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Young Homie

Young Homie

Android Flagship Early dev

A turn-based barrio RPG with timed hits, a crew of six, and a long memory.

Young Homie is a turn-based RPG built to be excellent at four to six hours rather than a shorter version of something bigger. Both sides of every exchange run on timed hits, so defence is as active as attack. Recruit a crew of six across four classes, work a two-currency economy, take branching quests through three connected blocks, and fast-travel a neighbourhood that remembers what you did in it. Synty POLYGON art, built for handheld play in landscape.

In development

Dev log //

Early development. The log is scaffolding and prototype work rather than anything that resembles a finished loop yet.

Commits
63
Days w/ changes
10
Started
28 JUL 2026
  • Update TODO
  • Play Billing 7.1.1 -> 9.1.0 (same fix as bleacher-busters)
  • Round five: a commit message that lied, and a patch script that rewrote EOLs
  • Round four: I got the respeto conclusion backwards, and stop publishing it
  • Round three: the fixes left their own descriptions behind, twice
  • Round two: five more, including a number this project's own thesis forbids
  • The review found the headline was a best-of-84, and the parse guard was inert
  • Phase 9 on the phone: 9.6 and 9.7 closed, 9.2 half, one stopwatch nearly wrong
  • Level 8 is fine: the owner's answer, written down where it will be re-asked
  • Phase 9's desk half, and a balance answer nobody wanted
  • Everything a new session needs, in the order it needs it
  • Two residuals, written down rather than closed
  • The exit 127 was not the glovebox, and saying it was is the worse mistake
  • The count that was a grep, the margin that was not a margin, and one exit 127
  • Three from the fourth pass, and Smiley's two scenes stop being two readings
  • Nine more, and the await rule now reads every suite instead of its own file
  • The bench counter was counting the wrong thing, and so was the check for it
  • Fourteen things the adversary was right about, and one it was not looking for
  • The silence, Act 2's spine, and eleven things you can ignore
  • Twelve beats you can count, and the fence that was a comb since July
  • September you can see, and five things the Phase 2 adversary was right about
  • Phase 3: the one-side rule, broken twice by the blocks Phase 2 left behind
  • Four optional things in September, and the check that they stay optional
  • Act 4's spine: eleven steps, a branch that decides nothing, and 1200 orderings
  • Two blocks past Alameda, three fights, and the ninth member
  • Phase 2 cannot go green before Phase 3, and three existing checks say so
  • The red-check finally run, and the thing it caught was the check
  • A fourth act on paper, the engine that admits it exists, and a plan turned the right way up
  • The phone: the scroll fix under a real thumb, and two perf defects that were not
  • The APK builds with the plugin in it, and the buy button is measured
  • Ads, billing and consent, ported from the one Godot app that shipped them
  • Phase B: the debt the Phase 4 pass named, minus the one that needs the phone
  • The house keeps what you find, and a block that was killing the engine
  • The map, and a check that had been measuring the wrong rectangle
  • The two stings, and a measurement that was reading compressed bytes
  • The lists scroll, and the game has music
  • What the adversarial pass found under Phase 4
  • Phase 4 closes: the faces, the creator, and what the dressing measurement said
  • Weather, the app icon, and the court's dead crew
  • Distinct silhouettes, and the second table that decided what people look like

Showing the 40 most recent of 63 logged changes.

Every line above is a real commit from this app's repository, on the date it was made. Build chores and merge commits are filtered out.