June 5, 2026

#001 — Hello from Pixel Sprout

Friday, June 5, 2026

So this is real now.

For months our game lived in notebooks, group chats at midnight, and a whiteboard that we kept photographing before someone wiped it. Today it lives somewhere new: on a website, with a name on the door — Pixel Sprout — and a promise to actually tell people what we're up to.

That's scarier than it sounds. The instinct of every small studio is to stay quiet until everything is shiny and finished. Build in a cave, emerge with a trailer, hope for applause. We talked ourselves out of that. Partly because we love the dev diaries other indies have shared over the years — the half-broken prototypes, the "we threw out three weeks of work" confessions, the wins that felt enormous and looked like nothing. And partly because, honestly, doing this in the open keeps us honest.

So here's the deal. Twice a week — Tuesdays and Thursdays — we'll post a short entry. Some will be about the game (carefully, we're keeping a few cards face-down for now). A lot will be about the *studio*: what it's like to figure out budgets and contracts and "wait, who owns this asset?" when you'd much rather be designing levels. The struggles, the small victories, the stuff nobody warns you about.

A few things we already know are true:

We are small. That's a constraint and a superpower at the same time. Decisions that would take a big studio three meetings take us one chaotic voice call. We can change our minds fast. We can also break things fast.

We are figuring it out in public, on purpose. We're not going to pretend we have it all sorted. We don't. We're learning the business side as we go — platforms, publishing, planning — while trying to protect the part that made us want to do this at all: the play.

And we are having a stupid amount of fun. Even on the hard days. Especially on the hard days, sometimes.

If you're here early — thank you. Pull up a chair. We'll see you Tuesday.

— The Pixel Sprout team

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Posted by Thiago Moreira · June 5, 2026

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