Blog
Dev logs, game design deep dives, and lessons from the trenches of indie development.
Soul Strip on Steam: What I Learned from Failing Review → Soul Strip's Void Element: The Card-Draw Archetype → Designing the Element That Wins by Not Dying → Soul Strip Ascension System: 20 Levels That Change How You Build Decks → Soul Strip Relic System: 31 Items That Shape Every Run → Soul Strip Demo Is Live — Here's What's In It → 5 Elements in a Genre That Avoids Them →