Devlog
What happens while building
Work notes, useful mistakes, and the occasional deep dive into engines and indie games.
2026-10-13 · 2 min read
The automatic retry was rewriting finished games from scratch
Three times an automatic retry rebuilt an already finished game from zero: Dark Cell, Micro Doc, Maze Lume. How we found them by watching the version jump, and why the restore doesn't delete.
Read2026-10-11 · 2 min read
Maze Lume is on Google Play
The first of our games has its Google Play listing: €1.09, thirty levels plus an Arcade mode, no ads and no data collected. The browser version stays free.
Read2026-10-06 · 3 min read
Standing Order: three ways to move, and one was wrong
Standing Order has three views: top-down, side-on over the planets, on foot. The flight near the planets ran with no errors but was wrong to play. How we noticed and what we changed.
Read2026-09-29 · 2 min read
Why not Unreal, for now
3D is where the studio wants to get to, and Unreal Engine is the first name that comes to mind. The criterion we use to pick a second engine, and why today the closest one is not the most famous.
Read2026-09-25 · 5 min read
The games come to Android
Seven games now have an Android APK, downloadable on itch.io next to Windows, Linux and macOS. Getting there meant teaching the games the size of a phone, and on the way we found two texts that ran off the screen on computers too.
Read2026-09-22 · 3 min read
Godot runs the games. The rest now has a name
The layer that writes, fixes, tests and ships the games is now called MicroGames Engine and has its own page. What Godot does, what it does, and why we did not write a graphics engine of our own.
Read2026-09-20 · 3 min read
Opening the games on a Mac
Every game has its own macOS package. The first time you open it, the Mac blocks it because it is unsigned, and there are two different ways out. On top of that, in three packages out of nine the app still carries the internal project name instead of the game's.
Read2026-09-18 · 3 min read
The name under the title wasn't ours
Micro Doc is on the Microsoft Store, free and with nothing to buy inside. Above the description, where the name of whoever made it goes, it says Micro_Games: an underscore we have never used anywhere.
Read2026-09-18 · 3 min read
On the Store, Maze Lume is twenty versions behind
Maze Lume is on the Microsoft Store, accepted on the first submission. The package, though, is v33, and on the site the game is at v53: the copy you install from Windows is the oldest photograph we have anywhere.
Read2026-09-15 · 3 min read
The games leave the browser
Every game can now be downloaded for Windows, macOS and Linux too. The first Windows package, though, did not contain the game: the export had “succeeded”, and there was no way to notice from the panel.
Read2026-08-29 · 3 min read
The site said v34 of a game that was on v35
The site was a set of files written once and served to everyone. Three separate flaws, all of the same kind: it described something that was no longer true by the time you read it.
Read2026-08-28 · 2 min read
The poster said YOU DIED
The site picks the frame it uses to introduce each game on its own. For Dark Cell it picked the game over screen — and by the rules we had given it, it was entirely right.
Read2026-08-28 · 3 min read
Eighteen days of silence, and nobody had noticed
Dark Cell was being updated constantly, the others weren't. It wasn't a choice or a preference: it was three separate faults, and the first one was a line that had never existed.
Read2026-08-27 · 3 min read
Maze Lume: nineteen good milestones counted as failures
The game worked for weeks and the ledger said it was failing. The work was real: everything broke at the moment of writing it down, which is the worst possible place to break.
Read2026-08-26 · 2 min read
34 MB of artwork to show it 78 pixels tall
The sprite strip at the bottom of the showcase weighed as much as an entire game. The problem wasn't how many images there were: it was that nobody had ever looked at how big they actually needed to be.
Read2026-08-24 · 2 min read
Dark Cell, forty-three versions later
A horror platformer that lasted one level in its first version. What happened across the forty-two that followed, and the four milestones that didn't make it.
Read2026-08-20 · 3 min read
How the studio works
Four phases, twelve crafts, and a document that is the single source of truth for a game. This isn't an organisational metaphor: it's how games actually get decided and built here.
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