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Get in touch

hello@magsstudio.com

Studio

Manila · Remote

Steam

itch.io

Discord

Bluesky

/ Devlog — Field notes

Dev

log.

Dev

log.

Dev

log.

Process essays, systems deep-dives, and recent dispatches from the prototypes, the engine and the playtest room.

Process essays, systems deep-dives, and recent dispatches from the prototypes, the engine and the playtest room.

Process essays, systems deep-dives, and recent dispatches from the prototypes, the engine and the playtest room.

42

42

Essays

12

12

Contributors

Weekly

Weekly

New posts

/ Featured · This week

Long read · 12 min

Production · Pipeline

Building a quiet pipeline: how we ship builds without crunch

Building a quiet pipeline: how we ship builds without crunch

Building a quiet pipeline: how we ship builds without crunch

A field report from inside our build pipeline — what we keep small, what we automate, and why our playtest room beats our roadmap every time.

A field report from inside our build pipeline — what we keep small, what we automate, and why our playtest room beats our roadmap every time.

Jonas Riese · Co-founder

May 14, 2026

02 / Recent essays

Recent devlogs.

Recent devlogs.

Recent devlogs.

Art · Look dev

The neon problem: how we built the look for Kowloon Rain

Magenta, cyan, deep shadow. A walk through the lighting grammar behind our tech-noir action RPG — and how we kept attack tells readable in all of it.

Niko Petrov

May 10, 2026

Studio · Craft

Eleven months solo: notes from a self-funded game

What we learned shipping Null Horizon with no publisher — scope cuts, wishlist maths, and the features that survived the last month.

Mira Okafor

May 3, 2026

Engine · Tools

Why we replaced our build server this year

From a rented CI box to a custom in-house build farm — what broke, what works, and what it did to our iteration time.

Jonas Riese

April 26, 2026

Production · Release

Shipping to console: a practical certification checklist

Save states, suspend-resume, controller disconnects, and the small workflow choices that save you in cert.

Sade Williams

April 19, 2026

Design · Process

From greybox to vertical slice in two weeks

A two-week sprint we run on every title before locking the feature list — and the worksheet behind it.

Hina Yamada

April 12, 2026

Systems · AI

Monsters that lie: designing creature AI that reads as intelligent

Why genuinely smart AI rarely feels smart to a player — and the heuristics we use to fake it convincingly instead.

Mira Okafor

April 5, 2026

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