CAULDERON INTERACTIVE · DEVLOG

Devlog

Short write-ups on how Number Run: Pro Edition is actually built — rendering decisions, design trade-offs, and the occasional bug worth explaining. No bitmap assets, no game engine, everything hand-rolled in Kotlin and Jetpack Compose.

30 AUGUST 2026

Rendering the Portal's 50-shard mosaic with zero bitmaps

How the Portal's shard ring is built from deterministic Canvas geometry instead of pre-rendered art — and why each shard needed its own hand-picked polygon rather than a shared sprite.

RENDERING
22 AUGUST 2026

Multiplier Fatigue: fixing runaway scores without nerfing the fun part

Chained ×2/×3 gates were turning scores into an exponential mess. The fix had to punish spam without ever touching what a gate actually multiplies — here's the distinction that mattered.

GAME DESIGN
12 AUGUST 2026

Why MYSTERY gates exist (and why they're rare on purpose)

Every other gate modifier in the game is a hazard. MYSTERY is the one exception — a ~1% reward roll with its own independent cooldown so it never competes with or replaces a hazard. Here's the reasoning.

GAME DESIGN