period — an empty room disappears after the wait you set, and a rejoin inside that window cancels it.
Claimable rooms — when a host leaves and others stay, the room lives on and can be claimed. It's never handed to someone automatically.
Gating — allow only certain roles, a minimum level, or only your boosters, with role and member blacklists. A member who doesn't qualify gets no room and a quiet note, never a disconnect.
Creation guards — a cooldown between rooms, a minimum account age, and an option to require verification first.
A name blocklist — a templated name that would land on a blocked word falls back to a safe one, and a host can't rename their way around it.
Staff bypass — the roles you choose can always join a locked or hidden room and manage any room from that hub, without handing anyone Manage Channels.
Host powers, one by one — decide individually whether hosts can rename, hide, lock, set a limit, kick, transfer, or ban, and cap how large a room can get.
Audio quality — a default region and bitrate per hub, a Premium reach.
Server ceilings — caps per member, per hub, and per server, so a busy night can't run into Discord's own channel limits.
A permission preflight — the dashboard checks the category and tells you exactly what to fix before your first member ever tries.
Improved
Rooms earn voice XP the way any channel does, and the hub's trigger channel is excluded automatically so nobody farms XP by sitting in the doorway.
A room emptied while the bot was away is tidied up when it returns — no ghost channels left behind after a restart.
Fixed
The panel-destination setting was cut off by the panel it sat in and couldn't be reached at all. It's a plain control now.
Known issues
Voice Rooms is off until you create your first hub.
Auto-delete can't be switched off — only the grace period is yours. A hub that leaves its rooms behind is the mess this feature exists to prevent.
Banning someone from a room is only ever about that room. It can never become a server ban.
A host is never granted Manage Channels — every control runs through the panel, on purpose.
Bypass roles govern joining and managing other people's rooms. They don't skip the creation guards.
The name blocklist matches the words you list. It isn't a full profanity filter, and it doesn't pretend to be.
Naming a room after what someone's playing needs the presence permission, and comes out blank without it. The default template avoids it.
There are no waiting rooms or knock-to-join yet, no option to hand a room over automatically when the host leaves, and no voice-room analytics.
Voice Rooms has been built and shipped but not yet run through a live join-to-room-to-cleanup loop on a real server by us. If a room misbehaves, tell us.
What's next for Voice Rooms
Waiting rooms, renting a bigger room with your server currency, a clubhouse that persists, room
cosmetics, and analytics on which hubs actually get used are the reserved next steps. The
roadmap has the wider picture, and what you tell us still sets the order.
Every server ends up doing support, whether it means to. A member has a problem, someone DMs a mod,
the mod forgets, and the thread is gone. The Ticket Desk turns that into a room with a door and
a record.
Your members see one thing: a panel, and a button. Click it, answer a short form if you ask for one,
and a private channel opens with the people who can help. Your staff claim it, work it, and close it
with a reason — and a transcript goes to the member and to your log, once, automatically.
The parts that make support work are free. Every guard, every rule, every setting — the only thing
your plan changes is how many panels, categories, and forms you can have. Support is not where we
put a paywall.
A panel, and a button — Build it in the dashboard beside a live preview, deploy it to a channel, and your members never learn a command.
Forms before the channel opens — Ask the questions that matter first, and the answers arrive pinned at the top of the ticket.
The agent console — Read, reply, claim, and close from the dashboard — in step with Discord, both ways.
It closes itself — Idle tickets get a visible warning, then close on their own, with the transcript sent where it belongs.
Everything in this release
New
The Ticket Desk — a panel of buttons or a dropdown in a channel you choose; a member clicks, and a private channel opens with your staff and a ticket number.
Categories — each one with its own emoji, destination, staff roles, ping list, opening message, naming scheme, and limits. Three free, ten on Premium, unlimited on Pro.
Forms — ask up to five questions before the channel opens, require the ones that matter, and the answers arrive pinned inside the ticket. Two free, ten on Premium, unlimited on Pro.
The agent console — a Live tab where your staff read the conversation and reply, claim, or close from the dashboard, in step with Discord in both directions.
Claim and unclaim — /ticket claim puts one name on a ticket, and a second person is told who already has it, rather than quietly taking it.
