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Hey everyone, I just wanted to pop in with a little status report before Im off on a family vacation for a bit over a week.
As Ive mentioned before, the first main update to Iron Village is to give it a soft ending, tying up the (light) story of why you are building this village and signaling to players that theres no more content beyond this point. For Iron Village, this takes the form of a City Establishment Ceremony. Monarch Faearn shows up in their Royal Train, conducts a ceremony, attends a feast, and then officially designates your town as a City. All of the preparation, as well as the train and the monarch themselves, have been implemented, the remaining work consists of having the ceremony actually occur, and figuring out what to do with the Monarch afterwards.
The Royal Ceremony isnt the only thing in the 1.1 update though, theres a few feature requests that made it in, as well as some features that didnt quite make it into 1.0:
It turns out, $3681.54 USD.
That is quite a bit of money! And it doesn't even include my own labor! Although, its also a very low budget, depending on how you look at things. Ill note that technically, none of these expenses are strictly mandatory. You can absolutely make a game for cheaper, if not free. This diary is not presented as advice, but rather a retelling of the development process from the point of view of dollars and cents. (and Euros!)
This definitely feels like one of the more personal dev diary entries. Like, even though were talking about something relatively boring like a budget, it is also exposing my privilege: Ive been lucky enough to be able to scrape this money together over the course of a year and a half. Still though, as someone who believes in pay transparency, its time to put the money where my mouth is. My hope is that this will be helpful for anyone else who wants to attempt solo game development, and you can piece together what you really need. At the very least though, I hope some of you find it interesting.
Ive broken this down by category, so it doesnt correspond with when the expenses occurred. For the most part, these occurred over about a year and a half from September 2023 through March 2025.
So I was feeling proud, thanks to my efforts, all of your efforts as players of the demo, as well as Beas efforts in bug hunting, the 1.0.01 release went off without any major game-breaking errors. I managed to mess that up with 1.0.06 and those doors nobody asked for . Its possible that plenty of you never actually noticed the bug, but heres what happens: [olist]
First of all, thanks so much everyone for playing Iron Village! It's been great to see how well received the game has been, and I'm looking forward to building onto it some more! Some stats if you're curious:
Theres still 1 day until Iron Village is out, but the 1.0 version of the demo is available now! Here is the list of changes since 0.8.04 came out:
(As of March 20th, 2025 there are 4 days to go until Iron Village releases!)
Iron Village releases on Steam in 3 days March 24th at 9:00 EDT (GMT-4)! Ill have some release notes for the final build later, but for now I wanted to take an opportunity to talk about whats going on now. I want to capture a snapshot before the actual release, and take a bit of a look back at how things got here. Itll be interesting to compare to how everything goes after the release, and how that potentially changes my views of things, but this will more accurately capture my thoughts before further hindsight comes in to mess things up.
To start, why have March 24th as a release date? Well, back in September I signed up for Steams City Builder & Colony Sim Fest basically a special sale page on Steam that shows games that fit the genre, including demos. The festival starts on March 24th. Given that games on sale get the most prominent position on the page, the best way to take advantage of the opportunity would (IMO) be to launch with a release sale: a built-in Steam feature that allows you to set a sale of 10 or 15% off for 7 to 14 days upon initial release.
Setting a hard deadline is fairly scary, but also it was far enough away that I figured it wouldnt be an issue at all but of course, I originally thought this was only going to take a couple of months. So eventually, the desire to make things as well as I could meant that I only actually finished the end game content a couple of weeks ago. This is very much not ideal, since it interferes with the time needed to thoroughly test and balance the game, as well as getting a complete product to YouTubers and Twitch streamers. The net result is that while I think Iron Village is still a good (and most importantly, fun) game, the balance may be a little off, and marketing efforts definitely suffered. The hard deadline also meant annoying the translators a little instead of being able to request translations in bulk, I ended up making some last minute requests along the lines of these are the last two strings, I swear, only to be wrong a couple days later.
(A screenshot of my current town, showing some of the late game content that only squeezed in last minute.)
