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    <title>krykftn.dev — Blog</title>
    <link>https://krykftn.dev/blog/</link>
    <description>Game development, Unity tooling and shipping notes by Koray Kaftanoğlu.</description>
    <language>en</language>
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      <title>Localization in Mobile Games: Beyond Just Translating Strings</title>
      <link>https://krykftn.dev/blog/mobile-localization-beyond-translating-strings/</link>
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      <pubDate>Mon, 18 May 2026 12:00:00 GMT</pubDate>
      <description>Shipping in one language means leaving 80% of your potential players on the table. But &quot;just translate the strings&quot; is the part where most teams stop — and it&apos;s also where most teams ship broken UIs to half the world. Here&apos;s what localization actually looks like once you take it seriously. 1. The</description>
      <category>Localization</category>
      <category>Mobile</category>
      <category>Unity</category>
      <category>i18n</category>
      <category>Production</category>
    </item>
    <item>
      <title>Why Puzzle Is Eating Mobile in 2026</title>
      <link>https://krykftn.dev/blog/puzzle-eating-mobile-2026/</link>
      <guid isPermaLink="true">https://krykftn.dev/blog/puzzle-eating-mobile-2026/</guid>
      <pubDate>Fri, 08 May 2026 09:00:00 GMT</pubDate>
      <description>Open the US top-grossing chart right now. Royal Match. Block Blast. Candy Crush. Gardenscapes. Triple Match Masters. The top 20 reads like a puzzle catalog. The mechanic isn&apos;t trendy — it&apos;s structural. I&apos;ve spent the last 18 months in publisher meetings, and every single one led with the same</description>
      <category>Puzzle</category>
      <category>Mobile</category>
      <category>Industry</category>
      <category>Game Design</category>
      <category>Monetization</category>
    </item>
    <item>
      <title>Algorithms and Delegates: The Invisible Backbone of Game Code</title>
      <link>https://krykftn.dev/blog/algorithms-and-delegates-game-code/</link>
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      <pubDate>Mon, 04 May 2026 10:00:00 GMT</pubDate>
      <description>Two parts of game programming get talked about less than they should: algorithms and delegates. Both are invisible when they work. Both are catastrophic when they don&apos;t. And both separate &quot;this game runs at 60fps&quot; from &quot;this game stutters and we don&apos;t know why.&quot; I&apos;ll cover the algorithms that show</description>
      <category>Algorithms</category>
      <category>Delegates</category>
      <category>C#</category>
      <category>Unity</category>
      <category>Architecture</category>
    </item>
    <item>
      <title>Stop Coding With AI. Start Thinking With It.</title>
      <link>https://krykftn.dev/blog/stop-coding-with-ai-start-thinking/</link>
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      <pubDate>Mon, 27 Apr 2026 10:00:00 GMT</pubDate>
      <description>Most game devs are using AI wrong. The pattern I see in every Discord, every prototype, every &quot;vibe coded in 4 hours&quot; demo: paste the prompt, take the code, glue it together, ship it. Six weeks later the game doesn&apos;t make sense to anyone — including the dev who built it. I&apos;ve shipped puzzle,</description>
      <category>AI</category>
      <category>Workflow</category>
      <category>Game Design</category>
      <category>Productivity</category>
      <category>Tools</category>
    </item>
    <item>
      <title>Patterns in Game Code: The Practical Map</title>
      <link>https://krykftn.dev/blog/patterns-game-code-practical-map/</link>
      <guid isPermaLink="true">https://krykftn.dev/blog/patterns-game-code-practical-map/</guid>
      <pubDate>Mon, 20 Apr 2026 11:00:00 GMT</pubDate>
      <description>Ask 10 game devs about patterns and you&apos;ll get 10 different lists. Half think Singleton is fine. Half think Singleton is the devil. Both are right depending on context. This is the map I wish I had at year one. Architecture patterns, design patterns, game-specific patterns — what each one is, when</description>
      <category>Patterns</category>
      <category>Architecture</category>
      <category>Game Design</category>
      <category>Code Quality</category>
      <category>ECS</category>
    </item>
    <item>
      <title>Unity 6 Deep Dive: Everything That Actually Matters for Mobile Devs</title>
      <link>https://krykftn.dev/blog/unity-6-deep-dive/</link>
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      <pubDate>Thu, 16 Apr 2026 09:00:00 GMT</pubDate>
      <description>Unity 6 dropped and the marketing bullet points are everywhere. This post is the version-control diff: what&apos;s actually new, what changed under the hood, and what you should care about if you&apos;re shipping mobile games. I&apos;ve migrated production projects to Unity 6 over the last few months. Here&apos;s the</description>
      <category>Unity 6</category>
      <category>Mobile</category>
      <category>URP</category>
      <category>Performance</category>
      <category>DOTS</category>
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    <item>
      <title>500 Hyper-Casual Games Later: What I Actually Learned</title>
      <link>https://krykftn.dev/blog/500-hyper-casual-games/</link>
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      <pubDate>Wed, 15 Apr 2026 09:00:00 GMT</pubDate>
      <description>I shipped 500 hyper-casual prototypes and games over the last several years. Most of you will never hear about 480 of them. That&apos;s not failure — that&apos;s the system working as designed. Here&apos;s what nobody tells you when you start. The Real Math of Hyper-Casual Out of 500 games, the distribution</description>
      <category>Hyper-Casual</category>
      <category>Mobile</category>
      <category>Game Design</category>
      <category>Production</category>
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