<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Games by Harring | Indie Games by Halfdan Harring</title><description>The official games portfolio of Halfdan Harring — a Danish indie developer building physics arcade games, quiz battles, sports prediction games and more for iOS and the web. How they were made, why, and what shipped.</description><link>https://gamesbyharring.com/</link><language>en</language><item><title>How I ship fixes to live iOS games in minutes with over-the-air updates</title><link>https://gamesbyharring.com/devlog/ota-updates-shipping-fixes-without-app-review/</link><guid isPermaLink="true">https://gamesbyharring.com/devlog/ota-updates-shipping-fixes-without-app-review/</guid><description>The OTA update workflow behind my games — what Capacitor + Capgo can and can&apos;t ship past App Store review, and how it changes live-game operations for a solo developer.</description><pubDate>Mon, 17 Aug 2026 00:00:00 GMT</pubDate></item><item><title>Runish devlog: turning real GPS runs into a game</title><link>https://gamesbyharring.com/devlog/runish-gps-running-game/</link><guid isPermaLink="true">https://gamesbyharring.com/devlog/runish-gps-running-game/</guid><description>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.</description><pubDate>Tue, 04 Aug 2026 00:00:00 GMT</pubDate></item><item><title>TinyTrack devlog: portrait-mode drift racing and the Blender car pipeline</title><link>https://gamesbyharring.com/devlog/tinytrack-portrait-drift-racing-blender/</link><guid isPermaLink="true">https://gamesbyharring.com/devlog/tinytrack-portrait-drift-racing-blender/</guid><description>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.</description><pubDate>Tue, 28 Jul 2026 00:00:00 GMT</pubDate></item><item><title>Big Chair devlog: designing a career roguelite you play with one thumb</title><link>https://gamesbyharring.com/devlog/big-chair-designing-career-roguelite/</link><guid isPermaLink="true">https://gamesbyharring.com/devlog/big-chair-designing-career-roguelite/</guid><description>Devlog for Big Chair — how Reigns-style swipe decisions, flick mini-games and a data-driven career engine combine into runs through a footballer&apos;s, rock star&apos;s or founder&apos;s life.</description><pubDate>Tue, 07 Jul 2026 00:00:00 GMT</pubDate></item><item><title>Ragnaroll devlog #1: flicking real 3D dice with Three.js and Rapier</title><link>https://gamesbyharring.com/devlog/ragnaroll-3d-dice-three-js-rapier/</link><guid isPermaLink="true">https://gamesbyharring.com/devlog/ragnaroll-3d-dice-three-js-rapier/</guid><description>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.</description><pubDate>Thu, 18 Jun 2026 00:00:00 GMT</pubDate></item><item><title>Quiz Fight: how I generated and curated 500,000+ trivia questions with AI</title><link>https://gamesbyharring.com/devlog/quiz-fight-500000-questions-ai-pipeline/</link><guid isPermaLink="true">https://gamesbyharring.com/devlog/quiz-fight-500000-questions-ai-pipeline/</guid><description>The making of Quiz Fight&apos;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.</description><pubDate>Tue, 12 May 2026 00:00:00 GMT</pubDate></item><item><title>HeadToHead: shipping a real iOS game with React, Capacitor and Firestore</title><link>https://gamesbyharring.com/devlog/headtohead-shipping-ios-game-react-capacitor/</link><guid isPermaLink="true">https://gamesbyharring.com/devlog/headtohead-shipping-ios-game-react-capacitor/</guid><description>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.</description><pubDate>Tue, 14 Apr 2026 00:00:00 GMT</pubDate></item><item><title>How I built Dolphin Beyond&apos;s deterministic physics engine in pure TypeScript</title><link>https://gamesbyharring.com/devlog/dolphin-beyond-deterministic-engine/</link><guid isPermaLink="true">https://gamesbyharring.com/devlog/dolphin-beyond-deterministic-engine/</guid><description>The making of Dolphin Beyond&apos;s engine — why determinism was the first decision, how it powers replays and cheat-proof leaderboards, and how one core ships two different games.</description><pubDate>Thu, 05 Mar 2026 00:00:00 GMT</pubDate></item><item><title>Why I build games alone — with web technology</title><link>https://gamesbyharring.com/devlog/why-i-build-games-alone-with-web-tech/</link><guid isPermaLink="true">https://gamesbyharring.com/devlog/why-i-build-games-alone-with-web-tech/</guid><description>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.</description><pubDate>Tue, 10 Feb 2026 00:00:00 GMT</pubDate></item></channel></rss>