Build log
Iconic Games Build Log: What We Shipped, Changed and Learned in August 2026
A monthly record of what shipped, what changed, what broke and what Iconic Games learned while building games and learning products in Aotearoa.
I want to document more of the actual work behind Iconic Games.
Not only launches.
Not only polished announcements.
The decisions, resets, experiments and things that break in between.
So this is the first Iconic Games Build Log.
Mīharo is becoming a platform rather than a single game
One of the clearest changes this month is that Mīharo is no longer easy to describe as one type of game.
Escape the Arcade is cooperative.
The Showdown is competitive and social.
Te Reo Quest is language-focused.
Mīharo Ahau and Mīharo Kura are moving towards much larger persistent learning worlds.
That variety has helped clarify the role of the Mīharo name.
It is becoming an umbrella for different game-based learning experiences rather than one mechanic repeated across multiple products.
Escape the Arcade proved cooperation can be structural
Escape the Arcade continues to be one of the simplest demonstrations of our design philosophy.
Two players.
Two devices.
Different clues.
Players have to communicate because the information is deliberately distributed between them.
The important lesson is not only that cooperative play can be fun.
It is that a learning capability can be placed inside the rules of the experience.
That design principle is now influencing how we think about larger projects.
The Showdown pushed us closer to entertainment
The Showdown moved us in a different direction.
A shared-screen, phone-controlled party game creates a very different atmosphere from an individual learning platform.
It taught us that the room matters.
Reaction matters.
Timing matters.
Characters matter.
The feeling of the reveal matters.
That sounds obvious when talking about entertainment.
Educational products often forget it.
If we want people to choose game-based learning voluntarily, production and entertainment quality cannot be treated as optional extras.
Te Reo Quest moved into public experimentation
Te Reo Quest began taking shape through social content before the full game existed.
That was useful.
We could test sentence structures.
Repetition.
Pronunciation content.
Question formats.
How much English explanation people need.
What makes someone want to answer rather than scroll past.
This is a form of product development.
The social audience is not only an audience.
It can help reveal what the eventual learning experience needs.
Country to Coastline needed a visual reset
Country to Coastline also reminded us that building something is sometimes the fastest way to discover that the direction is wrong.
The project went through visual and gameplay work that forced a stronger question:
Does this actually feel like Aotearoa?
Not “does it contain New Zealand objects?”
Does the world itself feel right?
That led to more attention on terrain, roads, farming, scale, fencing, coastline, architecture and the ordinary environmental details that create place.
Resetting work can feel like going backwards.
Sometimes it is the most direct route forward.
AI moved from tool to workflow
We also continued experimenting with AI-assisted development.
The interesting shift is from using AI for isolated tasks towards thinking about how multiple AI tools and agents can fit into a controlled development workflow.
That introduces new opportunities and new problems.
Agents can make changes quickly.
They can also make bad changes quickly.
So review, testing and clear project rules become more important, not less.
The lesson this month is that AI does not remove process.
It makes good process more valuable.
We cleaned up the public story of Iconic Games
Another piece of work was less exciting visually but important.
We cleaned older website content that no longer reflected the real direction of the company.
That included removing an obsolete physical-product narrative and making sure old routes, forms and content no longer presented it as part of the current business.
This matters.
A website is not only marketing.
It becomes part of the public record of what a company claims.
As the company evolves, that record has to evolve too.
What broke taught us as much as what shipped
There were failed deployments.
Billing problems.
Hardware limitations.
Visual iterations that were not good enough.
AI workflows that did not behave how we expected.
Tools that looked promising and were not practical.
That is normal development.
The temptation is to document only the successful parts.
But the failures often reveal more.
Building under constraint resembles what entrepreneurship researchers describe as bricolage: recombining the resources available rather than waiting for perfect conditions.
That is not always glamorous.
It is very real.
What August clarified
The biggest lesson from August is that Iconic Games does not need one perfect project before moving forward.
It needs a clear philosophy across the projects.
That philosophy is becoming easier to articulate:
The experience comes first.
Learning should change what the player can do.
Culture should not be decoration.
AI should increase capability without removing responsibility.
Social play should genuinely be social.
And if something is not good enough, being willing to rebuild it is part of the job.
What comes next
September is about turning experimentation into stronger systems.
More consistent product testing.
More structured development.
Better documentation.
Better research integration.
Better public storytelling.
And fewer pieces of the business that exist only in my head.
That is why these build logs will continue.
A company is much easier to understand when you can see it being built.
Related reading
Research & further reading
- Baker, T., & Nelson, R. E. (2005). Creating Something from Nothing: Resource Construction through Entrepreneurial Bricolage. Administrative Science Quarterly, 50(3), 329–366
- Sarasvathy, S. D. (2001). Causation and Effectuation: Toward a Theoretical Shift from Economic Inevitability to Entrepreneurial Contingency. Academy of Management Review, 26(2), 243–263