
One month of Zyl: revenue, bundles, and a new game announcement
One month after Zyl's release, I look at proceeds, pricing benchmarks, bundle sales, and share a first look at my next premium game, Phantom Words.
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Practical notes on game design, production, launches, and what we learn while building games.

One month after Zyl's release, I look at proceeds, pricing benchmarks, bundle sales, and share a first look at my next premium game, Phantom Words.

Zyl released on June 18. Two days later, I look back at its App Store feature, early chart position, revenue, and the path to launch.

A transparent look at downloads, proceeds, and player behavior after an App Store feature. The post turns eight weeks of data into lessons for small indie games.

A double update announcing Sheeping Around's return to iOS and the release of Hue Rings. The post points players to both games and what makes each worth revisiting.

A chapter-by-chapter outline of the GRAVEFIRE storyline, told as an alternating timeline that cuts between the burned present and the world before the grave fire.

An early look at a side project idea I have been tinkering with: a series of procedurally generated games you can play on a plain paper notepad, complete with a few hand-drawn prototypes.

A visual archive of project-owned GRAVEFIRE images: key art, map, cutscene sketches, dungeon mockups, battle UI, characters, elites, monsters, and card concepts.

A walkthrough of GRAVEFIRE's opening sequence: Crow waking in the forest, meeting the Messenger, the road to the Carnival, and the horrors waiting inside its gates.

A short travelogue from taking Curse of the Cards to the Indie Showcase at Game Access 2022 in Brno, with a playable iPad build, last minute fixes, and some conference memories.

The full canonical timeline for GRAVEFIRE, from the ancient ossuary beneath Mt. Bleed to the year the grave fire devours Ekothis.