Wavy Road is out now! 🎉
You control the road. Dodge the chaos and try not to crash.
I’m so happy to finally share this with you. I hope you'll enjoy it 🤗
Get it for free: https://apps.apple.com/app/id6804942333
Wavy Road is out now! 🎉
You control the road. Dodge the chaos and try not to crash.
I’m so happy to finally share this with you. I hope you'll enjoy it 🤗
Get it for free: https://apps.apple.com/app/id6804942333
So many dangers await you in Wavy Road 🚗
Here’s a glimpse of the obstacles you’ll need to dodge.
Pre-order Wavy Road now: https://apps.apple.com/app/id6804942333
A little look at some of the vehicles in Wavy Road 🚗
They have different speeds, handling, sizes, power-ups, and passive abilities. Hopefully you’ll find a favorite!
Wavy Road is available for pre-order now!
Thanks for the early coverage, Pocket Gamer 🙌 https://www.pocketgamer.com/wavy-road/coming-soon-to-ios/
Wavy Road is now available for pre-order! 🚗
Pre-order here: https://apps.apple.com/app/id6804942333
A boost would mean a lot and help more people discover the game. Thanks for your support! ❤️
Anyone in the mood for a second round of pre-orders today?
I’ve made a quick decision.
There’s something weird about building a game instead of an app.
An app solves a problem. When I release one, I know I’ve solved something, big or small.
A game is different. It’s a glimpse into my noisy head. Something I wanted to exist simply because it brings me joy.
Releasing that feels vulnerable. I can only hope it brings someone else joy too.
And maybe if I’m lucky, it brings them a warm hug of nostalgia for the days when infinite runners were da bomb on iOS.
Maybe I should open pre-orders for Wavy Road 🤔
Would it be foolish to do that now, even after I've sent out emails to the writers, podcasters etc., without mentioning a pre-order?
Wavy Road launches on iPhone on October 21!
You steer the road, not the car.
There's a little Halloween event at launch 🎃
I really want to get Wavy Road out the door. I’m having a lot of fun with it, and I hope other people will too.
But first, I need some kind of monetization model.
I’d like to lean into classic game mechanics without making anything too disgusting. My current thinking:
- Players can buy coins to unlock purely cosmetic vehicles. Everything can still be earned by playing.
- Players can pay to remove ads. The ads are for fake (and hopefully funny) products.
I’ve shared the game with my girlfriend and a few friends who all seem to like it, so I could see myself launching it.
I‘ve just never launched a game before, so I have so many questions. Most importantly right now is probably how I’d monetize it. Not because I think it can be a cash cow. It’s just to prevent doing support for free.
I’ve been wanting to build this game for 15 years. Now I finally have.
You control the road. The car follows it. Don’t crash.
Players go through 20+ different areas, collect coins, complete missions, buy new vehicles, and unlock achievements.
As a longtime sucker for infinite runners, it’s nice to finally have built my own.
Pastebot for Mac has quite the legacy, but oh boy, I miss Pastebot for iPhone. It was such a delightful app. I’d still love to see @tapbots bring that back with some of its old charm.
Even with Universal Clipboard and various ‘shelf apps’ out there, I could still make good use of Pastebot on my iPhone.