Post GDC there was a lot of momentum for Parchment, so much that we actually switched to a game engine we think will be better suited for parchment in the long run. I spent the remaining month of March and half of April porting everything over to PixiJS, and things were looking really great.

We also started investing heavily in agentic workflows that would speed up development of Parchment and get us to our desired finish lines. However, this choice would be our undoing. There’s a legality question of using AI tokens granted to us through my work to create a commercial product, and but more-over it robbed us of the joy of making the game in the first place. When the goal changed to “reach final outcome” instead of “build something together we want to play”, the project was no longer life-giving.