<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Buildom Devlog</title><description>Reviving a 15-year-old 2D block game with modern AI workflows.</description><link>https://blog.buildom.online/</link><item><title>How it all started (again)</title><link>https://blog.buildom.online/blog/001_how_it_all_started_again/</link><guid isPermaLink="true">https://blog.buildom.online/blog/001_how_it_all_started_again/</guid><description>The message I sent to my old coding partner that set the revival of Buildom in motion. Here is why I am bringing a 15-year-old game dream back to life with modern AI.</description><pubDate>Sun, 23 Aug 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>Choosing the tech stack</title><link>https://blog.buildom.online/blog/002_choosing_the_framework/</link><guid isPermaLink="true">https://blog.buildom.online/blog/002_choosing_the_framework/</guid><description>That Buildom would be a canvas game was set from day one. But I wanted a rock-solid web app around it with client storage, internationalization, and a modern SPA feel. Here is why I picked Next.js.</description><pubDate>Mon, 24 Aug 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>The AI setup</title><link>https://blog.buildom.online/blog/003_the_ai_setup/</link><guid isPermaLink="true">https://blog.buildom.online/blog/003_the_ai_setup/</guid><description>How I set up Cline with OpenRouter and Kimi K3 to get the very first lightweight canvas prototype running with my original pixel character.</description><pubDate>Tue, 25 Aug 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>Building my own pixel editor</title><link>https://blog.buildom.online/blog/004_building_my_own_pixel_editor/</link><guid isPermaLink="true">https://blog.buildom.online/blog/004_building_my_own_pixel_editor/</guid><description>15 years ago I used Photoshop to draw game assets. Today, with AI assistance, I built my own dedicated pixel editor with only the features I actually need.</description><pubDate>Wed, 26 Aug 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>Building a test mode right from the start</title><link>https://blog.buildom.online/blog/005_building_a_test_mode/</link><guid isPermaLink="true">https://blog.buildom.online/blog/005_building_a_test_mode/</guid><description>AI coding tools work best with fast, reproducible feedback loops. Here is why I built a decoupled test mode into Buildom right at the start.</description><pubDate>Thu, 27 Aug 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>The first enemy: zombie hands</title><link>https://blog.buildom.online/blog/006_first_enemy_zombie_hands/</link><guid isPermaLink="true">https://blog.buildom.online/blog/006_first_enemy_zombie_hands/</guid><description>Buildom has its first real enemy. Zombie hands that spawn in caves, follow the player, and attack. The first taste of actual game mechanics and collision detection.</description><pubDate>Fri, 28 Aug 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>Building the pine</title><link>https://blog.buildom.online/blog/007_the_pine_tree/</link><guid isPermaLink="true">https://blog.buildom.online/blog/007_the_pine_tree/</guid><description>Buildom finally has vegetation. The pine tree is built from dedicated plant parts instead of terrain blocks, and a new plant mode in free mode lets me place whole trees or single parts to see how everything works together.</description><pubDate>Sat, 29 Aug 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>Switching the camera mode on the fly</title><link>https://blog.buildom.online/blog/008_camera_modes/</link><guid isPermaLink="true">https://blog.buildom.online/blog/008_camera_modes/</guid><description>A camera glued to the player or one that lets him roam? I could not decide, so I built both and a toggle to switch between them while playing. Here is how each mode feels and why the switch made the difference.</description><pubDate>Sun, 30 Aug 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>A main menu that follows the sun</title><link>https://blog.buildom.online/blog/009_a_main_menu_that_follows_the_sun/</link><guid isPermaLink="true">https://blog.buildom.online/blog/009_a_main_menu_that_follows_the_sun/</guid><description>The main menu went through three redesigns in two days: simple frames, a golden banner, and a background that renders the real game world. Then I made the whole thing react to the time of day. Here is how it works.