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<title>Coder Legion - Recent posts tagged indiedev</title>
<link>https://coderlegion.com/tag/indiedev</link>
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<title>Rend Infestation Devlog #2 - Death by thousand papercuts</title>
<link>https://coderlegion.com/32002/rend-infestation-devlog-2-death-by-thousand-papercuts</link>
<description>&lt;p&gt;Second status update on my upcoming game Rend Infestation, slowly getting back into the rhythm of development.&lt;/p&gt;
</description>
<category>Videos</category>
<guid isPermaLink="true">https://coderlegion.com/32002/rend-infestation-devlog-2-death-by-thousand-papercuts</guid>
<pubDate>Wed, 21 Oct 2026 20:54:31 +0000</pubDate>
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<title>I built a blog engine with no build step — one JSON file, a noscript list, and a gated RSS feed</title>
<link>https://coderlegion.com/31950/i-built-a-blog-engine-with-no-build-step-one-json-file-a-noscript-list-and-a-gated-rss-feed</link>
<description>&lt;p&gt;I run NitroIDE, a free browser IDE where your code never leaves the tab — no signup, no cloud backend, no waiting for a container to boot. Last week I rebuilt its blog engine, and the whole thing runs on one JSON file.&lt;/p&gt;
&lt;p&gt;No static site generator. No build step. blog-data.json holds every post, and a small vanilla script renders the list, the article pages, and the search index. If JavaScript is off, readers still get a full noscript list of every article. The RSS feed is gated so it only serves valid items — one bad entity used to break the whole feed, and that taught me to validate before shipping.&lt;/p&gt;
&lt;p&gt;Why this matters: most blog setups I tried wanted a framework, a pipeline, or a CMS. For a small indie site, that is overhead I do not need. One JSON file, one script, and the blog is fast, private, and mine.&lt;/p&gt;
&lt;p&gt;The part I am proudest of: the site works fully offline once loaded, and the blog is no exception. Try NitroIDE free at &lt;a rel=&quot;nofollow&quot; href=&quot;https://nitroide.com/?utm_source=coderlegion&amp;amp;utm_medium=article&amp;amp;utm_campaign=daily-2026-10-21&quot;&gt;https://nitroide.com/?utm_source=coderlegion&amp;amp;utm_medium=article&amp;amp;utm_campaign=daily-2026-10-21&lt;/a&gt; — no account, just code.&lt;/p&gt;
</description>
<category>Articles</category>
<guid isPermaLink="true">https://coderlegion.com/31950/i-built-a-blog-engine-with-no-build-step-one-json-file-a-noscript-list-and-a-gated-rss-feed</guid>
<pubDate>Wed, 21 Oct 2026 09:34:26 +0000</pubDate>
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<title>Evening the Terrain &amp; the construction of Road Infrastructure | UE5 Devlog</title>
<link>https://coderlegion.com/31123/evening-the-terrain-the-construction-of-road-infrastructure-ue5-devlog</link>
<description>&lt;p&gt;In this devlog, I continue shaping Kazuhara Resort by evening out the terrain and building its road infrastructure in Unreal Engine 5. The focus is on preparing the ground and creating routes that connect the resort’s different areas.&lt;/p&gt;
&lt;p&gt;I showcase the Flatten and Smooth tools to level uneven surfaces and soften transitions, the Ramp tool to connect different elevations, and the Landscape Paint tool to define the road surfaces. These changes help establish the resort’s layout and make the terrain more practical for further construction.&lt;/p&gt;
</description>
<category>Videos</category>
<guid isPermaLink="true">https://coderlegion.com/31123/evening-the-terrain-the-construction-of-road-infrastructure-ue5-devlog</guid>
<pubDate>Wed, 14 Oct 2026 23:23:34 +0000</pubDate>
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<title>Ragdoll Physics Issues | UE5 Devlog</title>
<link>https://coderlegion.com/30015/ragdoll-physics-issues-ue5-devlog</link>
<description>&lt;p&gt;While implementing player death and ragdoll physics, I ran into a persistent Chaos physics issue. The death system and ragdoll activation work correctly, but once the body hits the ground, it begins violently twitching, bouncing, and rotating, sometimes appearing to push through the Landscape.&lt;br&gt;
