Journal
How digital things actually get built.
Long-form writing on game economies, business models, and the traffic behind content businesses — including the parts of the process most people leave out of the case study.
A new piece most weeks · Published Mondays, 06:00 UTC
Latest
Mon 7 Sep 2026 · 9 min
Why game economies break quietly
A system rarely fails on the day it stops working. It fails weeks earlier, in a number nobody was watching, and the players feel it long before anyone can name it. 2,400 words on the lag between the two.
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Oldest first once there are enough to sort
The archive is short because the studio is young. It fills up from here, one Monday at a time.
What We Write About
Game economies
Markets players set themselves, and the design decisions that hold them up. Mostly Albion, and whatever else earns a line.
Business models
How digital things actually make money — including the parts that get left out once a business is successful enough to write the story.
Traffic and audience
What brings people to a content business, what keeps them, and which of the two most sites confuse for the other.
The process itself
The weeks that went sideways, the decisions made on thin evidence, and the parts of the build most case studies quietly skip.
House Rules
Most writing about this industry is either a press release or a postmortem written by the winner. Four rules keep ours out of both categories.
- 01Every piece names what it is arguing, in the first paragraph.
- 02Numbers come with a source and a window, or they come out.
- 03Nothing is published that we would not still stand behind in a year.
- 04When a piece turns out wrong, the correction runs on the piece — not in a footnote.
The Monday Line
Every piece, the morning it goes up.
One email a week. What shipped, what broke, what we learned.
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