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		<title>Who Moved That?! devlog</title>
		<link>https://stackup.stefanrows.com/</link>
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		<description>What changed in Who Moved That?! this week, and what fell over because of it.</description>
		<language>en-gb</language>
		<lastBuildDate>Wed, 19 Aug 2026 00:00:00 GMT</lastBuildDate>
		<item>
			<title>The tower now falls over somewhere</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-19-a-room-to-fall-over-in/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-19-a-room-to-fall-over-in/</guid>
			<pubDate>Wed, 19 Aug 2026 00:00:00 GMT</pubDate>
			<category>improvement</category>
			<description>A stone floor and a white hall fifteen metres tall, and blocks now bounce off the walls.</description>
			<content:encoded><![CDATA[<p>Until this week Who Moved That?! took place on an infinite grey nothing. You built a
tower on it, the tower fell on it, and the blocks that got kicked slid away into
a flat void that went on forever. It worked. It also looked like the inside of a
loading screen.</p>
<p>Now there is a floor. It is cut stone, dark grey slabs with pale joints between
them, and every slab is a different shape because the pattern is worked out from
where you are standing rather than stamped from a tile. Walk in any direction and
it never repeats. This is a lot of effort for something you will look at for four
seconds before a block hits you in the shin, and we are fine with that.</p>
<p>Around it there is a hall. White walls, fifteen metres of them, with the corners
rounded off so the light runs around them instead of stopping dead. Fifteen
metres is roughly a five storey building, which sounds generous until you
remember what four people do to a tower.</p>
<p>The part that changes the game is that the walls are solid. A block you kick
across the room now hits something and comes back. Previously it left, and it
kept leaving, and nobody ever saw it again. The room is not on your side. It just
gives your mistakes somewhere to land.</p>]]></content:encoded>
		</item>
		<item>
			<title>We set friction to zero and the tower simply left</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-19-friction-zero/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-19-friction-zero/</guid>
			<pubDate>Wed, 19 Aug 2026 00:00:00 GMT</pubDate>
			<category>note</category>
			<description>With nothing holding the blocks against each other the tower melts from the bottom in about a second.</description>
			<enclosure url="https://stackup.stefanrows.com/devlog/2026-08-19-friction-zero/collapse.jpg" type="image/jpeg" length="0" />
			<content:encoded><![CDATA[<p>There is a panel of sliders in the development build, and one of them is friction.
It normally sits at zero point seven, which is roughly what you would expect from
a wooden block on a wooden block. We pulled it to zero to see what would happen,
rebuilt the tower, and then spent the next few seconds watching fifty four blocks
discover that nothing was holding them.</p>
<p>The interesting part is where it starts. It does not topple. Toppling is what a
tower does when it leans too far, and leaning requires the bottom to stay put
while the top goes somewhere. With no friction the bottom does not stay put. The
lowest rows squeeze outward under the weight above them, each block sliding along
its neighbour like a bar of soap in a fist, and the tower sinks into itself while
the top four rows are still perfectly stacked and completely unaware.</p>
<p>That is the picture above, taken about a second in. The top of the tower still
looks like a tower. The bottom looks like something that has been left in the sun.</p>
<p>One second later there is a two row stump on the plinth and blocks all the way out
to the walls, which is the first time the new walls have properly earned their
keep. Then it goes quiet, and you are looking at a very tidy floor with a lot of
mess on it.</p>
<p>Zero point seven it is, then.</p>]]></content:encoded>
		</item>
		<item>
			<title>You can finally pull one block out</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-19-pull-one-block/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-19-pull-one-block/</guid>
			<pubDate>Wed, 19 Aug 2026 00:00:00 GMT</pubDate>
			<category>feature</category>
			<description>Taking a block from the middle of the tower used to bring half the tower with it. Now it slides.</description>
			<enclosure url="https://stackup.stefanrows.com/devlog/2026-08-19-pull-one-block/bild.jpg" type="image/jpeg" length="0" />
			<content:encoded><![CDATA[<p>Here is a thing Who Moved That?! could not do until today. You walk up to the tower,
put a hand on a block somewhere in the middle, and pull. Nothing dramatic. Just
that one block, out, in your hands, tower still standing.</p>
<p>What used to happen was that the block came out and brought four of its friends,
because the grip on the block was so much stronger than the grip of the blocks
either side of it that the whole shelf came along. It looked like the tower was
made of one piece, which is a bad look for a game about a tower that is
definitely not made of one piece.</p>
<p>The fix is that the block you are holding gets slippery, and only the block you
are holding. Everything else in the stack keeps its friction and its opinions.
