Devlog #1: It’s Alive (and 110MB)
I finally hit “Publish” on the first version of Ink & Iron.
It’s a text-based RPG set in a dark, supernatural version of the Song Dynasty. You play a time traveler caught between a humble shopkeeper and a very suspicious monk. I’ve spent the last few hours wrestling with Bun to get the I/O feeling just right—typewriter effects, custom menus, and a stat system that tracks your “Yin” and “Yang” balance.
The highlight of the week: Accidentally trying to push a 110MB Windows binary directly to GitHub. Turns out, bundling the entire Bun runtime makes for a chunky file. GitHub wasn’t a fan.
The fix: I’ve moved the builds to the Releases tab and added a zipping step to my build pipeline to keep those Linux/Mac permissions intact.
What’s working:
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Act I Narrative: The “Awakening” sequence is fully playable.
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The Engine: The custom TypeScript/Bun CLI wrapper is solid.
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The Vibe: Using
chalk to make the terminal feel like a shifting, ink-stained world.
What’s next:
Moving into Act II. The player is headed to the Iron Cloud Monastery, which means I need to start building the combat mechanics and refining how the Dragon Seal actually interacts with the world.
It’s unfinished, it’s a bit rough around the edges, but it’s a start.