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  <title>Tiny Lantern dev blog</title>
  <subtitle>Notes from the workshop: what we’re building, what broke, and what we learned along the way.</subtitle>
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  <id>https://tinylanterngames.com/blog</id>
  <updated>2026-11-14T00:00:00Z</updated>
  <author><name>Tiny Lantern</name></author>
  <icon>https://tinylanterngames.com/brand/icon-192.png</icon>
  <entry>
    <title>Vibe to IPO: the hype is the enemy</title>
    <link rel="alternate" type="text/html" href="https://tinylanterngames.com/blog/vibe-to-ipo-the-hype-is-the-enemy" />
    <id>https://tinylanterngames.com/blog/vibe-to-ipo-the-hype-is-the-enemy</id>
    <published>2026-11-14T00:00:00Z</published>
    <updated>2026-11-14T00:00:00Z</updated>
    <summary>How a joke about AI buzzwords became the core loop of our idle tycoon, and what we cut along the way.</summary>
    <category term="vibe-to-ipo" label="Vibe to IPO" />
    <content type="html">&lt;p&gt;Every idle tycoon needs a number that goes up. In &lt;em&gt;Vibe to IPO&lt;/em&gt;, that number is your studio&amp;#x27;s valuation, and the fastest way to make it go up is also the fastest way to sink the studio: hype.&lt;/p&gt;&lt;h2 id=&quot;the-core-loop&quot;&gt;The core loop&lt;/h2&gt;&lt;ol&gt;&lt;li&gt;Hire a few devs and give them something to ship.&lt;/li&gt;&lt;li&gt;Ship apps to earn revenue, which pays for more devs.&lt;/li&gt;&lt;li&gt;Announce features to pump your valuation, then race to actually build them.&lt;/li&gt;&lt;/ol&gt;&lt;p&gt;The trick is step 3. Every announcement adds &lt;em&gt;hype debt&lt;/em&gt;. If you ship before the debt comes due, investors love you. If you don&amp;#x27;t, the bubble pops and your devs start updating their profiles.&lt;/p&gt;&lt;h2 id=&quot;what-we-cut&quot;&gt;What we cut&lt;/h2&gt;&lt;p&gt;Early prototypes had a full office-management layer: desks, coffee machines, a ping-pong table. It was cute, but it buried the one decision that was actually fun, which was &lt;em&gt;when to overpromise&lt;/em&gt;. So it went. The office is still there, it just runs itself.&lt;/p&gt;&lt;h2 id=&quot;try-the-vibe&quot;&gt;Try the vibe&lt;/h2&gt;&lt;p&gt;We&amp;#x27;re planning a release in &lt;strong&gt;December 2026&lt;/strong&gt; on iOS and Android, with Steam later on. We&amp;#x27;ll post more about balancing, art and the jokes that didn&amp;#x27;t make the cut, so keep an eye on &lt;a href=&quot;/blog&quot;&gt;the blog&lt;/a&gt;.&lt;/p&gt;</content>
  </entry>
  <entry>
    <title>Hello from Tiny Lantern</title>
    <link rel="alternate" type="text/html" href="https://tinylanterngames.com/blog/hello-from-tiny-lantern" />
    <id>https://tinylanterngames.com/blog/hello-from-tiny-lantern</id>
    <published>2026-11-12T00:00:00Z</published>
    <updated>2026-11-12T00:00:00Z</updated>
    <summary>Who we are, the two games on our workbench, and why we're writing about them before they ship.</summary>
    <category term="studio" label="Studio" />
    <category term="vibe-to-ipo" label="Vibe to IPO" />
    <category term="lantern-below" label="Lantern Below" />
    <content type="html">&lt;p&gt;Tiny Lantern is a very small studio making cozy idle games for phones. This blog is where we&amp;#x27;ll share what we&amp;#x27;re building while we build it: the ideas that worked, the ones that didn&amp;#x27;t, and the odd screenshot of something half-finished.&lt;/p&gt;&lt;h2 id=&quot;two-games-on-the-workbench&quot;&gt;Two games on the workbench&lt;/h2&gt;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;/#games&quot;&gt;Vibe to IPO&lt;/a&gt;&lt;/strong&gt; is a funny idle tycoon about running a tiny software studio in the AI era. You hire devs, ship apps and try to survive the hype cycle. It&amp;#x27;s coming in December 2026.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;/#games&quot;&gt;Lantern Below&lt;/a&gt;&lt;/strong&gt; is a creepy-cute deep-sea idle game. You sweep a floodlight through the dark, log strange pale creatures, and send drones diving while you&amp;#x27;re away. It&amp;#x27;s still early, so expect it to change a lot.&lt;/p&gt;&lt;h2 id=&quot;why-write-about-games-that-aren-t-out-yet&quot;&gt;Why write about games that aren&amp;#x27;t out yet?&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;Writing things down makes us think them through.&lt;/li&gt;&lt;li&gt;You get to see how the games take shape, and tell us what you&amp;#x27;d like to see.&lt;/li&gt;&lt;li&gt;When launch day comes, you&amp;#x27;ll already know what you&amp;#x27;re getting.&lt;/li&gt;&lt;/ul&gt;&lt;blockquote&gt;&lt;p&gt;Small games, made slowly, with a lot of care. That&amp;#x27;s the whole plan.&lt;/p&gt;&lt;/blockquote&gt;&lt;h2 id=&quot;what-s-next&quot;&gt;What&amp;#x27;s next&lt;/h2&gt;&lt;p&gt;Next up: a closer look at the core loop of Vibe to IPO, and why &amp;quot;the hype is the enemy&amp;quot; turned into a game mechanic. Follow along with the &lt;a href=&quot;/blog/feed.xml&quot;&gt;RSS feed&lt;/a&gt;.&lt;/p&gt;</content>
  </entry>
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