There is a little bit of polish (for instance, villager working animations) that is not getting done due to the hard time limit, and some last minute changes arent getting tutorial text on launch due to the need to get them translated. Im listing all these negative aspects of setting a hard date, so what are the positives? Well, part of the hard deadline is a motivational factor to actually get this game finished. I dont really get the option of indefinitely postponing the release, since I would lose out on the visibility the festival offers. While I cant tell the future, I can make some rough guesses based on Next Fest last month. Getting that spotlight in the Steam store was enough to take Iron Village from 1025 active* wishlists on February 23rd to 1897 on March 3rd. (As of March 20th, were at 2309 active wishlists.)
*As in, wishlists that havent since been deleted or converted into sales. For transparency, there have been 205 wishlist removals as of March 20th, and 1 conversion: Thiago Mania, who has been translating Iron Village into Brazilian Portuguese.
Will the visibility of the City Builder festival be worth all of those negatives? I think so, but only time will tell. I can say that Im not planning on doing that again, the stress of having a side project with a hard deadline and a full time job, plus actually making time for my family, is too much to do all over again. If I can turn game development into a full time job, then sure, there might be a situation when setting such a deadline so far out makes sense. But otherwise, this is a one time thing.
To wrap up this dev diary, Ill talk a bit about what Im planning on doing post-launch. Some of this definitely depends on how the launch actually goes: if reviews turn out to be quite negative, or theres lots of issues that Ive managed to miss, then its all subject to change. However, the rough plan of releases is as follows:
Big milestone here Iron Village has been updated just in time for Steam Next Fest! The biggest changes in this version are five (5) new languages: French, German, Japanese, and Chinese in both Simplified & Traditional forms.
(Hopefully you dont need Potato Storage translated, because I totally forgot to put that string in the translation table. Oops.)
I didnt post Diary #39 0.7.39 Release Notes to all of the usual platforms, so some changes since the last release notes will be there, but otherwise heres whats changed/been fixed:
So the huge downside to setting a release date is now I have to hurry up and finish the rest of the game content. Normally I wouldve waited longer, but with the Steam City Builder Fest coming up at the end of March, the dice have already been cast. Thankfully, level 4 is actually pretty close to being done (apart from kitchens and electrification), and level 5 is definitely underway. Will the game be released somewhat unfinished? It depends on what you mean therell definitely be room for balancing, but the core of the game has been pretty well refined by now. This at least means I wont chicken out. So, what even is in the end game? Im not going to post too much in the way of spoilers, but Ill give a bit of a preview: Level 4 is the Heavy Industrial Permit, and Level 5 is City Status.
Hey everyone, theres another release coming your way right now! Im going to be ramping up on marketing/PR ahead of Next Fest & the full release, so I wanted to get in another round of bug fixes and improvements before showing it off. Of course, Im sure therell be some other embarrassing bug thatll surface, but oh well. Anyway, heres the list of changes:
So uh, it's been awhile since I posted last - hope you all had a good holiday season! I've finally got an updated version of the demo launched (in fact, it went up on Steam on Tuesday, and Itch yesterday morning), so here's some release notes for what's new (and what's new, but hidden in the full game):
Its been a week since BostonFIG, which was a crazy, fun, and great time, and I wanted to sit down and jot down some of my thoughts, since this was my first time doing one of these sorts of events. Hopefully thisll be interesting, and at least useful for other indie devs!
I had first heard of BostonFIG through Most Dangerous Games, they had Capitalism Craft at the online showcase earlier in the year. (Its still under development, but its a really fun game. CW: Capitalism.) They had an in person event coming up (first time in 5 years!), so I figured Id apply and submit Iron Village.
The way the event is set up, theres a showcase of games (both digital and physical) selected from the applicants, and afterwards awards are given out for the top games. There were 80 applicants, and unfortunately Iron Village did not end up making the cut. This was very disappointing, but there were two huge consolations:
1. Very detailed feedback from the curators. Getting good feedback on a game in development can be quite difficult, especially when starting out. The two critical parts that stood out the most to me were the relative lack of theming and the lack of recoverability at the start of you get yourself into a bad situation. This feedback is already making its way into the game through the new New Game screens and the Welcome Administrator letter at the start, and some of the progression restructuring has been done to flesh out the world a bit more. The new backstory also hints at why this land is empty, although that doesnt fully get explained. The lack of recoverability is being worked on some of it is already in place, just not well communicated to the player, but if your villagers all leave because theyre unhappy, it is pretty difficult to make a comeback.
