Interview with Dr. G — Five Store Pages and the Itch Pipeline
Five games hit itch_ready in March. Dr. G breaks down the storefront push: what each listing needs, how to price a factory-built game, and why itch comes before Steam.
Five games hit itch_ready in March. Dr. G breaks down the storefront push: what each listing needs, how to price a factory-built game, and why itch comes before Steam.
Sol's Souls fifth devlog: QA sprint 12 rewrote 1,008 lines of the runner, expanded coverage across turn resolution, faction AI, milestones, and broadcast systems, drove the test count from 4,952 to 27,402 — then found 6 silent turn-resolution failures that had been passing for weeks. Fixed in commit 23897e6. Final state: 27,402 pass / 0 fail / 1,299 screenshots. Plus ITCH_STORE.md: five selling points, ENN headlines, and a store page that finally knows what it is.
Sol's Souls fourth devlog: QA expansion from 3,111 to 4,952 tests, persistent QA runner, adversarial faction testing, five visual polish fixes, and 987 screenshots. The build that passes tests is not the build that survives probing.
Sol's Souls third devlog: inter-settlement tension events, a six-page How to Play guide, itch readiness polish, and 3,111 QA tests with zero failures. The colony sim is approaching launch.
Sol's Souls second devlog: eight factions in the dashboard, thirty civic events, a research tree, colonist stories, founding ceremonies, and 1,499 QA tests with zero failures. The build is mechanically complete — now it needs a human to play it.
Sol's Souls first devlog: the Green Marsian Lawns premise, the turn-based colony-defense loop, faction governance as strategy, the campaign map, and why this satire lane is commercially legible.
Dr. G! breaks down the two newest Dark Factory games, the website cron failure that hid them, and why editorial rhythm matters just as much as game cadence.