Building 0n1 in public · notes & how-tos
The story behind 0n1 Studios: what I’m building, why, and how. Part devlog, part how-to. No tracking and no newsletter wall; just an RSS feed if you want to follow along.
Three games are paused, not forgotten. Their evenings go to Hunt, set in the world Duels built: I meant to polish one case and ended up simulating London.
I went on holiday with three games and came back with a fourth. Runoff is what happens when your harshest reviewer shares a kitchen table for two weeks.
Position is the feedback, and prose is a terrible way to carry it. After two weeks of describing screens in sentences, I built a board you stick notes on.
The site has a chat button now. It's an AI, it says so, and it may only know what's on a page it just read. Why a one-person studio built a front desk.
I ran eight things an evening until I lost track of which window was which. What the research says, why agents weren't the bottleneck, and the dashboard I made.
An AI will build a game the moment you ask, but whose game? Why naming the genre first is the cheapest, highest-leverage call you can make, plus a 3D atlas.
The other half of what gets built here: twelve studio-made AI tools that make the art, post the dailies and run the releases, now visible on the Workshop page.
I renamed my quote puzzle because "Letterbox" was crowded: a film site, a mail slot, an aspect ratio. Meet LineBy: same game, same purchase, a findable name.
Two games changed shape: LineBy went freemium with a free daily puzzle, and Worldwright began a Unity rebuild for desktop and Android. Here's why.
Building the game is the fun part. Getting one stranger to notice it is the hard part. No formula, just table stakes: be findable, show up, beg your friends.
An idea isn't a game: it's a mood. Why every repo I touch has a plain gdd.md, and why it matters twice as much when an AI is building with you.
I make small games on my own. This is where I write down how it's going, how bits of it work, and the things I got wrong along the way.