Devblog

Blog

Production notes and field reports.

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Case studiesMarch 28, 2026

Grimoire Culinaire: 14 lots solo

400+ tests, 80% coverage, 14 lots, zero debt. A look at shipping a real mobile product, lot by lot.

Method

Scoping, lots, validation, delivery.

MethodMarch 12, 2026

Why I never code first

PREDEV/POSTDEV, numbered lots, post-delivery audit. The method I apply on every project, from idle games to Play Store.

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MethodApril 2, 2026

Why I never merge without an audit

Tests, coverage, lint, post-lot audit, CI/CD. The full sequence, and what happens when you skip it.

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MethodApril 7, 2026

72h to a playable prototype

The format, the constraints, a concrete example, and why time pressure creates direction.

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MethodApril 10, 2026

What a client-ready scoping document looks like

Before the first line of code, I deliver a scoping document the client can actually use. Structure, lots, validation criteria: here's what is inside.

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Case studies

Pieces anchored in real shipped projects.

Case studiesApril 11, 2026

Galactic Rogue: from prototype to playable alpha

Why I prototyped fast first, why I rebuilt the project on a cleaner foundation, and what the PC-first alpha already validates today.

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Case studiesMarch 15, 2026

Designing a mobile game economy: the muffins case

How I designed Grimoire Culinaire's internal economy: 80 muffins/month, rewarded ads, free trial, and pricing mistakes.

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Shipping

Notes on launch, distribution and products.

ShippingApril 10, 2026

Launching a Gumroad store from zero: 5 products, 72h

The full process to go from zero to an operational Gumroad store with 5 products, pricing and EU legal compliance in 72 hours.

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