2. Anyone who didnt get selected for the showcase was still invited to get a table as an indie sponsor for $400 USD, minus application fees already paid. Thankfully I wasnt the only one to take them up on the offer, so I wasnt the only non-showcase game there.
So fast forward a little, and early on a cold Sunday morning I pack up my Steam Deck, my MacBook, headphones, a mouse, a sign, and a tablecloth and drive into Boston. Im definitely nervous this is the first time Ive shown off Iron Village in front of a large number of people in person, so of course theres a nagging feeling of what if this game is actually kind of shit?
Turns out I didnt need to worry, once the doors opened both the deck and the laptop were occupied most of the time. I only managed to sneak out for lunch at 2pm, and that still required me to leave while someone was still playing. The first important finding from the event: it turns out lots of people like Iron Village!
The biggest benefit of presenting Iron Village at BostonFIG (and IMO, the main purpose of shelling out the money and presenting at conventions) is those findings. Theres just no better way to get feedback than to witness a bunch of people playing your game in front of you. I filled more than a page in my notebook with observations, player feedback, and a few bug reports. Heres a list of some of the main things that stood out:
Hey all, so as I mentioned last time, Im going to be at the Boston Festival of Indie Games tomorrow! Sunday, December 15th from 10am to 5pm at Cyclorama, 539 Tremont St, Boston, MA 02116.
For those of you who cant make it though, youre not missing out on the new update! 0.7.15 of the demo has now gone live, which is the same version that is available to play in Boston. (The main difference is that level 3 is also playable in BostonFIG.) Heres the full release notes:
This past week Ive just about finished the overhaul of the initial gameplay, which will be the subject of this dev diary. But first, an announcement:
Iron Village will be at the Boston Festival of Indie Games this weekend! The event is Sunday, December 15th from 10am to 5pm at Cyclorama, 539 Tremont St, Boston, MA 02116. Youll be able to get your hands on the full build i.e. including level 3, not just the demo! I hope to see some of you there! (Please note that face masks are *required*!)
Anyway, Ive been away from home for the past two weeks basically a combination of Thanksgiving, a wedding, and not wanting to for back and forth with the kids in the week between the two. Thanks to my day jobs office attendance policy, I had to take this as a vacation though I really needed it, to be honest.
This left me with a week where I could actually get some solid time to work on Iron Village. One of the things that has been neglected in Iron Village is the setting whats going on here? Why are we building a town here? Why is the land empty? Is there any detail to the setting besides generic medieval/fantasy? Some of this will be addressed as you play, but the beginning doesnt really have that much to it.
A Royal Proclamation you do get to name your own kingdom though.
Signed by the mysterious Monarch Faearn
First off, the New Game screen has been updated. It takes the form of a Royal Proclamation literally telling you to go make a town to support the new railway, which is being built to facilitate trade with Nova Porthladd, a city which recently opened up for trade. This new screen does commit the sin of regurgitating exposition at you, but at least its doing so in character?
This is from level 2, but new changes are all present here.
Level 1 of gameplay has been shaken up quite a bit. The aesthetic change is that farm fields are now 21 in size I felt like they didnt take up enough space in proportion to other buildings, so literally doubling their size should help. There are now *four* different crops to choose from: wheat and giant mushrooms are still in place, but now potatoes and peppers have been moved from level 3. Potatoes serve as an initial food source (more on food needs in a moment), and peppers have been rebranded as magick peppers. Theres some lore to be fleshed out about tropical dwarves and spiciness as a form of magic, but for now just keep in mind itll be an important resource.
The biggest mechanical change is hunger & thirst. Is it crazy to be adding new mechanics this late in making the game? Probably. Thankfully though, the state machine for villagers was set up in a way that made things fairly straightforward. The easiest part to explain is thirst: villagers get thirsty over time, and get thirsty faster while working. When they get a chance, theyll pop over to the water tank, have a drink (taking it from your water supply), and then get back to work/sleeping/whatever they wanted to do next. If they get too thirsty, their satisfaction takes a negative hit, which eventually causes them to leave.
Hunger works the same way, although different foods can be more or less filling. In level 1, potatoes are the best source of food, providing 60 fullness. (This is an internal value that is not exposed in the game, FYI, although depending on feedback I could see that changing.) Magick peppers and giant mushrooms also work as food (20 fullness each), but theyre lower priority since their main purpose is manufacturing other goods.
