← ChampChase Dev Log

March 18, 2026

PIPELINEMILESTONEFEATURE

Day 2: 114 Passes in 24 Hours — The Nuclear Rebuilds

This was the day everything came together. 114 passes executed, most of them in parallel across 6 Claude Code terminals.

The big insight: every UI screen had broken scene-serialized references from weeks of rapid iteration. Instead of fixing them one by one, I developed the 'nuclear rebuild' pattern — suppress all scene children, build the entire UI from code at runtime. Zero dependency on what Unity serialized. Applied it to all 13 screens.

6-terminal parallel execution was wild. A PowerShell script launches 6 cmd windows in a 3x2 grid, each running Claude Code with --dangerously-skip-permissions. Each terminal works on non-overlapping files. Documentation collisions happened constantly — SESSION_STATE got overwritten 6 times in one batch — but the code never conflicted.

Highlights: full story pipeline (57 dialogue scenes), fight engine reward system, comic panel integration, voice desync fix, shop/achievements/quests rebuilt, campaign progression save sync, 25/25 stale singletons patched.

At one point I had to reconcile 35 missing PATCH_HISTORY entries. 8 passes are permanently unrecoverable — we'll never know what they did.

The actual 6-terminal pipeline setup — 3 monitors, cat sleeping between them, pine trees outside
The actual 6-terminal pipeline setup — 3 monitors, cat sleeping between them, pine trees outside
Early fight presentation — names overlapping, layout still broken, 105 warnings
Early fight presentation — names overlapping, layout still broken, 105 warnings
Hub in development — buttons scattered, apartment background bleeding through
Hub in development — buttons scattered, apartment background bleeding through

Read this in the full interactive devlog →

ChampChase — a story-driven boxing RPG. Climb from nothing to the belt. Free in the beta on iPhone and Android.