// BEHIND THE BUILD

Dev Logs

A solo dev's running record of the design choices, balance changes, and small wins that shape War of Whiskers. Newest posts at the top — written in plain English, no marketing fluff.

🎨 Art & Design
Devlog #004· v0.4 IN PROGRESS· 📅 September 26, 2026· 🕓 7 min read

The Style Bible Is Locked

This one's been quieter on the surface, but it might be the most important sprint so far. War of Whiskers finally has a locked visual identity. Every hero, both factions, both sergeants and both drones have been designed, checked against each other and signed off. From here on, every piece of game art, UI and website work gets built from the same rulebook.

First, a quick update on the war. We're now up to three combatants. I know that's not a big number, and I'm not going to pretend it is. It's three people I've never met who found this game and picked a side, and I still check the counter more often than I should.

What's a Style Bible?

Most of the art you've seen on this site so far was placeholder: rough drafts made to hold a space while the game underneath got built. The problem with placeholder art is that none of it agrees with itself. Colours drift, proportions change, and every character looks like they came from a different game.

The style bible fixes that. It's a set of locked reference sheets that every future piece of art has to match. Some of the rules are big, like each faction's crest, colour palette and emblem geometry. Some are tiny: every hand has three fingers and a thumb, every hero's footwear matches their class, and every hero's eye colour is fixed. (Cypher's eyes are silver-ice, and they are never allowed to turn green again.) Each hero also has three locked poses, Idle, Celebration and Loss, which become their reactions in-game.

The in-game versions have evolved from the art you've seen here before. You'll still recognise everyone, but they're sharper, more consistent, and they finally feel like they belong in the same universe. Tap any sheet below to see it full size.

A couple of small touches are still to come. The Legion's shoulder insignias will be swapped for the final Iron Paw crest, and Ghost is getting a teal colour correction. But the designs themselves are locked.

Meet the Sergeants

Two new faces joined the war this sprint, and they're not playable. They're here to train you.

Sergeant Clawhart runs training for the Order of the Nine. He's scarred, never raises his voice, and is permanently disappointed in you. If you make a good move, he'll tell you it was adequate. Sergeant Lockjaw is the opposite. He's loud, heavily armoured and grinning the whole time, and he's having the time of his life watching you struggle. Two very different teachers, one lesson.

Why the Game Needs a Tutorial

The most useful feedback I've had so far was also the most painful. Someone close to me played it and said: "I don't know how to play it. I don't know what's going on." They thought it looked great, but they didn't realise the four Kings on the board were theirs. To them, the Kings were just decoration.

That's the whole game in one misunderstanding. So the new tutorial has one job: to teach you that these pieces are yours, and they can die. It'll be one short match against your faction's sergeant, lasting about two or three minutes. You'll learn by doing, not by reading walls of text. The very first thing it asks you to do is move a King without making a match, because that's the rule every match-three player arrives having to unlearn.

UI: Rebuilding Screen by Screen

With the style bible locked, the UI is next. I'm not showing it just yet, because it isn't ready and I'd rather you see it finished. But it's well underway. I'm rebuilding every screen properly, starting with Hero Select, then working left to right through the Store, HQ, Codex and Game Modes. I'm saving the game board until last, because it has to be the best-looking screen of all.

Along the way I'm fixing things you may never notice but would definitely feel. The top of the screen no longer hides under your phone's camera notch. The buttons are getting bigger so they're easier to tap. And the layout now fits modern tall phones properly.

Ultimates Update

Two ultimates are live in the current build: the Striker's Roulette Blast and the Guardian's Iron Slam (75 damage). The other two now have names and are being designed. The Assassin gets Blink Strike: you pick a target anywhere on the board, blink in, strike, and reappear somewhere random. The Tactician gets System Drain: those drones you can see above drain your opponent's perk and ultimate bars. The Heroes page has been updated to match.

First Sounds

Right now the game is completely silent, which feels wrong for a war. I've started experimenting with music and sound effects. The direction is weight, not jackpots: heavy impacts when a King takes a hit, a low warning when one's about to fall, and a warm sci-fi soundtrack underneath, cyberpunk with a sense of humour. Some of this should reach the next build as a first pass.

What's Next: Priorities

🟢 High Priority: shipping soon

The tutorial: one scripted match with your faction's sergeant.
Hero Select rebuild: the first screen of the new UI, built on the style bible.
A new playable build on the website.

🟡 Medium Priority: queued

Card art and frames for all five rarities, so chest openings finally show real cards.
Idle, celebration and loss animations for every hero, straight from the locked poses.
First music and sound pass.
Website art sweep to bring every page in line with the style bible.

🔴 Low Priority: designing

Blink Strike and System Drain: balancing before they go in.
A full game bible: every number, currency and system written down in one place, the same way the style bible does it for art.