So the one in your hand slides out between its neighbours while they stay
exactly where they were, and the rows above drop the tiny distance they were
always going to drop, and then everyone gets to find out whether that was fine.</p>
<p>We have set the slipperiness low for now, low enough that the block does not
shoot out of the tower like a bar of wet soap. Whether it is the right number is
a question for a human with a mouse and an afternoon.</p>]]></content:encoded>
		</item>
		<item>
			<title>The starting tower is no longer perfect</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-19-stacked-by-hand/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-19-stacked-by-hand/</guid>
			<pubDate>Wed, 19 Aug 2026 00:00:00 GMT</pubDate>
			<category>improvement</category>
			<description>Every block sits two millimetres off its slot, because hand stacked towers are not straight.</description>
			<content:encoded><![CDATA[<p>The tower you start with in Who Moved That?! used to be flawless. Fifty four blocks,
every one of them exactly where the maths said, edges lined up to the last
fraction of a millimetre. It looked like a render. It was also a lie, because
nobody has ever stacked fifty four blocks by hand and got that.</p>
<p>So now it wobbles. Each block sits up to two millimetres off its slot, each whole
row drifts up to four millimetres against the one below, and every block is
turned up to six tenths of a degree. Those are small numbers. You will not spot
any single one of them.</p>
<p>What you spot is the tower. Rows lean very slightly against each other, edges
almost line up instead of exactly lining up, and the whole thing reads as
something four people put together in a hurry rather than something that was
printed.</p>
<p>There is a practical side to this. A perfect tower distributes weight perfectly,
and a perfect tower is boring to pull a block out of, because everything above it
comes straight down in one piece. A tower with a lean already has an opinion
about which way it wants to go. Your job is to disagree with it for as long as
possible.</p>]]></content:encoded>
		</item>
		<item>
			<title>How a physics game finds out what it feels like</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-19-the-slider-box/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-19-the-slider-box/</guid>
			<pubDate>Wed, 19 Aug 2026 00:00:00 GMT</pubDate>
			<category>note</category>
			<description>A panel of thirty eight sliders, and every one of them tells you what it does to the game rather than to the code.</description>
			<enclosure url="https://stackup.stefanrows.com/devlog/2026-08-19-the-slider-box/sliders.png" type="image/png" length="0" />
			<content:encoded><![CDATA[<p>Nobody knows what a good grip strength is. You can reason about it, you can look
up what a hand can hold, and then you play for four seconds and find out that the
correct answer had nothing to do with any of that. Feel is not a number you
derive. It is a number you find.</p>
<p>So there is a panel of sliders in the development build, and it now covers all of
it. How hard a hand holds. How far you can reach. How much the block swings
behind you when you turn. How heavy you are, how fast you stop, how much the
tower resists having a block pulled out of it. Thirty eight of them, live, while
the game runs. Change one and the blocks that already exist change with it, which
sounds obvious and is the part that took the actual work.</p>
<p>The thing we got right, more by accident than plan, is the column on the right.
