<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Dungeon Division Devlog</title><link>https://dudungsil.com/en/devlog/</link><description>A solo indie game devlog. How one developer used Unity and AI tools (Claude Code, Unity MCP, PixelLab) to build a pixel-art dungeon defense game and ship it on the App Store in 39 days, told from the real commit history.</description><language>en</language><item><title>EP.14 Ten days after launch: ads made $3, the &quot;no ads&quot; pack made ₩38,700</title><link>https://dudungsil.com/en/devlog/first-10-days-revenue/</link><guid isPermaLink="true">https://dudungsil.com/en/devlog/first-10-days-revenue/</guid><pubDate>Mon, 02 Nov 2026 00:00:00 GMT</pubDate><description>Real AdMob revenue and in-app purchase numbers from a solo indie game&#39;s first 10 days on the App Store: 42 downloads, 6 purchases worth ₩49,400, and $3.23 from rewarded ads.</description><category>admob revenue</category><category>indie game revenue</category><category>solo game dev income</category><category>rewarded ads ecpm</category><category>mobile game monetization</category><category>indie game devlog</category><category>idle dungeon defense game</category></item><item><title>EP.13 Looking back: shipping a game solo in 39 days with AI tools</title><link>https://dudungsil.com/en/devlog/ai-solo-game-dev-retrospective/</link><guid isPermaLink="true">https://dudungsil.com/en/devlog/ai-solo-game-dev-retrospective/</guid><pubDate>Mon, 26 Oct 2026 00:00:00 GMT</pubDate><description>How I used Claude Code, Unity MCP, PixelLab and ElevenLabs to build a mobile dungeon defense game alone and ship it on the App Store in 39 days.</description><category>AI game development</category><category>making a game with AI</category><category>vibe coding a game</category><category>Claude Code Unity</category><category>Unity MCP</category><category>PixelLab</category><category>solo game dev</category><category>indie game devlog</category></item><item><title>EP.12 Launching on the App Store, and an English version two days later</title><link>https://dudungsil.com/en/devlog/app-store-launch-english/</link><guid isPermaLink="true">https://dudungsil.com/en/devlog/app-store-launch-english/</guid><pubDate>Mon, 26 Oct 2026 00:00:00 GMT</pubDate><description>How I launched my solo mobile game on the App Store: review, a day-one ad problem and the 1.0.1 fix, then localizing 7,060 strings into English.</description><category>indie game launch</category><category>solo game dev</category><category>App Store review</category><category>game localization</category><category>iPhone indie game</category><category>dungeon defense game</category><category>indie game devlog</category></item><item><title>EP.11 Internal testing, TestFlight, and the submit button</title><link>https://dudungsil.com/en/devlog/internal-test-testflight/</link><guid isPermaLink="true">https://dudungsil.com/en/devlog/internal-test-testflight/</guid><pubDate>Mon, 26 Oct 2026 00:00:00 GMT</pubDate><description>Solo devlog, part 11: near-daily Google Play internal test builds, TestFlight for iPhone, store screenshots, and submitting for App Store review in nine days.</description><category>TestFlight</category><category>Google Play internal testing</category><category>Google Play closed testing</category><category>App Store review</category><category>mobile game launch</category><category>solo game dev</category><category>indie game devlog</category></item><item><title>EP.10 The shop, the ads, and how I picked a payment server</title><link>https://dudungsil.com/en/devlog/shop-ads-payment-server/</link><guid isPermaLink="true">https://dudungsil.com/en/devlog/shop-ads-payment-server/</guid><pubDate>Mon, 26 Oct 2026 00:00:00 GMT</pubDate><description>How a solo dev set up monetization: nine AdMob rewarded ads, a shop redesign, Unity IAP with a Firebase purchase server, and Korea&#39;s loot box odds law.</description><category>indie game monetization</category><category>unity iap</category><category>admob rewarded ads unity</category><category>firebase unity</category><category>mobile game shop design</category><category>solo game dev</category><category>indie game devlog</category></item><item><title>EP.09 The weeks my save files kept breaking</title><link>https://dudungsil.com/en/devlog/save-data-bugs/</link><guid isPermaLink="true">https://dudungsil.com/en/devlog/save-data-bugs/</guid><pubDate>Mon, 26 Oct 2026 00:00:00 GMT</pubDate><description>Solo devlog, part 9: gold reverting on save, gear vanishing from a full mailbox, a cloud backup that blocked purchases, and how I fixed my Unity save system.</description><category>unity save system</category><category>unity save data</category><category>save data bugs</category><category>cloud save</category><category>solo game dev</category><category>indie game devlog</category><category>mobile game bugs</category></item><item><title>EP.08 Why I Redrew All 54 Adventurers</title><link>https://dudungsil.com/en/devlog/pixel-art-restyle-pixellab/</link><guid isPermaLink="true">https://dudungsil.com/en/devlog/pixel-art-restyle-pixellab/</guid><pubDate>Mon, 26 Oct 2026 00:00:00 GMT</pubDate><description>Solo devlog 8 for Dungeon Division: redrawing 54 adventurers and 540 gear icons with PixelLab, fixing blown-out white effects and warped attack animations.