I tested several potential causes, including terrain collision, CCD, impact velocity, physics simulation nodes, modular mesh collision, damping, collision presets, and constraints, but the instability remained.&lt;br&gt;
During debugging, I also discovered that I had initially been troubleshooting the wrong Physics Asset. After switching to the correct one, the issue still persisted.&lt;br&gt;
The current investigation is focused on the Physics Asset's collision bodies and whether overlapping or conflicting bodies are causing Chaos to continuously apply forces to the ragdoll.&lt;br&gt;
Death system: working&lt;br&gt;
Ragdoll activation: working&lt;br&gt;
Possessed inflatable tube-man physics: still under investigation&lt;/p&gt;
</description>
<category>Videos</category>
<guid isPermaLink="true">https://coderlegion.com/30015/ragdoll-physics-issues-ue5-devlog</guid>
<pubDate>Tue, 06 Oct 2026 14:02:45 +0000</pubDate>
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<title>Rend Infestation Devlog #1 - A new start</title>
<link>https://coderlegion.com/29764/rend-infestation-devlog-1-a-new-start</link>
<description>&lt;p&gt;Getting back into game development by resuming works on a project I started earlier this year - a top-down twin-stick shooter called Rend Infestation.&lt;/p&gt;
</description>
<category>Videos</category>
<guid isPermaLink="true">https://coderlegion.com/29764/rend-infestation-devlog-1-a-new-start</guid>
<pubDate>Sun, 04 Oct 2026 21:12:49 +0000</pubDate>
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<title>Sprint &amp; Stamina | UE5 Devlog</title>
<link>https://coderlegion.com/29680/sprint-stamina-ue5-devlog</link>
<description>&lt;p&gt;This devlog showcases my Blueprint-based sprint and stamina system and its integration with the player’s health and thirst.&lt;/p&gt;
&lt;p&gt;Hydration decreases at a normal rate while walking. Sprinting consumes stamina and accelerates hydration loss, giving faster movement an additional resource cost. Once stamina is depleted, the extra hydration drain from sprinting stops, while the normal drain continues. If hydration reaches zero, the player begins losing health.&lt;/p&gt;
&lt;p&gt;These connected systems make resource management part of traversal. Players need to balance speed with their physical condition, using drinks to restore hydration and medkits to recover health. The UI tracks each stat and highlights critical levels, providing clear feedback as resources run low.&lt;/p&gt;
</description>
<category>Videos</category>
<guid isPermaLink="true">https://coderlegion.com/29680/sprint-stamina-ue5-devlog</guid>
<pubDate>Sun, 04 Oct 2026 02:01:31 +0000</pubDate>
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<title>Building a Procedural Murder-Mystery Game That Still Has to Make Sense</title>
<link>https://coderlegion.com/27786/building-a-procedural-murder-mystery-game-that-still-has-to-make-sense</link>
<description>&lt;p&gt;&lt;strong&gt;Building Casefile: Sixty Seconds — From Murder-Mystery Prototype to Launch Sprint&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;I’ve been spending a lot of my development time lately on a new Vasken Interactive Studios project called Casefile: Sixty Seconds, and it’s finally starting to feel less like a prototype and more like an actual game.&lt;/p&gt;
&lt;p&gt;The basic idea is a procedural mystery game built around a simple loop:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Briefing → Investigation → Accusation → Results&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Players examine suspects and evidence, look for contradictions, and decide who is responsible. The goal was to make cases short enough to play in a few minutes without turning the deduction itself into guesswork.&lt;/p&gt;
&lt;p&gt;One of the biggest development challenges has been procedural generation. Randomizing names, suspects, evidence, motives, and relationships is easy enough. Randomizing them while still producing a case that is logically solvable is another matter entirely.&lt;/p&gt;
&lt;p&gt;So the generator now performs structural validation before a case reaches the player. I recently ran 1,000 generated-case tests, and all 1,000 passed validation. That was one of those development milestones that doesn’t look flashy in a screenshot, but it felt pretty damn good.&lt;/p&gt;
