Notes from me · In English

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What I learn while making games and testing software. Bugs, ideas and small tools.

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01

What would owning a Void Card actually mean?

Void Cards is a digital collectible concept I am exploring. Before deciding how its Telegram interface might work, I need to make the word "ownership" less vague. A card appearing in someone's collection is a useful starting point, but it does not explain what that person can keep, change or take elsewhere.

I would separate the artwork, the edition and the individual copy. An artwork could have one catalogue ID; each issued copy would need its own ID and owner record. For example, an imaginary catalogue entry called VOID-042 could have a copy numbered 17. Saving its image would not change who the system records as the holder of copy 17. Those are different actions, and the interface should explain the difference.

A central register would also make the project responsible for that record. I would need clear answers about account recovery, corrections, backups and what happens if the service closes. An exported image or collection list could help somebody keep a record, but neither would make the service independent of its operator. That boundary belongs in the explanation of ownership.

My practical check would be to write a small permissions table before building: view, download, display publicly, transfer and use the artwork elsewhere. Each action needs an explicit answer, including any permissions that remain undecided. A memorable name for ownership cannot substitute for telling a collector what the product actually allows.

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02

N-OS's first purchases and the work still waiting after launch

After the Steam launch, in my 5 August 2026 update, I reported the first day's activity: six game purchases, one key activation and two DLC purchases. That same first-day report listed $33. These were the small, separate figures behind a very exciting moment for me.

The geography was what really caught my attention: two people in the United States and one each in Australia, Canada, France and Ukraine. Someone on the other side of the world had seen this strange desktop game and decided to try it. After so much time inside the project, that was a wonderful change of perspective.

Eleven minutes after the purchases post, I shared a less celebratory update. I had found a couple of bugs that prevented the game from being completed fully and was working on a small fix patch. The first buyers had arrived, and so had a very clear reason to get back to work.

That is the part of this launch I want to remember alongside the numbers. Releasing the game made those broken paths somebody else's experience, not just a problem on my own screen. Fixing the completion blockers became the immediate priority while the first purchases were still something I was celebrating.

Sources: Mint Mode, 5 August 2026 (first purchases): https://t.me/Mint_Mode/271; Mint Mode, 5 August 2026 (patch update): https://t.me/Mint_Mode/273

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03

Why stronger demand was not my reason to raise Neuro Clicker's price

On 2 July 2026, I decided to keep Neuro Clicker's existing price. The game was selling, and I took that as a sign that people liked it and wanted it. Raising the price might have seemed like a sensible business move. I still did not want stronger demand to be my reason for doing it.

I felt that Neuro Clicker already cost what it should cost. That was the rule I set for myself in the announcement: a game starting to sell well would not automatically become a more expensive game. It was a decision about how I wanted to treat the price I had chosen.

The motivation came from remembering what it was like to want games I could not always afford. I wanted my own projects to remain approachable to someone in a similar position. That made keeping a price a decision in its own right. When demand changes, it is worth asking which part of the product or its purpose has changed before treating a higher price as the obvious next step.

Sources: Mint Mode, 2 July 2026: https://t.me/Mint_Mode/250

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04

The July decision to lower N-OS's planned price

On 2 July 2026, before N-OS: Desktop Story launched, I announced a price change from $9.99 to $6.99. I had been thinking about myself as a school student: interested in games and unusual stories, but unable to afford every game I wanted. A few dollars could decide whether I got to try something at all.

Lowering the price did not mean I valued the work less. I knew how much time, effort and personal feeling had gone into it. I wanted the game to be more accessible to someone in a situation I remembered. Thinking about that person changed the decision more than treating the price as a measure of my own effort.

The July announcement also included a planned 20% introductory discount for the first 14 days after release. Those figures describe that historical launch plan; current pricing belongs on the store page. N-OS was still in active development, with more content, story work and improvements ahead. I wanted an approachable starting price while continuing to build the game, rather than asking the price alone to express everything I had put into it.

Sources: Mint Mode, 2 July 2026: https://t.me/Mint_Mode/250

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