Dev Logs & Game Dev

11 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.

ChoostMay 9, 2026

Best Roguelites Where Every Run Actually Plays Differently

The roguelites that resist meta collapse, with multiple distinct strategies viable at the highest difficulty.

ChoostApril 21, 2026

Game Development for Beginners — A Realistic Roadmap for 2026

A no-nonsense beginner's guide to game development in 2026. What to learn first, what tools to use, what to skip, and how to actually finish a game.

ChoostApril 21, 2026

How to Make a Game Without Coding — 6 No-Code Tools That Actually Work

How to make a game without coding in 2026. Real no-code game engines, what they can and can't do, and which tool fits your game idea.

ChoostApril 21, 2026

How to Make a 2D Game — From Idea to Playable Build in 2026

How to make a 2D game from scratch. Engine selection, art pipeline, basic game loop, and getting to a playable prototype — from a developer who ships 2D games.

ChoostApril 21, 2026

What Makes a Good Boss Fight: A Developer's Design Breakdown

What makes a good boss fight — the design principles behind gaming's greatest bosses, analyzed by a studio that builds them.

ChoostApril 21, 2026

Most Influential Video Games: The Ones That Changed Everything After Them

The most influential video games of all time — the titles that invented genres, defined eras, and changed how every game after them was designed.

ChoostApril 15, 2026

Building a Bullet Heaven in Phaser: What We Learned

Lessons from building a bullet heaven game in Phaser 3 as a solo developer — sprite management, performance, and what nobody warns you about.

ChoostApril 15, 2026

Making Games as a Solo Dev With AI Tools: What Actually Works

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.

ChoostMarch 19, 2026

Granny's Gambit: How We Made a Victorian Deckbuilder About a Grandma

The story behind our first shipped game. A Victorian deckbuilder roguelike starring a grandma who refuses to go quietly.

SB ChoostMarch 16, 2026

We Built a Horror Game in a Week

Small crew. Bad idea. Somehow it shipped.

ChoostMarch 16, 2026

We Exist Now, Sorry

The obligatory first blog post where we explain who we are and why we're here. We kept it short.