Hi. I make small games for iPhone and Apple Watch under the slightly grand banner of 0n1 Studios — a generous way of saying "me, a laptop, and too many half-finished projects." This is where I write things down: what I'm making, how it's going, and the occasional thing I figured out that might save you an afternoon, if you build things too.
What 0n1 is (and isn't)
I build games the old-fashioned way: you pay once (or nothing), you play, done. No ads, ever. Past that it depends on the game. LineBy, the one that's out, collects nothing: no analytics, no account, fully offline, syncing only to your own iCloud. The others vary, and the more connected ones each get an honest privacy page before they ship. The rule underneath: a game only collects what it needs to run and improve, never to sell, never for advertisers. I'm not above charging, either. Some of this costs real money to run (an AI writing your story isn't free), so a price covers what the feature costs, not my retirement. Mostly I just find the alternative annoying, and couldn't afford to spy on you anyway.
It leaks into the website too: the page you're reading is plain HTML that loads before you can blink, because I couldn't justify why a blog needs three megabytes of JavaScript.
One game, and a lot of promises
Honest scoreboard: I've shipped exactly one game. Worth leading with, since the rest of this needs the humility.
LineBy is the one: tile-swap word puzzles where a famous quote gets scrambled and you slide the letters back into place. 315 of them, built by hand across four difficulty tiers, because at some point "do this 315 times" sounded like a fine way to spend my evenings. Free to play now, with a one-time Full Library unlock — no ads, no subscriptions.
Behind it sits a pile labelled "in development": a spell-duel, a daily audio tale, a gesture RPG, and a couple more that are mostly design docs and optimism. One out, five in the oven, and I'm aware of how that looks.
A note on the robot in the room
Fair question: how does one person with a day job attempt all that? AI, mostly, and I'd rather just say so. There's one of me, the day job comes first, and I have more game ideas than evenings, so AI is how any of them get built at all. It's capacity and speed, not a ghostwriter: it doesn't replace the creative part, it makes room for it. The taste and the calls are still mine, for better or worse. (Want the robot's fingerprints? Count the em-dashes. I keep trying to quit them, and so does it. Neither of us manages.)
One useful thing, to prove I mean it
This whole site is a single-page app with a 3D intro, which is normally a quiet disaster for getting found: crawlers and link-preview bots don't run JavaScript, so they just see an empty page. The fix I use is to render the real thing once, at build time, in headless Chrome with reduced motion forced on:
// The app skips its intro under reduced motion and boots straight to the
// content, so I snapshot that DOM into the static HTML crawlers actually read.
await page.emulateMediaFeatures([
{ name: 'prefers-reduced-motion', value: 'reduce' },
])
I built that reduced-motion path for accessibility, so the search-friendly version comes free: real HTML for the robots, the cinematic version for everyone else, and no separate "SEO page" to keep in sync. One media query doing two jobs.
That's the energy of this whole journal — small, slightly obsessive fixes that make a one-person studio feel a bit less like one. More soon — RSS if you want to be told each time I overthink something in public.
