Newsletter
Once a month I write the full story of what happened — the decisions, the
turns, and what I learned building the game. The daily and weekly notes live
on the dev log; this is the reflective one.
- August 2026 Changing the Shape of the Demo Rescoping the demo after some realizations The month the demo changed shape — a February 2027 target, multiplayer moving into the demo itself, an enemy-AI test harness that made behaviour provable, and four days spent building something else entirely.
- June 2026 Bringing it to Life Spells, glyphs, and a visual layer that finally arrived The month the visual layer happened — a week-long spell design pass, a real visual identity for every element, and a workflow that grew a personality of its own.
- May 2026 Day Thirty Why thirty days of daily devlogs felt like an answer and a question at once The month I stopped the daily devlogs after thirty days — not from running dry, but because the format was steering me toward the wrong work — while the builder hit feature-complete and the workflow got rebuilt.
- April 2026 The Chopping Block What happens when real people see your prototype The month real people finally played it — and one offhand comment about hanging a weapon on your wall became the extraction mechanic that gave the game its identity.
- March 2026 Path to a Prototype Building an endless dungeon crawler in three weeks The month a systems test became a real game — three weeks, a hard playtest deadline, and 22 must-do tasks to turn a proof of concept into something people could actually play.
- February 2026 Call it a ramp up A stumble here or there The month DBG began — a prototype started from player movement and pathfinding, half of it lost to a trip that came home as a week in bed, and a scramble to bare-bones gameplay in the final days.
- January 2026 It's been a while... About time for an update Breaking a fifteen-month silence — a trip to Japan that changed the plan, a move to Vegas, an externship that rebuilt my confidence, and a year of funding to finally build games for real.