Today, we are explaining why we do not write "devlogs"—developer logs—for the games we produce within our Hexabee Retro division, which is part of the Hexabee Network infrastructure.
Our Workflow
We do not actually develop the games in our Retro section on a week-by-week basis. If a game’s content is substantial, we begin working 1–2 weeks in advance to ensure the system is properly written and prepared. The primary reason for this is to ensure that all games are developed comfortably and designed more effectively. We implement this practical solution because we know that working day-to-day carries the risk of missing deadlines, which would disappoint both us and you, our players, who have expectations.
Furthermore, even if we were developing a game day-by-day, it would be impossible to write a devlog simultaneously. While we are under the stress of trying to finish a game within that week, we must avoid reflecting that tension onto you. Additionally, there are features we experiment with during development. If we dislike a feature during the testing phase, we remove it from the game. By doing this, we avoid creating unnecessary expectations and ensure we don't waste your time.
Other Reasons for Not Writing Devlogs
Writing devlogs for the games we develop within Hexabee Retro might seem advantageous at first glance, but it essentially means handing over the engineering details of our projects to our competitors on a silver platter. Frankly, this makes us quite uneasy. Our sole reason for this anxiety is the risk that—in a world where open-source projects are easily copied—two-dimensional games can be stolen even before they are released. Whether the code is open or closed, the presence of malicious groups capable of doing this forces us to take these precautions.
As for the players; contrary to popular belief, unless a game is already highly popular, no one sits down to read its devlog. People now learn about new content from their favorite YouTubers. When a YouTuber plays the game, if the game is free and high-quality, the majority of the audience downloads it directly. If we were to open a classic devlog-based YouTube channel and simply say, "We added this, we changed that," players would just take a quick look and move on. As you can see, traditional methods simply do not work anymore.
Best regards, Hexabee Network

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