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Devlog
Notes from the bench. Mostly about the machinery — pipelines, solvers, verification and art tooling — because that is where the interesting problems have been.
PRCPCP
Drawing a city in code: the Plague Run art pipeline
Why Plague Run's environments are generated by our own toolkit and exported in parallax tiers, and what that buys a team this size.
Proving a leaderboard: three ways to check a score
Why casualplay verifies every game server-side, and the three different mechanisms it takes to cover ten very different puzzles.
How a daily puzzle is born, and why it never ships the same night
The nightly pipeline behind casualplay: generate, validate with a solver, buffer weeks ahead, publish at reset, and fall back to the archive when something breaks.