&lt;p&gt;The current build includes:&lt;/p&gt;
&lt;p&gt;Three handcrafted Pinecrest cases alongside procedural Dispatch cases&lt;br&gt;
Six difficulty levels, from Rookie through Black File&lt;br&gt;
XP, streaks, case archives, personal scores, and Clue Tokens&lt;br&gt;
Daily Case and leaderboard-oriented competition systems&lt;br&gt;
A Case Rush mode where the clock actually becomes part of the pressure&lt;br&gt;
A Supply Desk with a small launch-focused purchase catalog rather than a giant monetization ladder&lt;br&gt;
A progression system that lets players unlock higher difficulty tiers through play, with an optional Investigator Access Pack&lt;/p&gt;
&lt;p&gt;The monetization philosophy has been another interesting design problem. I don’t want the game built around constantly interrupting the player or selling them the answer. The current plan is limited to optional rewarded ads, controlled interstitials between cases, Remove Ads, a small Clue Token pack, and the $9.99 Investigator Access Pack.&lt;/p&gt;
&lt;p&gt;Most of the core game systems are now working. The remaining launch work is the less glamorous but absolutely necessary stuff: production art, tutorial polish, audio and feedback, mobile layout cleanup, Android packaging, Google Play Billing, leaderboards, privacy/compliance work, and final QA.&lt;/p&gt;
&lt;p&gt;That means I’m currently in the dangerous stage of development where the game is functional enough to make you think, “I’m almost done,” while the launch checklist quietly laughs at you from the corner.&lt;/p&gt;
&lt;p&gt;Still, seeing the investigation loop, procedural generation, progression, scoring, and case systems finally working together has been a great milestone.&lt;/p&gt;
&lt;p&gt;Casefile: Sixty Seconds started as a fairly small idea: three suspects, a handful of clues, one contradiction, make the accusation.&lt;/p&gt;
&lt;p&gt;It has turned into a considerably deeper system than I originally expected.&lt;/p&gt;
&lt;p&gt;And apparently I have not yet learned my lesson about the phrase “This should be a simple app.”&lt;/p&gt;
&lt;p&gt;— Wendell Wilhelm&lt;br&gt;
Founder, Vasken Interactive Studios LLC&lt;/p&gt;
</description>
<category>Articles</category>
<guid isPermaLink="true">https://coderlegion.com/27786/building-a-procedural-murder-mystery-game-that-still-has-to-make-sense</guid>
<pubDate>Sun, 20 Sep 2026 03:50:17 +0000</pubDate>
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<title>We Built Kolaboratr Because Finding the Right People to Build With Shouldn’t Be This Hard</title>
<link>https://coderlegion.com/27686/we-built-kolaboratr-because-finding-the-right-people-to-build-with-shouldnt-be-this-hard</link>
<description>&lt;p&gt;There’s a pattern we keep seeing across indie development and creative communities.&lt;/p&gt;
&lt;p&gt;One person posts:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;&lt;strong&gt;“I have a project, but I need an artist.”&lt;/strong&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;A programmer says:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;&lt;strong&gt;“I’m looking for a team.”&lt;/strong&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;A writer is looking for something worth joining.&lt;/p&gt;
&lt;p&gt;A composer wants a real project to score.&lt;/p&gt;
&lt;p&gt;A designer has an idea, but needs developers to help bring it to life.&lt;/p&gt;
&lt;p&gt;Sometimes these people are in the &lt;strong&gt;same community&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;Sometimes they’re only a few posts apart.&lt;/p&gt;
&lt;p&gt;And somehow, they still never find each other.&lt;/p&gt;
&lt;p&gt;That problem is why we built &lt;strong&gt;&lt;a rel=&quot;nofollow&quot; href=&quot;https://kolaboratr.com&quot;&gt;Kolaboratr&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;{% embed &lt;a rel=&quot;nofollow&quot; href=&quot;https://youtube.com/shorts/NFo2aRf9ZYw?si=XcF9ijJWNIWQr0hG&quot;&gt;https://youtube.com/shorts/NFo2aRf9ZYw?si=XcF9ijJWNIWQr0hG&lt;/a&gt; %}&lt;/p&gt;
&lt;hr&gt;
