diff --git a/README.md b/README.md
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+++ b/README.md
@@ -1,9 +1,9 @@
Phaser
======
-Version 0.5
+Version 0.6
-12th April 2013
+13th April 2013
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
@@ -15,6 +15,20 @@ For support post to the Phaser board on the [HTML5 Game Devs forum](http://www.h
![Phaser Cameras](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_cams.png)
+Change Log
+----------
+
+V0.6
+
+Added in Touch support for mobile devices (and desktops that enable it) and populated x/y coords in Input with common values from touch and mouse.
+Added new Circle geometry class (used by Touch) and moved them into a Geom folder.
+Added in Device class for device inspection.
+Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android)
+
+V0.5
+
+Initial release
+
Requirements
------------
@@ -29,63 +43,64 @@ Phaser was born from a cross-polination of the AS3 Flixel game library and our o
Phaser fully or partially supports the following features. This list is growing constantly and we are aware there are still a number of essential features missing:
-* Asset Loading
+* Asset Loading
Images, Sprite Sheets, Texture Packer Data, JSON, Text Files, Audio File.
-* Cameras
+* Cameras
Multiple world cameras, camera scale, zoom, rotation, deadzones and Sprite following.
-* Sprites
+* Sprites
All sprites have physics properties including velocity, acceleration, bounce and drag.
ScrollFactor allows them to re-act to cameras at different rates.
-* Groups
+* Groups
Group sprites together for collision checks, visibility toggling and function iteration.
-* Animation
+* Animation
Sprites can be animated by a sprite sheet or Texture Atlas (JSON Array format supported).
Animation playback controls, looping, fps based timer and custom frames.
-* Collision
+* Collision
A QuadTree based Sprite to Sprite, Sprite to Group or Group to Group collision system.
-* Particles
+* Particles
An Emitter can emit Sprites in a burst or at a constant rate, setting physics properties.
-* Input
+* Input
- Keyboard and Mouse handling supported (Touch coming asap)
+ Keyboard, Mouse and Touch handling supported (MSPointer events coming soon)
-* Stage
+* Stage
Easily change properties about your game via the stage, such as background color, position and size.
-* World
+* World
The game world can be any size and Sprites and collision happens within it.
-* Sound
+* Sound
Currently uses WebAudio for playback. A lot more work needs to be done in this area.
-* State Management
+* State Management
For larger games it's useful to break your game down into States, i.e. MainMenu, Level1, GameOver, etc.
The state manager makes swapping states easy, but the use of a state is completely optional.
-* Cache
+* Cache
All loaded resources are stored in an easy to access cache, which can be cleared between State changes
or persist through-out the whole game.
-* Tilemaps
+* Tilemaps
+
Support for CSV and Tiled JSON format tile maps is implemented but currently limited.
![Phaser Particles](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_particles.png)