A chat window, and then nothing
- A backend, a client, and a character who could hold a conversation.
- Then it sat for six weeks. It worked, but it was just a chat window — the characters forgot everything the moment you left.
A messaging game where you text a cast of characters, except they also text each other, post, fall out, make up and remember you, whether or not you're watching. This is the running build log: what got built, when, and what it cost. Built alongside Claude Code.
Running totals · as of 24 September 2026
The Life Island log is generated from that project's commit history, which is why it can count hours and commits. This one isn't in version control yet, so there is nothing to count. The dates below are real and the work is real, but you won't find hours on this page until the repository exists. Putting it in one is the first thing on the list below.
A scaffold in August that sat untouched for six weeks, then three days that turned it into something with a memory, an economy and a life of its own.
The reversal is the honest bit. "No points, relationships are a sentence" was the right instinct about opaque scores, not about scores. A number you can see the reasons behind turned out to be the thing I wanted all along.
Measured, not estimated: a run of messages plus a memory pass plus a full world tick came to roughly two cents. The subscription this replaces works out several times higher per message, and forgets everything.
Timestamps written as "5 minutes ago" changed on every single request, which meant the prompt cache never hit and every message was charged at full price — about triple. Fixed by writing fixed clock times instead. A one-line habit that cost real money.
The world tick, the chronicle and the budget guard each landed in a single sitting. Anything that is really just data moving between a database and a prompt goes quickly; anything that has to feel right takes three tries.