ChampChase
A story-driven boxing RPG about hitting the canvas and fighting your way back — designed, built and shipped solo to beta on iPhone and Android.
// problem
The problem
ChampChase began as a hand-drawn sketch years ago and then sat in a drawer. In early 2026 I picked it back up and made one commitment: finally build it, and build it properly — a real, finished game, shipped solo, from the first line to the store.
The premise mirrors the work itself: a fighter who hits the canvas and has to climb back, round by round. It had to be a complete premium game — story, systems and polish — not a demo that stops at the title screen.
// the build
What I built
A full premium boxing RPG, not a prototype. Every layer was mine — product, design, engineering, UI, the in-game economy, audio direction and story:
- 6 story chapters, fully voiced, with a player-driven narrative and a full roster of unique opponents.
- A round-by-round fight engine with tactical pre-fight prep — gear, training and strategy before the bell.
- Equipment, consumables, a shop and a reward economy — no ads, no pay-to-win — plus collectible companions.
- An achievements system, an endless survival mode, and a daily boxing-knowledge quiz.
- An original soundtrack, written per mood pack, that shifts with the moment.










// outcome
The outcome
ChampChase shipped to open beta — free to play while the beta runs, installable on TestFlight for iPhone and on Google Play for Android, built in roughly 15 weeks, solo. A real, playable game in real testers' hands, not a slide deck.
The game has its own home at champchase.net — gameplay, the full soundtrack, a running devlog, and the beta signup.
It's the depth-proof behind the rest of this site: I don't just plan software — I design it, build it, and ship it, all the way to a live product. If I can carry a game this size alone, a website, prototype or internal tool is well within reach.
And carrying it alone took a system. The parallel build pipeline that made it possible is its own case study — the pipeline behind ChampChase — and it's the same architecture I build for clients who have repetitive work to remove.
// the site
Not just the game — the site too.
I also designed and built ChampChase's entire product site, solo: champchase.net — a full interactive marketing site, custom-built with no framework and no page-builder. A live fight preview, an interactive item-drop demo, a playable voice clip from the campaign, a running dev log with a keyboard-nav reader, an achievement browser, a self-routing contact form, and custom per-page SEO. The whole product, front to back — game and site — built by one person.