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Sep 2, 2026

From start to 1.1.3

Logiq Game — Development Log

Logiq Game is a 7-in-1 logic puzzle app (Sudoku, Connect, Duality, Lights Out, Escape, Slitherlink, Tents & Trees) built with Kotlin Multiplatform for Android and iOS. Here's how it evolved from first prototype to its current live version.

v0.1 – v0.9 — Alpha: Concept to Playable Prototype

April 2026

The project began as a single wireframe prototype and quickly grew into a working puzzle hub. Sudoku and Maze launched first, followed by Lights Out after a full UI overhaul. The app's navigation and ad banner were rebuilt to persist across screens instead of reloading on every transition — a foundational fix that made the whole experience feel native rather than "webby." By the end of this phase, the full 7-game roster was in place, alongside the first onboarding tutorial and expanded language support.

v0.9 — Beta: Polish & Growth Tooling

May 2026

With all games playable, focus shifted to refinement: a smarter Sudoku hint system ("Remove Errors"), UI consistency across all 7 games, bug fixes across notifications, fonts, and board rendering, and the addition of new locales. Behind the scenes, the marketing site and TikTok content pipeline were also stood up in preparation for launch.

v1.0.0 — Public Launch

August 4, 2026

Logiq Game went live on Google Play. This release introduced the final monetization model: a "Supporter" subscription (monthly, annual, or lifetime) via RevenueCat, plus a secondary in-game currency system — per-game coin wallets earned by solving puzzles, and a rewarded-ad currency for players who prefer not to subscribe. No forced interstitials, by design. A compliant in-app review prompt and updated Store listing shipped in the same release.

v1.1.0 — Achievements

August 6, 2026

Added a full achievements system — 68 achievements across all 7 games via Google Play Games Services, covering solve streaks, milestones, and progression.

v1.1.3 — Current: Stabilization & Live Operations

August–September 2026

With real players on the app, this cycle focused on live-issue fixes and instrumentation:

  • Reliability fixes: resolved a sign-in popup appearing on every app launch, fixed banner ads occasionally failing to load with no retry, and corrected a localization display bug.
  • New feature: added a "watch ad for coins" shortcut directly to the level-select screen.
  • Analytics overhaul: instrumented full funnel tracking across every rewarded-ad placement in the app, and built out an activation funnel (open → tutorial → first solve → ad engagement) to guide future decisions.
  • Internal tooling: rebuilt the admin dashboard into a multi-page tool with a full level browser covering all 56,000 puzzle levels across the 7 games.

Since launch, daily active users have roughly doubled (from ~10 to ~20–25/day), and marketing efforts have expanded with a YouTube trailer live, plus a TikTok presence and an indie-discovery platform listing in progress.

Roadmap

  • Close a remaining analytics gap
  • iOS release groundwork (pending Apple Developer enrollment)
  • Continued marketing rollout (TikTok, indie discovery platforms)
  • Look into leaderboards (see if possible without connection?)

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