Add and remove — /ticket add and /ticket remove bring someone into a ticket who wasn't part of it, or take them out.
Close with a reason — /ticket close asks for a confirmation, then renders the transcript, sends it to the member, posts it to your transcript log, and reclaims the channel.
Auto-close — a ticket nobody has answered warns visibly that it's closing in a few hours, and does. A reply from the member clears the timer.
The guards — a blacklist role, a cap on how many tickets one member can have open, a cooldown between opens, and a server-wide rate cap for a raid. All free, and a double-click can never open two.
A Tickets page — panels, categories, forms, settings, and the live console, each with a full-screen builder and a preview of what lands in Discord.
It's all in your logs — every open, claim, and close appears on the tickets lane of your server logs.
Known issues
Closing is final in this version. There's no reopen — a member who needs more opens a fresh ticket, and their old transcript still exists.
The console asks for Manage Server, so a moderator who doesn't have it can't use it yet. A per-server list of ticket agents is the fix, and it isn't built.
There's no transcript archive in the dashboard yet — transcripts go to the member and to your log channel, and that's where they live.
A transcript can't reach a member who has DMs closed. It's marked undelivered and isn't retried; the copy in your log channel is still there.
Tickets are channels in this version, not threads.
There's no transfer, escalation, priority, or tagging yet, and no service-level alerts, satisfaction ratings, routing rules, or business hours. They're named on the roadmap, not hidden.
If our cache is having a bad day, the cooldown and rate guards let tickets through rather than locking your members out. Only the cap on open tickets per member still holds.
The Ticket Desk is off until you turn it on.
The desk has been built and shipped but not yet run through a full open-to-transcript loop on a live server by us. If a ticket misbehaves, tell us and it goes to the front.
What's next for the Ticket Desk
Reopening, transfers and escalation, priorities, a searchable transcript archive, and a ticket-agent
role that doesn't need Manage Server are the reserved next steps. The roadmap has the
wider picture, and what you tell us still sets the order.
Someone in your server is quietly bringing everyone else. Invite tracking finds them, and pays
them.
The part that matters is what we do not count. An invite doesn't count when someone joins — it
counts when the person they brought turns out to be real and stays. A brand-new account, a member
who leaves in four minutes, a rejoin, the same friend invited twice: none of them mature into a
reward. Every guard that decides this is free, on every plan, because a rewards board that can be
farmed isn't a rewards board.
And when an invite doesn't count, it says why in plain words — "pending, the account is two days old
and your server asks for seven" — rather than going quiet.
Attribution that waits — An invite enters as pending and only counts once your guards clear it — account age, a real stay, and optional verification.
Milestone rewards — Roles, currency, and XP paid automatically at thresholds you choose, through the same ledger as everything else.
Every guard is free — Account age, stay windows, rejoins, duplicates, bot joins, and a burst cap — all of it, on every plan.
Everything in this release
New
Invite tracking — every join is attributed to the invite that brought it, and /invites shows a member their tally: counted, pending, and invalid, with the reason.
Pending invites — an invite starts as pending and matures into a counted one only after clearing your guards. Farmed joins never mature, and nobody is ever credited by accident.
Milestone rewards — set a threshold and pay a role, currency, XP, or all three, automatically, either stacking or as a ladder. Three milestones free, ten on Premium, unlimited on Pro.
The guards — minimum account age, a minimum stay, ignore bots, ignore rejoins, ignore the same inviter twice, require verification, invalidate on an early leave, and a cap on suspicious bursts. Every one free.
An invite leaderboard — /invites-leaderboard ranks your recruiters, and you choose whether it shows at all.
Admin control — /invites-admin adds, removes, sets, or voids a member's counted invites, and runs a recount. Every action is on the record.
An Invites page — guards, rewards, privacy, and a top-inviters preview in one place in your dashboard.
Privacy you set — whether a member's invite list is public, and whether the leaderboard is visible, are both your call. Both start private.
It's all in your logs — every join, credit, and reward lands on the invites lane of your server logs, reason included.