Every slider says what it does to the <strong>game</strong>, not what it sets. Not “angular
damping” but “stops the block swinging”. Not “reach slack” but “how far out you
can place from”. You stop looking for the setting and start looking for the
feeling, and those turn out to be different searches.</p>
<p>Each row also has a small arrow that puts that one value back where it started,
and the arrow goes red when the value has moved. Twenty minutes into an afternoon
of tuning, the honest question is not “what did I set this to” but “what have I
touched”. The red arrows answer it without anyone having to remember anything.</p>]]></content:encoded>
		</item>
		<item>
			<title>Your tower now stands on a plinth, like art</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-19-the-tower-gets-a-plinth/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-19-the-tower-gets-a-plinth/</guid>
			<pubDate>Wed, 19 Aug 2026 00:00:00 GMT</pubDate>
			<category>feature</category>
			<description>The tower starts on a glowing red plinth with five centimetres of ledge on every side.</description>
			<content:encoded><![CDATA[<p>The tower used to start on the floor. It now starts on a plinth, thirty five
centimetres of dark red stone with a line of glow running under the top edge,
like something in a museum that you are absolutely not allowed to touch. You are
going to touch it.</p>
<p>The clearance is the good part. The tower is sixty centimetres across and the
plinth is seventy, so there are five centimetres of ledge on each side. That is
enough to see the thing your tower is standing on and nowhere near enough to be
useful. A block that lands half on the edge gets a moment to think about it.</p>
<p>The other way to play gets its own. That mode starts you with nothing at all,
just a green platform three metres across, knee height, lit along the top. Every
block on it arrived because somebody carried it there. Three sizes wait on a
counter behind you, up to a six metre stone that one person can carry and two
people can carry into each other.</p>
<p>Both plinths are proper objects now instead of the glowing pink boxes that stood
in for them. The pink boxes did the job. Nobody misses them.</p>]]></content:encoded>
		</item>
		<item>
			<title>Throwing yourself at the problem</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-18-dive/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-18-dive/</guid>
			<pubDate>Tue, 18 Aug 2026 00:00:00 GMT</pubDate>
			<category>feature</category>
			<description>A dive sends you forward and down at 6.5 m/s, and the landing leaves you staggering in front of witnesses.</description>
			<content:encoded><![CDATA[<p>There is a dive in Who Moved That?! now. Press the key and your character hurls itself
forward and slightly downward at 6.5 m/s, with almost no steering once airborne
and a second of lying there afterwards thinking about it. You can do it while
carrying a block. We recommend it. We do not recommend it near the tower.</p>
<p>The landing puts you in a stagger, and the stagger is the part that changed for
everyone else. It used to be a private experience: you got shoved, your controls
went vague, and to the other three players you carried on walking like a person
with excellent posture. Now the character visibly tips and wobbles for as long as
it lasts, and your own view nods along by 3 degrees, so being knocked about looks
from the outside exactly as undignified as it feels from the inside.</p>
<p>While we were in there, a jump you press just slightly too early is remembered
for a moment and fires the instant you touch the ground. You were going to blame
the game for that one anyway. Now you cannot, and the tower is still the tower,
and gravity has not agreed to any of this.</p>]]></content:encoded>
		</item>
		<item>
			<title>Nothing places itself any more</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-18-hold-to-hold/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-18-hold-to-hold/</guid>
			<pubDate>Tue, 18 Aug 2026 00:00:00 GMT</pubDate>
			<category>feature</category>
			<description>Hold the button to hold the block, let go to drop it. The game has stopped tidying up after you.</description>
			<content:encoded><![CDATA[<p>You now hold a block in Who Moved That?! the way you hold anything heavy. Press and
keep pressing and it is in your hands. Let go and it falls, with whatever
momentum you had given it a moment earlier, which is usually more than you
thought.</p>
<p>What went away is the helpful part. There used to be a ghost outline showing
where your block would land, and a gentle snap that lined it up with the row
below, and a small hop as the block teleported into position. All of that was
lovely and none of it was the game. Placing a block was a parking manoeuvre with
assistance. Now it is a person leaning over a stack of other people’s decisions
holding four kilograms at arm’s length, hoping.</p>
<p>A block only joins the tower once it has stopped moving on its own. Until then
it is just a thing lying up there, and if the row underneath disagrees with your
angle, it will say so.</p>
<p>The other thing we removed is the cleanup crew. When the tower comes down, it
stays down. Nothing quietly rebuilds it while you are still standing in the
rubble deciding whose fault it was. Somebody has to press the key, and pressing