Im going to leave it here, discussion of changes to levels 2 and 3 will wait for another diary. I want to close out with a huge thanks to John Walker, whose Thanksgiving tradition of highlighting unknown indie games on Kotaku led to Iron Village showing up in an article! Over the course of four days, that got us from just under 300 wishlists to over 700! Go check out the article, as well as part 2 to see some other titles deserving your attention!
Hey all, I decided to squeeze out another release before Im gone for two weeks for an extended Thanksgiving vacation. Heres whats changed:
Ive talked a little about progression level 3 in previous dev diaries, especially in previous release notes and in Diary #28 Train Cars, but I figure Ill go ahead and spill more info about whats included. First of all, for the release of the game Im planning on having 5 progression levels, stretching from a tiny settlement to a productive town. Im planning on rebranding the levels as permits basically, you get permission to build a certain new set of buildings. The first level is initial basic infrastructure: small houses, a well, basic farm fields, and dirt roads. The second level permits basic industry: turn the wheat into bread, turn the mushrooms into potions, and dig for stone and coal.
The third level is an advanced agricultural permit. The timing might seem a little weird shouldnt most agriculture be in the beginning? Maybe, but this level adds a lot more variety, and sets up for more advanced industry later on. In this dev diary Ill go through the broad categories of whats included: food crops, farm animals, double tracking, and town expansion.
There are *six* food crops in level 3, four of which are grown on fields and two on orchards. Unlike the previous two agricultural buildings, which are primarily for making other goods (wheat for flour/bread and giant mushrooms for potions), all of these are usable as food. Ill note that the concept of hunger and thirst doesnt currently exist, but Ill probably be implementing it soon for the purposes of game balance. The new crops are carrots, corn, potatoes, peppers (which will have magical applications as well), apples, and manafruit (a magic-infused fruit with further applications).
No game that claims to be cozy can get away without having farm animals, so cows, sheep, and chickens make their debut in progression level 3 as well. Like everything in Iron Village, they come in via train, where you have the option of buying them. You do need to make sure you have enclosed space for them first, which acts as their storage building. The pens double as workplaces though a villager can come by and milk the cows/shear the sheep/collect eggs. Unlike other resource producing buildings, the input product (also known as an adorable farm animal) doesnt get consumed, so you get a nice renewable resource production system. Cow milk has the added bonus of being transformable into cheese, which allows you to make more delicious profit.
Another piece of infrastructure you may have noticed in other screenshots is double tracking. Once you reach level 3, another line of track is built, which allows trains to go both ways through town. The main benefit to you is increased train frequency, allowing for more frequent trade opportunities.
Finally, theres town expansion. I havent actually implemented this yet, but more land will be opened up to the south of the tracks. With the amount of space on the current map, if you try and build some of everything youll run out of space. Unlocking the south should help alleviate that, although Ill probably end up expanding the map in the north as well.
Anyway, that should summarize whats happening in level 3. Dont forget to wishlist Iron Village on Steam! After next week Im going to be down in Florida for 2 weeks (Thanksgiving with the in laws & a wedding), so Im planning on releasing another update to the demo this week. That 2 weeks may ironically mean more dev time, thanks to my day jobs return to office mandates I will run afoul of work from home quota if I try and get any of that work done.
So uh, this has been a week, right? I did actually manage to get some work done before the election shitshow, and a bit last night and this morning, so here's a surprise demo update! Also of note, the Android version should finally be properly available on Google Play - apparently there was one more button I needed to press to activate the open testing track. Final note before I list off the release notes - I'll soon be setting up a separate store page for the demo on Steam. This shouldn't affect anyone really, but now there'll be a way to leave reviews for the demo itself, so please do so if you'd like to leave feedback!
Hi all - it's time to drop another demo! Huge shout out to Bea for testing and logging a bunch of bugs, this new build doesn't cover everything but should address the majority of issues raised.
Also, we have new store art! Thanks to Nico Square (https://nicosquarepro.myportfolio.com/) for that, I commissioned him to put together the "capsule" art and it is fantastic!
The demo is up on Google Play too - it's out as a public test, which should make installation a bit easier than sideloading it from Itch.
I've got a list of release notes if you're curious about all of the changes.