&lt;h3 id=&quot;what-is-kolaboratr-&quot;&gt;What Is Kolaboratr?&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Kolaboratr is a creator collaboration platform built to help people find projects, collaborators, and teams.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;It’s designed for creators such as:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Developers&lt;/li&gt;
&lt;li&gt;Artists&lt;/li&gt;
&lt;li&gt;Writers&lt;/li&gt;
&lt;li&gt;Designers&lt;/li&gt;
&lt;li&gt;Composers&lt;/li&gt;
&lt;li&gt;Animators&lt;/li&gt;
&lt;li&gt;Project leads&lt;/li&gt;
&lt;li&gt;Other people trying to build something with a team&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Project leads can create a &lt;strong&gt;Kolab&lt;/strong&gt;, explain what they’re building, list the roles they need, describe the collaboration or compensation arrangement, and manage applications and invitations.&lt;/p&gt;
&lt;p&gt;Creators can build profiles around their:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Roles&lt;/li&gt;
&lt;li&gt;Skills&lt;/li&gt;
&lt;li&gt;Tools&lt;/li&gt;
&lt;li&gt;Experience&lt;/li&gt;
&lt;li&gt;Availability&lt;/li&gt;
&lt;li&gt;Portfolio&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The goal is simple:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;&lt;strong&gt;Put the people looking for collaborators and the people looking for projects in the same place.&lt;/strong&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;hr&gt;
&lt;h3 id=&quot;we-re-starting-at-zero-and-we-re-not-hiding-it&quot;&gt;We’re Starting at Zero — And We’re Not Hiding It&lt;/h3&gt;
&lt;p&gt;Kolaboratr is &lt;strong&gt;brand new&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;That means there aren't thousands of creator profiles already waiting inside.&lt;/p&gt;
&lt;p&gt;There aren't hundreds of projects filling every category.&lt;/p&gt;
&lt;p&gt;We could try to make the platform &lt;em&gt;look&lt;/em&gt; established.&lt;/p&gt;
&lt;p&gt;We'd rather tell people the truth.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;We're building the first community right now.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;We’re looking for the first real:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Developers looking for projects&lt;/li&gt;
&lt;li&gt;Artists looking for teams&lt;/li&gt;
&lt;li&gt;Writers looking for collaborators&lt;/li&gt;
&lt;li&gt;Composers looking for games to score&lt;/li&gt;
&lt;li&gt;Designers looking for people to build with&lt;/li&gt;
&lt;li&gt;Project leads actively trying to form teams&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;If you join now, you aren't arriving after the community has already been established.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;You're helping establish it.&lt;/strong&gt;&lt;/p&gt;
&lt;hr&gt;
&lt;h3 id=&quot;finding-someone-is-only-the-beginning&quot;&gt;Finding Someone Is Only the Beginning&lt;/h3&gt;
&lt;p&gt;Anyone who has worked on a collaborative project knows the problems don't disappear once somebody says:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;&lt;em&gt;“Sure, I’ll join.”&lt;/em&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Then come the other questions.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Who owns the work?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Is the project paid, unpaid, or revenue share?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;How is revenue divided?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Who gets credit?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Can contributors use their work in their portfolios?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What happens if somebody leaves?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What happens if the project gets cancelled?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;And perhaps the most dangerous question:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;&lt;strong&gt;“Wait... what did we actually agree to?”&lt;/strong&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;That’s why Kolaboratr also includes &lt;strong&gt;Kolaboratr Kontracts&lt;/strong&gt;.&lt;/p&gt;
&lt;hr&gt;
&lt;h3 id=&quot;kolaboratr-kontracts&quot;&gt;Kolaboratr Kontracts&lt;/h3&gt;
