Coverage: full #world-cup export June 8 → July 10, huddle canvases, #velocity, design sessions, analytics CSVs. Compression ~16K words → this log (~5%). Format: date · decision · rationale · status. Entries D1-D31 and DL1 from v1 carry forward unchanged unless noted; new entries are E-numbered.
| # | Date | Decision | Rationale / evidence | Status |
|---|---|---|---|---|
| E1 | Jun 8 | Project kickoff: football RNG/tycoon targeting the World Cup window, Arda joins as game designer | Tournament Jun 11 - Jul 19 as the launch wave | Done |
| E2 | Jun 8 | Cards ARE the models, no 3D footballers at launch | Cuts animation cost (shooting, dribbling), makes the Jun 11 target plausible (Yel + Mike) | Shipped, reversed Jul 1 (E31) |
| E3 | Jun 8 | Wall vs formation debate → hybrid: formation rows, each row slightly elevated | Arda: pure wall kills strategy (positions, performance score become meaningless). Yel: pure formation kills visibility. Elevation gets both | Shipped |
| E4 | Jun 8 | Real player names + likenesses, risk accepted | stefan raised DMCA. Yel: comp game at 20K CCU, 160M visits, 9 months using names + photos, "I'm assuming the risk." Fallback floated: Roblox-adapted figures (Mike) | Standing. Risk scales with success, fallback still unwritten |
| E5 | Jun 9 | Layered card architecture: back → portrait → front → runtime info. 3D card model with depth (2 materials, swap portrait textures) | Same player at any tier, live boosts change numbers, parallax feel | Shipped |
| E6 | Jun 9 | Kill level-ups, adopt dupe-XP (duplicates convert to XP automatically) | No dead pulls (Yel proposed, team agreed) | Shipped |
| E7 | Jun 10 | Tier ladder expanded to 11 (Common → GOAT incl. Mythical, All-Star, Icon, HoF, Generational) | Arda: thin the low tiers, stretch the chase | Shipped |
| E8 | Jun 10-11 | Pack rip-open reveal modeled on Plants vs Brainrots short, meshes over bones | Simpler than rigging (Danyil, Martin). "Getting the opening sequence right is the most crucial" (Yel) | Shipped |
| E9 | Jun 13 | v1 published. First funnel: 19% drop at step 2. Target stated: 85% conversion | First data day | Superseded next day |
| # | Date | Decision | Rationale / evidence | Status |
|---|---|---|---|---|
| E10 | Jun 14 | v1 killed after one day of data. "Too much friction with a lot of depth but not a great core loop" (Yel). Simplify and copy Build a Soccer Squad | Funnel evidence + comp proof. Kill-to-new-place in under 24h | Executed |
| E11 | Jun 14 | Core loop v2 locked: roll dice → choose 1 of 3 → fill 11 → team OVR → OVR converts to luck → reset → repeat | Arda: 1-of-3 = sense of choice + position strategy (Danyil questioned, Arda's rationale held) | Live, still the loop |
| E12 | Jun 14 | Cash currency deleted entirely. Upgrade tree explicitly rejected: "we don't need it" (Arda) | Radical simplification. Note the genealogy: cash reborn Jun 24 (E22), tree added Jun 24, tree superseded by fans economy Jul 9-10 (D22) | Chain complete |
| E13 | Jun 15-16 | Per-player roll weights, not tier percentages (Ronaldo 1/3,000, luck scales weights). Slime RNG pattern | Rarity reads per-chase-target (Arda) | Live |
| E14 | Jun 16 | Bench/collection removed for launch, base tightened, server size pushed 6 → 8-10 | "Nothing much going on, more players is better" (Arda) | Live |
| E15 | Jun 16 | Rebirth debated: Arda pro (cash-cost rebirth, tree persists, permanent multipliers), Yel "maybe no need" | Parked deliberately, revisit when leaderboard players feel stuck | Parked |
D1-D10 from v1 stand (clean place relaunch, 100K ads bypass, Sports genre, no like-gating, autoroll flip-flop, same-country first rolls, nation bonuses, custom events, plot-cap bug 46→50%+, feedback button). New:
| # | Date | Decision | Rationale / evidence | Status |
|---|---|---|---|---|
| E16 | Jun 21-23 | Cheated rolls at positions 4, 8, 11. Roll-6 drop investigated. Camera cinematic limited to first 5 rolls. Roll speed raised, then judged too fast | Iteration war on the sub-5-minute drop (27% before min 5) | Ongoing |
| E17 | Jun 22 | "Roll till you fill your Team 7/11" progress counter | Show the finish line, not endless rolling (Arda + Danyil) | Shipped |
| E18 | Jun 23 | Hit Home Recommendations, ~145 CCU. Yel offers to "pump gas," Danyil declines: "we have a good tempo" | Team chose iteration pace over an all-in sprint | Noted |
| E19 | Jun 23 | Ads kept running alongside recos | Mixed cohorts acknowledged as funnel noise (Danyil) | Standing |
| # | Date | Decision | Rationale / evidence | Status |
|---|---|---|---|---|
| E20 | Jun 24 | Upgrade tree + cash + dice currencies added (cash per pick, golden dice ladder, mutations roadmap) | Reversal of E12: players needed a sink and mid-session goals. D25's first-match churn later exposes the limits | Superseded by fans economy |
| E21 | Jun 24 | Slow reveal VFX only for first-time cards, fast for repeats | "What's the anticipation when you know the rarity from the card back... punishing players with higher luck" (Yel), Danyil's fix | Shipped, law candidate |
