<?xml version="1.0" encoding="UTF-8" ?><rss version="2.0"><channel><title>Come Closer, It&#039;s Cold Devlog - itch.io</title><link>https://nosenss.itch.io/come-closer-its-cold</link><description>Keep one small campfire alive across five cold nights — and warm the lost spirits who gather in its light.</description><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1561974/devlog-16-balance-lab</guid><title>Devlog #16 — Balance Lab</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1561974/devlog-16-balance-lab</link><pubDate>Tue, 23 Jun 2026 13:52:15 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Manual playtests were the bottleneck Four spirits max on night one. Difficulty ramps. Every tweak meant playing through by hand. Needed automated runs and a web UI to tune spawn pacing. Python stands...</p>]]></description></item><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1561970/devlog-15-the-forest-didnt-want-to-be-layers</guid><title>Devlog #15 — The forest didn&#039;t want to be layers</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1561970/devlog-15-the-forest-didnt-want-to-be-layers</link><pubDate>Tue, 23 Jun 2026 13:45:24 GMT</pubDate><category>devlog</category><description><![CDATA[<p>What we wanted After #14, the hearth finally told the right story about the night. The forest behind it still felt like a single frozen painting. The art pack can be stacked—sky, hills, trees, mist...</p>]]></description></item><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1561963/devlog-14-six-embers-wrong-question</guid><title>Devlog #14 — Six embers, wrong question</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1561963/devlog-14-six-embers-wrong-question</link><pubDate>Tue, 23 Jun 2026 13:41:34 GMT</pubDate><category>devlog</category><description><![CDATA[<p>The misleading pips Above the fire we had a row of six ember dots. They tracked how many spirits you’d warmed that night. In play that felt like a win condition: fill six, you’re done. That collid...</p>]]></description></item><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1561959/devlog-13-the-bench-finally-counts-nights-not-headcount</guid><title>Devlog #13 — The bench finally counts nights, not headcount</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1561959/devlog-13-the-bench-finally-counts-nights-not-headcount</link><pubDate>Tue, 23 Jun 2026 13:39:10 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Why we opened this session After #12, the clearing could hold more spirits — but bench2.py was still living in an older economy. Win condition was “six warmed at once.” Stoke was modeled as clic...</p>]]></description></item><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1561957/devlog-12-no-more-spirit-slots</guid><title>Devlog #12 — No More Spirit Slots</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1561957/devlog-12-no-more-spirit-slots</link><pubDate>Tue, 23 Jun 2026 13:36:39 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Why we did this Spirits had been living in a fixed queue: six hard-coded slots, four waiting at most. That felt fine early on, but it was a ceiling we could feel every time the night got busy. The tas...</p>]]></description></item><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1561955/devlog-11-the-demo-has-to-lose-on-purpose</guid><title>Devlog #11 — The Demo Has to Lose on Purpose</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1561955/devlog-11-the-demo-has-to-lose-on-purpose</link><pubDate>Tue, 23 Jun 2026 13:35:03 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Where we left off #6 — Fog hides spirit prices #7 — Ice rain and thaw join the crisis rotation #8 — Ice Shades debut on Night 3 #9 — The Salamander steps out of the fog #10 — The meadow star...</p>]]></description></item><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1561951/devlog-10-the-meadow-starts-to-remember</guid><title>Devlog #10 — The Meadow Starts to Remember</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1561951/devlog-10-the-meadow-starts-to-remember</link><pubDate>Tue, 23 Jun 2026 13:30:58 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Why we wanted this The loop already had meta behind the scenes—Gifts, upgrades, nights stacking up—but the clearing stayed visually dead. We wanted progress you could see without turning the meado...</p>]]></description></item><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1561946/devlog-9-the-salamander-steps-out-of-the-fog</guid><title>Devlog #9 — The Salamander Steps Out of the Fog</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1561946/devlog-9-the-salamander-steps-out-of-the-fog</link><pubDate>Tue, 23 Jun 2026 13:27:39 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Where we left off #6 — Fog hides spirit prices behind ??? #7 — Ice rain and thaw enter the crisis rotation #8 — Ice Shades debut on Night 3 #8 teaser: Something ancient watches from the fog on N...