</description><category>pixellab</category><category>ai pixel art</category><category>pixel art game</category><category>pixel art style consistency</category><category>game effects</category><category>pixel animation</category><category>solo game dev</category></item><item><title>EP.07 Endgame Design: Guild Showdowns and Hard Mode</title><link>https://dudungsil.com/en/devlog/endgame-guildmaster-hard-mode/</link><guid isPermaLink="true">https://dudungsil.com/en/devlog/endgame-guildmaster-hard-mode/</guid><pubDate>Mon, 26 Oct 2026 00:00:00 GMT</pubDate><description>How a solo dev designed Dungeon Division&#39;s endgame: guildmaster boss fights, T6 gear, 118 hard mode stages, and an 84-day player simulation for balance.</description><category>endgame design</category><category>hard mode</category><category>game balance simulation</category><category>raid boss design</category><category>idle RPG progression</category><category>indie game devlog</category><category>solo game dev</category></item><item><title>EP.06 The Story of Dungeon 7: From Chapter 4 to the Ending</title><link>https://dudungsil.com/en/devlog/story-chapters-to-ending/</link><guid isPermaLink="true">https://dudungsil.com/en/devlog/story-chapters-to-ending/</guid><pubDate>Mon, 26 Oct 2026 00:00:00 GMT</pubDate><description>How I redrew 19 story cutscenes with the AI pixel art tool PixelLab and wrote a mobile game story from Chapter 4 to a finished Chapter 10. Solo devlog, part 6.</description><category>PixelLab</category><category>game story writing</category><category>game narrative</category><category>AI pixel art</category><category>pixel art cutscenes</category><category>indie game devlog</category><category>solo game dev</category></item><item><title>EP.05 180 Monsters and Hits You Can Feel</title><link>https://dudungsil.com/en/devlog/monster-roster-and-hit-feel/</link><guid isPermaLink="true">https://dudungsil.com/en/devlog/monster-roster-and-hit-feel/</guid><pubDate>Mon, 26 Oct 2026 00:00:00 GMT</pubDate><description>How I added game feel to an auto-battler with hit stop, knockback, screen flashes and layered sound effects, and grew the roster to 180 pixel art monsters.</description><category>game feel</category><category>hit stop</category><category>screen shake</category><category>game sound effects</category><category>pixel art monsters</category><category>PixelLab</category><category>indie game devlog</category></item><item><title>EP.04 I Built a Tutorial, Then Played It on My Phone</title><link>https://dudungsil.com/en/devlog/tutorial-and-first-playtest/</link><guid isPermaLink="true">https://dudungsil.com/en/devlog/tutorial-and-first-playtest/</guid><pubDate>Fri, 16 Oct 2026 00:00:00 GMT</pubDate><description>Solo indie devlog, part 4: a 9-step tutorial, story-driven progression, and an Android phone playtest that turned up 4 bugs, all fixed the same day.</description><category>game tutorial design</category><category>playtesting</category><category>Android device testing</category><category>game story worldbuilding</category><category>indie game devlog</category><category>solo game dev</category><category>Unity mobile game</category></item><item><title>EP.03 The Day the Monsters Grew Up and the Game Got Its Name</title><link>https://dudungsil.com/en/devlog/growth-gear-and-name/</link><guid isPermaLink="true">https://dudungsil.com/en/devlog/growth-gear-and-name/</guid><pubDate>Fri, 16 Oct 2026 00:00:00 GMT</pubDate><description>Solo indie devlog, part 3: monster level-ups and awakening, looted gear, a gacha with published odds, and a balance simulator that fixed a 0% win rate.</description><category>game balance simulation</category><category>monster collecting game</category><category>RPG progression system</category><category>loot system design</category><category>gacha odds disclosure</category><category>pixel art characters</category><category>solo game dev</category></item><item><title>EP.02 Two days to delete the prototype and build the real foundation</title><link>https://dudungsil.com/en/devlog/real-foundation/</link><guid isPermaLink="true">https://dudungsil.com/en/devlog/real-foundation/</guid><pubDate>Thu, 15 Oct 2026 00:00:00 GMT</pubDate><description>Solo indie game devlog, part 2: deleting the prototype, writing 18 game design documents, a new combat engine, and choosing a pixel art style with PixelLab.</description><category>game design document</category><category>pixel art game</category><category>PixelLab</category><category>AI pixel art</category><category>mobile game combat system</category><category>indie game development</category><category>solo game dev</category></item><item><title>EP.01 Day one: from an empty project to a dungeon that fights back</title><link>https://dudungsil.com/en/devlog/day-one-prototype/</link><guid isPermaLink="true">https://dudungsil.com/en/devlog/day-one-prototype/</guid><pubDate>Thu, 15 Oct 2026 00:00:00 GMT</pubDate><description>Solo indie devlog, part 1: a playable dungeon defense prototype one hour after creating an empty Unity project, with Unity MCP letting an AI tool drive the editor.</description><category>making a game with AI</category><category>Unity MCP</category><category>Claude Code Unity</category><category>solo game dev</category><category>indie game devlog</category><category>game prototype</category><category>dungeon defense game</category></item></channel></rss>