Closing Thoughts

For eight months the game underneath has been getting stronger while the art held it together with tape. This is the sprint where that started to change. Looking at those sheets side by side is the first time War of Whiskers has looked like a real game to me, not just a prototype.

If you've got a favourite already, I'd love to hear who it is. Pick a side on the home page, and when the new build lands, give it a go and tell me what confused you. That's the feedback I need most right now.

— See you in the next one.

Solo DevWar of Whiskers // Design & Code
🔧 Build Update
Devlog #003· v0.3 ALPHA· 📅 September 6, 2026· 🕓 6 min read

Eight Months In: Solid Progress & First Milestone

Six weeks have passed since the last devlog. I was away on vacation with the missus and kids, so game development took a backseat — but I still managed to get some solid work done. There are a few interesting bits queued up for the next build, and I've also been working on the website. There were some important pieces that needed doing so I could actually start to receive proper feedback from players.

And then something unexpected happened. Two warriors stepped up and chose their side. Not friends, not beta testers I personally invited — just strangers who found the website and made a choice. They've put Iron Paw Legion into the lead at 2-0. It's a small moment, but it's significant. I've been building this for eight months now, getting feedback only from immediate family and friends. Seeing two actual strangers engage with the game and commit to a faction — that's the first real proof that this is resonating beyond my immediate circle. Every time I check the website, I see those two combatants and remember why I'm doing this. We're building toward something bigger — once we hit a thousand total combatants across both factions, there's something special waiting.

What I've Built This Sprint

Guardian's Iron Slam is now fully implemented and working for both cat and dog characters. It's live in the current build and ready for testing. Pick a Guardian and you can use the ability — timing is solid, it chains correctly with the board state, and it feels good to land.

⚔️ Ability Spotlight

Guardian — Iron Slam

How to charge it: Collect 25 purple matches to fill the ability meter.

How to use it: Press and hold the ability button, then select any one of your Kings that's still alive. From there, you can destroy a tile directly up, down, left, or right of that King — dealing 75 damage to whatever it hits.

Why it's powerful: Iron Slam is a flexible tool. Trigger special pieces with it, land a direct hit on an enemy King, or simply take out a normal piece to manipulate the board and set up a more valuable match. However you use it, it puts control back in your hands.

The beta signup form and feedback form are both live on the website. This was critical work because I need real feedback from real players, and I can't iterate without knowing what's working and what isn't. Both forms funnel straight to my inbox, so if you submit feedback, I'm going to see it and act on it.

I've finalized the artwork for both faction logos — Order of the Nine and Iron Paw Legion. When you open the faction selection modal now, you see the full visual treatment. No more placeholder boxes; both factions look polished and distinct. It makes the choice feel like something that matters. Here's the Iron Paw Legion crest in all its glory — fitting, since they're the ones currently in the lead. (Order of the Nine, you'll have to pick a side to see yours.)

There's a bug in the Codex screen where card values aren't displaying correctly. I've identified it and it's on the fix list for the next build — this is high priority, because if the numbers are wrong, the entire economy falls apart.

Meet Buzz

I've been working on a little character to help communicate development updates and keep things fun. Say hello to Buzz — he's going to be helping me share devlogs and behind-the-scenes bits on social channels. If you want to keep up with updates faster than the devlogs come out, take a look at the TikTok and YouTube Shorts channels. Buzz will be popping up there regularly with cheeky updates, and he'll occasionally lend a hand with devlogs when I've got time between builds. Give the socials a follow and keep an eye out for him.

New Enemy King Designs

These are updated placeholder designs rather than the final article. I've got a lot more King pieces planned — unique sets for both the Order of the Nine and the Iron Paw Legion, with more being added as development continues. Each pass makes the board look a little more interesting than the last, and they'll keep getting refreshed as the game comes together.

What's Next — Priorities

Here's where my focus is heading next, ranked so you can see what's coming and roughly when.

🟢 High Priority — shipping soon

Finish all four ultimate abilities — Assassin's mobility is still in design, and the Tactician's ultimate is done but not yet implemented.
Fix the Codex card value display bug.
Update enemy King piece designs — the new artwork is ready to go live.

🟡 Medium Priority — queued for v0.4

Store page — players need a place to spend currency and unlock new heroes.
Card merging system — combine lower-rarity cards to craft higher-rarity ones, solving the "dead card" problem.
General bug fixes and balance tweaks.

🔴 Low Priority — exploring, not urgent

Game board UI redesign — there's a lot of information that needs to live on the board, accessible to players and visible at all times so you can make strategic choices. I'm still working out the best way to fit everything in without cluttering the space. This one's going to take some design iterations.

Closing Thoughts

Six weeks away reset my head. Coming back to find real players engaging with the game — even if it's just picking a faction — reminds me why I'm doing this. The next sprint is about making sure every system feels complete and cohesive. We're getting close to something genuinely fun.

