<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Slop Factory</title><link>https://factory.xociety.co/</link><description>Recent content on Slop Factory</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Wed, 21 Oct 2026 04:00:00 +0000</lastBuildDate><atom:link href="https://factory.xociety.co/index.xml" rel="self" type="application/rss+xml"/><item><title>Skip Stone</title><link>https://factory.xociety.co/games/skip-stone/</link><pubDate>Wed, 21 Oct 2026 04:00:00 +0000</pubDate><guid>https://factory.xociety.co/games/skip-stone/</guid><description>A one-thumb stone-skipping game on a calm pond at sunset. Drag back, let go, and see how far one stone can skip. The aim shows where the first jump lands.</description></item><item><title>Skip Stone Devlog: Every Time We Made the Preview More Honest, the Game Got Shallower</title><link>https://factory.xociety.co/blog/skip-stone-devlog/</link><pubDate>Wed, 21 Oct 2026 04:00:00 +0000</pubDate><guid>https://factory.xociety.co/blog/skip-stone-devlog/</guid><description>How we built Skip Stone, a one-thumb stone-skipping game with an aim preview that doesn&amp;rsquo;t lie: what a QA pass changed, and the part of the design we gave up to make the preview exact.</description></item><item><title>Night Shift Floor Plan Devlog: Checking Every Room's Odd Rule Before You Place It</title><link>https://factory.xociety.co/blog/night-shift-floor-plan-devlog/</link><pubDate>Tue, 20 Oct 2026 09:00:00 +0900</pubDate><guid>https://factory.xociety.co/blog/night-shift-floor-plan-devlog/</guid><description>How we built Night Shift Floor Plan, a drafting puzzle about a building that gets redrawn every night: 23 one-line rooms, bots that searched the numbers, and a cold read by a QA agent that would not count a room as checked until someone had actually played it.</description></item><item><title>Night Shift Floor Plan</title><link>https://factory.xociety.co/games/night-shift-floor-plan/</link><pubDate>Mon, 19 Oct 2026 23:04:00 +0000</pubDate><guid>https://factory.xociety.co/games/night-shift-floor-plan/</guid><description>You are the night-shift architect of a building that gets redrawn every night. Draft one room at a time and build a route from the lobby to the roof before sunrise, then watch a tenant walk it.</description></item><item><title>Fine Print</title><link>https://factory.xociety.co/games/fine-print/</link><pubDate>Mon, 19 Oct 2026 05:00:00 +0000</pubDate><guid>https://factory.xociety.co/games/fine-print/</guid><description>You write the signs for a small, odd town. Every visitor obeys every sign exactly as written. Pick a rule card, put it on a sign post, then open the town and watch. Get everyone home safe.</description></item><item><title>Crossed Wires</title><link>https://factory.xociety.co/games/crossed-wires/</link><pubDate>Mon, 19 Oct 2026 00:30:00 +0000</pubDate><guid>https://factory.xociety.co/games/crossed-wires/</guid><description>A flea-market handheld with every cartridge wired wrong. Left might go right, every button might turn a quarter, a press might move you two tiles. Work out what the four buttons really do, then reach the exit before the battery runs out.</description></item><item><title>Fine Print Devlog: Making "Every Visitor Obeys Exactly" Your Fault, Not Random</title><link>https://factory.xociety.co/blog/fine-print-devlog/</link><pubDate>Mon, 19 Oct 2026 09:00:00 +0900</pubDate><guid>https://factory.xociety.co/blog/fine-print-devlog/</guid><description>How we built Fine Print, a game where you write the signs for a small, odd town: every Daily searched in full (59,049 paths per date, 1157 dates), 24 one-line rule cards, and a cold read by a QA agent that caught two problems every bot had passed.</description></item><item><title>Crossed Wires Devlog: Making Scrambled Controls Fair, Not Random</title><link>https://factory.xociety.co/blog/crossed-wires-devlog/</link><pubDate>Sun, 18 Oct 2026 09:00:00 +0900</pubDate><guid>https://factory.xociety.co/blog/crossed-wires-devlog/</guid><description>How we built Crossed Wires, a puzzle game where every cartridge is wired wrong: four free presses that are proven to reveal any of 71 wirings, rooms built by simulating the wiring first, bots that fail the build, and a hidden rule that 88% of Double step rooms needed and every bot had passed.</description></item><item><title>Double or Quits Devlog: Making Push-or-Bank a Real Decision</title><link>https://factory.xociety.co/blog/double-or-quits-devlog/</link><pubDate>Sat, 17 Oct 2026 09:00:00 +0900</pubDate><guid>https://factory.xociety.co/blog/double-or-quits-devlog/</guid><description>How we built Double or Quits, a push-or-bank card game about a building full of hazards: a visible, seeded deck with an exact bust percentage, bots that proved the odds reward good play (2.23x a random bot), and the honest parts, including an item choice that barely matters and a 12 px text floor that took three QA rounds.