devblog
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Development at the double // devblog August 2026
I’m a genuine believer in the compound effect – something you may know as aggregate marginal gains or perhaps even Kaizen – which is where small, continual effort builds up to a massive success over time. Pretty much every…
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Gameplay Loop & Fair Monetization // devblog July 2026
It’s almost time. After months and months of work, we’re closing in on a proof of concept version of the game that I can put into someone’s hands and say ‘tell me what you think’. At this stage of…
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High fantasy, low survival rate // devblog June 2026
Unsurprisingly, I spend a lot of time talking about Garrison. As soon as I mention that it’s a fantasy game, I’ll usually get the same sort of responses: “Oh, you mean like Lord of the Rings?” or “Sort of…
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Garrison: an idle RPG without grinding // devblog May 2026
Completing a video game brings me the same satisfaction as finishing a book or watching a movie. You get taken on a journey and, eventually, that journey comes to an end. I love getting lost in the side-quests and…
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The monsters beyond the walls // devblog April 2026
For a game that’s all about fending off monsters, we ain’t even seen one! It’s time for that to change. Before I get ahead of myself, I wanted to take a moment and thank Hayley Littler who’s been in…
