We're going Unreal
The next thing crawling out of the padded room is our first Unreal project. We're keeping the consequence-heavy DNA and giving it a body — bigger world, sharper teeth, same bad intentions. Early scope, first screenshots, and why we're not abandoning text to do it.
Read the dispatch →Notes from a living underworld
A text world is only alive if it keeps moving when you log off. Here's how the economy, the grudges, and the body count keep ticking with nobody watching — and the design rule that keeps it from becoming a spreadsheet.
Read the dispatch →Why consequence is the whole game
Most games let you reload until the world agrees with you. We don't. This is the argument for the moment you realize there's no undo — and why the weight of a choice matters more to us than the win.
Read the dispatch →730: where the name came from
A code, a cuckoo clock, and a door that came off its hinges. The short version of how a diagnosis turned into a studio — and why we stamped ourselves unfit on purpose.
Read the dispatch →Shipping a mobile app as a studio of (almost) one
What it actually took to get the game onto a phone — the wrapper, the store gauntlet, and the 2am decisions. A field guide for anyone small and stubborn enough to try it.
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