Shared links look like your board
Your canvas background travels with a share link, the surrounding chrome is quieter, and the tab shows the right favicon.
Every feature, refinement, and speed-up we ship. Follow along as the canvas gets sharper.
Your canvas background travels with a share link, the surrounding chrome is quieter, and the tab shows the right favicon.
When we ship a new version, an old tab now recovers on its own instead of turning into a black screen and hammering the server for files that moved.
Drag a frame and it stays where you dropped it. Switch pages and you land there. The two races that were putting things back are both closed.
This was the worst thing about the canvas: you moved something, and a moment later it went back. It had two separate causes, which is why fixing one of them never fully solved it.
Long screens now arrive in sections at a pace you can follow, with a halo on whatever the agent is working on.
Double-click opens a text or note frame for editing, and your browser's own right-click menu works inside it.
The canvas captured the pointer to make dragging smooth, which had the side effect of swallowing the second click entirely. Dragging is unchanged; the double-click gets through now.
Removing a parent un-parents whatever was inside it instead of deleting the lot. What you did not select survives.
Editing affordances that were still reachable in shared and preview modes are now properly gated, including a drag guard that survived into preview.
Clicking a frame on a board with a lot on it no longer drags the whole canvas down while it catches up.
The canvas has real drawing tools now. Write a label, drag out a rectangle, drop a sticky note, all without asking the agent for it.
Not every mark on a board deserves a prompt. Some of it is a note to yourself, an arrow, a box around the thing you are worried about. Those are native layers now, with their own tools.
Double-click any text or note to edit it, use your native right-click menu inside it, and undo the whole editing session as one step rather than character by character.
Every place you could replace media now opens the same picker, showing everything already in the project.
Every persona walk now surfaces, replays the way it actually happened, and tells you when it failed instead of quietly returning nothing.
Pinching or scrolling to zoom while the pointer sits over a Code panel now moves the canvas instead of doing nothing.
One action turns a frame into a paste-ready prompt with its code and the context an agent needs to place it in your project.
Copying raw code into a chat loses everything around it. Copy prompt wraps the frame in the instructions an agent actually needs, and it sits wherever you happen to be.
Send anyone a view-only link. Turn on visitor copy and they can lift the code themselves, with attribution, without an account.
New work is interactive the moment it appears, holds up at phone and desktop widths, and ships light and dark from the same rules. You do not ask for any of it.
A design that only works at one width, in one theme, and does nothing when you click it is a picture. This release makes the floor higher: every generated frame has to clear it before it reaches you.
Frames render in multiple passes and are verified across both themes and both widths before they settle. Contrast on light boards is guarded specifically, since that is where washed-out text used to slip through. You can also flip the whole board's theme and watch every artboard follow.
Every frame has a Code mode now. Flip the pill, read what it actually compiles to, and copy or download it from there.
You no longer have to export a file to find out what a frame is made of. Code is a third segment on the frame pill, next to design and preview.
A real export panel on every frame. Pick your formats, hit run, and get images, PDFs, vectors, or code out of one pass.
Export used to be one format at a time. Now every frame has an Export section in the right panel with Figma-style preset rows: add the outputs you want, set them once, and run them all together.
Real imagery instead of gray placeholder boxes, behind a gate that decides whether a picture is warranted and a budget that keeps it cheap.
Placeholder rectangles are one of the tells that a screen was generated. Krit can now produce real images for a design, with two guards so it does not turn every surface into stock art.
Zooming past 100% used to render frames soft. They stay crisp now, and backgrounds no longer flash white for a beat when a frame settles.
An open project used to keep refetching frames in the background even while you sat still. That loop is gone, so an idle canvas now uses next to nothing.
A sitting-still canvas was firing roughly 22 network requests a second to revalidate frames that had not changed. We stabilized the subscription so an idle project now makes zero. Easier on your battery, your network, and the fan.
Drag a section and everything inside it comes along. Grab it by the title, drop in any hex color, and watch the tint update live as you go.
Cmd+Z now reverses the exact thing you just did, the moment you press it. One stack, no waiting, no surprises.
