UNPLAYABLE://DEV-LOG

DEV LOG

Unplayable is built in the open, one game at a time. This is the running story behind it — the decisions, the dead ends, and what changed along the way.

2026-09-14 — Intel learned Markdown

The Intel articles started life as hand-written HTML: one page per article, with the title, description, tag and date repeated in three different files. Fine for five articles, hopeless for a hundred.

Now each article is a single Markdown file with front matter, and the HTML is generated. The generated pages aren't tracked in git at all — they're rebuilt on deploy. Adding an article is one folder and one file.

2026-09-14 — One navbar, everywhere

For a long time each game carried its own little header, and the site pages had a completely different one. Now there's a single navigation bar that appears on every page — including inside games — and you can collapse it if you want the screen to yourself. The collapsed state is remembered.

That work also uncovered a flash of unstyled navigation on every page load. The navbar's stylesheet was being injected by JavaScript after the markup had already painted. Moving it into the normal stylesheet load fixed it.

2026-09-14 — A new game: 2047+1

Ported from the config of an old React build: slide numbered tiles, merge the matches, and reach a target number before the stage timer runs out. The twist is that you choose the target — anything from 8 up to 2048 — so it works as a warm-up or as a punishment.

It replaced the older free-play tile game, which never quite earned its place in the library.

2026-06-11 — Terminal Hack gets real mechanics

Terminal Hack was rebuilt around full bank-terminal mechanics: seven inner shape variants, ten property types to be questioned on, and a proper difficulty panel with seven controls. It went from a memory toy to something that actually feels like a system breach.

2026-06-01 — Site launch

Unplayable went live with over a dozen games across puzzles, memory, reaction and timing. The plan from day one was the same as it is now: no filler, no downloads, no accounts — just short, sharp games that respect your time and then take all of it.