← The Chronicle

Dev Log

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

11 posts

#10
The Game 28 April 2026 6 min read

The audience came back 20 years older. The chaos is different now.

I built Inselnova because I wanted to build something. The audience that showed up is mostly returning Inselkampf players in their 40s. The early game feels slower for them than the original ever did. Here's what's pushing the next features in a different direction.

#9
The Game 17 April 2026 5 min read

The player who asked to rename their island solved my virality problem

I had three ideas for getting players to invite friends. All three were wrong. A player's throwaway question gave me the right one — and it applies to alliance flags too.

#8
The Build 12 April 2026 13 min read

How I Ship a Browser Strategy Game With Slash Commands and 12 Scripts

I replaced Trello with a custom tracker wired into my game's production database. Players report bugs from inside the game. AI skills in my editor wrap deterministic Node scripts for branching, committing, and deploying. If CI fails, the AI fixes it and retries. Here's how the whole release cycle connects.

#7
The Build 4 April 2026 6 min read

What 150,000 Lines of AI-Generated TypeScript Actually Looks Like

Inselnova has 179,101 lines of TypeScript across 1,015 files and 1,272 commits. I didn't write most of it. Here's what that actually means, why it works at scale, and what the senior dev who quit at 150K lines got wrong.

#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.