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Thoughts on game systems, balance, and live ops.

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Recent posts
34 posts
Don't Ask What a Sink Gives. Ask What It Eats.

Don't Ask What a Sink Gives. Ask What It Eats.

Don't Ask What a Sink Gives. Ask What It Eats.

Rereading the 3-sink framework of idle games through the resource you actually pay....

Jun 12, 2026 Read more
Before You Build a Game Community, Prove the Game

Before You Build a Game Community, Prove the Game

Before You Build a Game Community, Prove the Game

A practical guide to prototype-stage playtesting, Discord feedback, and why early community work should serve the game — not distract from it.

Jun 10, 2026 Read more
Best Mobile Games of 2026: An Analysis for Players and Designers

Best Mobile Games of 2026: An Analysis for Players and Designers

Best Mobile Games of 2026: An Analysis for Players and Designers

A deep look into the top mobile games of 2026. Discover honest picks for players alongside engineering, monetization, and loop deconstructions for developers.

Jun 1, 2026 Read more
How to Build a Reward Economy for a Mobile Game

How to Build a Reward Economy for a Mobile Game

How to Build a Reward Economy for a Mobile Game

Rewards are the language mobile games use to talk to players. Every coin drop, every chest, every daily login bonus is the game saying: "You did something. Here's what you get." Get that language right and players feel seen, motivated, and loyal. Get it wrong and rewards feel arbitrary, cheap, or manipulative — and players leave.

Jun 1, 2026 Read more
Game Prototyping Guide: How to Find the Fun Before You Build the Wrong Game

Game Prototyping Guide: How to Find the Fun Before You Build the Wrong Game

Game Prototyping Guide: How to Find the Fun Before You Build the Wrong Game

Learn how to prototype games faster, validate core mechanics, test player feedback, avoid common mistakes, and use game economy simulations before production.

May 29, 2026 Read more
Game Economy Simulator: Why You Should Simulate Before You Ship

Game Economy Simulator: Why You Should Simulate Before You Ship

Game Economy Simulator: Why You Should Simulate Before You Ship

Every game designer has shipped something that looked balanced on paper and broke in production. The math checked out. The spreadsheet said players would earn roughly what they spent. Then real players got into the game and the economy fell apart in a way nobody anticipated.

May 29, 2026 Read more
Is a Mobile Battle Pass Worth It in 2026? (A Brutally Honest Breakdown)

Is a Mobile Battle Pass Worth It in 2026? (A Brutally Honest Breakdown)

Is a Mobile Battle Pass Worth It in 2026? (A Brutally Honest Breakdown)

Is it worth it? After looking at how the top mobile games are actually structured in 2026, here’s our answer.

May 27, 2026 Read more
The Industry Is Burning - And That's Exactly When It Gets Interesting

The Industry Is Burning - And That's Exactly When It Gets Interesting

The Industry Is Burning - And That's Exactly When It Gets Interesting

A fundamental reshuffling of who makes games, how they make them, and what "success" actually means.

May 26, 2026 Read more
Game Economy Balancing: How to Tune Rewards, Costs, and Progression

Game Economy Balancing: How to Tune Rewards, Costs, and Progression

Game Economy Balancing: How to Tune Rewards, Costs, and Progression

An economy can be well-designed and still badly balanced. The design tells you what the currencies are, what the loops are, how players earn and spend. Balance determines whether any of that feels right in practice.

May 18, 2026 Read more
Most Games Don't Have
Loot Systems.
They Have Reward Calculators.

Most Games Don't Have Loot Systems. They Have Reward Calculators.

Most Games Don't Have Loot Systems. They Have Reward Calculators.

Every month, hundreds of games ship with copied loot structuresThis article explains both — and shows how to design for the one that actually matters.

May 18, 2026 Read more