Those of you who have followed Iron Village for awhile may have noticed the train cars getting a little more colorful recently - some parts get a little splash of color, others getting a full paint job. For today's Dev Diary, I wanted to talk a little about the train cars and their designs.
The first train that arrives at the station, consisting of a 4-4-0 steam engine, a tender full of coal, a passenger car, and a box car with gold.
First, the steam engines - the locomotives that pull the trains. Unlike with a lot of the art in Iron Village, these were put together by me from the start (with the help of references of course, some of which were in Minifantasy anyway). The very first train asset was the engine you predominantly see in progression level 2: a 4-4-0 locomotive.
A note on "4-4-0": that is an example of Whyte notation. Basically, there's 4 wheels (2 per side) in front that are basically just supporting the engine, 4 wheels that actually drive the train, and 0 wheels behind the drive wheels. (This makes me sound like much more of a train nerd than I really am, please don't give me that kind of credit, haha...)
The key to success in the first progression level is selling your agricultural goods to this train. It's led by a 0-4-0 and a tender that's nearly as big, and carries a hopper for grain and a box car for harvested giant mushrooms.
Since the trains are the stars of the game, and the locomotive is the face of the train, I figured there should be some variety and a sense of progression with them. So the next locomotive is the first one - the little dinky 0-4-0. This one basically involved shrinking the height by a few pixels, and then chopping off a section from the front, resulting in a locomotive approximately 200% cuter. Because yes, apparently that is an adjective you can apply to coal burning steam tanks.
To wrap up the locomotives so far, here's what the star of the third progression level is going to look like - this bigger 2-6-4 engine. It is "done", but I'm still not entirely happy so far. Maybe I'll like it more once it's actually in the game, or maybe I'll be redoing a decent chunk of it, who knows.
Next, you need fuel for your train. For these steam engines, we're using one of the most dangerous chemicals in history - coal! Rather than take up space on the locomotive though, we can just tow along our fuel in a separate car - and that is the tender. It's just barely big enough to fit four Latin characters, giving the railway some identity. (Can you change them? Not yet.)
A passenger train consisting of a steam engine, tender, and one passenger car. Typically trains will either serve just passengers or just freight - but this isn't always the case!
The locomotive exists to pull other things though - so now we dive into all of the train cars. Your villagers arrive (and depart) on passenger cars, which are designed to at least be somewhat comfortable for people to ride on.
Everything else is a freight car. Depending on the particular good's size, shape, and sensitivity to outdoor exposure, they can go on flat cars, hoppers (both open and closed), tankers, or box cars.
Two flat cars - one with logs and one with stone slabs.
Flat cars are good for carrying big goods that don't mind getting a little wet. In Iron Village, that means stone cars (although they have a raised lip) and log cars, which have stakes on the sides to keep the logs in place.
Hopper cars are basically big buckets carrying loose resources. These are ideal for things like coal, and you can slap a roof on top to protect loads of grain. Then there's tankers for when the resource is so loose, it's literally liquid.
The more boring box cars still have a little logo on the side.
I've saved box cars for the end though, because they are the most versatile. Containerization isn't a thing in Iron Village, so most goods are just going into boxes. The exteriors also serve as blank canvases, so of course I had to get a little creative!
The pride train returns! Unlike during its debut, the doors actually work.
That flexibility of colors was also what let me put together the pride train for my 2024 Pride Month demo release. (That train has since been rotated into the regular cast of trains in progression level 2.)
Hope you found that interesting, or at least enjoyed looking at the pretty pictures! To close out, here's a preview of a couple of level 3 freight cars!
Thanks everyone for playing the Iron Village Demo - the feedback so far has been really helpful! I took care of some of the more urgent feedback (IMO) and put out a patch on Monday, but I've only just now been able to put together some release notes. Keep in mind that I cut the original demo a couple weeks before releasing it, so the 0.6.16 release includes a few extra goodies that weren't just bug fixes.
