Skip to content
Games by Harring

Devlog

How the games actually get made. I write about the engines, the physics, the native plugins, the App Store process — and the mistakes — behind every game on this site. First-person, from the developer who wrote the code.

Subscribe via RSS.

Craft

How I ship fixes to live iOS games in minutes with over-the-air updates

The OTA update workflow behind my games — what Capacitor + Capgo can and can't ship past App Store review, and how it changes live-game operations for a solo developer.

Devlog

Runish devlog: turning real GPS runs into a game

Devlog for Runish, my map-first running game — custom native Capacitor plugins for background GPS and HealthKit, Mapbox as a game board, and why async is the only honest multiplayer for runners.

Devlog

TinyTrack devlog: portrait-mode drift racing and the Blender car pipeline

Devlog for TinyTrack — why a 3D racing game in portrait orientation is worth the layout pain, how Rapier drives the drift model, and the Blender-to-game asset pipeline.

Devlog

Big Chair devlog: designing a career roguelite you play with one thumb

Devlog for Big Chair — how Reigns-style swipe decisions, flick mini-games and a data-driven career engine combine into runs through a footballer's, rock star's or founder's life.

Devlog

Ragnaroll devlog #1: flicking real 3D dice with Three.js and Rapier

First devlog for Ragnaroll, my Norse dice roguelite — why the dice are real rigid bodies, how Rapier and React Three Fiber run the table, and the fight to make a flick feel fair.

Making of

Quiz Fight: how I generated and curated 500,000+ trivia questions with AI

The making of Quiz Fight's content engine — an AI generation and validation pipeline that built a 500,000-question library across 185 topics, and the live 1v1 duels it powers.

Making of

HeadToHead: shipping a real iOS game with React, Capacitor and Firestore

The making of HeadToHead, my free football prediction game — one shared TypeScript engine for app and server, Firestore for live leagues, and a 30-second core loop.

Engineering

How I built Dolphin Beyond's deterministic physics engine in pure TypeScript

The making of Dolphin Beyond's engine — why determinism was the first decision, how it powers replays and cheat-proof leaderboards, and how one core ships two different games.

Craft

Why I build games alone — with web technology

The manifesto behind Games by Harring. Why one Danish developer ships complete games solo with TypeScript, React and Capacitor instead of a game engine and a team.