The Journal

Building Geo Climber

A web dev's journey building an iOS game from scratch with Claude Code. Honest stories, mistakes included.

Post 18Building Geo Climber

Launch Day, and Why I Wrote a Cookbook Instead of Just Shipping Posters

On launch day I generated six posters, fought a model that kept inventing fake logos, discovered that marketing specs are a crutch, and wrote the recipe so I'd never have to figure this out again.

April 11, 20267 min read
Post 17Building Geo Climber

Six Failures and a Local Test

How six consecutive CI failures on Fastlane taught me to stop treating GitHub Actions like a REPL, and the release workflow that emerged from the wreckage.

April 9, 20266 min read
Post 16Building Geo Climber

The Blog That Builds Itself

Twenty days of commits, pivots, and debugging sagas had produced a game, but the story of how it got built was more interesting than any feature list. Designing a blog series, building the infrastructure to feed it, hitting the infrastructure's own limits, and refining it into a pipeline that could outlive any single conversation.

April 7, 202617 min read
Post 15Building Geo Climber

Teaching an AI to Play My Game

A web dev with zero ML experience builds a reinforcement learning agent for his iOS game. From porting physics to Python, to cross-validating against real gameplay recordings, to watching the agent discover mechanics nobody taught it.

April 7, 202618 min read
Post 14Building Geo Climber

Making Friends (The Most Ambitious Day)

Eighteen tasks, 35 commits, one feature: the social identity system went from brainstorm to working Apple + Google auth, friend graph, profiles, avatars, and invites in a single session. Then the QA pass found 15 bugs.

April 7, 202613 min read
Post 13Building Geo Climber

One Terminal to Orchestra

How the Claude Code workflow evolved from a single chat window on day 1 to a multi-agent orchestration system on day 18: plugins, skills, agents, hooks, worktrees, and the first domain-specific skill that understood difficulty tuning.

April 3, 202611 min read
Post 12Building Geo Climber

Teaching the Game to Remember

The recording system started as an end-of-day testing tool. It became a feature. Then it became the foundation for an AI that plays the game. Fifteen feature commits, seven determinism bug fixes, and the first serious use of git worktrees.

April 3, 202613 min read
Post 11Building Geo Climber

The Boring Stuff (at 1am)

Sentry, SEO, and the 37-minute midnight Docker debugging saga that taught me what .gcloudignore does. Plus the extensibility overhaul where one terminal became plugins, skills, agents, and hooks.

April 2, 202612 min read
Post 10Building Geo Climber

Shipping Day: Twenty-Four Issues Closed

The Pesach holiday sprint. Eighteen commits, twenty-four Linear issues closed, the first /ship skill invocation ever, and the revive bug I shipped at 1 coin instead of 50.

April 1, 202610 min read
Post 9Building Geo Climber

Thirteen Zones, Zero Photoshop (Almost)

180 art assets in three hours via a code-controlled AI pipeline. Plus why I abandoned ComfyUI (not because it was bad, but because it pulled me into designer mode) and my confession about Firefly AI.

March 31, 20269 min read
Post 8Building Geo Climber

The Rebrand Day

AyaEscape becomes Geo Climber. Aya becomes Inge, named after a real Danish seismologist. Plus a marketing website shipped in a single day, and the ranked-mode UX decision I'm still not sure about.

March 29, 20269 min read
Post 7Building Geo Climber

Four Phases in Two Days (From a Ski Lodge)

GCP Cloud Run, offline SwiftData, analytics batching, Workload Identity Federation, all shipped between ski runs in Andorra. Plus a hot take on GCP and the Game Center debugging saga that cost three commits.

March 27, 202610 min read
Post 6Building Geo Climber

A Web Dev Builds a Backend (The Comfort Zone)

After eight days of iOS and Swift and Metal, Fastify and Prisma feel like home. Plus the monorepo decision I made for the AI agents, not for me.

March 24, 20269 min read
Post 5Building Geo Climber

Getting It Into People's Hands

The gap between 'works on my simulator' and 'on someone else's phone.' TestFlight, App Store Connect, encryption compliance, alpha channels on icons, and the single most relatable sentence any developer will say this year.

March 23, 20269 min read
Post 4Building Geo Climber

The Day I Planned Everything

Thirty-four Linear issues in a single day, without typing a single word into Linear. The shift from 'can I make it work' to 'what am I actually building', and why I chose Linear specifically because it's agent-first.

March 21, 20268 min read
Post 3Building Geo Climber

C++ Has to Go

Day 3 of building an iOS game with Claude Code. Frame drops, half-hour prompts, and the moment I almost gave up before ripping out the entire engine.

March 19, 20268 min read
Post 2Building Geo Climber

Day 2: It Runs on an iPhone

From a janky SDL window to a working iPhone prototype in a single day. Plus the first warning sign that the 'no tech gap' feeling has a catch.

March 17, 20266 min read
Post 1Building Geo Climber

I Found a Game on GitHub

Day 1 of building an iOS game with Claude Code. A casual car conversation, a C++ project that wouldn't compile, and the moment I realized Claude could actually read this code.

March 16, 20265 min read