&lt;p&gt;Kontracts give collaborators a way to document important project terms, including:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Compensation&lt;/li&gt;
&lt;li&gt;Revenue sharing&lt;/li&gt;
&lt;li&gt;Existing asset ownership&lt;/li&gt;
&lt;li&gt;Ownership of new contributions&lt;/li&gt;
&lt;li&gt;Licensing&lt;/li&gt;
&lt;li&gt;Credit&lt;/li&gt;
&lt;li&gt;Portfolio rights&lt;/li&gt;
&lt;li&gt;Expected time commitments&lt;/li&gt;
&lt;li&gt;What happens if someone leaves&lt;/li&gt;
&lt;li&gt;What happens if the project is cancelled&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Both parties review and sign the &lt;strong&gt;same version&lt;/strong&gt; of the agreement.&lt;/p&gt;
&lt;p&gt;Once finalized, that version is preserved as a record of what everyone actually accepted.&lt;/p&gt;
&lt;p&gt;Kolaboratr Kontracts are &lt;strong&gt;not a substitute for professional legal advice&lt;/strong&gt; when an attorney is appropriate.&lt;/p&gt;
&lt;p&gt;They &lt;em&gt;are&lt;/em&gt; a way to prevent important collaboration terms from existing only inside scattered DMs, Discord messages, and forgotten conversations.&lt;/p&gt;
&lt;hr&gt;
&lt;h3 id=&quot;built-by-vasken-interactive-studios&quot;&gt;Built by Vasken Interactive Studios&lt;/h3&gt;
&lt;p&gt;Kolaboratr is a product of &lt;strong&gt;&lt;a rel=&quot;nofollow&quot; href=&quot;https://vaskeninteractivestudios.com&quot;&gt;Vasken Interactive Studios LLC&lt;/a&gt;&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;We’re an independent game and software studio creating original games, apps, and creator-focused tools.&lt;/p&gt;
&lt;p&gt;Our projects include games currently in development such as:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;House of Brats&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Last Haul&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Shadow Realms&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;We're also building practical and creative software including:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Trucker Suite&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;PremiseForge&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Kolaboratr&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Different projects. Different audiences.&lt;/p&gt;
&lt;p&gt;But there's a common theme:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;&lt;strong&gt;Take an idea and turn it into something real.&lt;/strong&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Kolaboratr grew directly out of one obstacle that keeps appearing when people try to do exactly that.&lt;/p&gt;
&lt;p&gt;Having ideas isn't usually the problem.&lt;/p&gt;
&lt;p&gt;Having work to do isn't the problem.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Finding the right people who actually want to build something with you can be.&lt;/strong&gt;&lt;/p&gt;
&lt;hr&gt;
&lt;h3 id=&quot;the-founding-kolaboratrs&quot;&gt;The Founding Kolaboratrs&lt;/h3&gt;
&lt;p&gt;Because we're building the initial community now, the &lt;strong&gt;first 1,000 members&lt;/strong&gt; receive:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;One full year of full access free&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;No payment card required&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;A permanent &lt;strong&gt;Founding Kolaboratr&lt;/strong&gt; badge&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;That Founding badge stays with the account permanently.&lt;/p&gt;
&lt;p&gt;It marks the creators who were there while the community was still being built.&lt;/p&gt;
&lt;hr&gt;
&lt;h3 id=&quot;we-want-the-rough-edge-feedback&quot;&gt;We Want the Rough-Edge Feedback&lt;/h3&gt;
&lt;p&gt;This isn't a polished corporate announcement followed by:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;&lt;em&gt;“Thanks for using our product. Please submit feedback into the void.”&lt;/em&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;We're still actively building.&lt;/p&gt;
&lt;p&gt;If you're one of the first people using Kolaboratr and something is:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Confusing&lt;/li&gt;
&lt;li&gt;Awkward&lt;/li&gt;
&lt;li&gt;Broken&lt;/li&gt;
&lt;li&gt;Missing&lt;/li&gt;