If you haven't already, jump into the website, pick your faction, and leave feedback if you try the alpha. Your voice shapes what this becomes. And if you want to see Buzz in action, check out the TikTok and YouTube Shorts — he'll be there keeping you posted.

— See you in the next one.

Solo DevWar of Whiskers // Design & Code
🔧 Build Update
Devlog #002· v0.2 ALPHA· 📅 July 19, 2026· 🕓 5 min read

Squashing Bugs & Turning Up the Heat

It's been a busy couple of months since the first devlog, and v0.2 is comfortably the best version of War of Whiskers to date. Every known bug from v0.1 has been hunted down and fixed, the economy is live, the Codex is built, and the AI actually puts up a fight now. Here's the full rundown.

Bug Fixes

Rainbow piece interactions now work exactly as intended — no more phantom matches or missed triggers.
Forward Dash agility perks that move into Match-4, T-shape, or Match-5 positions now correctly grant an extra turn. Previously they'd just… not. Fixed.
Line Attack & Striker Ultimate explosions now interact properly with special pieces on the board, triggering their effects as they should. Chain reactions feel properly devastating.

AI Overhaul

The AI has been seriously upgraded. It reads the board better, chains matches together, and has an uncanny ability to find extra turns you didn't see coming. Games are genuinely close now. That said — it still has a habit of leaving high-value special pieces sat on the board when it shouldn't. It plays tactically but not greedily, which honestly makes for more interesting matches. You can exploit those gaps if you spot them.

Economy & Progression

The economy is switched on. You can now earn and spend both coins and gems. The reward loop is in and functional — win games, earn currency, open chests, build your collection.
The Codex screen is fully built. Power bars display correctly, character cards show names beneath them now, so you can actually tell what you're unlocking. Previously, without all the card art in place, it was a guessing game.

Card Art Preview

I've been working on card art designs for the alpha. The artwork will be fully finalised once we've proven the game is fun and engaging, but for now the alpha needs something solid to look at. Here are two of my top picks for the Common card style — Scratch and Rampage.

If you've got thoughts on the style, I'd love to hear them. This is the direction I'm heading — once the look is locked, the full roster gets the same treatment.

Challenge: Beat My High Score

Quick note for anyone who's been playing: I set a new personal high score of 34,200 points in a single game. The secret? King positioning. Kings score double points on every match — so if you manoeuvre your King into the right spot and land the finishing blow on an enemy King, you're banking 2,000 instead of 1,000, plus any cascades on top. It adds up fast.

Here are my current stats for proof. If you've managed to beat any of these — especially the win ratio of 1.59 — I'd genuinely love to see it. Share your stats screen on socials and tag War of Whiskers.

What's Next

Right now I'm working on chest opening artwork, the in-game store, an updated splash screen, and the game board design itself — HUD and UI elements are the next critical pass. Every update gets the game closer to something I'm proud to put in front of a wider audience.

If you're playing the alpha, thank you. Every session helps shape what this becomes. See you in v0.3.

— See you in the next one.

Solo DevWar of Whiskers // Design & Code
🎯 Design
Devlog #001· v0.1 ALPHA· 📅 May 5, 2026· 🕓 4 min read

The Game I Wish Existed

This is the first official devlog for War of Whiskers, and the easiest place to start is the why. I love match-3 games. I have lost more hours than I'd like to admit to swapping gems on a phone. But every one of them eventually breaks the same way: the moment you realise the game is mostly luck, the magic dies. So I started building the version I wished existed — a match-3 with the soul of a strategy battler.

What's New This Build

Kings on the board: four coloured King pieces with HP, prototyped and now reading damage from same-colour matches.
Anti-RNG cascade rules: cascades still trigger existing specials, but no longer create new ones. Massive feel-good change in playtests.
Two-action turn system: replaced the old "infinite swaps" prototype. Decisions matter again.
First pass on Striker class: Heavy Ordnance Ultimate now fires a row beam — deeply satisfying to land on a low-HP King.

Balance Notes

Rainbow tile damage 120 → 150. Previous value rarely closed games out. New value makes the Match-5 setup feel earned.
Tactician Tactical Reset perk drain reduced from −25 → −20 at level 3. Late-game Tacticians were too oppressive.
Bomb tile blast radius locked at 3×3 after testing 5×5. Bigger felt cool for ten seconds, then dominated every match.

What I'm Working On Next

Wiring up the Trophy Road and Ship visuals for Progression mode. A first combat-readable pass on Guardian's Iron Slam Ultimate. And an onboarding flow that teaches the King-on-board concept in under 30 seconds.

If you're reading this, thank you. Genuinely. Drop into the beta signup on the home page if you want to be on the early testers list — feedback from the first wave is going to shape the next three months of work.

— See you in the next one.

Solo DevWar of Whiskers // Design & Code

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