
72 Hours After Launch: What the Numbers Don’t Tell You
The first sale happened. The first KU pages appeared. Three days in, the biggest lesson is that launch day is a starting line, not a verdict.
Read the story →Sharp, thoughtful dispatches on books, game development, design decisions, launches, experiments, and the work behind the worlds.
A 15-part Shark Protocol writing-and-launch series plus 10 development journals charting the making of The Last Cartographer.

The first sale happened. The first KU pages appeared. Three days in, the biggest lesson is that launch day is a starting line, not a verdict.
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The first sale happened. The first KU pages appeared. Three days in, the biggest lesson is that launch day is a starting line, not a verdict.
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I am laying the renderer foundation for game-ready GLB characters, with humanoid rigs, in-place animation clips and a Godot 4.7 inspection workflow.
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My Kindle Unlimited dashboard registered 2 pages read. Not two thousand. Two. Naturally, I have begun planning the empire.
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The dashboard moved from zero to one. It is a tiny number and, somehow, one of the biggest numbers in the entire launch.
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Launch day arrived. Shark Protocol is officially available in ebook and paperback, and the private writing project is now a public book.
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The project has grown from rooms and hotspots into a full adventure framework with conversations, journals, optional scoring, developer tools, accessibility and a growing character pipeline.
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The book was done. The files were uploaded. Naturally, this seemed like the perfect time to question absolutely everything.
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Puzzles, optional discoveries, humor, and meaningful interaction still have a place in modern adventure games.
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The engine upgrade was less exciting than a new puzzle, but it gave me a cleaner foundation for the renderer, tools and character work coming next.
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I want exploration to leave a trail, so the journal now ties together clues, optional discoveries, maps, reward stamps and Sierra-style secret scoring.
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Early readers gave Shark Protocol something no solitary revision pass could provide: fresh eyes, honest reactions, and valuable feedback before launch.
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Hotspots, NPC placement, walk paths, conversations and object boxes are becoming editable in-game because hand-editing everything was slowing development down.
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The dialogue system is growing from simple question lists into portraits, follow-ups, remembered topics and real branching conversations.
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From the cemetery gate to Thomas’s desk and the underwater sequences, I am trying to make puzzles emerge from the world instead of feeling pasted onto it.
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The manuscript was finished, but the book was not. Then came margins, headers, scene breaks, chapter openings, widows, orphans, exports, proofs, and checking it all again.
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The old adventure games rewarded curiosity, experimentation, optional jokes and the occasional terrible idea. I want that spirit without the old frustrations.
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Adapting the world into an adventure game means preserving the mystery while giving players agency instead of simply replaying the novel.
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Sometimes the detail readers remember is not the weapon or the briefing. It is the terrible coffee, the strange object, or the human habit under pressure.
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More explosions were not the answer. The strongest revisions came from information gaps, time pressure, consequences, and impossible choices.
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The middle of a thriller cannot just be more danger. Every chapter has to change the reader’s understanding or the characters’ options.
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Finishing a thriller meant learning when to solve a problem immediately and when to leave myself a note and keep moving.
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Jake Rourke and Alex Sinclair needed different instincts, different risks, and different relationships with the truth.
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Research gave Shark Protocol texture, but the hardest part was knowing which facts belonged on the page and which belonged only in my notes.
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The challenge was making politics create pressure and danger without turning the novel into a lecture with car chases attached.
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Shark Protocol began with a question about power, secrecy, and what happens when a system decides a person is easier to erase than explain.
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