Known issues
Servers that invited Lumei before this release need to re-invite it. Reading invites needs the Manage Server permission, which older installs never granted — and there's no way to add it retroactively. Until you re-invite through the current link, joins are recorded as "unknown source", nobody is credited, and no milestone pays out. Nothing breaks; it simply reads as though nobody is inviting anyone.
The dashboard can't yet tell whether your server has that permission, so it shows the same advisory note to everyone — including servers that have already re-invited. It's a hedge, not a diagnosis, and we'd like it to be smarter.
Tracking is off until you turn it on, and there's no backfill — joins from before you enabled it are never counted.
Attribution isn't perfect and we won't pretend otherwise. When two people join at the same moment through different invites, we can't always tell which was which, and those land as "unknown source" rather than credited to the wrong person. We're aiming at nine in ten, not ten in ten.
A join through your server's vanity URL credits nobody — there's no inviter to find.
Currency and XP already paid are never taken back if a member's count later drops, because the ledger only ever adds. Role rewards can be removed on a drop, if you ask for it.
A member who verifies counts within about five minutes rather than instantly.
An inviter who leaves keeps their record and their total, but can't be paid anything new while they're gone.
Adjusting, voiding, and recounting live on /invites-admin in Discord; the dashboard shows the numbers but doesn't edit them yet.
Invite tracking has been built and shipped but not yet exercised end to end on a live server by us. If an invite lands wrong, tell us.
What's next for invites
A public recruiter board on the web, growth analytics with a source breakdown, and named campaign
links you can hand to a partner are the reserved next steps. The roadmap has the wider
picture, and what you tell us still sets the order.
A server currency needs somewhere to go. Blackjack is the first of those places: a hand against
the dealer, bet in your own currency, played on buttons in a public embed — because winning is only
fun when someone's watching.
It's the honest part we care about most. You can tilt the odds — toward the house on a slow week, or
toward your members on a generous night — and the moment you do, every hand says so. A small mark in
the corner of the embed tells your players whether the deal was left to chance or tuned by the
server they're in, and there is no way to tilt the table without it showing. That mark is now a rule
for every game we'll ever ship, not a Blackjack detail.
The whole game is free. The only thing your plan buys is the tilt itself.
A real hand — Hit, stand, or double on buttons, with hand-drawn cards, a hidden hole card, and both totals revealed at the end.
The fairness mark — 🎲 chance, 🎩 tilted to the house, 🍀 tilted to your members — on every hand, always, and it flips the moment you change the odds.
Yours to shape — Bet bounds, payout ratio, dealer rules, deck count, and a cooldown — all free, all in the dashboard.
Everything in this release
New
Blackjack — /blackjack deals a hand against the dealer, bet in your server's currency, with Hit, Stand, and Double on buttons rather than a command per move.
The fairness mark — every hand carries one small symbol: 🎲 when the outcome is left to chance, 🎩 when the odds lean to the house, 🍀 when they lean to your members. It can't be turned off, and the fairness page explains it to anyone who asks.
A Games page — a new home in your dashboard where Blackjack has its first tab, with a live preview whose fairness mark changes as you move the odds, before you save.
Odds you can tilt — nudge the deal toward the house or toward your members by up to a third, for a slow week or a generous night. A Premium reach, and always disclosed.
The table rules — minimum and maximum bet, the payout on a natural, whether the dealer stands on soft 17, whether Double is offered, deck count, and a cooldown between hands. Every one of them free.
Hand-drawn cards — real card faces in the embed rather than bracketed letters, in every server, with nothing to upload.
Improved
Only the player who placed the bet can act on the hand — everyone else can watch, and a stray click gets a quiet note meant only for them.
Known issues
Blackjack is off until you turn it on, and it needs your economy running first.
There's no Split yet.
A hand left untouched for ten minutes refunds your stake — but only once someone clicks it. Walk away entirely and the bet stays held until we build the sweep that returns it.
There's no per-member daily loss cap yet. It's the guard-rail we most want to add, and it isn't here.
Busting loses the hand even when the dealer would have busted too. That's ordinary blackjack — the player acts first, and it's where the house edge lives — but it surprises people, so we'd rather say it.
The deck doesn't carry between hands, so raising the deck count changes the odds without making card counting possible.
Blackjack has been built and shipped but not yet played through on a live server by us. If something's off, tell us and it goes to the front.
