Grind, Hustle, & Payoff. That is our mantra right now. And never forget the battle cry... "FFAP!" "For Fun And Profit!" what else! (This really is still a hobby job atm.) If something is truly fun, the profit part follows. I am always seeking balance, but don't get me started about mainstream marketing, that is a bridge too far right now without some serious help from a larger firm/platform. Can we even afford that? Can we even support growth. Questions we need to ask, be ready to scale. We know how to increase server capacity, that plan is in place.

Porting Doodle Army to Windows 8 and Android continues. Rapidly.

ALERT! We have a fix for Doodle Army 2 right on the heals of the 1.7 release. We introduced a bug in the Bluetooth code late in the game (and the fix is sitting waiting for review at Apple now.) [sorry about that!]

On the topic of Doodle Army 2 hacking. We do really care to solve this. We are trying to stop it. We are going to start a thread on reddit at some point to ask the dev community for thoughts on how to stop it as well as community ideas. So rest assured we are watching. We have names, game center accounts, we know who many of you are. And when we can can confidently say without a doubt, we are nailing these punks on a few vectors. You will see them drop off the scoreboards one of these days if they keep it up. We have spent too much time and money on these guys having their fun at the expense of the honest gaming community. It bugs us. It really does. There is not a planning meeting it does not come up. If it was easy it would be done. Period. Give us time, hang in there. We are going to roll out ways for the community to deal with it as well. We are catching many in game hacks as is possible, and when we do those folks are rendered inop as possible. BUT we have to be super careful, if an accidental detect occurs and we take action, to us that is just as bad if not worse as hacker deterrence, and if that is happening we need to know. We have to be super careful.

Damn hackers. Go away, bug another game. The real lame part is the code is optimized for minimal network involvement and that makes a lot of hacking vectors easy, but reduces lag. Any fix we put in puts load ont eh server (++$) and network load (++lag). The cost is in the wallet and network performance (WHICH really makes you stand up and say, oh hey we found a fix for this particular hack [there are many btw] but it doubles/triples our server costs. SUCKY huh, I am trying to figure out where on the doll I made the hackers touch to get them to do their thing... I know it is mostly script kiddies  but the hack devs gave them the hack capability, those guys can go frag themselves.) So we will have to try out new server side code and see what the game play is like (hopefully not bad!) So I see LOTS of testing in our future...  That is why this is TAKING forever to solve.

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