
How Should Choices Be Balanced with Good Storytelling Tools?
Jon Ingold has talked about choices in games for years, and I think he's got the right angle
Search, choose a category, stack tags, and keep refining the feed.
Explore Next

Jon Ingold has talked about choices in games for years, and I think he's got the right angle

Creating custom tools to get my game to pop and lock to the beat

In a world of AI slop, bot reviews, and misinformation, who's holding the line?

Blast from the past. A look back at an earlier review from November 2006...



Nothing matters more than understanding and honoring your game's genre

Why A Decade Of Extraction Made Chinese Players The Most Premium-Friendly Audience On Steam

Over the years we got many games covering dating topic. Some were serious and some had funny aproach. How is with Love is a Demon? Let's find out!









[Midweek Read/Mini Review] An ergonomic upgrade for the Switch 2.


What Amazon's Tomb Raider Gaffe Can Teach Indies About How NOT to Announce a Delay


Sega cancelled an $882 million future in the same year it turned nine birthdays into a business unit. That is not a coincidence. That is the plan.

[Modern Review] Delving back into the Switch library to discover Fire Emblem: Three Houses.

What Wall Street got right, what it missed, and what's next

Jokes aside, financial pressure at Square Enix means its golden goose has to refocus on keeping players rather than winning new ones.

Over years we got many games that tried to fill the lack after big games. It's the same with the game Max Savage trying to be next Wing Commander. It succeed? Or it's supernova? Let's find out!

Back in the Summer of 2000 I downloaded and played tons of PC game demos to try out.


What its like to attend Final Fantasy XIV Fan Fest. Two days, thousands of balloted fans, one new tank job and a great deal of queuing.


Four Tests for Deciding Where Your Next Dev Month Goes

The weekly, monthly and quarterly rhythms to lead a game studio


OR: Against Pangram scans, virtue signaling, moral cosplaying, moral panicking, witch hunts, and Substack deputizing the witch hunters.


REVIEW: A clever difficulty modifier and intuitive map design make this adventure game both engrossing and accessible for all.

A field note on what "Roguelite Fatigue" says about genre saturation, product-market fit, and why a proven formula is not the same as a safe bet


[BONUS] Ready Check #13: The Launch Readiness Series


Slay the Spire 2, Megabonk, and 33 Immortals aren’t survivors of a graveyard that doesn’t exist yet. They’re proof the mechanism is already running. A structural read on what mid-2026 data already con

The journey from making a game to leading a game company

Over 100,000 wishlist on Steam... Are we having another hit? Or Desktop Explorer is overhyped? Let's find out!

As layoffs and AI rock the industry, Jams have become a vital, low-stakes proving ground for great local games.


This blog post describes why old video games are better than current ones. It also explains why it isn't just nostalgia.

What a decade of VR, cloud, blockchain, and AI failed to deliver

Ready Check #12: The Launch Readiness Series


Iron Nest shipped with zero AI, Dragon Snacks put its AI in the build pipeline, and Valve’s own policy already explains why both of them won

As the era of buying physical games draws to an end, consumer rights advocates have concerns.

Xbox's Brutal Layoffs Were the Entirely Predictable Endpoint of Microsoft's Many Strategic Missteps


Is there a secret map to success?

A Tongue-in-Cheek Grimoire of Spells, Enchantments, and Potions for the Discerning Mystical Gamer

[Casual Review/Anecdote] A look at the odd Dreamcast horror title: Blue Stinger.


What a publisher, investor or buyer checks when they look at your studio

Ready Check #11: The Launch Readiness Series

The weekly save point
A short, edited digest. No algorithmic filler.
Newsletter subscriptions are opening soon.