| E22 | Jun 24 | Mutations can push OVR above 99, base cards capped at 99 | Chase excitement above the ceiling | Shipped |
| E23 | Jun 24-25 | Moment cards born: Yel compiles top 30 WC moments → 25 tiered cards, "MOMENT" modification, biting-caption voice ("not goal. GOLAZO") | The live wedge in card form | Shipped, reworked as skins Jul 8 (D21) |
| E24 | Jun 25 | Elliptical stadium layout proposed (Danyil): plots inside a stadium ring, center as social space | Origin of the city/arena design | Adopted direction |
| E25 | Jun 26 | Live match fetching ships: results every 5 min, scoreboards, goal boosts + toasts across servers | The differentiator goes real (delay accepted, "players never verify") | Live |
| E26 | Jun 26 | Network optimization: client calls cut from ~150 kb/s to 5-6 kb/s | Real perf find (Danyil) | Done |
| E27 | Jun 27-30 | Match simulation born: commentary sim on PLAY (Yel, FM inspiration), 11v11 HTML (Arda), length fought from 5 min → 1 min → ~40s, cheated first matches added | "The crescendo after building the team." Roguelike impact-card direction named (RAIN card makes opponent cards WET) | Live |
| E28 | Jun 30 | 3D player models to replace cards on plots, rarity read via auras | Martin's city references + customization 3-theme direction (classic, modern, historic) | In progress |
| # | Date | Decision | Rationale / evidence | Status |
|---|---|---|---|---|
| E29 | Jul 1 | Hair pipeline: 9-style taxonomy from 211 icons, creator-hub assets only, marketplace avoided for IP safety (Danyil) | Quiet good call, keep as convention | Standing |
| E30 | Jul 1 | Duel sync via shared random seed, both clients simulate the same match | Arda's elegant answer to turn-based sync complexity | Adopted |
| E31 | Jul 2 | Cash rework idea born (Yel): tie cash to matches via stadium visitors, tickets, sponsors. "Manager hat and chairman's hat" | Origin of the fans economy (lands as D22 Jul 9-10). Sell Lemons assigned as study reference | Became the economy |
| E32 | Jul 2 | Two-resource cap stated: luck and cash only, "a third dilutes importance" (Yel) | F5 law applied in the wild | Standing |
| E33 | Jul 3 | Betting billboard idea: stake luck on real match odds (Yel) | ⚠ Compliance flag: simulated betting on real-world sports outcomes, kids audience. Not built. Needs a deliberate NO in this log before it resurfaces | Flagged, undecided |
| E34 | Jul 3-5 | Home recos 80K → 150K impressions, 260 CCU, alex added to export the channel "to document process" | The brain's origin moment inside the channel | Noted |
D17-D31 and DL1 from v1 stand (parallel duels, console, 2x cash pass, BASS-modeled dev products, moments-as-skins, fans economy, plot L1-3 + tree direction, PvE simplification, first-match churn 8-9%, icon rework, metric goals, 3-week roadmap, data-first, weekly expectations). New from the huddle canvas:
| # | Date | Decision | Rationale / evidence | Status |
|---|---|---|---|---|
| E35 | Jul 9 huddle | Post-tournament plan decided (corrects v1's "loudest silence" flag): nostalgia best-moments week after the Jul 19 final, legend cards (Pelé, Maradona, Messi seasons) + WC meme content post-27th | The cliff has a plan. v1's flag was a source-class miss: huddle canvases ≠ channel text | Planned |
| E36 | Jul 9 huddle | Danyil leaves Jul 17 (back ~Saturday, exam Tue, gone Fri onward). Pre-planned updates for 14/16/21/24, Giorgi handoff before departure | Lead dev absent across the final and cliff week, coverage explicit | Plan active |
| E37 | Jul 9 huddle | Monetization mandate: daily small SKUs (5-10 robux), conversion target 0.47% green, spend/payer → 100 robux, avoid expensive SKUs initially, map the full option inventory before daily adds | ⚠ Interacts with the founding "real money off random rolls" principle: OP paid rolls are paid randomness. Publish odds or route through earned currency, decide deliberately | Active, flagged |
| E38 | Jul 9 huddle | "Never release features without clear success metrics, tracking before launch not after" (Yel). PVP funnel (adoption, retention, card usage) required before expanding social features | Law candidate + the pre-registration ritual stated by the founder | Adopt as ritual |
L-a: Slow reveals are a reward for novelty, not a tax on luck (E21). L-b: One kill gate executed fast beats ten funnel patches (E10). L-c: Two resources max, a third dilutes (E32). L-d: Tracking before launch, not after (E38). DL1: monetization should help players beat their best XI.
E33 betting billboard (recommend: deliberate no). E37 paid random rolls vs founding principle (recommend: published odds minimum, earned-currency preferred). E4 likeness fallback doc (recommend: write the brainrot-conversion runbook before the first C&D, not after).
D1 retention ~5-7% during the ad-heavy first week → 9-10% → 10.5-12.9% after the funnel/relaunch work. Sessions climbed ~5x Jul 2-9. Average session time settled at 15-17 min. Two anomalies noted (per Yel): the Jun 15-17 D1 dip is discounted as tiny-n, and Jul 7-8 D1 should be read as lagged rather than real.