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Dev logs, game design deep dives, and lessons from the trenches of indie development.

Soul Strip on Steam: What I Learned from Failing Review → Apr 24 Soul Strip's Void Element: The Card-Draw Archetype → Apr 17 Designing the Element That Wins by Not Dying → Apr 10 Soul Strip Ascension System: 20 Levels That Change How You Build Decks → Mar 27 Soul Strip Relic System: 31 Items That Shape Every Run → Mar 25 Soul Strip Demo Is Live — Here's What's In It → Mar 13 5 Elements in a Genre That Avoids Them → Mar 11
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