We rebuilt undo from the ground up to feel like a top-tier editor. The old version took seconds, threw snackbars, reset whole paragraphs, and could wipe another frame's animation. All of that is fixed.
When your coding agent builds from a Krit board, it now reuses your existing components instead of duplicating markup. The code reads like you wrote it.
New handoff tools let an agent reason about a board the way an engineer would before writing a line:
--cv-* tokens, and keyframe motion come through exactly.Nudge with the arrow keys, tab between elements, hit Enter to edit text. Direct manipulation that keeps your hands on the keyboard.
Switching pages flips instantly, frames paint sooner, and bulk actions keep up. Opening a project cold no longer feels like a wait.
Fonts, Lottie, Rive, 3D models, images, and video now survive a shared link. No more broken references when someone opens your work.
Krit boards render in the viewer's sandboxed iframe, so anything pointing at your local files used to break the moment you shared. Every asset class is now made portable automatically, and the agent is steered to fix any local reference before you send the link.
Camera position sticks, Select All works, share links resolve, and version history stops erroring. A round of fixes for the rough edges you reported.
Zoom out across a big project and every frame stays rendered. A new two-tier system keeps the whole canvas looking finished at any scale.
Frames now keep a frozen snapshot alongside the live version, so zooming out shows the real design instead of empty boxes or stuck spinners. The swap between the two happens with no flash, and a data-loss guard protects your work as a project loads.
Capture a real, rendered web page, assets and all, straight onto the canvas as a frame you can redesign from.
A craft layer now checks every frame your agent writes against the tells that give AI design away, and fixes them on the spot, so the canvas holds a real bar of taste.
Ragged edges, muddy contrast, the default-gradient look: known AI-design tells are caught and corrected on every write, not flagged in a report you have to act on. The floor is a guarantee, not a suggestion.
Your agent now scaffolds a layout and fills it section by section, revealing the design as it goes, and it stays intact if you reload mid-build.
Open a frame in a new tab and step through device sizes to see exactly how your design holds up on phone, tablet, and desktop.
Send a cast of AI personas through your design and watch a cinematic walk of where they hesitate, get lost, or sail through, before a single real user sees it.
Pick personas, run the walk, and Krit plays back each one moving through your flow and records what tripped them up. Usability feedback while the design is still on the canvas.
The inspector got a neutral theme and a cleaner panel layout, so editing properties feels quieter and easier to scan.
Point Krit at a site and it pulls the colors, type, and feel into a visual language your agent designs with, so new work looks on-brand from the first frame.
A proper dark theme across the editor, plus a Figma-style background control so you can set the canvas color your work sits on.
Drop in a screenshot, a video, or a URL and it lands on the canvas as a reference your agent can design around.
Turn static frames into motion. Compose scenes, preview the playback, and render a real video, all driven by your agent from the canvas.
Storyboards let you author a sequence of beats on a shared clock, scrub the result live, and export it as video. The cinematic product reels you might have seen are made this way, inside Krit.
Sign in with email and password, a magic link, or GitHub, and your projects persist across sessions and devices.
One install command wires Krit into the agent you already use. Claude, Cursor, Codex, Windsurf, Cline, and Copilot Chat all drive the same canvas.
Krit is not locked to one assistant. Pick your client, paste the snippet, and your agent can read and build on the canvas. There is also a self-diagnosing setup helper if a connection ever misbehaves.
Every project now keeps a history. Snapshot a moment you like, undo a change you don't, and roll back without fear of losing work.
Corral related frames into named sections so a growing project stays readable. The start of treating the canvas like a real workspace, not a pile of mockups.
The first version of Krit: prompt your AI agent and watch real, live HTML artboards appear and update on an infinite canvas in real time.
Krit connects your agent to a canvas. Ask for a screen and it renders as a real artboard you can see, move, and refine, with every change syncing live. This is the foundation everything since has been built on.
Artboards ship with 3D and animation libraries injected, so your agent can build real motion and dimensional scenes, not just static mockups.
Building with Krit? Open the canvas and ship the next one.