&lt;li&gt;Unnecessary&lt;/li&gt;
&lt;li&gt;Harder than it should be&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Tell us.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;We especially want to hear from people who are genuinely trying to:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Find a project&lt;/li&gt;
&lt;li&gt;Recruit collaborators&lt;/li&gt;
&lt;li&gt;Build an indie team&lt;/li&gt;
&lt;li&gt;Organize a creative project&lt;/li&gt;
&lt;li&gt;Work across different creative disciplines&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The first community has a real opportunity to influence how Kolaboratr develops.&lt;/p&gt;
&lt;hr&gt;
&lt;h3 id=&quot;find-your-people&quot;&gt;Find Your People&lt;/h3&gt;
&lt;p&gt;If you're building something and missing the right person...&lt;/p&gt;
&lt;p&gt;Or you're the person looking for something worth building...&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Come help us build the first Kolaboratr community.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt; &lt;strong&gt;&lt;a rel=&quot;nofollow&quot; href=&quot;https://kolaboratr.com&quot;&gt;Join Kolaboratr&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Find your people. Build something together.&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;— &lt;strong&gt;Vasken Interactive Studios LLC&lt;/strong&gt;&lt;/p&gt;
</description>
<category>Articles</category>
<guid isPermaLink="true">https://coderlegion.com/27686/we-built-kolaboratr-because-finding-the-right-people-to-build-with-shouldnt-be-this-hard</guid>
<pubDate>Sat, 19 Sep 2026 02:44:16 +0000</pubDate>
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<title>What 166K Clicks Taught Me About Using AI for SEO</title>
<link>https://coderlegion.com/27169/what-166k-clicks-taught-me-about-using-ai-for-seo</link>
<description>&lt;p&gt;&lt;img src=&quot;https://dev-to-uploads.s3.us-east-2.amazonaws.com/uploads/articles/95qpynpjbdn3zrzun7zk.png&quot; alt=&quot;Google Search Console performance chart for Flingo showing 166,000 clicks, 1.39 million impressions, 11.9% CTR and an average position of 7.5 over three months, with traffic rising sharply in June and declining after its July peak.&quot;&gt;Over three months, my static website generated &lt;strong&gt;166K Google clicks from 1.39M impressions&lt;/strong&gt;, with an &lt;strong&gt;11.9% CTR&lt;/strong&gt; and &lt;strong&gt;7.5 average position&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;The graph also shows traffic declining after its peak. That is important: AI did not create automatic, permanent growth. What helped was using AI inside a measurable SEO workflow—and reverting ideas when the data disagreed.&lt;/p&gt;
&lt;p&gt;Here is the loop I now use.&lt;/p&gt;
&lt;h3 id=&quot;1-use-keyword-planner-for-discovery-not-decisions&quot;&gt;1. Use Keyword Planner for discovery, not decisions&lt;/h3&gt;
&lt;p&gt;I start with broad product terms in Google Keyword Planner and export the results.&lt;/p&gt;
&lt;p&gt;Search volume and competition help me find possible clusters, but a high-volume keyword is not automatically a reason to create a page.&lt;/p&gt;
&lt;p&gt;Before choosing one, I ask:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Does it match my product?&lt;/li&gt;
&lt;li&gt;Is its intent different from pages I already have?&lt;/li&gt;
&lt;li&gt;Does an existing URL already rank for it?&lt;/li&gt;
&lt;li&gt;Can I create something genuinely useful for the searcher?&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;This prevents keyword research from becoming a factory for thin pages.&lt;/p&gt;
&lt;h3 id=&quot;2-check-keyword-ownership-with-gsc-mcp&quot;&gt;2. Check keyword ownership with GSC MCP&lt;/h3&gt;
&lt;p&gt;I use a Google Search Console MCP connection to pull query-and-page data directly into my workflow.&lt;/p&gt;
&lt;p&gt;This is more useful than looking only at a keyword report. A keyword may appear to be an opportunity while an existing page already ranks in positions 1–3.&lt;/p&gt;
&lt;p&gt;Creating another page could split its signals and cause keyword cannibalization.&lt;/p&gt;
&lt;p&gt;My basic decision record contains five fields:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;&lt;strong&gt;Query:&lt;/strong&gt; target keyword&lt;br&gt;
