itch.io app timeline 2016
👋 This page was last updated ~9 years ago. Just so you know.
I’ve been working on the itch.io desktop app for about a year now, so I thought I’d make a quick recap:
At the time of this writing, the app has been downloaded about 460K times (including updates). Not counting the back-end, the app and its various components are made up of around 100K lines of code (mostly javascript and golang), most of which is open-source.
You’d think after all that I’d go take a nap or something, but the Winter 2016 season is far from over and I couldn’t be more excited about what is still to come.
In the meantime, be sure to check out:
- https://itch.io/app - install and keep your itch.io games up-to-date!
- https://itch.io/docs/butler - our command-line uploader, patcher, and more.
These are both part of itch.io refinery, a customizable toolset for first releases & playtests.
If you have any questions, we’re always listening at mailto:hello@itch.io!
I’d like to thank my itch.io colleagues, all our testers, translators, and the game developers who adopted the system early and have shown incredible kindness and understanding, taking the “stress” out of “stress testing”!
Talk to you in 2017 with hopefully a lot more bullet points :)
Here's another article just for you:
Getting in and out of trouble with Rust futures
I started experimenting with asynchronous Rust code back when futures 0.1
was all we had - before async/await
. I was a Rust baby then (I’m at least
a toddler now), so I quickly drowned in a sea of .and_then
, .map_err
and Either<A, B>
.
But that’s all in the past! I guess!
Now everything is fine, and things go smoothly. For the most part. But even
with async/await
, there are still some cases where the compiler diagnostics are,
just, so much.