What's next for games
A daily loss cap, a proper card render for Premium tables, and more games at the same table are the
reserved next steps — each one carrying the same mark. The roadmap has the wider picture,
and what you tell us still sets the order.
Leveling is why most servers invite Lumei, and it's the part of the engine we'd left alone the
longest. Not any more. Every point your members earn now carries a receipt, every leaderboard has a
shape you choose, and the curve underneath it all is finally yours to move.
The theme is honesty. Ask why you earned something and the answer names itself — the roll, the
bonus, the multiplier, the event, the person who granted it. Nothing decays, nothing resets behind
your back, and a level your members earned is a level they keep.
The rest is competition. Weekly and monthly boards, recurring races that pay real prizes, a rival
sitting one rank above you, and squads that turn a leaderboard into a team sport. The windowed
boards are free — we had them behind the paywall and moved the line on purpose.
Races — Recurring weekly or monthly races that pay prizes in your own currency automatically, then post a medals board when the window closes.
XP events — A named, time-boxed boost — 1× to 5×, across the server or just one channel or role — that announces itself when it starts and ends.
Rivals and squads — See who's one rank above you and by exactly how much, map roles into squads, and run a House Cup when the window closes.
The Curve Lab — Simulate a level curve against your server's own last thirty days before you commit to it — "median member reaches level 10 in 9 days, not 31."
Earning DNA — A plain per-source split of where every point actually came from, for you and for each member.
The Gravity Map — Thirty days of XP flow, channel by channel, so you can see what's carrying your server and what's gone quiet.
Everything in this release
New
Races — recurring weekly or monthly races that pay prizes in your currency automatically and post a medals board when the window closes. Running one is a Premium reach; the boards stay free.
XP events — a named boost from 1× to 5×, scoped to the whole server, a single channel, or a role, over a window you set. One event free, twenty-five on Premium, unlimited on Pro.
Presets — five ready-made starting points, from Cozy Hangout to Competitive Arena, each applied behind a diff you approve first and revertable afterwards. Never a silent overwrite.
Weekly and monthly leaderboards — a view, not a reset: lifetime XP is never wiped to make a board work, and every source counts automatically.
Public race boards — your weekly and monthly standings on your server's public page, for anyone you send the link to.
Rivals — /xp rival names who's one rank above you and by exactly how much. It's pull-only and private, so nobody can be put on blast.
Squads and the House Cup — map roles to squads and the leaderboard becomes a team sport, with a celebration when the window closes. Two squads free, unlimited on Premium.
Pace — /xp pace projects when your next level and next milestone land if you keep going at your current rate.
Earning DNA — /xp sources splits your XP by where it came from, and your profile card carries the same story as a bar.
Prestige — reset your XP for a permanent star and a windfall in server currency. Your reward roles stay where they are.
The Curve Lab — simulate a level curve against your server's real volume before you inflict it, and see the answer in days rather than numbers.
The Gravity Map — thirty days of per-channel XP flow, your dead channels and hot channels named, with multiplier suggestions that never apply themselves.
Reaction XP — pay members for giving a reaction, or pay an author when their message earns them, once per person per message, forever.
Spark — a bonus paid back to whoever's message started a real conversation, once enough different people have replied.
No-XP roles — an absolute veto that beats every multiplier, on text and voice, and a blocked message costs the member nothing.
XP admin — /xp-admin grants, removes, or sets a member's XP or level through one audited door, and the member always sees it in their own receipts.
Momentum — a hot mark on the card when a member's week beats their own baseline. It only ever adds; nothing decays.
Booster multiplier — your Server Boosters earn at a rate you choose, detected automatically, with the reason shown in their receipts.
Level-up announcements, your way — same channel, a fixed channel, a DM, or off; crossed with every level, every few levels, a milestone list, or rewards only.
Pinned reward roles — roles that ladder mode will never take back.
Rival nudges — members can opt in to a DM when the chase changes, at most once a day.
Improved
Windowed leaderboards are free. They were drawn as a paid feature and we moved the line — a leaderboard your members read shouldn't depend on your plan.
The level curve now applies everywhere it should — gentler or grindier presets on Premium, your own formula on Pro, and the standard curve free forever.