</description><pubDate>Mon, 31 Aug 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>From browser tab to desktop app</title><link>https://blog.buildom.online/blog/010_electron_standalone_and_first_release/</link><guid isPermaLink="true">https://blog.buildom.online/blog/010_electron_standalone_and_first_release/</guid><description>I wrapped the game in an Electron standalone build and put it up on GitHub Releases for anyone to download. It is far from finished, but honest feedback beats a polished secret.</description><pubDate>Tue, 01 Sep 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>Let there be light</title><link>https://blog.buildom.online/blog/011_fog_and_torches/</link><guid isPermaLink="true">https://blog.buildom.online/blog/011_fog_and_torches/</guid><description>The world of Buildom had no atmosphere, literally. A new fog system, torches, and a proper light model now give caves darkness, torches a warm glow, and the whole world a mood.</description><pubDate>Wed, 02 Sep 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>Irons in the fire</title><link>https://blog.buildom.online/blog/012_irons_in_the_fire/</link><guid isPermaLink="true">https://blog.buildom.online/blog/012_irons_in_the_fire/</guid><description>Buildom got a forge and an anvil, so now there are literally irons in the fire. Ore, timber and a crafting dialog turn into pickaxes, longswords and steel armor, which finally makes the dark world below the surface worth a trip.</description><pubDate>Thu, 03 Sep 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>A character panel with a view</title><link>https://blog.buildom.online/blog/013_the_new_hud/</link><guid isPermaLink="true">https://blog.buildom.online/blog/013_the_new_hud/</guid><description>The HUD got its biggest upgrade so far: draggable panels that remember which screen edge they live on, and a character panel whose doll stands in a real, fully canvas-rendered cave scene with torches and fog.</description><pubDate>Fri, 04 Sep 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>Platforms you can jump through</title><link>https://blog.buildom.online/blog/014_platforms/</link><guid isPermaLink="true">https://blog.buildom.online/blog/014_platforms/</guid><description>I was done filling every gap with dirt, so Buildom got platforms: planks you jump through from below, stand on from above, and drop back through when you are done. Bridges, ladders and one-way routes, all from two wood.</description><pubDate>Sat, 05 Sep 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>If you can dream it, you can build it</title><link>https://blog.buildom.online/blog/015_build_mode/</link><guid isPermaLink="true">https://blog.buildom.online/blog/015_build_mode/</guid><description>Buildom got a builder mode: an empty canvas, every block including mineable ore, placeable creatures, and a straight path from blueprint to playable adventure world.</description><pubDate>Sun, 06 Sep 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>A small contract for my asset folders</title><link>https://blog.buildom.online/blog/016_a_small_contract_for_my_asset_folders/</link><guid isPermaLink="true">https://blog.buildom.online/blog/016_a_small_contract_for_my_asset_folders/</guid><description>I reworked how Buildom&apos;s assets are organized: a handful of fixed category folders, everything inside them free to move, and a generated manifest that killed every hardcoded asset mapping in the code.</description><pubDate>Mon, 07 Sep 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>One slot to rule them all</title><link>https://blog.buildom.online/blog/017_one_slot_to_rule_them_all/</link><guid isPermaLink="true">https://blog.buildom.online/blog/017_one_slot_to_rule_them_all/</guid><description>Inventory, bags and equipment slots shared 90% of their logic across three components, and that duplication caused item loss, double-click drags and silently deleted armor. This round I unified them into one ItemSlot and rewrote drag-and-drop around it.</description><pubDate>Wed, 16 Sep 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>My AI log remembers so I do not have to</title><link>https://blog.buildom.online/blog/018_my_ai_log_remembers_for_me/</link><guid isPermaLink="true">https://blog.buildom.online/blog/018_my_ai_log_remembers_for_me/</guid><description>Thirty-six sessions into Buildom, my most useful file is not code, it is a folder of AI session logs. This is how I record what was built, why it was built, and which approaches failed, so the next session never re-walks a dead end.