[ { "key": "salt-and-star-maps", "title": "Salt and Star Maps", "date": "2026-06-02", "description": "How a coastal fantasy map turns tides, trade routes, and bad omens into playable trouble.", "filters": [ "Worldbuilding", "Maps" ], "fields": { "title": "Salt and Star Maps", "description": "How a coastal fantasy map turns tides, trade routes, and bad omens into playable trouble.", "filters": "Worldbuilding Maps", "body": "Every Sharkk map starts with a practical question: what would make travel useful, scary, and just inconvenient enough to become a story? For Anashti Sul, that means reefs that move, stars that lie, and port cities where every bargain has a little salt in the wound." }, "text": "Salt and Star Maps 2026-06-02 Worldbuilding Maps How a coastal fantasy map turns tides, trade routes, and bad omens into playable trouble. Every Sharkk map starts with a practical question: what would make travel useful, scary, and just inconvenient enough to become a story? For Anashti Sul, that means reefs that move, stars that lie, and port cities where every bargain has a little salt in the wound." }, { "key": "designing-the-reef-cities", "title": "Designing the Reef Cities", "date": "2026-05-24", "description": "A quick look at turning coral skylines, canal markets, and shark-priest politics into adventure hooks.", "filters": [ "Worldbuilding", "Design" ], "fields": { "title": "Designing the Reef Cities", "description": "A quick look at turning coral skylines, canal markets, and shark-priest politics into adventure hooks.", "filters": "Worldbuilding Design", "body": "Reef cities should feel like bright places built on dangerous foundations: beautiful from a distance and full of teeth up close. The trick is making every landmark pull double duty as scenery, history, and a problem waiting for the players to touch it." }, "text": "Designing the Reef Cities 2026-05-24 Worldbuilding Design A quick look at turning coral skylines, canal markets, and shark-priest politics into adventure hooks. Reef cities should feel like bright places built on dangerous foundations: beautiful from a distance and full of teeth up close. The trick is making every landmark pull double duty as scenery, history, and a problem waiting for the players to touch it." }, { "key": "arcade-chaos-with-lore-barnacles", "title": "Arcade Chaos With Lore Barnacles", "date": "2026-05-11", "description": "Why even a fast, silly water-racer deserves factions, rumors, and one extremely suspicious trophy.", "filters": [ "Games", "Lore" ], "fields": { "title": "Arcade Chaos With Lore Barnacles", "description": "Why even a fast, silly water-racer deserves factions, rumors, and one extremely suspicious trophy.", "filters": "Games Lore", "body": "Mad Splash wants to move fast, but fast does not have to mean empty. The best arcade nonsense still leaves room for myths in the margins. Give players a reason to laugh first, then give them just enough lore to wonder who built the impossible shortcut through the storm wall." }, "text": "Arcade Chaos With Lore Barnacles 2026-05-11 Games Lore Why even a fast, silly water-racer deserves factions, rumors, and one extremely suspicious trophy. Mad Splash wants to move fast, but fast does not have to mean empty. The best arcade nonsense still leaves room for myths in the margins. Give players a reason to laugh first, then give them just enough lore to wonder who built the impossible shortcut through the storm wall." }, { "key": "building-demo-pages-that-breathe", "title": "Building Demo Pages That Breathe", "date": "2026-04-28", "description": "Notes on keeping a concept site lightweight while still giving each project room to feel alive.", "filters": [ "Design", "Site" ], "fields": { "title": "Building Demo Pages That Breathe", "description": "Notes on keeping a concept site lightweight while still giving each project room to feel alive.", "filters": "Design Site", "body": "The demo site is intentionally small, but the pieces need to feel expandable: reusable chunks, real links, and enough structure to grow without a rewrite. That means every fake post, project card, and footer link should behave like it already belongs to a larger site." }, "text": "Building Demo Pages That Breathe 2026-04-28 Design Site Notes on keeping a concept site lightweight while still giving each project room to feel alive. The demo site is intentionally small, but the pieces need to feel expandable: reusable chunks, real links, and enough structure to grow without a rewrite. That means every fake post, project card, and footer link should behave like it already belongs to a larger site." }, { "key": "why-the-sharks-have-temples", "title": "Why the Sharks Have Temples", "date": "2026-04-12", "description": "A tiny lore pass on holy predators, reef taboos, and the difference between worship and negotiation.", "filters": [ "Worldbuilding", "Lore" ], "fields": { "title": "Why the Sharks Have Temples", "description": "A tiny lore pass on holy predators, reef taboos, and the difference between worship and negotiation.", "filters": "Worldbuilding Lore", "body": "The shark temples are less about obedience and more about etiquette. You do not pray because the sea is kind; you pray because the sea has rules. That makes every shrine a social contract, every offering a warning, and every priest a diplomat with very sharp constituents." }, "text": "Why the Sharks Have Temples 2026-04-12 Worldbuilding Lore A tiny lore pass on holy predators, reef taboos, and the difference between worship and negotiation. The shark temples are less about obedience and more about etiquette. You do not pray because the sea is kind; you pray because the sea has rules. That makes every shrine a social contract, every offering a warning, and every priest a diplomat with very sharp constituents." }, { "key": "making-buttons-feel-like-treasure", "title": "Making Buttons Feel Like Treasure", "date": "2026-03-30", "description": "A small UI note about shine, weight, and giving a demo interface just enough arcade confidence.", "filters": [ "Design", "Site" ], "fields": { "title": "Making Buttons Feel Like Treasure", "description": "A small UI note about shine, weight, and giving a demo interface just enough arcade confidence.", "filters": "Design Site", "body": "A good demo button should feel obvious without feeling generic. It needs weight, contrast, and just enough gloss to look worth pressing. The goal is not realism. The goal is a small hit of treasure-chest certainty every time the interface asks for a decision." }, "text": "Making Buttons Feel Like Treasure 2026-03-30 Design Site A small UI note about shine, weight, and giving a demo interface just enough arcade confidence. A good demo button should feel obvious without feeling generic. It needs weight, contrast, and just enough gloss to look worth pressing. The goal is not realism. The goal is a small hit of treasure-chest certainty every time the interface asks for a decision." } ]