Your receipts explain more of their work: manual grants, reaction pay, sparks, events, prestige, and blocked messages all now say plainly why they happened.
Fixed
Level-ups set to announce in "the same channel" now land in the channel the member was actually talking in, instead of falling back to the server's system channel.
A 0× role multiplier never really stopped anyone earning — any other multiplier role quietly beat it, so owners who thought they'd muted a role hadn't. No-XP roles replace that trap with a real veto.
A large manual grant no longer skips over the milestone announcement it crossed.
The dashboard and the bot can no longer disagree about where level-ups get announced.
Known issues
The three new earning lanes — giving reactions, receiving reactions, and Spark — are off until you turn them on. You'll find them under Earning XP.
No-XP roles are absolute on text and voice, but only best-effort on reaction and Spark pay: a member we haven't seen recently can slip through and earn. The hard veto is on the lanes that matter most.
A race window that fails to settle is skipped rather than paid late or paid twice, and there's no button to fire it by hand. Losing a rare week is the price of never having a door that could rig a race.
Turning races on mid-week can't pay for last week — a race only ever pays for a window it watched from the start.
The House Cup announces its winner but doesn't pay prizes yet.
Prestige resets your standing in the current race and window too, not just your XP. The confirmation says so before you commit.
The Gravity Map only knows about channels from this release onward; everything earned before it shows as "before mapping". Quest and admin awards have no channel at all.
Moving to a harsher curve announces nothing — a member's stored level catches up quietly the next time they cross it. A gentler curve fires one combined level-up.
There's no way for a member to hide from the public boards yet.
XP events don't repeat on a schedule yet — each one is scheduled by hand.
Weekly and monthly windows are fixed to UTC and aren't adjustable. Custom windows are what races are for.
What's next for leveling
A way for members to sit out the public boards, streak protection you can buy in the shop, and a
plain "how XP works here" page on your public board are the reserved next steps. The
roadmap has the wider picture, and what you tell us still sets the order.
Your server does the same small things over and over — welcoming newcomers, handing a role to
whoever asks, posting the same reminder every week. Automations do them for you. You describe a rule
once — when this happens, do that — and Lumei watches for it and acts, every time, without you in the
room.
Building one is the good part. The Automation Studio opens over the whole screen, and the rule you're
making reads back to you as a plain sentence as you go: when someone types !vibe, if they're a
member, then give them the Vibing role for an hour. A live Discord preview shows exactly what your
members will see, and you can rehearse the whole thing against a pretend member first — every step it
would take, before it touches anyone real.
And it goes as deep as you want. A rule can branch on what's true in the moment, hand off to another
rule, run on a daily or weekly clock with no one present, or open a form and keep every answer. The
everyday pieces stay free — the triggers, replies, roles and reactions, and your first couple of live
rules — with scheduling, forms, currency rewards, and the deeper controls on the paid tiers.
Say it once, and it happens — Describe a rule — when this happens, do that — and Lumei carries it out every time, on its own.
Build it in the open — A full-screen studio where the rule reads back as a plain sentence, beside a live Discord preview and a rehearsal that shows what would happen before anyone sees it.
As deep as you need — Branch on the moment, chain rules together, run on a schedule, or collect answers with a form.
Everything in this release
New
Automations — teach your server to act on its own: when something happens, it responds.
Six ways to start a rule — a command members type, a reaction, a new member, a first message, a moment like a level-up or purchase, or a set time.
The Automation Studio — a full-screen builder where the whole rule reads back as a plain sentence as you write it.
A live Discord preview and a rehearsal — see the reply your members will get, and dry-run a rule against a pretend member before it touches anyone.
Branch — take one path or another depending on what's true at the moment a rule runs.
Chains — have one rule hand off to another, so a bigger flow stays readable.
Scheduled rules — post, reset, or tidy up on a daily or weekly clock, with no one needed in the room.
Forms — a button that opens a Discord form and keeps every answer for you.
Insights — see how often each rule fires, who it reaches, and what it hands out, over the last two weeks.
Templates — start from a ready-made rule, like a welcome bonus or a self-serve colour, and make it yours.
