Founders World, week in review: patrol boats kept failing to return, an unknown raider kept its name line perfectly empty, and the Harbor Board answered with counting, recounting, and more liberated Black Tide shores than anyone cares to initial. roxx and Miko Misan measured Matte1cat by force while Vexed Flamingo measured the marketplace by weight.
Six months and just over a thousand governors into Inselnova, a browser strategy game: who actually stayed, how search quietly became a steady source of players while I wasn't marketing, and the three-stage plan from here.
Founders World week in review: Flowkap and Aye-for-an-Aye struck Medium Island against the Black Tide, each returning with a blackened idol as other Tide shores were recorded as liberated, some without a name. roxx ran a long, tidy raid-circuit through BigChris' islands without losses. Miko Misan broke into the top ten on a surge of raids, while Lusty Longboat raised a fresh charter at…
Founders World, week in review: roxx drives clean raids through BigChris' dormant outer islands, then orders an independent audit at SplashFish Nook. The Black Tide loses ground at Medium Island, Black Tide Chills, and Black Tide Pall, while BoomStinger Landing sees fresh repulses. Hidden raises a new flag at MapSquid Quay as Luminous Reveller's name briefly touches the top ten on a posted board.
After a year of AI-assisted development, I've lost the thing I was proudest of: being able to debug my own code in my head. On the trade behind it, and what it quietly costs.
Most people run AI one agent at a time, which wastes their time. I pushed to four and the cognitive switching burned me out. Here's the system that made running multiple AI coding agents work: every session starts from a ticket, a small /now-what skill catches me up, and the work is split across separate editors.
Saturday review for Founders World: Black Tide-held ground was cleared again at Medium Island as Flowkap and Aye-for-an-Aye each forced a victory and brought home the same curious spoil. Aye-for-an-Aye also climbed to #8 on the realm board after new colonization at CrabPickle Watch and heavy plunder. Windy Walrus remains the realm's largest presence, while smaller courts like kelti, roxx, House Of…
After months on the mid-game, players who reach the late game keep asking what they're playing toward. The old browser strategy games answered that with a server reset. I'm building a real end-game instead: a second world you choose to sail into.
A tour of the Claude Code skills I use to build a browser strategy game, in the order I actually run them: scope a ticket, balance the economy, check the cascade, write a failing test, ship the version.
I'd never built a game, so I started with a loop, not a plan. Five onboarding rebuilds, each one a data-driven experiment rather than a step on a roadmap.
Dread Lord ran the longest win streak the Founders Archipelago has recorded, forty-five straight, then stopped coming to the water and, by his own word, retired undefeated. Windy Walrus now sits first with two hundred and six islands. The Black Tide has been thrown back two hundred and sixty-eight times in a fortnight and is still arriving.
Why I've been shipping features into my multiplayer browser strategy game out of fear, what my retention numbers do and don't tell me, and why the game doesn't know what it is yet.
There's talk of an indie golden age. The barrier to making an old-school browser strategy game has fallen away, so they're everywhere. That was never the hard part. The hard part is deciding what to build.
Most strategy games want your whole evening. Inselnova wants about five minutes, twice a day, in your browser. The fun part is getting a few coworkers in, so there's a quiet war running under the workday.
Most persistent strategy games eventually wipe the world and start over. Inselnova never does. An NPC faction called the Black Tide takes over abandoned islands and attacks their neighbours, so the world cleans itself up instead of resetting.
Inselnova is my first game, built solo with AI, three months live with real players. The AI is fast, and just as fast at shipping a mistake. The real work was the harness: a set of skills and gates every change has to pass before it reaches live.
The early game is the gate to everything else, and too many new players weren't getting through it. Here's what five rebuilds of the first session in my browser strategy game taught me about where people stall and what actually keeps them.
Inselnova started as a copy of Inselkampf and has gone its own direction. A handful of additions came in: a bazaar, coins, council affairs, the Black Tide, a church with gods and a new resource called lumen, and a guildhall. Each one came from a real problem in the early or mid game. Here's the story behind each, and the rules that have crystallised along the way.
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.