One month of Zyl: revenue, bundles, and a new game announcement
One month after Zyl's release, I look at proceeds, pricing benchmarks, bundle sales, and share a first look at my next premium game, Phantom Words.
Studio notes from Fleon Labs on game design, playtesting, releases, and independent game development.
One month after Zyl's release, I look at proceeds, pricing benchmarks, bundle sales, and share a first look at my next premium game, Phantom Words.
Zyl released on June 18. Two days later, I look back at its App Store feature, early chart position, revenue, and the path to launch.
A transparent look at downloads, proceeds, and player behavior after an App Store feature. The post turns eight weeks of data into lessons for small indie games.
A double update announcing Sheeping Around's return to iOS and the release of Hue Rings. The post points players to both games and what makes each worth revisiting.
A chapter-by-chapter outline of the GRAVEFIRE storyline, told as an alternating timeline that cuts between the burned present and the world before the grave fire.
An early look at a side project idea I have been tinkering with: a series of procedurally generated games you can play on a plain paper notepad, complete with a few hand-drawn prototypes.
A visual archive of project-owned GRAVEFIRE images: key art, map, cutscene sketches, dungeon mockups, battle UI, characters, elites, monsters, and card concepts.
A walkthrough of GRAVEFIRE's opening sequence: Crow waking in the forest, meeting the Messenger, the road to the Carnival, and the horrors waiting inside its gates.
A short travelogue from taking Curse of the Cards to the Indie Showcase at Game Access 2022 in Brno, with a playable iPad build, last minute fixes, and some conference memories.
The full canonical timeline for GRAVEFIRE, from the ancient ossuary beneath Mt. Bleed to the year the grave fire devours Ekothis.
A monster post for GRAVEFIRE's reanimated dead, minions, remnants, card lineup, and creature concept art.
A showcase of the animated monsters from Curse of the Cards, my roguelike card game. Each creature has its own personality and a quirky ability, brought to life with animation by Mehul Sharma.
A Curse of the Cards update covering early gameplay, monster abilities, TestFlight and Google Play beta invites, and the new website.
A devlog about procedural dungeon paths, deck selection animation, and map presentation in Curse of the Cards.
A post about the Messenger, the Eye of the Raven, the first mission, Ziena's role, Necros, and the endgame turn toward Mt. Bleed.
A devlog on Curse of the Cards early access, alpha, gameplay, automation, and map-generation progress.
A guide to GRAVEFIRE's regions, elite encounters, and the major haunted places left across Ekothis.
An early look at Monster Lanes, a deck-based roguelike dungeon crawler with an infinite number of floors where you kill monsters, pick up loot and ascend. The post covers two browser prototypes, their rules, and where to play them.
A short update making Sheeping Around free on the App Store for players who had not tried it yet.
A worldbuilding post for Ekothis, the burned realm at the center of GRAVEFIRE, including Motonia, Zebathen, the wilderness, and No Man's Land.
A visual progress note connecting the early GRAVEFIRE prototype screenshots to the canonical design: map events, isometric dungeons, card battles, and elite encounters.
A production note on making Unity the engine for GRAVEFIRE, so the isometric dungeon crawl, card battles, map events, and multi-platform plan can share one codebase.
Morana's complete backstory: the alchemist who cured Cycilosis, was condemned for Queen Vaella's death, and survived the Grave Fire inside the palace.
Blade's complete backstory: a thief who defended the poor of the Chasm, survived a trap and the Grave Fire, and found purpose in the ashes.
Crow's complete backstory: a carnival fortune-teller who foresaw the Grave Fire and walked from the ashes with a scythe and the whispers of the dead.
A one-month follow-up on Sheeping Around's launch performance and player response. The post shares numbers, lessons, and thoughts on what comes after release.
Skull's backstory: Motonia's greatest warrior, retired from war, reborn from the Grave Fire as a skeletal knight.
The state of Ekothis before GRAVEFIRE: Motonia, Zebathen, the wilderness, the lighthouse, and the events that made the realm ready to burn.
A detailed breakdown of GRAVEFIRE's event progression, isometric dungeon crawl, card battles, deck-building, rewards, stats, effects, and inspirations.
An overview of GRAVEFIRE: a dark deck-building roguelike set in the burned Realm of Ekothis.
A detailed postmortem on Sheeping Around's development, launch, and early App Store results. The post pairs production lessons with transparent sales numbers.
A launch milestone announcing Sheeping Around's App Store pre-order. The post captures the end-of-year push toward release for the strategy card game.
A case study of how I built Sheeping Around — a solo multiplayer card game — from a printed paper prototype to a live title on iOS and Android, walking through design, art, architecture, and analytics.
A beta announcement for Sheeping Around on Android and iOS. The post invites early players to sign up and help test the multiplayer card game.
A quick look at Sheeping Around's Gallery UI and character collection presentation. The design frames locked and unlocked characters in a Pokédex-style view.
An introduction to Sheeping Around's central rivalry between Hazel Woof and Alex Fox. The post sets up the playful sheep-stealing duel at the heart of the game.
A design diary on how Sheeping Around shifted from turn-based tactics into a tighter card strategy game. The post traces the influence of Card Thief and other ideas.
The origin story of Sheeping Around, from a college game design exercise to a playable card strategy concept. The post explains the idea's earliest shape.
A New Year reflection that looks back at past resolutions and the shape of future plans. The post mixes personal goals, creative momentum, and a few candid detours.
A practical note on making international travel feel less intimidating and more affordable. Fleon shares seven ways to turn a first step into a real trip.
An early game concept for Lil' Birdie, a slingshot platformer about a chubby bird hopping from cloud to cloud. The post walks through the core idea, the story, and the different kinds of clouds.
A day-by-day travelogue from a second Singapore visit for Casual Connect Asia and business meetings. The post mixes conference work with food, shopping, and city walks.
A short reflection on speaking at Casual Connect Asia and facing stage fright. The post marks one personal resolution completed and links to the recorded talk.
An update on bringing Spellbound and Huerons to the IndiePrize showcase at Casual Connect Asia. The post reflects on progress, collaboration, and renewed momentum.
A first look at HueRings through early screenshots and UI artwork. The post marks my shift into an artist and UI designer role on the project.
A personal reflection on goals, passion, and the uncertainty of choosing a direction. The post argues for small, steady steps instead of waiting for perfect clarity.
A candid note on the good and difficult parts of working from home. Fleon reflects on routine, isolation, focus, and the small changes that make remote work healthier.
A reboot note for Dabble with Words, revisiting an older word game prototype. The post explains why the idea still matters and how the project might return.
A travelogue from my first international trip to Singapore for Casual Connect Asia. The post covers airport chaos, conference moments, food, and city discoveries.
An early game design document for The Purgatory, a soul-collecting platformer where a stick figure trapped between life and death must open the Gates of Heaven.