Known issues
A rule you save or change goes live in Discord within about a minute, not instantly.
Scheduled rules run on a UTC clock — a 9am daily post fires at 9am UTC.
What's next for automations
More ways to start a rule, a shared library to lift a good one between your servers, and a hand from
Lumei when you're writing one are the reserved next steps. The roadmap has the wider
picture, and what you tell us still sets the order.
Giving yourself a role should be the easiest thing in your server. Today it is, three ways over.
Your members can react with an emoji, tap a button, or pick from a dropdown, and the role is theirs —
or gone — in a single move, with a quiet confirmation only they can see.
For you, it's one builder for all three. Author a menu once — its roles, its emoji, and how members
claim them — beside a live preview that shows exactly what will land in Discord, then post it to a
channel without leaving the dashboard. Reactions are here for anyone moving over from another bot;
buttons and dropdowns are the tidy, modern default.
And it goes as deep as you need. Pick-one menus for a single colour, verify-only gates that grant but
never take away, limits on how many roles a member can gather, and menus only certain members can
reach. The essentials stay free — every delivery style, every core behaviour, your first menu — with
the wider controls on the paid tiers.
Three ways to claim — React with an emoji, tap a button, or pick from a dropdown — the same menu, however your members prefer.
Build it beside the real thing — A live, true-to-Discord preview updates as you go, and you post the menu to a channel straight from the dashboard.
As deep as you need — Pick-one menus, verify-only gates, per-member and per-role limits, and role-gated access — the depth power users came for.
Everything in this release
New
Reaction roles — members react with an emoji to give themselves a role, the classic way, now built in.
A live Discord preview — see exactly how a menu will look, updating as you build it, so you never post blind.
Post to Discord from the dashboard — publish a menu to any channel in one click, with no command to remember.
Behaviour modes — a menu can be a free toggle, a pick-one, a verify-only gate, remove-only, or a one-time binding choice.
The Menu Studio — a full-screen builder for bigger menus, with emoji, colours, and every control in one place.
Gating and limits — let only certain roles use a menu, cap how many roles a member can take, or how many members can hold one (a Premium reach).
Improved
Every option can now carry an emoji, and a menu reads the way your members expect whichever style you choose.
Everything you already built keeps working — existing button and dropdown menus need no changes.
Known issues
A reaction menu fits up to 20 emoji per message, a Discord limit — for a longer list, a dropdown holds more.
Roles that expire on their own, and menus that clean themselves up after an event, aren't here yet — they're the next chapter.
Changing the emoji on a menu you've already posted with reactions means posting it again; buttons and dropdowns update in place.
What's next for role menus
Timed roles that lift on their own, menus that span more than a single message, and a one-line way to
build one from Discord are the reserved next steps. The roadmap has the wider picture, and
what you tell us still sets the order.
Lumei has always been the engine that grows your community. Today it starts protecting it too. The
Warden is the safety half of Lumei — the guard on your front gate, the watch over your most-trusted
accounts, and a memory that never loses a case — and it starts working the moment you invite the bot,
on sensible defaults you never have to touch.
The idea is simple: a server should be safe out of the box and endlessly adjustable when you're
curious. So every protection is on from the first minute behind a curated preset, and every setting
is one click away on a new Warden page in your dashboard, which opens with a plain 0–100 read of how
protected you are and what to turn on next.
And the line we won't cross: the pieces that keep a server safe are free. The paywalls sit on scale
and polish — higher limits, more restore points, deeper analytics — never on protection itself.
The perimeter — Anti-raid watches your front gate for coordinated joiners; anti-nuke watches your trusted accounts — and guards the bots and webhooks most tools leave open.
One rulebook — A visual when-this, if-that, do-this rule builder feeding a single escalation ladder, so a warning here and an auto-timeout there finally add up to one story.
Recover from anything — Structural backups of your channels, roles, and permissions — restored in one click when something goes wrong, and the restore itself can be undone.
The Smart Gate — A verification gate that tightens itself the moment a raid starts: a friendly button on a calm day, a real challenge when things get loud.
The mod desk — Cases, private notes, a full member dossier, member reports, private modmail, and one-click appeals — the record that remembers everything.
