Vampiro Life - Build in Public: Entry Six
Hey everyone,
This one is less flashy, but probably one of the highest-leverage updates we have done so far.
We spent a big part of the week cleaning up old code, removing dead UI modules, and tightening database/dev workflows.
What shipped
- Large dead-code cleanup across legacy chat, combat, dice, auth, and world-builder remnants
- Removal of unused UI components and dependencies
- Dependency updates across core packages
- Local Supabase migration reliability fixes and bootstrap compatibility improvements
Why this matters for players
Technical debt is invisible until it slows everything down.
By removing dead paths and unused UI kit surface area, we reduced maintenance drag and made room for faster feature work. That means new gameplay systems can ship with less risk of random regressions.
Lessons learned this week
A few practical ones:
- Keep character data structures explicit: touchstones should stay as JSON arrays, not stringified blobs
- Keep humanity hydration close to metadata conventions in edit mode
- Treat the active gameplay narrative panel as the source of truth when planning UI changes
These seem small, but they prevent entire classes of bugs.
What this unlocked
After cleanup, we can iterate faster on:
- Quest flow and action outcomes
- Memory/context handling inside chat
- UI consistency in gameplay without carrying legacy shells
Build-in-public note
This is the less glamorous side of solo development. Nobody shares screenshots of deleted files, but deleting the right files is often what makes future screenshots possible.
Back to shipping.
- Rodrigo