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 →
I told an AI to make a boss weaker. It lowered the health value and the fight was still hard — because the feel was built by three values, and it changed… Read entry →
The same build drew a star on macOS and an empty box on Windows. The localization check passed — because the character was hardcoded in the code, outside the tables the check… Read entry →
A player collects everything before time runs out and the game still says “Failed” — because nobody ever decided which wins when two events land in the exact same frame. Why that’s… Read entry →
Told to shrink a 218MB Android build, the first move wasn’t compression — it was finding out which chunks were actually big. Why source-folder size and install size aren’t the same number,… Read entry →
Starting New Game on Steam begins with empty progress — but an empty save is still a save, and uploading it as-is can overwrite real progress that already exists on another device.… Read entry →
Supporting 12 languages means 7,644 translation cells to track — but a passing translation table doesn’t guarantee the font actually has the character. Why glyph coverage, placeholder checks, and on-screen width have… Read entry →
Adding Steam controller support to a mobile-first game raised an obvious question: should the pad work on every screen? Combat and menus don’t mean the same thing by the same button —… Read entry →