that key is an admission.</p>]]></content:encoded>
		</item>
		<item>
			<title>Three fingers, and one nose fewer</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-18-three-fingers/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-18-three-fingers/</guid>
			<pubDate>Tue, 18 Aug 2026 00:00:00 GMT</pubDate>
			<category>feature</category>
			<description>Your hands have a palm, two fingers and a thumb, and the fist closes before your arm has finished lifting.</description>
			<content:encoded><![CDATA[<p>The hand at the end of your arm in Who Moved That?! used to be a cube. It has a palm
now, two fingers along the bottom edge and a thumb on the inside, mirrored per
side, and the whole thing closes into a fist when you grab something.</p>
<p>The fist closes early, well before the arm has reached carrying height. That was
not the plan, it was a number that looked better than the honest one. You commit
visibly a moment before you are actually holding anything, which is exactly how
it feels to reach for a block you are not sure about.</p>
<p>In first person your hands now sit three quarters of the way up already, angled
out in front of you, so you can always see them. Grabbing only plays the last
quarter. They pass through everything, deliberately. We tried giving them
collision twice. Resting in front of your chest, the hands blocked every approach
to the tower and you could not walk up to your own building site. Holding
something high, they ended up buried inside the rows below. Ghost hands it is.</p>
<p>The nose is also gone. Your character had one, briefly, so other people could
tell which way you were facing. The shoulders do that better, so the face went
back to being the smooth end of a capsule. Nobody has asked about the nose.</p>]]></content:encoded>
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		<item>
			<title>Your own eyes are the default now</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-17-first-person/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-17-first-person/</guid>
			<pubDate>Mon, 17 Aug 2026 00:00:00 GMT</pubDate>
			<category>feature</category>
			<description>You start inside your character&apos;s head. Third person is one key away, for admiring the damage.</description>
			<enclosure url="https://stackup.stefanrows.com/devlog/2026-08-17-first-person/ego.png" type="image/png" length="0" />
			<content:encoded><![CDATA[<p>You now start Who Moved That?! looking through your character’s own eyes, about 1.45 m
off the ground and close enough that the tower stops being a diagram and becomes a
wall.</p>
<p>That was not the original plan. The camera used to sit four metres back, where
everything is calm and readable and you can watch all four of you politely ruining
a tower together. It turns out readable is the enemy. From behind, placing a block
is a parking manoeuvre. From inside, you are a person holding something heavy at
arm’s length, squinting up at a stack of other people’s decisions, trying to add
one more without becoming the reason it ends.</p>
<p>First person also takes away your alibi. From behind, you can watch your own elbow
clip the tower and know exactly who did that. From inside, the top row simply
starts to lean, and you cannot tell whether it was you. It usually was.</p>
<p>Third person is still one key away, and it cycles: press it enough times and you
land back in your own eyes. We kept it because sometimes you need to step back and
take in the full scale of the accident. Both views send the game the same
instructions, so nobody gets an advantage by choosing the cowardly angle.</p>]]></content:encoded>
		</item>
		<item>
			<title>Left hand, right hand, one very nervous plank</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-17-two-hands/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-17-two-hands/</guid>
			<pubDate>Mon, 17 Aug 2026 00:00:00 GMT</pubDate>
			<category>feature</category>
			<description>Grab with either mouse button, and the block is held wherever you were looking when you clicked.</description>
			<enclosure url="https://stackup.stefanrows.com/devlog/2026-08-17-two-hands/schulter.png" type="image/png" length="0" />
			<content:encoded><![CDATA[<p>You have two hands in Who Moved That?! now. Left mouse button is your left hand, right
mouse button is your right, and on a pad they sit on the two triggers where a grip
belongs. Nothing has to be held down. Click once to take something, click again to
let it go.</p>
<p>The part that changes how the game plays is where the hand lands. It grabs the
block at the exact spot you were looking at. Aim at the middle of a plank and you
carry it like a waiter with a tray. Aim at the far end and you carry it like
someone who has never carried a plank, because now it is a lever, and gravity has
opinions about levers.</p>
<p>Then you can put your other hand on the same block. This is the part we did not
expect to enjoy so much. Two hands at two different spots hold a plank steady in a
way one hand simply cannot, and steady is the difference between adding a row and
starting a landslide. Let go with one hand while walking and the whole thing swings
down around the grip that is left, which is exactly as funny as it sounds and
exactly as expensive.</p>
