Dev Log
Three weeks in: a mystery newsletter doubled our best day
Loop Chomp launched July 9. One button, free, runs in the browser, loads instantly. The pitch on day one was simple: tap to dodge, eat, survive. I posted it on Reddit, it hit top of the day in under an hour, and by that night we had 110 players. By week one we were around 175 players a day, all organic.
Then July 29 happened. Around 6am eastern the traffic graph went vertical. About 10,000 pageviews in a day, over 200 new players, 600+ runs, and the shape of the curve screamed morning newsletter: ignition at 6am, peak at 7, decaying by evening, almost entirely US traffic. Here is the part that still bugs me. No referrer data, no post I can find, nothing. Somebody put us in front of a lot of people and I genuinely do not know who. If it was you, email support@loopchomp.com. I would genuinely love to know, and to say thanks properly.
What the spike proved is that the game holds. The daily leaderboard's 20th place score tripled in two days, which means the same players kept climbing instead of bouncing. A brand new player posted 125k, which put half the veterans on notice.
What shipped since launch, in rough order: rivals banners so you see the actual player you just passed on today's board, a staged tutorial, arcade tickets you can grind toward real merch, a hardened cloud save system, scoring v2 with an uncapped multiplier so mission grinding always counts, visible daily streaks with an automatic monthly save, and a full missions rework: six named chapters, five objective types, boss fights with gameplay modifiers, and reward chests you can see on the map before you earn them.
What is next: living arena visuals so the default ring breathes like the paid ones, and better answers for the people finding us through search, which is partly why this page exists. If you are reading this before playing, the game is one tap and it is free. Go lose a run or five.
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