The Iron Village Demo is up on Steam now! I know the demo has been up for awhile now, and it's not a full release on Steam yet, but this is still a pretty huge milestone for me, IMO. I'm really hoping some catastrophic bug hasn't snuck in, waiting to pop out - I did test this pretty well, but of course there's some anxiety around launching on a bigger platform. Anyway, here's the release notes since 0.6.00:
Hi all, Ive got another dev diary for your consumption today. First off, an announcement: the Iron Village Demo will be launching on Steam on October 3rd! Theres been quite a few updates since the last demo release (full release notes to follow in a future dev diary), so feel free to give it a go even if you played the Itch.io version. That one will get updated too, dont worry! Be sure to wishlist to get a reminder once its available! The decently big change Im squeezing in before the demo release is a change to the level 2 resources. Currently, you can take wheat and combine it with water to make either bread or drinks. The drinks name was already lightly covering up that it was the manufacturing of beer, which I realized I would want to steer away from while Iron Village isnt designed for kids, I dont want to needlessly steer kids away from playing. The thing is, after thinking about it for awhile, just renaming beer doesnt really address the fact that its obviously beer. Like, youre putting wheat in a brewery and getting a drink that obviously resembles beer. I decided to remove beer entirely, but that leaves a bit of a gap in the resource tree, at least as far as player choice goes. The solution Ive come up with is flour. It doesnt fully address player choice, but it does at least maintain some complexity. Once youve harvested wheat, it can be sent to a mill. I was trying to figure out how to make the mill an interesting building, until I remembered that theres a Minifantasy asset for a windmill. I made some changes to it (mainly separating the blades from the base building and adjusting their size), but it really helps make the mill a distinctive part of town. https://www.instagram.com/p/C_560yjxh9r/ One of the dumbest videos Ive made, if you put the sound on. That of course means the rest of the production chain and train makeup have to change too. The bakery now takes flour and water instead of wheat and water. Trains that would normally buy wheat no longer do so. Just about every resource in the game has some way of selling it, but now theres the question of whether or not it makes sense for trains to buy flour, rather than its raw component (wheat) or its finished product (bread). So far the trains have either been purchasing raw goods (because they are not yet refinable in level 1), purchasing finished goods, or selling supplies for the player. For now, flour will be sellable to the bailout train the train that comes by is you run out of gold. Later levels may have trains for purchasing intermediate products such as flour, once more are present in the town. This does complicate backwards compatibility somewhat Im not promising backwards compatibility until the full release, but Im still putting in a best effort. Existing breweries will still load, but new ones will not be buildable. That way, old saves with breweries wont disrupt loading, and will still function but with the other changes, gameplay will no longer function the same way. Anyway, I hope that explains the changes that have been made, look forward to the updated demo coming to Steam on October 3rd!
Hey all, so its been awhile! Im back at my day job, so theres been less dev time, but Ive still been busy.
First up, controller support. I dont have fully customizable controls setup, but its now possible to play the game with just an Xbox controller. I assume other controllers work too, I just dont have any others to test with. It definitely took some work to retrofit the UI to work that way, since its a different paradigm. Instead of having a mouse cursor that you move around the screen (and always exists), one button is in focus at a time, and moving a joystick moves you to the next button. Godots UI system really helps, but you still have to wire everything together. That, and make sure something is always in focus, otherwise the controller basically gets stranded in the UI and cant select anything.
The most complex part is that the joystick has to handle both navigating the map and navigating the UI. Its not terribly complex, basically it just needs to track if the player is actively using the UI, and allow the player to back out of the UI with the B button and give up focus of any buttons, just not completely trivial either.
The controller setup also means we can properly support the Steam Deck and Im happy to announce it works! Theres a few quirks to fix: I need to change the screen resolution scaling math, and at startup the steam deck compatibility tool gets confused and tries to run the game as a Windows app, rather than the native Linux app that it is. However, theres no major problems, it actually works!
The last major thing to talk about is the demo. Its been available on itch.io for awhile, but itll be coming to Steam sometime in mid-September. Its uploaded and working already, so why wait to push it live on Steam? Marketing. Im very much not an expert, but based on new changes Valve has made for Steam, as well as the actual expert opinions Ive read, releasing the demo on Steam kind of counts as a game release now. Like, demos can now come up as new and trending in the store soon after releasing, and theres other algorithmic advantages for new titles which now include demos.
So, I have to put my best foot forward for releasing the demo or at least, get a few more things together to be super presentable. Theres some parts of the game itself I want to get done, but the biggest thing is the actual store art, a.k.a. the capsule art. (Valve doesnt even remember why they call it that.) Ive commissioned an artist to make that, so therell be a bit of wait time there, but then itll be the big reveal of a demo thats already published. Lol.
Anyway, if you made it this far, thanks for reading!
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