First public release (retrospective milestone)
How we framed the initial launch: capture-first workflow, library storage, and direct posting to X and Bluesky.
Retrospective milestone note from our product archive—written after the fact to document how the product evolved, not as a live-dated announcement.
What shipped first
The earliest public cut centered on closing the gap between a build and a post: capture screenshots and short clips in the browser where supported, keep assets in a workspace library instead of scattered folders, and move straight into channel-ready drafts.
Posting paths
We prioritized X and Bluesky early—fast surfaces for build-in-public cadence—so solo developers could publish without opening five tabs. The goal was never “every network on day one”; it was a credible loop you could repeat weekly.
What we learned
Players and creators respond to proof of progress, not polish. Shipping capture + a tight posting path first let real games dogfood the workflow before we layered CRM, funnels, and everything else.