<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>AwfulGames devlog</title><description>A devlog about making systems-heavy games in Godot, alone, and what breaks along the way.</description><link>https://www.awfulgames.co.uk/</link><language>en</language><item><title>Prototyping a trade loop in a weekend</title><link>https://www.awfulgames.co.uk/posts/prototyping-a-trade-loop/</link><guid isPermaLink="true">https://www.awfulgames.co.uk/posts/prototyping-a-trade-loop/</guid><description>Two hundred lines, a spreadsheet of prices, and the afternoon the economy stopped being a table of numbers.</description><pubDate>Mon, 09 Nov 2026 00:00:00 GMT</pubDate></item><item><title>The tick that pays for itself</title><link>https://www.awfulgames.co.uk/posts/the-tick-that-pays-for-itself/</link><guid isPermaLink="true">https://www.awfulgames.co.uk/posts/the-tick-that-pays-for-itself/</guid><description>Galaxy Trader runs its economy on a fixed step, and the first thing that broke was the port that could not keep up.</description><pubDate>Wed, 21 Oct 2026 00:00:00 GMT</pubDate></item><item><title>Price tables that do not explode</title><link>https://www.awfulgames.co.uk/posts/price-tables-that-do-not-explode/</link><guid isPermaLink="true">https://www.awfulgames.co.uk/posts/price-tables-that-do-not-explode/</guid><description>Keeping a trade economy readable when every port has a stock, a price and a player who keeps buying the cheap thing.</description><pubDate>Wed, 30 Sep 2026 00:00:00 GMT</pubDate></item></channel></rss>