</p>]]></description></item><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1561944/devlog-8-the-cold-starts-spreading</guid><title>Devlog #8 — The Cold Starts Spreading</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1561944/devlog-8-the-cold-starts-spreading</link><pubDate>Tue, 23 Jun 2026 13:24:56 GMT</pubDate><category>devlog</category><description><![CDATA[<p>What we were solving Devlog #7 ended on fog hiding prices. The tease was honest: the next threat wouldn’t be about information — it would be about time . Night 3 needed a mechanic that punished le...</p>]]></description></item><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1561938/devlog-7-ice-rain-thaw-and-a-breather</guid><title>Devlog #7: Ice Rain, Thaw, and a Breather</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1561938/devlog-7-ice-rain-thaw-and-a-breather</link><pubDate>Tue, 23 Jun 2026 13:20:41 GMT</pubDate><category>devlog</category><description><![CDATA[<p>What we were aiming for After #6’s fog — hide the numbers, force a blind gamble — we wanted the crisis roster to keep hitting different resource loops instead of “everything hurts the fire the...</p>]]></description></item><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1561934/devlog-6-the-fog-doesnt-hurt-your-fire-it-hides-the-bill</guid><title>Devlog #6 — The Fog Doesn&#039;t Hurt Your Fire. It Hides the Bill.</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1561934/devlog-6-the-fog-doesnt-hurt-your-fire-it-hides-the-bill</link><pubDate>Tue, 23 Jun 2026 13:16:42 GMT</pubDate><category>devlog</category><description><![CDATA[<p>What we were building on Devlog #5 left us with a data-driven weather loop: crisis types, a per-night pool, shared start/end signals, and Frost Wind still behaving exactly as before. The next design b...</p>]]></description></item><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1561932/devlog-5-weather-crises-on-a-schedule</guid><title>Devlog #5: Weather Crises on a Schedule</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1561932/devlog-5-weather-crises-on-a-schedule</link><pubDate>Tue, 23 Jun 2026 13:13:30 GMT</pubDate><category>devlog</category><description><![CDATA[<p>The problem we kept hitting Frost wind was doing its job — it spikes pressure, triples fire decay, freezes spirits, muffles the music — but it lived in one place as a bespoke loop. That was fine f...</p>]]></description></item><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1561930/devlog-4-scope-audit-and-chat-plan</guid><title>Devlog #4 — Scope Audit and Chat Plan</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1561930/devlog-4-scope-audit-and-chat-plan</link><pubDate>Tue, 23 Jun 2026 13:11:06 GMT</pubDate><category>devlog</category><description><![CDATA[<p>What we did No new features this session. We stopped and audited the whole prototype against the design doc and the five-night demo plan — what’s in the build, what’s only on paper, and what ord...</p>]]></description></item><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1561927/devlog-3-killing-the-win-screen</guid><title>Devlog #3 — Killing the Win Screen</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1561927/devlog-3-killing-the-win-screen</link><pubDate>Tue, 23 Jun 2026 13:08:43 GMT</pubDate><category>devlog</category><description><![CDATA[<p>For two devlogs we&#039;ve called this a &quot;cozy incremental about a campfire.&quot; That was a comfortable lie. This time we admitted what the game actually wants to be — Cozy-Frostpunk — and ripping the ban...</p>]]></description></item><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1561924/devlog-2-we-built-a-campfire-then-burned-the-design-down</guid><title>Devlog #2 — We Built a Campfire, Then Burned the Design Down</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1561924/devlog-2-we-built-a-campfire-then-burned-the-design-down</link><pubDate>Tue, 23 Jun 2026 13:06:49 GMT</pubDate><category>devlog</category><description><![CDATA[<p>The pitch (on paper) One campfire. A cold forest. Frozen spirits drifting toward the light. You stoke the fire, throw logs, spend sparks to warm the lost souls — each one making the flame a little e...</p>]]></description></item><item><guid>https://nosenss.itch.io/come-closer-its-cold/devlog/1559748/come-closer-its-cold-dev-log-1</guid><title>Come Closer, It&#039;s Cold — Dev Log #1</title><link>https://nosenss.itch.io/come-closer-its-cold/devlog/1559748/come-closer-its-cold-dev-log-1</link><pubDate>Sun, 21 Jun 2026 01:44:47 GMT</pubDate><category>devlog</category><description><![CDATA[<img class="post_image" src="https://img.itch.zone/aW1nLzI3OTkzMDg0LnBuZw==/400x224%23c/wixuk3.png"/><p>Hey, first post here. Let me keep it short. I&#039;m not a game developer by trade. I do marketing. But I spent the last few months going deep on game design — books, talks, dissecting mechanics — and...</p>]]></description></item></channel></rss>