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    <title>Pirate Arcade Build Log</title>
    <link>https://pirate-arcade.com/</link>
    <description>A pirate-themed arcade collection and an experiment in zero-cost AI-assisted development. Built using OpenCode, free-to-use models, local hardware, and open source infrastructure.</description>
    <language>en-US</language>
    <item>
      <title>Race to Treasure Island: Building a Web-Native Phaser Game with Free AI</title>
      <link>https://pirate-arcade.com/build-log/race-to-treasure-island-phaser-polish/</link>
      <guid>https://pirate-arcade.com/build-log/race-to-treasure-island-phaser-polish/</guid>
      <pubDate>Wed, 10 Jun 2026 00:00:00 GMT</pubDate>
      <description>Why the fourth browser game went Phaser instead of Pygbag, how boost/wind/overtaking mechanics evolved, and what the AI model workflow looked like.</description>
    </item>
    <item>
      <title>Elegant Pirate Visuals + Browser Game Art Direction</title>
      <link>https://pirate-arcade.com/build-log/elegant-pirate-visuals/</link>
      <guid>https://pirate-arcade.com/build-log/elegant-pirate-visuals/</guid>
      <pubDate>Fri, 05 Jun 2026 00:00:00 GMT</pubDate>
      <description>All three browser-playable games got an art-direction pass: elegant ship paddles, a treasure-barge longboat, fortress-styled bricks, and automated testing to protect them. Here&apos;s what was done and what still needs work.</description>
    </item>
    <item>
      <title>Port Royale Tycoon Browser Port — Feasibility Review</title>
      <link>https://pirate-arcade.com/build-log/port-royale-tycoon-feasibility/</link>
      <guid>https://pirate-arcade.com/build-log/port-royale-tycoon-feasibility/</guid>
      <pubDate>Fri, 05 Jun 2026 00:00:00 GMT</pubDate>
      <description>Three arcade games are now browser-playable via Pygbag. Can the same pipeline handle a turn-based board game with AI opponents, save/load, and property trading? Here&apos;s the assessment.</description>
    </item>
    <item>
      <title>Porting the Second Game — Treasure Cove via Pygbag</title>
      <link>https://pirate-arcade.com/build-log/porting-the-second-game-treasure-cove/</link>
      <guid>https://pirate-arcade.com/build-log/porting-the-second-game-treasure-cove/</guid>
      <pubDate>Mon, 01 Jun 2026 00:00:00 GMT</pubDate>
      <description>Treasure Cove (Breakout) is now playable in the browser. The second port took a fraction of the first — most of the infrastructure was already in place.</description>
    </item>
    <item>
      <title>Shipping the First Browser Port — Cannonball Clash via Pygbag</title>
      <link>https://pirate-arcade.com/build-log/shipping-first-browser-port/</link>
      <guid>https://pirate-arcade.com/build-log/shipping-first-browser-port/</guid>
      <pubDate>Mon, 01 Jun 2026 00:00:00 GMT</pubDate>
      <description>Cannonball Clash is now playable in the browser. Here&apos;s what it took to get a Python+Pygame game running on the web, what broke, what worked, and what&apos;s next.</description>
    </item>
    <item>
      <title>Browser Port Feasibility — Pygbag vs Canvas Rewrite</title>
      <link>https://pirate-arcade.com/build-log/browser-port-feasibility/</link>
      <guid>https://pirate-arcade.com/build-log/browser-port-feasibility/</guid>
      <pubDate>Sun, 31 May 2026 00:00:00 GMT</pubDate>
      <description>Evaluating strategies for bringing Pirate Arcade games to the browser: Pygbag/WebAssembly with minimal code changes vs full TypeScript/Canvas rewrite.</description>
    </item>
    <item>
      <title>Launching Pirate Arcade on Free Infrastructure</title>
      <link>https://pirate-arcade.com/build-log/launching-on-free-infrastructure/</link>
      <guid>https://pirate-arcade.com/build-log/launching-on-free-infrastructure/</guid>
      <pubDate>Sun, 31 May 2026 00:00:00 GMT</pubDate>
      <description>How Pirate Arcade v2.0.0 ships to users with zero cloud spend — GitHub free tier for CI and releases, Cloudflare Pages for the site, and a local workstation for everything else.</description>
    </item>
    <item>
      <title>The Free AI Coding Experiment: Method &amp; Findings</title>
      <link>https://pirate-arcade.com/build-log/the-free-ai-coding-experiment/</link>
      <guid>https://pirate-arcade.com/build-log/the-free-ai-coding-experiment/</guid>
      <pubDate>Sun, 31 May 2026 00:00:00 GMT</pubDate>
      <description>How this project evaluates free-to-use AI coding tools: the constraint, the workflow, the evaluation rubric, and what will and will not be claimed.</description>
    </item>
    <item>
      <title>The Pirate Arcade Experiment</title>
      <link>https://pirate-arcade.com/build-log/the-pirate-arcade-experiment/</link>
      <guid>https://pirate-arcade.com/build-log/the-pirate-arcade-experiment/</guid>
      <pubDate>Sun, 31 May 2026 00:00:00 GMT</pubDate>
      <description>How far can a zero-cost, AI-assisted development workflow go? This post covers the tools, constraints, and findings from building Pirate Arcade with free models, local hardware, and open source infrastructure.</description>
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