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Aug 23, 2026

And here we go!

It's officially launch week!

I was able to launch on Android a few weeks ago, giving 150+ early players a chance to jump in and start breaking things. My original plan was to ship iOS right behind it. Apple’s review team had other ideas, dragging out the approval process for weeks.
​By the time that approval landed, the code was already weeks out of date compared to where the game was heading. Releasing an outdated build felt wrong. I rejected the approval, bundled up every new feature I had been building during the wait, submitted a fresh version, and waited again. Now, Strange Measures is officially live on both stores!

​The What & Why

Most trivia games test pure memory recall, you either know the fact or you do not. I wanted to build a curiosity-driven game focused on spatial logic and estimation: narrowing in on answers you couldn't possibly know through reasoning rather than memory.
​Strange Measures hands you scale comparisons like "How many ants tall is the Sears Tower?" You type a numeric guess, read the hot/cold temperature meter, and refine your logic until you land on the target.
​Early feedback from those 150+ Android players revealed a major problem: people were taking way too long to find the answer and getting frustrated. Having Apple's review process stall gave me the exact window I needed to turn that feedback into three key feature upgrades:

​1. Redesigned Guess Feedback: I completely overhauled the visual cues on the hot/cold meter. The UI now gives immediate physical feedback on your accuracy so you aren't guessing in the dark, without giving away a cheap higher/lower hint that spoils the puzzle.
2. Daily Challenge Awards: Added streak tracking and milestone rewards so the shared daily puzzle gives a solid reason to return every morning.
3. Notifications: Built local opt-in alerts so you get a quick ping as soon as a new Daily Challenge drops.
4. Increased sharability: Gave users the ability to share links to exact questions so friends can have a shared experience.

What's Next?

Hitting this milestone and seeing the app live on both platforms is an incredible feeling. Turning that long review delay into an opportunity to refine the core feedback loop made the final release infinitely better than the build I originally submitted three weeks ago.
​Now that the cross-platform launch is out of the way, I am focusing on gaining more players and feedback so I can better address any issues. I have new features I'm itching to add, but I want to make sure the core game is rock solid first.

Thanks to all you who have tried it out already! It has already surpassed my expectations.

​For other solo devs who ship cross-platform apps: if an App Store delay leaves your approved build sitting weeks behind your latest code, do you ship what is approved or reject it to push a fresh update?

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