&lt;strong&gt;Current URL:&lt;/strong&gt; ranking page or none&lt;br&gt;
&lt;strong&gt;Evidence:&lt;/strong&gt; clicks and position from a settled GSC window&lt;br&gt;
&lt;strong&gt;Intent:&lt;/strong&gt; informational, local, comparison or action&lt;br&gt;
&lt;strong&gt;Decision:&lt;/strong&gt; improve, create or reject&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;If the intent already belongs to an existing page, I improve that page instead of creating another URL.&lt;/p&gt;
&lt;h3 id=&quot;3-use-claude-skills-as-reviewers-not-autopilot&quot;&gt;3. Use Claude skills as reviewers, not autopilot&lt;/h3&gt;
&lt;p&gt;I use Claude SEO-audit and keyword-research skills to inspect proposed changes.&lt;/p&gt;
&lt;p&gt;They help me check:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Duplicate keyword targets&lt;/li&gt;
&lt;li&gt;Titles, descriptions, H1s and canonicals&lt;/li&gt;
&lt;li&gt;Indexability and internal links&lt;/li&gt;
&lt;li&gt;Thin or repetitive content&lt;/li&gt;
&lt;li&gt;Unsupported product and pricing claims&lt;/li&gt;
&lt;li&gt;Possible performance regressions&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;AI can investigate, compare and draft—but it cannot replace evidence or editorial judgment.&lt;/p&gt;
&lt;p&gt;I reject templated pages that only swap a keyword or city name.&lt;/p&gt;
&lt;h3 id=&quot;4-fix-what-search-console-actually-flags&quot;&gt;4. Fix what Search Console actually flags&lt;/h3&gt;
&lt;p&gt;When clicks fall, I do not immediately rewrite the entire site.&lt;/p&gt;
&lt;p&gt;I first separate incomplete recent Search Console data from settled data. Then I decompose the loss:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Compare equivalent date ranges.&lt;/li&gt;
&lt;li&gt;Find which page lost clicks.&lt;/li&gt;
&lt;li&gt;Pull that page’s query-level changes.&lt;/li&gt;
&lt;li&gt;Check its indexing, canonical and crawl status.&lt;/li&gt;
&lt;li&gt;Review the commits made before the decline.&lt;/li&gt;
&lt;li&gt;Revert only when the evidence supports it.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;This has saved me from treating every ranking fluctuation as a technical emergency.&lt;/p&gt;
&lt;h3 id=&quot;5-audit-before-and-after-deployment&quot;&gt;5. Audit before and after deployment&lt;/h3&gt;
&lt;p&gt;Before every SEO commit and deployment, I run the repository SEO audit.&lt;/p&gt;
&lt;p&gt;After deployment, I inspect the live HTML—not just the local source file—to verify:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Title&lt;/li&gt;
&lt;li&gt;Meta description&lt;/li&gt;
&lt;li&gt;Canonical&lt;/li&gt;
&lt;li&gt;Robots directive&lt;/li&gt;
&lt;li&gt;H1&lt;/li&gt;
&lt;li&gt;Sitemap entry&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Only after the production page passes those checks do I submit it through Search Console and begin its validation window.&lt;/p&gt;
&lt;h3 id=&quot;the-main-lesson&quot;&gt;The main lesson&lt;/h3&gt;
&lt;p&gt;My best results did not come from asking AI to “write SEO content.”&lt;/p&gt;
&lt;p&gt;They came from giving AI access to structured evidence and enforcing a release process:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;&lt;strong&gt;Keyword Planner → GSC ownership check → human intent decision → SEO audit → deploy → live verification → measure or revert&lt;/strong&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;That is the process I use on &lt;a rel=&quot;nofollow&quot; href=&quot;https://flingodating.in/?utm_source=devto&amp;amp;utm_medium=referral&amp;amp;utm_campaign=ai_assisted_seo_loop_aug26&quot;&gt;Flingo&lt;/a&gt;, a product website with hundreds of static pages.&lt;/p&gt;
&lt;p&gt;AI makes research and diagnosis faster.&lt;/p&gt;
&lt;p&gt;Search data decides whether an idea deserves to ship.&lt;/p&gt;
&lt;p&gt;How are you using AI in SEO without handing it the steering wheel?&lt;/p&gt;
</description>
<category>Articles</category>
<guid isPermaLink="true">https://coderlegion.com/27169/what-166k-clicks-taught-me-about-using-ai-for-seo</guid>
<pubDate>Mon, 14 Sep 2026 14:16:52 +0000</pubDate>
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