← The Chronicle

Dev Log

How Inselnova gets built. The code, the design, and the things that went wrong.

7 posts

#6
The Build 3 April 2026 7 min read

How I Built a Dev Log Pipeline with AI in One Sitting

Sat down in Claude Cowork, dumped six weeks of raw notes about building a browser strategy game, and came out with 5 blog posts, a tone system, SEO integration, cover image generation, and a reusable skill. Here's how the pipeline works.

#5
The Build 1 April 2026 7 min read

Blind Coding: My AI Workflow for Building a Game from My Phone

Built Inselnova's core gameplay loop on a road trip using Claude Code on mobile. Tests first, skill files for context, AGENTS.md as a living spec, plan mode to prevent scope creep. Three weeks in, one bad release.

#4
The Game 28 March 2026 5 min read

Why Every Feature in Inselnova Connects to Something Else

Rebuilt a 25-year-old strategy game with a simple rule: nothing gets added unless it connects to something else. The gameplay loop that emerged extended the first session from 2-3 minutes to 10-20 minutes.

#3
The Growth 25 March 2026 6 min read

From 0 to 8 Daily Players: Finding Early Adopters for a Niche Browser Game

Found 8 daily active players by messaging old Inselkampf fans on Reddit directly, then refined onboarding with achievements and psychology tricks. 330 site visitors, 41 signups, 8 completing the first achievement set.

#2
The Stack 21 March 2026 6 min read

I replaced Google Analytics, Sentry, and Intercom with AI in a few hours

Built custom analytics, error tracking, and re-engagement tools instead of paying for SaaS. Total monthly cost under $20. Each one took a few hours with AI. Here's how and whether you should try it.

#1
The Build 14 March 2026 7 min read

I built a multiplayer browser strategy game in two weeks

30 years coding, built a multiplayer island strategy game in two weeks using Claude Code, Codex, and ChatGPT. Started blind on my phone during a road trip. Sharing the workflow, the mistakes, and what I'd do differently.