SEVEN THIRTY GAMESDISPATCHES — CASE NOTES №730← Back to site
FIELD LOG · CASE №730 · ONGOING

Dispatches

Devlogs, studio notes, and the occasional confession — straight from the padded room. New entries when there's something worth admitting.

StudioSep 2026

The world does not revolve around you

Most game worlds freeze the second you look away. We want one that keeps scheming. A place where debts ripen, rivals move, and opportunities rot whether you are ready or not.

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AnnouncementJun 2026

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.

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DevlogMay 2026

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.

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StudioApr 2026

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.

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StudioMar 2026

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.

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DevlogFeb 2026

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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