A trust network — Opt in, and an account caught raiding one Lumei server arrives at the next already flagged for your review — hashed, human-confirmed, and only ever advisory.
Everything in this release
New
Anti-raid — a join gate and join-spike watch that catches a coordinated wave before anyone can post, with a reflex for mass-mention floods.
Anti-nuke — per-person limits on dangerous actions like mass channel or role deletes, with an instant quarantine when a trusted account goes rogue — and it covers bots and webhooks, not just people.
The rule builder — one visual canvas to say "when this, and if that, then do this," in place of a dozen disconnected toggle tabs. It reads real regex, and look-alike or leetspeak text is caught by default.
Escalation and Standing — every warning, automatic action, and note feeds one points-based ladder that forgives over time, so a member who slips once and then behaves is let off the hook on their own.
Verification with a Smart Gate — a one-tap gate for new members that quietly steps up to a captcha when your raid signal climbs, and steps back down when it's calm.
Backups and one-click restore — scheduled snapshots of your server's structure, restored in a single click, with a fresh snapshot taken first so the restore is itself reversible.
Cases and dossiers — every action becomes a numbered case on a member's record, with private staff notes and one screen that holds their whole history.
Member reports — your members flag a bad message or user straight into a private mod queue, and the reporter stays anonymous.
Modmail — a member DMs the bot and a private thread opens with your staff, who reply as the bot: one calm channel instead of five pinged moderators.
Appeals — a punished member gets a clear DM and a one-click appeal that reverses the action the moment you approve it.
The moderator toolkit — the full set a mod reaches for, from ban and kick to timeout, mute, purge, and lock, each tunable from the dashboard.
Role permissions — give a trusted mod the toolkit without giving them server-wide Administrator, and keep the dangerous powers with only the roles you choose.
The trust network — opt in to a shared, privacy-respecting signal, so an account confirmed as a raider on one server arrives pre-flagged on the next. It's off until you turn it on.
Dossier export — download a member's full record as a spreadsheet for your own files, a Premium reach-back.
Improved
The Warden dashboard now reads like a document — every setting is a plain sentence with a visible label, not a wall of unmarked switches — and opens on a security score that shows its own math.
Known issues
AI-native moderation isn't live yet — context-aware toxicity and image scanning are reserved, and the ladder already holds their place, but they aren't built.
The trust network only helps once servers opt in, both to share and to receive — by design, nothing is shared until you choose to.
During a raid the gate can weigh signals like a brand-new account or one flagged elsewhere, but that read is advisory — new accounts, shared homes, and VPNs can look alike, so it routes a likely evader to a challenge or to your review, never an automatic ban.
Role permissions govern what a mod can do in your server; opening the dashboard itself still requires Manage Server for now.
What's next for the Warden
AI-native moderation — a confidence-scored detector that plugs into the same rule builder — is the
reserved next chapter, and there's more delegation and analytics on the way. The
roadmap has the wider picture, and what you tell us still sets the order.
Every server dashboard can show you numbers that go up. None of them can answer the question that
actually keeps you up at night: is my community healthy, or quietly dying? The Pulse is our
answer — a new page on your dashboard, built from the activity Lumei already sees, and it now sits
right at the top of your sidebar where it belongs.
It opens with one number: your health score, 0–100, made from three parts you can see — who's
showing up, who's coming back, and whether the energy is rising. No black box: the formula is fixed
and identical on every server, so a 74 means the same thing everywhere. Below it, the page reads
like founder tooling — because if you run a community, you are one.
Health score — One number, three visible parts, and an 8-week rhythm showing how it's been moving.
Churn radar — The regulars going quiet right now — count for everyone, names and full dossiers on Pro.
Retention — Do joiners stay? The survival curve, plus every join-week cohort tracked side by side.
When you're alive — An hour-by-hour heatmap in your local time, with the best window for your next event.
Economy lens — Where money is born, where it dies, and who holds it — inflation shows up here first.
Everything in this release
New
Health score — a 0–100 read on your community, with the three parts (showing up, coming back, momentum) shown as open math, never a mystery grade.
Daily actives — your activity line, day by day, with axis values, date marks, and your running average drawn in.
