The Horizon’s Edge devlog. Floating islands, hex grids, Wave Function Collapse, refactors I could probably have skipped. Posts in chronological order so the arc reads start to finish.
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Islands at War: Designing a Board Game with AI — August 2025
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I Just Wanted to Make a Board Game and Now There Are Procedural Islands — Why I Stopped Worrying and Learned to Love Chaos …. — September 2025
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Building AI Before Building the Game: A Cautionary Tale — The curious case of Sky Islands and the Endless Roads leading nowhere …. — September 2025
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When Refactors Eat Your Game (and Your Evenings) — From Buttons to Cards: A Sideways Journey — September 2025
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Cards, Chaos and the subtle art of Claude Code — Last Time on Madness Boulevard… — October 2025
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Scope Creep Chronicles: Creature Combat Devlog — Crouching Creature Combat, hidden tangents… — October 2025
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The Road to Combat Is Paved with Tangents: A Devlog — I set out to make a combat system. I returned with roads, models, and a blink ability… — October 2025
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I Actually Stayed On Task (For Once): A Dev Miracle — Breaking news: Developer completes planned features … who would have thought? — October 2025
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The Beautiful Boring: How I Refactored a Game Without Breaking it — Can an AI Do a Boring Refactor? A Case Study in Systematic Code Cleanup — November 2025
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How to Get Things Done When You Have Nothing but Process — The tale of how a good System can carry you through the dark times… — November 2025
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How Many Times Do You Have to Build Too Much to Learn Scope Creep? — Scope Creep Keeps Teaching Me… — November 2025
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The Long Road to MVP — How I learned to stop overthinking and ship the damn thing… — November 2025
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Finally… A Wild MVP Appears — Three Months to MVP: What I Learned Building a Tactical Card Game with AI… — December 2025