Chapter 01 · Origin

Where the idea came from

A memory of a lesser-known Squaresoft game that came back out of nowhere, a tight vertical JRPG battle layout that looked more like a standoff than a chessboard, and a daughter who's going to need to learn to type someday.

Jan 11, 2026 · 3 min read
Chapter 02 · Execution

The first build

One afternoon, three placeholder enemies, a rough prototype. What I noticed playing it and why the enemies needed ATB gauges.

Jan 25, 2026 · 3 min read
Chapter 03 · Boss design

Two bosses that came from other games

Falling words came from an old DOS missile game. Word grid came from raid healing in an MMO and, separately, from a spreadsheet I had open at the time.

Feb 15, 2026 · 3 min read
Chapter 04 · Boss design

Two bosses that came from typing tests

Paragraph boss and line rush both come straight from the typing-test sites I'd been using for years. One is about rhythm, the other is about flow.

Feb 26, 2026 · 2 min read
Chapter 05 · Balance

Balancing a run

Run balance is the invisible part of the game. The target was a ~10-minute run, an 11-enemy roster gated by level, and word length as the main difficulty dial.

Mar 22, 2026 · 4 min read
Chapter 06 · UX

Borrowing UX from typing tests

Cursor styles, caret speeds, word colors, WPM calculations, post-run graphs. The typing UI conventions Keeb Quest adapted, and why.

Apr 13, 2026 · 6 min read
Chapter 07 · Adventure

Adventure mode, and why it ended up at ten minutes

Choose Your Own Adventure books, MUDs, and the first-person room description. How typing through a story slows you down in the right way, and why a ten-minute run turned out to be the daily-practice sweet spot.

Apr 30, 2026 · 6 min read