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Building in public: Updates and progress.

Cover for 2026 W07: The Assembly Line (and the pleasure of deleting legacy code)

2026 W07: The Assembly Line (and the pleasure of deleting legacy code)

How we went from craftsmanship to industrial production: 11 interactive tutorials in 7 days. A technical chronicle on scaling, technical debt, and the art of teaching geometry without using words.

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Cover for 2026 W06: Teacher Mode (Or how we taught users to think like the machine)

2026 W06: Teacher Mode (Or how we taught users to think like the machine)

We redesigned the onboarding system. No more static texts. We implemented an interactive 'Teacher Mode' that guides you step by step, detects your confusion, and celebrates your small victories.

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Cover for 2026 W05: The Quest for Mathematical Truth (and why we imported a quantum physics library)

2026 W05: The Quest for Mathematical Truth (and why we imported a quantum physics library)

A 3000-word chronicle on how we tried to add two 'simple' games and ended up fighting NP-Complete problems. The story of how a simple light board forced us to use industrial SAT Solvers and how integer division almost destroyed our mental health.

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Cover for 2026 W04: The Silent Referee (and why deleting buttons is the best UX improvement)

2026 W04: The Silent Referee (and why deleting buttons is the best UX improvement)

A technical and philosophical dive into eliminating UI bureaucracy. How we moved from asking the user to fill out forms to creating a Reactive Auto-Verification system, and how we optimized O(N) graph cycle detection to run at 60fps.

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Cover for 2026 W03: The Safety Net (Or how we implemented Undo in 10 games at once)

2026 W03: The Safety Net (Or how we implemented Undo in 10 games at once)

The detailed technical story behind the implementation of the Undo/Redo system in PuzzleHub: design patterns, concurrency problems with coroutines, efficient memory management, polymorphic serialization, and the search for the perfect UX on Android.

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Cover for 2026 W02: Generics, Canvas, and the Quest for Absolute Efficiency

2026 W02: Generics, Canvas, and the Quest for Absolute Efficiency

A chronicle of extremes: eliminating 400 lines of repeated code with generic architectures and redrawing every pixel by hand to save performance on mid-range devices.

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Cover for 2026 W01: House Cleaning and Solid Foundations (Extended Version)

2026 W01: House Cleaning and Solid Foundations (Extended Version)

Starting the year by bringing order to chaos. A technical chronicle of how we dismantled a 600-line ViewModel, unified time logic with Flows, and improved Slitherlink's invisible accessibility.

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Cover for Research: Clawdbot and Local-First Architecture

Research: Clawdbot and Local-First Architecture

Research diary on Clawdbot. Beyond the tutorial, here I analyze the decentralized architecture and Gemini 3.0 integration challenges.

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Cover for Refining the Experience: Performance and Invisible Details

Refining the Experience: Performance and Invisible Details

Confessions of a week optimizing ArceApps. The battle against CSS overlays, lazy image loading, and why I refactored search.

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Cover for 2025 W53: Closing the Year with Expert Level

2025 W53: Closing the Year with Expert Level

Unification of difficulty systems across the suite and the arrival of Expert mode to bid farewell to 2025.

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Cover for 2025 W52: House Cleaning and Solid Foundations

2025 W52: House Cleaning and Solid Foundations

Massive refactoring of game states and visual improvements in Hashi before closing the year.

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Cover for 2025 W51: Breaking the Language Barrier

2025 W51: Breaking the Language Barrier

A massive internationalization sprint to eliminate hardcoded text and prepare PuzzleSuite for the world.

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Cover for 2025 W50: Perfecting The End

2025 W50: Perfecting The End

Improving the puzzle completion experience: more useful, standardized dialogs with the option to admire your work.

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Cover for 2025 W49: Achievements Unlocked

2025 W49: Achievements Unlocked

Minesweeper and Galaxies join the party, completing the achievement system for all 10 games.

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Cover for 2025 W48: Invisible Foundations

2025 W48: Invisible Foundations

Preparing the ground for feature parity. Backend work, Room migrations, and why Minesweeper is different from everything else.

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Cover for 2025 W47: The White Lie and the Redesign

2025 W47: The White Lie and the Redesign

How we redesigned the app's main entrance and discovered we had been lying to our users about their stats.

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Cover for 2025 W46: The Broken Window Theory

2025 W46: The Broken Window Theory

Why we decided to halt development of new features to fix a pixel 6dp out of place, and the hunt for the geometric bug in Hashi.

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Cover for 2025 W45: Dominating Uncertainty

2025 W45: Dominating Uncertainty

From theory to practice: How we implemented Dominosa in a week and learned that true randomness is an enemy.

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Cover for 2025 W44: The Ninth Passenger

2025 W44: The Ninth Passenger

Just when you thought the catalog was closed, Dominosa arrives to challenge our architecture. A story about feature creep and modular design.

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Cover for 2025 W43: The Cambrian Explosion

2025 W43: The Cambrian Explosion

Doubling the catalog in seven days. From 4 games to 8. Code reuse reaches its peak, but technical debt starts accumulating interest.

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Cover for 2025 W42: Forbidden Geometry

2025 W42: Forbidden Geometry

Slitherlink and Galaxies break our grid. Introducing vector math, fuzzy hit zones, and background thread generation.

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Cover for 2025 W41: Multiply by Three

2025 W41: Multiply by Three

From one game to three in record time. How the right abstraction and Kotlin Generics allowed us to scale without copying code.

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Cover for 2025 W40: The First Pixel

2025 W40: The First Pixel

The fear of the blank page, the critical decision between Canvas and Compose, and why we chose an architecture that slowed us down for three days to speed us up for the rest of the year.

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