08 – Shipping Was the Start Line, Not the Finish
Call the Cat — devlog TL;DR: I thought the store listing was the finish line. It was the start line — so I built a second mode on top of the game… Read entry →
Development notes
A chronological record of shipping Call the Cat, rebuilding Galaxy in Unity, and learning what each decision costs.
Call the Cat — devlog TL;DR: I thought the store listing was the finish line. It was the start line — so I built a second mode on top of the game… Read entry →
Call the Cat — devlog TL;DR: 178 days from opening the engine for the first time to being on three stores. 46 of those days weren’t spent making the game. The question… Read entry →
Call the Cat — devlog TL;DR: I had never opened a game engine. The first thing I decided wasn’t “finish the tutorials” — it was “ship it.” Because I had no skill,… Read entry →
Solo Dev Log · Part 5 of building and shipping Call the Cat in 178 days · Read the whole build log → A game without music isn’t finished. But filling it… Read entry →
Solo Dev Log · Part 4 of building and shipping Call the Cat in 178 days · Read the whole build log → Move a button to the right. That was the… Read entry →
Solo Dev Log · Part 3 of building and shipping Call the Cat in 178 days · Read the whole build log → Fifteen days in, I had a prototype that moved.… Read entry →
I Knew Nothing About Engines, So I Picked the Smallest One The question I stalled on the longest before starting wasn’t what game to make. It was which engine to use. Unity… Read entry →
What It Actually Costs to Put a Game on Three Stores Before I started making games, the scariest part wasn’t coding. It was money. Shipping a game felt like something only big… Read entry →
Two weeks after shipping Call the Cat on Android, iOS, and Steam at the same time, I started the sequel. This time I picked an engine I’d never touched before — Unity… Read entry →