Wonderkid devlog — building a football life sim in the open
What got decided, what it cost, and what we got wrong. Not a changelog: an entry goes up when something was measured or reversed, and it says which. There is a feed.
Three entries went up together on the day this log started, which is not a publishing schedule — it is the backlog of things that were worth writing down before there was anywhere to write them. After this it is one entry when there is one entry's worth of news.
The game is in closed testing, Android first, with no public release date. If the entries below are the sort of thing you want more of, the early-access list is where the invitations come from.
Every number on this site was too small
The landing page said 190 clubs. The game ships 1,055. Here is how a marketing page drifts away from the thing it describes, and the twenty lines of code that stop it.
We published our odds, then found they were wrong by three times
The rarest outcome in the game was advertised at 2.2%. Re-measured over 2,000 careers it is 6.6% — and the error was in the game's own disfavour.
Real clubs, in twenty-one countries
The game shipped for months with every club invented — Manchester Blue, Turin Black and White. In 21 countries that has changed, and the reasoning for the original rule is the reasoning for the exception.