5 posts in this topic.
This is the part of the site where we show our work. Dev logs from in-progress games, post-mortems on stuff we shipped, essays about the tools we use, and the occasional rant about something that broke at 2am. Indie game development looks glamorous from the outside and feels like a haunted spreadsheet from the inside, and we're not particularly interested in pretending otherwise.
Most of what's below documents two studios under one roof. Choost Games is where the bigger projects live — Granny's Gambit on the deckbuilder side, Granny's Rampage on the bullet heaven side, both built in browser-friendly stacks because we like the idea of someone playing a real game without a 40GB download. SB Choost is the experimental side label, where we ship faster, weirder, smaller things and don't apologize for any of it. The posts below cover the engineering (Phaser 3, React, Electron packaging), the AI-assisted workflow we've actually found useful versus the parts that are still oversold, and the unglamorous middle of indie dev — itch.io math, Steam page anxiety, why your tilemap broke after a Vite upgrade.
If you're here because you're building your own thing and want to see how someone else is doing it, that's the use case we write for. Take what's useful, ignore what isn't, and tell us when we're wrong.
Lessons from building a bullet heaven game in Phaser 3 as a solo developer — sprite management, performance, and what nobody warns you about.
A solo developer's honest take on using AI tools for game development — what helps, what doesn't, and what the workflow actually looks like in practice.
The story behind our first shipped game. A Victorian deckbuilder roguelike starring a grandma who refuses to go quietly.
Small crew. Bad idea. Somehow it shipped.
The obligatory first blog post where we explain who we are and why we're here. We kept it short.