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    <title>Violet Arc · Dispatch log</title>
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    <description>Build notes from Violet Arc, an independent games studio: what we made, what broke, what we cut.</description>
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    <lastBuildDate>Wed, 04 Nov 2026 00:00:00 GMT</lastBuildDate>
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      <title>Committing Blind</title>
      <link>https://violetarc.io/log/committing-blind/</link>
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      <pubDate>Wed, 04 Nov 2026 00:00:00 GMT</pubDate>
      <category>Project Alchemy</category>
      <description>You choose where a tower goes before you know what it is.</description>
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      <title>About the Pictures</title>
      <link>https://violetarc.io/log/about-the-pictures/</link>
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      <pubDate>Wed, 28 Oct 2026 00:00:00 GMT</pubDate>
      <category>Studio</category>
      <description>The concept images on this site were made with AI. They&apos;re stand-ins until we can afford an artist, and the games themselves won&apos;t be built on them.</description>
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      <title>The Wave Is an Ingredient</title>
      <link>https://violetarc.io/log/shape-the-wave/</link>
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      <pubDate>Wed, 21 Oct 2026 00:00:00 GMT</pubDate>
      <category>Project Alchemy</category>
      <description>Most tower defence games ask you to survive the wave. This one asks what you&apos;d like it to be.</description>
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      <title>Order Matters</title>
      <link>https://violetarc.io/log/order-matters/</link>
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      <pubDate>Wed, 14 Oct 2026 00:00:00 GMT</pubDate>
      <category>Project Alchemy</category>
      <description>Fusing two towers isn&apos;t a sum. The one you keep decides what the result is, and the one you give up decides what it does.</description>
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      <title>Counting Out Loud</title>
      <link>https://violetarc.io/log/counting-out-loud/</link>
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      <pubDate>Thu, 08 Oct 2026 00:00:00 GMT</pubDate>
      <category>Studio</category>
      <description>Every world page now shows which of the six steps its game is on, and the build it&apos;s running. Plus a week of small things that move.</description>
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      <title>The Mixture Holds, Mostly</title>
      <link>https://violetarc.io/log/alchemy-private-build/</link>
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      <pubDate>Fri, 02 Oct 2026 00:00:00 GMT</pubDate>
      <category>Project Alchemy</category>
      <description>Project Alchemy is at Prototype and has the lab to itself. A private build should be ready by the end of the month.</description>
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      <title>A Fourth Game, Pressed in Ink</title>
      <link>https://violetarc.io/log/phase-loop-in-ink/</link>
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      <pubDate>Tue, 29 Sep 2026 00:00:00 GMT</pubDate>
      <category>Phase Loop</category>
      <description>An endless tower defence in sumi-e, where what you break keeps the loop alive. It&apos;s on paper, and staying there for now.</description>
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      <title>Two on Hold, One at Full Steam</title>
      <link>https://violetarc.io/log/two-on-hold/</link>
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      <pubDate>Wed, 23 Sep 2026 00:00:00 GMT</pubDate>
      <category>Studio</category>
      <description>Conquest and Skybound Sanctuary are paused again. Project Alchemy gets every hour we have.</description>
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      <title>The Third Game.</title>
      <link>https://violetarc.io/log/a-third-game/</link>
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      <pubDate>Fri, 18 Sep 2026 00:00:00 GMT</pubDate>
      <category>Project Alchemy</category>
      <description>Project Alchemy is in development. It exists to test how this studio works end to end, and to build something volatile while the other two are being careful.</description>
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      <title>Off the Page, Into a Prototype, and a Mark That Stuck</title>
      <link>https://violetarc.io/log/conquest-systems-pass/</link>
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      <pubDate>Tue, 01 Sep 2026 00:00:00 GMT</pubDate>
      <category>Conquest</category>
      <description>Conquest has moved from Paper to Systems. The maths and logic are close to locked, and of the marks we were weighing, one made the cut.</description>
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      <title>A Premise, a Plan and a Head for Heights</title>
      <link>https://violetarc.io/log/skybound-document-and-plan/</link>
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      <pubDate>Tue, 18 Aug 2026 00:00:00 GMT</pubDate>
      <category>Skybound Sanctuary</category>
      <description>A future that went badly wrong, then moved upstairs. The design document is in progress and the pillars are being finalised.</description>
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      <title>The Legends Are True, and the Paperwork Is Nearly Done</title>
      <link>https://violetarc.io/log/conquest-core-locked/</link>
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      <pubDate>Tue, 11 Aug 2026 00:00:00 GMT</pubDate>
      <category>Conquest</category>
      <description>A real-time strategy game set in a mythic past, where roads are permanent and control is not. The design document is close to final and the pillars are locked.</description>
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      <title>Concepts First, a Long Hold, and Now a Studio</title>
      <link>https://violetarc.io/log/studio-note/</link>
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      <pubDate>Tue, 04 Aug 2026 00:00:00 GMT</pubDate>
      <category>Studio</category>
      <description>Two games have lived as concepts since October 2024. They now have a studio, a website and six steps to walk through, in order.</description>
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