Dev log

Simulating players before we ship
How we test progression against different kinds of players before an update reaches a phone.

Never overwrite: why we keep history
Numbers that arrive late change after the fact. We append and mark the current one, so the history explains the change.

Collect less, read more
Why data nobody reads is a cost, and how we sort what we collect into consumed, pending and not needed.

How we think about game events
Why we define every event once, as a contract, and let configuration decide where it goes.
