== TAME DIARY ==
The diary
The tractor left the shed — and the farm became a chain
The new version brings a tractor with four implements, a windmill, a greenhouse and crops that keep time. The design decisions behind them: why a farm needs something that CONSUMES, what changes when the tractor joins the depth queue instead of being drawn on top, and what a blind player taught us about buttons.
Tame Village became a farm — and the map nearly took yours with it
A cattle pen, six pets, crops, and a road that leaves the map. The decisions behind this release: the animal that produces nothing and is still worth it, the sign that promises a world, and the map change that almost moved everyone’s farm a few tiles sideways.
Snake is in Tame now — and it is narrower than you remember
Tame's second mini-game is the classic from the green-screen phones. The decisions it forced: the wall that kills, the coin that does not come from eating, and the snake we had to redraw pixel by pixel.
The virtual pet is back — and now it really talks
Anyone who raised a virtual pet in the 90s remembers the beep in the middle of class. Tame brings that back in pixel art — except now the pet answers, has a personality and remembers you.
The wide scene is now free, for everyone
The wide room started as a test scene. It became Tame's launch gift — and the best way to show what the game camera does.
Remember the virtual pet? It grew up with you
From the LCD keychains of the 90s to a pet that talks: what changed, and what we made a point of keeping, in Tame.
How a virtual pet teaches care (without the drama)
Routine, consequence and affection: the design decisions that make Tame good for children — and for nostalgic adults.