</description><pubDate>Thu, 17 Sep 2026 09:30:00 GMT</pubDate><author>Jan</author></item><item><title>A refactoring folder that reviews my codebase for me</title><link>https://blog.buildom.online/blog/019_a_refactoring_folder_that_reviews_my_codebase/</link><guid isPermaLink="true">https://blog.buildom.online/blog/019_a_refactoring_folder_that_reviews_my_codebase/</guid><description>After two big refactoring waves I stopped trusting my memory about code health. Now a docs folder holds what was done, what is gated behind profiling, and a table of regression indicators with hard numbers. Every few weeks I re-measure, update the numbers, and get a verdict.</description><pubDate>Thu, 17 Sep 2026 10:15:00 GMT</pubDate><author>Jan</author></item><item><title>Doogie, the first pet</title><link>https://blog.buildom.online/blog/020_doogie_the_first_pet/</link><guid isPermaLink="true">https://blog.buildom.online/blog/020_doogie_the_first_pet/</guid><description>Buildom has its first companion. A little dog that shows up when you stand still for a bit, wanders around, falls asleep next to you, and despawns when you run too far. Being alone in a world is just dull.</description><pubDate>Fri, 18 Sep 2026 09:00:00 GMT</pubDate><author>Jan</author></item><item><title>My Cline cloud agents beta invitation could not have come at a better time</title><link>https://blog.buildom.online/blog/021_my_cline_cloud_agents_beta_adventure/</link><guid isPermaLink="true">https://blog.buildom.online/blog/021_my_cline_cloud_agents_beta_adventure/</guid><description>I got invited to the Cline cloud agents beta and handed the whole game project over to it. One GLM run later the combat rework, armor, HP bars and a pile of strictness fixes were merged, and I barely touched a thing.</description><pubDate>Thu, 24 Sep 2026 09:00:00 GMT</pubDate><author>Jan</author></item><item><title>Daytimes are here, and the torches finally matter</title><link>https://blog.buildom.online/blog/022_the_sun_goes_down_now/</link><guid isPermaLink="true">https://blog.buildom.online/blog/022_the_sun_goes_down_now/</guid><description>Buildom now has a real day/night cycle: the sky crossfades through morning, noon, evening and night, the world sinks into darkness, and my torches punch warm light through it. Watch the video.</description><pubDate>Fri, 25 Sep 2026 09:00:00 GMT</pubDate><author>Jan</author></item><item><title>Buildom is mobile ready, and that changed everything</title><link>https://blog.buildom.online/blog/023_buildom_is_mobile_ready/</link><guid isPermaLink="true">https://blog.buildom.online/blog/023_buildom_is_mobile_ready/</guid><description>The game now works on a phone. Portrait, landscape, touch controls that feel right, panels that fit, and a camera that locks on the player instead of asking you to scroll to find yourself. It took the whole gameplay loop into the passenger seat.</description><pubDate>Sat, 26 Sep 2026 09:00:00 GMT</pubDate><author>Jan</author></item><item><title>Rain and thunder are here, and the world feels alive</title><link>https://blog.buildom.online/blog/024_rain_and_thunder/</link><guid isPermaLink="true">https://blog.buildom.online/blog/024_rain_and_thunder/</guid><description>Buildom now has weather: rain rolls in, the puddles glimmer, and thunderstorms light up the sky and shake the screen. Watch the video.</description><pubDate>Mon, 28 Sep 2026 09:00:00 GMT</pubDate><author>Jan</author></item><item><title>The world stopped being silent</title><link>https://blog.buildom.online/blog/025_the_world_stopped_being_silent/</link><guid isPermaLink="true">https://blog.buildom.online/blog/025_the_world_stopped_being_silent/</guid><description>Buildom has sound effects now: footsteps, splashes, chopping and a death jingle, all driven by a tiny one-shot engine and a set of chiptune sounds that were generated by a script, not recorded.</description><pubDate>Thu, 01 Oct 2026 00:00:00 GMT</pubDate><author>Jan</author></item><item><title>Hanging around: vines you can climb like Tarzan</title><link>https://blog.buildom.online/blog/026_vines_you_can_climb/</link><guid isPermaLink="true">https://blog.buildom.online/blog/026_vines_you_can_climb/</guid><description>Buildom&apos;s grass now grows vines that hang down over time, and the player can climb them: hang on, scramble up, slide down and hop off onto ledges you could never reach before.</description><pubDate>Fri, 02 Oct 2026 00:00:00 GMT</pubDate><author>Jan</author></item></channel></rss>