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Shadow Blocks v4.0.0 — From Idea to Google Play in One Year

After a year of nights, weekends, and an unhealthy amount of coffee — Shadow Blocks is LIVE on Google Play. This is the full story.

The Beginning

One year ago I had no idea how to ship a mobile game. I had a full-time job at Lidl, two boys to raise, and exactly zero published games. What I did have was a stubborn belief: if smaller studios can do it, so can one person with a laptop and good tools.

The plan was simple — build a Match-3 game, but make it look nothing like the standard Candy Crush clones flooding the Play Store. Dark fantasy. Atmospheric backgrounds. A wordless story of escape. Shadow Blocks was born.

The Stack

Solo indie dev means making smart choices. Here's what powered the build:

The AI workflow deserves its own post, but in short: Gemini handles daily GML coding, Claude reviews architecture and catches bugs, and NotebookLM stores all the project lore.

What's Inside

The final v4.0.0 package:

What Almost Killed The Project

Three things almost shut this down:

1. Burnout

Six months in, I had nothing playable. Just systems, half-finished levels, broken physics. I considered quitting more than once. The fix: shipping vertical slice first — one polished biome, end-to-end. Once I could play it on my phone, motivation came back.

2. Performance on older devices

Animated 4K backgrounds looked stunning, but drained batteries. Phones got hot. Frame drops. The fix: aggressive optimization, but more importantly — a future Battery Saver Mode (now shipped in v4.1.0).

3. The Final Mile

The last 10% takes 90% of the time. Privacy policy. Store listings. Screenshots. Trailers. Translations. AdMob integration. Firebase rules. Each piece felt like its own mini-project. The fix: brutal scope cuts. v4.0.0 shipped without features I originally planned. They'll come in v4.x.

What I Learned

Shipping changes you. A few things I now believe more than I did a year ago:

  1. Done beats perfect. Players don't see what you cut. They see what's there.
  2. AI tools are leverage, not replacement. Claude and Gemini compress weeks into days, but you still need taste, vision, and discipline.
  3. Solo dev is a marathon, not a sprint. Family support matters more than any IDE or asset pack.
  4. Mobile-first is harder than it sounds. Touch controls, battery, OEM fragmentation — every decision multiplies.

What's Next

Shadow Blocks isn't done. Roadmap:

And eventually — leaving Lidl behind. June 22nd, 2026 is the target date. Alastis Dev becomes my full-time studio. If you've played Shadow Blocks, you're already part of that story.


PLAY SHADOW BLOCKS
Free on Google Play. 80 levels. 8 biomes. One developer.
▶ DOWNLOAD NOW