</description></item><item><title>Double or Quits</title><link>https://factory.xociety.co/games/double-or-quits/</link><pubDate>Fri, 16 Oct 2026 09:00:00 +0000</pubDate><guid>https://factory.xociety.co/games/double-or-quits/</guid><description>Climb a building full of hazards one floor at a time. Flip a card and the pot grows, or a hazard shows up. Push for another card, or Bank and lock the pot in.</description></item><item><title>Night Bloom</title><link>https://factory.xociety.co/games/night-bloom/</link><pubDate>Fri, 16 Oct 2026 05:00:00 +0000</pubDate><guid>https://factory.xociety.co/games/night-bloom/</guid><description>A houseplant is being possessed, one shoot at a time. Draw a stroke to snip the cursed shoots, and spare the healthy ones.</description></item><item><title>Clawback</title><link>https://factory.xociety.co/games/clawback/</link><pubDate>Fri, 16 Oct 2026 01:00:00 +0000</pubDate><guid>https://factory.xociety.co/games/clawback/</guid><description>The claw machine fights back. Slide the floor so the claw comes up empty, but let a prize go now and then, or the crowd walks away.</description></item><item><title>Night Bloom Devlog: Cut the Cursed Shoots, Spare the Healthy Ones</title><link>https://factory.xociety.co/blog/night-bloom-devlog/</link><pubDate>Fri, 16 Oct 2026 09:00:00 +0900</pubDate><guid>https://factory.xociety.co/blog/night-bloom-devlog/</guid><description>How we built Night Bloom in about an hour: a haunted houseplant you save by drawing strokes across it, two meters that punish both hesitation and haste, a simulation that bots played hundreds of times before it had a face, and art and sound drawn and synthesised in code.</description></item><item><title>Clawback Devlog: Be the Claw Machine, Keep the Crowd Happy</title><link>https://factory.xociety.co/blog/clawback-devlog/</link><pubDate>Thu, 15 Oct 2026 09:00:00 +0900</pubDate><guid>https://factory.xociety.co/blog/clawback-devlog/</guid><description>How we built Clawback in about three hours: a claw machine where you slide the prize floor so the claw misses, two meters that pull against each other, a simulation that bots could play before any art existed, and everything drawn and synthesised in code.</description></item><item><title>Line Inspector</title><link>https://factory.xociety.co/games/line-inspector/</link><pubDate>Wed, 14 Oct 2026 06:30:00 +0000</pubDate><guid>https://factory.xociety.co/games/line-inspector/</guid><description>You&amp;rsquo;re the quality inspector at the end of a toy factory line. Approve or reject every toy against a rulebook that changes every shift. Three mistakes and you&amp;rsquo;re off the line.</description></item><item><title>Line Inspector Devlog: A Rulebook That Changes Every Shift</title><link>https://factory.xociety.co/blog/line-inspector-devlog/</link><pubDate>Wed, 14 Oct 2026 09:00:00 +0900</pubDate><guid>https://factory.xociety.co/blog/line-inspector-devlog/</guid><description>How we built Line Inspector: a rulebook tested by bots before any art, toys drawn in code, colour-blind patterns, a reactive soundtrack and the bugs a code read found.</description></item><item><title>Orbit Hop</title><link>https://factory.xociety.co/games/orbit-hop/</link><pubDate>Tue, 13 Oct 2026 15:00:00 +0000</pubDate><guid>https://factory.xociety.co/games/orbit-hop/</guid><description>A one-button space arcade game. Tap to let go of your orbit, fly in a straight line, and get caught by the next planet. Three sectors, combos, close calls, and zero install.</description></item><item><title>Orbit Hop Devlog: One Tap, Fair Every Time</title><link>https://factory.xociety.co/blog/orbit-hop-devlog/</link><pubDate>Tue, 13 Oct 2026 09:00:00 +0900</pubDate><guid>https://factory.xociety.co/blog/orbit-hop-devlog/</guid><description>How we built Orbit Hop, a one-tap space game: seeded levels checked by a bot, art and music made entirely in code, and the phone bug no test could see.</description></item><item><title>Hello from Slop Factory</title><link>https://factory.xociety.co/blog/hello-from-slop-factory/</link><pubDate>Mon, 12 Oct 2026 09:00:00 +0900</pubDate><guid>https://factory.xociety.co/blog/hello-from-slop-factory/</guid><description>We&amp;rsquo;re a Korea-based studio making web games, we chose a deliberately silly name, and we take the promise behind it very seriously.</description></item><item><title>About the Factory</title><link>https://factory.xociety.co/about/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://factory.xociety.co/about/</guid><description>&lt;p&gt;&lt;strong&gt;Slop Factory&lt;/strong&gt; is a tiny game studio with one mission: put small, weird, free games on the internet, and show our work while we do it.&lt;/p&gt;
&lt;h2 id="what-we-make"&gt;What we make&lt;/h2&gt;
&lt;p&gt;Bite-sized browser games. No installs, no accounts, no 40 GB day-one patch. You click a link, you play. If a game takes longer to load than to understand, we&amp;rsquo;ve failed and we&amp;rsquo;ll write a devlog about it.&lt;/p&gt;</description></item></channel></rss>