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    <description>Syscall Studios is an independent game studio making systems-driven games about discovery, atmosphere, and the feeling of finally figuring out how something works.</description>
    <language>en</language>
    <copyright>© 2026 Syscall Studios</copyright>
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      <title>Syscall Studios Dev Log</title>
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    <lastBuildDate>Fri, 02 Oct 2026 22:00:00 GMT</lastBuildDate>
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      <title>Project 01 Changed</title>
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      <pubDate>Fri, 02 Oct 2026 22:00:00 GMT</pubDate>
      <description>After eight months of development, we&apos;re changing which game will become Syscall Studios&apos; first release. On understanding scope, sunk cost, old projects, and choosing the right first game.</description>
      <category>Studio</category>
      <category>Development</category>
      <category>Process</category>
      <category>Project 01</category>
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      <title>Placeholder Art Is Lying to You</title>
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      <pubDate>Thu, 01 Oct 2026 17:00:00 GMT</pubDate>
      <description>Placeholder art is essential for prototyping. It&apos;s also great at making good mechanics feel terrible. What we&apos;re learning about game feel, polish, and fidelity.</description>
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      <category>Art</category>
      <category>Game Design</category>
      <category>Prototyping</category>
      <category>Game Feel</category>
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      <title>The Game Looks Exactly the Same</title>
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      <pubDate>Fri, 25 Sep 2026 17:00:00 GMT</pubDate>
      <description>A week of game development, and the game looks exactly like it did on Monday. On refactoring, invisible work, and why screenshots are a bad measure of progress.</description>
      <category>Development</category>
      <category>Programming</category>
      <category>Process</category>
      <category>Refactoring</category>
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      <title>Temporary Is a Dangerous Word</title>
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      <pubDate>Mon, 21 Sep 2026 18:00:00 GMT</pubDate>
      <description>Nothing is more permanent than a temporary solution. How game prototypes quietly become architecture, and how we decide when technical debt is worth it.</description>
      <category>Development</category>
      <category>Programming</category>
      <category>Process</category>
      <category>Technical Debt</category>
      <category>Prototyping</category>
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      <title>Simple, But Not Simplistic</title>
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      <pubDate>Tue, 15 Sep 2026 16:00:00 GMT</pubDate>
      <description>The game design principle behind our first game: make systems easy to understand without making them shallow, from Minecraft&apos;s Redstone to skill trees.</description>
      <category>Game Design</category>
      <category>Development</category>
      <category>Philosophy</category>
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      <title>Building Before Announcing</title>
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      <pubDate>Wed, 09 Sep 2026 17:00:00 GMT</pubDate>
      <description>Why we&apos;re keeping our first indie game, Project 01, under wraps, and what early game development looks like before there&apos;s anything to announce.</description>
      <category>Studio</category>
      <category>Development</category>
      <category>Process</category>
      <category>Marketing</category>
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      <title>Hello, World</title>
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      <pubDate>Fri, 04 Sep 2026 12:00:00 GMT</pubDate>
      <description>Meet Syscall Studios, a new indie game studio building its first game. Why we&apos;re starting a dev log, and what&apos;s with the [0x80] in our logo.</description>
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