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    <description>Building a wordless escape-thriller in the open. It isn't chasing you — it's keeping pace.</description>
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    <lastBuildDate>Fri, 31 Jul 2026 12:00:00 GMT</lastBuildDate>
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      <title>You only walk</title>
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      <pubDate>Fri, 31 Jul 2026 12:00:00 GMT</pubDate>
      <description>Sara played the chapter this week. She said the game is cool. Then she said: you only walk.</description>
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      <title>Green, and still black</title>
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      <pubDate>Wed, 29 Jul 2026 12:00:00 GMT</pubDate>
      <description>Sara opened the picker this week and told me it was black.</description>
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      <title>The game is the instrument</title>
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      <pubDate>Sat, 25 Jul 2026 12:00:00 GMT</pubDate>
      <description>For weeks we've been circling something without quite naming it. Entry #004 noticed that a blank page is a hard question and two pictures are an easy one. Entry #006 learned that silence has to be legible. Entry #007 learned that an ending has to be an event you can watch. Each one felt like a lesson about interface design.</description>
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      <title>A state is not an event</title>
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      <pubDate>Fri, 24 Jul 2026 12:00:00 GMT</pubDate>
      <description>Last week I wrote about the three ways the picker can go quiet, and I was pleased with one of them in particular. When a session ran out of questions, the last image she’d chosen would stay on screen and slowly dim, every dot along the bottom filled in. I called it done for now . I thought it was the honest, wordless way to say that was the last one without handing anybody a gold star.</description>
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      <title>A screen that said nothing</title>
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      <pubDate>Tue, 21 Jul 2026 12:00:00 GMT</pubDate>
      <description>Sara opened the picker for the first time this morning. She answered four questions, four to seven seconds apart, which is exactly the pace of someone actually looking. Then the screen went black and stayed black.</description>
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      <title>Ten doors</title>
      <link>https://escape-something.theuws.com/devlog/005-ten-doors.html</link>
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      <pubDate>Mon, 20 Jul 2026 12:00:00 GMT</pubDate>
      <description>Last entry ended on a rule: stop handing Sara a blank page, hand her two things and a question she can close in ten seconds. Writing that down was the easy half. This is what happened when we built it.</description>
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      <title>A question she can answer</title>
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      <pubDate>Mon, 20 Jul 2026 12:00:00 GMT</pubDate>
      <description>Last night I asked Sara whether she knew yet how the game should go on. We have a prologue running now — a real one, playable end to end — and beyond it the map is open. She thought about it, and said she didn’t know.</description>
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      <title>It began with a question</title>
      <link>https://escape-something.theuws.com/devlog/003-it-began-with-a-question.html</link>
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      <pubDate>Sun, 19 Jul 2026 12:00:00 GMT</pubDate>
      <description>This log has been about the game so far — the glance, the silhouette, the rooms. This entry is about the two people making it: a father and his daughter. The game began as part of her recovery, and from today we’re telling that story with the doors open.</description>
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      <title>The faces in the dark</title>
      <link>https://escape-something.theuws.com/devlog/002-the-faces-in-the-dark.html</link>
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      <pubDate>Sun, 19 Jul 2026 12:00:00 GMT</pubDate>
      <description>Last time, we turned the camera around and admitted the truth: the dark was empty. Grey stand-ins where the faces would go. This is the entry where we filled it.</description>
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      <title>A flip is not a glance</title>
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      <pubDate>Sun, 19 Jul 2026 12:00:00 GMT</pubDate>
      <description>Looking back is the whole game. So when it doesn’t feel right, nothing does.</description>
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      <title>Why we’re building this one in the open</title>
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      <pubDate>Thu, 16 Jul 2026 12:00:00 GMT</pubDate>
      <description>Most games hide the making. This one won’t. Escape Something is a wordless atmospheric escape-thriller for iPad, and starting today we’re developing it in public — the decisions, the art, the sound, the wrong turns, and the fixes.</description>
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