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<rss version="2.0"><channel><title>Nibe Studios Devlog</title><link>https://nibestudios.com/devlog/</link><description>Development notes from Nibe Studios.</description><item><title>A major late-game, completion, and studio update</title><link>https://nibestudios.com/devlog/2026-07-26-weekly-development-update/</link><guid>https://nibestudios.com/devlog/2026-07-26-weekly-development-update/</guid><pubDate>Sun, 26 Jul 2026 12:00:00 GMT</pubDate><description>Four substantial releases reshaped Chancla Fury's late game, defined its Stage 100 finish, strengthened feedback and progression, and rebuilt the Nibe Studios site around a full development archive.</description></item><item><title>Late-game balance, audio feedback, and revive reliability</title><link>https://nibestudios.com/devlog/late-game-balance-audio-and-revive/</link><guid>https://nibestudios.com/devlog/late-game-balance-audio-and-revive/</guid><pubDate>Fri, 24 Jul 2026 12:00:00 GMT</pubDate><description>A wide playtest pass covering larger arenas, spawn families, hit feedback, account buffs, and a troublesome revive flow.</description></item><item><title>Weapon evolutions and signature loadouts</title><link>https://nibestudios.com/devlog/weapon-evolutions-and-signature-loadouts/</link><guid>https://nibestudios.com/devlog/weapon-evolutions-and-signature-loadouts/</guid><pubDate>Tue, 14 Jul 2026 12:00:00 GMT</pubDate><description>Making upgrades feel transformative while keeping their rules visible in a crowded interface.</description></item><item><title>Chat, feedback, and learning from playtests</title><link>https://nibestudios.com/devlog/chat-feedback-and-playtest-tools/</link><guid>https://nibestudios.com/devlog/chat-feedback-and-playtest-tools/</guid><pubDate>Sat, 11 Jul 2026 12:00:00 GMT</pubDate><description>Adding secure community features and a feedback loop without losing sight of the game.</description></item><item><title>Moving critical rules server-side</title><link>https://nibestudios.com/devlog/moving-critical-rules-server-side/</link><guid>https://nibestudios.com/devlog/moving-critical-rules-server-side/</guid><pubDate>Sat, 04 Jul 2026 12:00:00 GMT</pubDate><description>The security and reliability pass behind accounts, rewards, saves, and live web builds.</description></item><item><title>Elemental enemies and elite waves</title><link>https://nibestudios.com/devlog/elemental-enemies-and-elite-waves/</link><guid>https://nibestudios.com/devlog/elemental-enemies-and-elite-waves/</guid><pubDate>Sat, 27 Jun 2026 12:00:00 GMT</pubDate><description>How late-game enemy families were designed to replace repetition with readable new pressure.</description></item><item><title>Easy mode, save safety, and Stage 100</title><link>https://nibestudios.com/devlog/easy-mode-and-stage-100/</link><guid>https://nibestudios.com/devlog/easy-mode-and-stage-100/</guid><pubDate>Wed, 24 Jun 2026 12:00:00 GMT</pubDate><description>Adding a second difficulty while protecting save identity and expanding the campaign's boss roster.</description></item><item><title>Souls, spirits, and meaningful boss rewards</title><link>https://nibestudios.com/devlog/souls-spirits-and-run-rewards/</link><guid>https://nibestudios.com/devlog/souls-spirits-and-run-rewards/</guid><pubDate>Tue, 23 Jun 2026 12:00:00 GMT</pubDate><description>Designing rewards that make boss victories change the rest of a run.</description></item><item><title>Missions, bosses, and the road to 100 stages</title><link>https://nibestudios.com/devlog/missions-bosses-and-a-hundred-stages/</link><guid>https://nibestudios.com/devlog/missions-bosses-and-a-hundred-stages/</guid><pubDate>Wed, 17 Jun 2026 12:00:00 GMT</pubDate><description>Expanding a repeatable arena into a structured campaign with missions, minibosses, and milestone encounters.</description></item><item><title>Accounts, characters, and permanent progress</title><link>https://nibestudios.com/devlog/accounts-characters-and-permanent-progress/</link><guid>https://nibestudios.com/devlog/accounts-characters-and-permanent-progress/</guid><pubDate>Fri, 12 Jun 2026 12:00:00 GMT</pubDate><description>Why we added account progression early, and how it changed the shape of every run.</description></item><item><title>Finding Chancla Fury's identity</title><link>https://nibestudios.com/devlog/finding-chancla-furys-identity/</link><guid>https://nibestudios.com/devlog/finding-chancla-furys-identity/</guid><pubDate>Thu, 11 Jun 2026 12:00:00 GMT</pubDate><description>The family cast, painted pixel-art direction, and upgrade vocabulary that turned a prototype into Chancla Fury.</description></item><item><title>From greybox to a playable survival loop</title><link>https://nibestudios.com/devlog/from-greybox-to-playable/</link><guid>https://nibestudios.com/devlog/from-greybox-to-playable/</guid><pubDate>Wed, 10 Jun 2026 12:00:00 GMT</pubDate><description>How Chancla Fury's first day established movement, combat, mobile controls, and a testable web build.</description></item></channel></rss>