Retention curve and cohort grid — what % of joiners are still around 1–8 weeks later, then each join-week tracked on its own row. Click a cohort to meet its members and see the week-one difference between the ones who stayed and the ones who left.
Churn radar — regulars drifting toward the door, before they're gone. Everyone sees the count; Pro sees the names, each opening into a dossier with their trail-off, their pattern, and a win-back playbook.
"When you're alive" — a 7×24 heatmap of your server's heartbeat, rotated to your timezone, with your peak hours and quietest days named.
Economy lens with a full deep dive — money supply, faucets vs sinks day by day, your top holders, and the balance spread across your members.
This week's wins — your streak leader, top climber, and busiest day, on every plan. Pride is the point.
Deep dives everywhere — every chart on the Pulse expands into a full-screen read with the detail behind the summary. If a number makes you ask "why?", click it.
Improved
Pulse moved to the top of the sidebar, next to Overview and The Hub — it's the first page worth checking, so it's first.
Every stat tile now carries its week-over-week comparison, not just the active count.
Fixed
Trend lines no longer freeze partway across the chart while the shaded area draws the rest.
The heatmap's hour labels now sit exactly under the hours they name.
Known issues
A brand-new server shows a "collecting" state for its first days — the Pulse only ever draws real history, so it needs some to exist.
Retention needs a few weeks of joiners before the curve appears — honesty over a fake line.
What's next for the Pulse
The Monday digest — your week's Pulse delivered as a DM before you've opened the dashboard — and
one-click win-back actions on the churn radar are designed and next in line. The
roadmap has the wider picture, and what you tell us still sets the order.
Lumei is officially in Open Beta. The engine that runs leveling, an economy, a shop, and quests — every value of it tuned from your browser — is now open to any server, free to start. This is the first public milestone, and it is very much a beginning.
You're early, and that's the point. Everything below is live in Discord today, and a lot more is already taking shape. What real servers ask for is what moves up the list — so if something would make Lumei a yes for you, tell us.
Leveling — Smart text and voice XP, reward roles, role and channel multipliers, /rank cards, and a live leaderboard.
Economy — A currency you name and price — daily streaks, /work, and /pay, every coin on a tamper-proof ledger.
Shop & inventory — Sell roles, perks, and limited items with a live Discord preview, gifting, and a fulfillment queue.
Quests — A no-code mission builder, a live board, and exactly-once rewards your members can actually chase.
The dashboard — Tune every module in your browser, with a live preview and saves that reach Discord in about two seconds.
Everything in this release
A lot shipped to get to Open Beta. The headlines are above; here is the fuller picture.
New
Message Studio — design a Discord message or embed visually and publish it straight from the dashboard.
Server Logs — a clean, filterable audit trail of what happens across your server.
Welcome and goodbye — greet newcomers with a card and a warm first message, and see members off gracefully.
Smart onboarding — invite Lumei and land on your server's dashboard right away, with a setup card waiting in-server.
Voice XP — earn levels for talking, not just typing, with anti-AFK guards so it stays fair.
Gifting and a fulfillment queue in the shop, so limited items feel like real drops.
Improved
Rank and balance cards were redesigned to be cleaner and genuinely screenshot-worthy.
The whole site and every bot embed were reworked by hand to feel made, not templated.
Saves reach Discord noticeably faster — most land in about two seconds.
Fixed
Server Logs now record every tracked event, including ones the audit trail used to miss.
Onboarding now finds the person who actually invited Lumei, not just the server owner.
Known issues
Seasons and the Server Pass aren't live yet — they're up next.
The Pulse — your server's retention and churn analytics — is in the workshop.
Social notifications (Twitch, YouTube, and more) are on the way.
A few dashboard toggles still read sensible defaults while their own controls ship.
What's next
The roadmap has the full map, but the next few weeks are focused on Seasons and the Server Pass, the Pulse (your server's retention analytics), social notifications, reaction roles, and an embed builder. The order isn't fixed — tell us what to build and it moves up.
Open Beta means exactly that: the core is solid and live, but you'll meet rough edges and a few features still in the workshop. We list our known gaps above on purpose — that's the honest way to run a beta. Found something, or missing something? Let us know. You're helping shape v1.