August 15, 2026
Building readable retro space combat in the browser
How Nullspace Arena turns ship momentum, enemy warnings, ten-wave pacing, and a changing arena boundary into a compact retro space combat run.
Read the Nullspace Arena design notesDev log
The Octarine Online dev log is where I keep the more human notes: what changed, why it changed, what I am trying to make better, and which Early Recovered Builds or browser-game ideas are earning more attention.
The changelog is still the clean release list. This is looser. More coffee-stained. More useful if you want to know where the site is going.
August 15, 2026
How Nullspace Arena turns ship momentum, enemy warnings, ten-wave pacing, and a changing arena boundary into a compact retro space combat run.
Read the Nullspace Arena design notesJuly 8, 2026
Why Octarine Online is starting with quick Early Recovered Builds, compact pages, lightweight art, accessibility, and a stubborn preference for getting players into the game fast.
Read the first dev logJuly 2, 2026
How automatic progress, short active sessions, timed skills, and meaningful setbacks can coexist without turning an idle RPG into a chore.
Read the active-play design notesJune 25, 2026
How the Warden keeps moving forward while floors, equipment, upgrades, and very large numbers continue growing.
Read the progression design notesJune 18, 2026
Why no-download play shapes the renderer, mobile layout, server costs, cloud saves, and optional PWA installation.
Read the browser-first design notesJune 11, 2026
The origin of Cabinet 14, the Warden, and the first design promises behind The Unfinished Kingdom.
Read the first Unfinished Kingdom dev log