<p>The tower does not care about any of this. It stands there being 54 blocks tall,
waiting.</p>]]></content:encoded>
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		<item>
			<title>No two planks are the same plank</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-16-warped-planks/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-16-warped-planks/</guid>
			<pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate>
			<category>note</category>
			<description>The plank mode deals warped boards from a pile now, and you learn which one you got while carrying it.</description>
			<content:encoded><![CDATA[<p>The plank mode used to hand out identical boards, thin and long and 4 kg each,
which stacked into something suspiciously tidy for a game about collapse.</p>
<p>Every board is now drawn from a small pile of warped shapes. One is bowed, one
is twisted, one is flat enough to lull you. You find out which one you are
carrying when you set it down and a corner refuses to touch anything.</p>
<p>Each game deals its own boards. The stack that held last round is not a plan
any more, it is a fond memory.</p>]]></content:encoded>
		</item>
		<item>
			<title>Blocks land where you hold them</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-12-free-placement/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-12-free-placement/</guid>
			<pubDate>Wed, 12 Aug 2026 00:00:00 GMT</pubDate>
			<category>note</category>
			<description>The grid is gone and the placement help is off in every mode. Where you let go is where it lies, crooked and all.</description>
			<content:encoded><![CDATA[<p>Blocks used to slide into place when you let go, which made every tower look
like it had been built by the same tidy person. That help is switched off now,
in every mode.</p>
<p>A block lands where you were holding it, at the angle you were holding it. A
row of four can be four different amounts of nearly straight, and the tower
keeps all four. Stacking neatly is the game, not a service the game performs
for you.</p>
<p>Towers do not fall more often than before. They fall for reasons you can point
at, which is worse.</p>]]></content:encoded>
		</item>
		<item>
			<title>There is a chair now, and you can stand on it</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-12-the-chair/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-12-the-chair/</guid>
			<pubDate>Wed, 12 Aug 2026 00:00:00 GMT</pubDate>
			<category>note</category>
			<description>The first object that is not a building block. Carry it, put it down, climb on it, reach one row higher.</description>
			<content:encoded><![CDATA[<p>Who Moved That?! has a chair. It is a chair because somebody needed a chair, and it
is grey, because everything here is grey.</p>
<p>You can pick it up, carry it, set it down where you want it and stand on it.
From up there the top row is suddenly within reach, which is either good
planning or the second to last decision of the round. The chair is furniture
and never counts as part of the tower, so nothing you do with it is technically
building.</p>
<p>The tower has no opinion on any of this. It comes down on its own schedule.</p>]]></content:encoded>
		</item>
		<item>
			<title>Pick how you move, then change your mind</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-11-movement-models/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-11-movement-models/</guid>
			<pubDate>Tue, 11 Aug 2026 00:00:00 GMT</pubDate>
			<category>note</category>
			<description>Walk, strafe or fly. Everyone at the tower can move by different rules, and switching mid carry is allowed.</description>
			<content:encoded><![CDATA[<p>How you move is a setting now instead of a fact. There is walking, there is
strafing so you can keep your eyes on the tower while you sidestep away from
it, and there is flying, because someone was always going to ask.</p>
<p>You can switch while carrying something. Turn flying off in mid air with a
block in your arms and you both arrive at the same time, and nobody stops you.
Everyone at the tower can be on different rules at once, so one player is
placing a block with great care while another descends onto it like weather.</p>]]></content:encoded>
		</item>
		<item>
			<title>The blocks got enormous and you did not</title>
			<link>https://stackup.stefanrows.com/devlog/2026-08-10-giant-blocks/</link>
			<guid isPermaLink="true">https://stackup.stefanrows.com/devlog/2026-08-10-giant-blocks/</guid>
			<pubDate>Mon, 10 Aug 2026 00:00:00 GMT</pubDate>
			<category>note</category>
			<description>A build mode where every block is a hollow slab the size of a car, and you are still 1.60 m of optimism.</description>
			<content:encoded><![CDATA[<p>Who Moved That?! now has a build mode where the blocks are the size of a small car
and your character is still 1.60 m tall. Nothing about the character changed.
Everything about the tower did.</p>
<p>The slabs are hollow, so they weigh about as much as three of you and handle
like a mattress in a stairwell. Standing next to a stack of them you stop
planning and start negotiating. Let go, and the whole thing sways for a while
as if it is thinking it over.</p>
<p>Same game, same four people, same bad idea. It is just much further above your
head.</p>]]></content:encoded>
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