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 45 unique opponents.
- A round-by-round fight engine with tactical pre-fight prep — gear, training and strategy before the bell.
- 450+ items of equipment and consumables, a shop and reward economy — no ads, no pay-to-win — and 12 collectible companions.
- 148 achievements, an endless survival mode, and a daily boxing-knowledge quiz.
- An original soundtrack — 356 tracks across 23 mood packs — that shifts with the moment.










// outcome
The outcome
ChampChase shipped to open beta — 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.
It's the depth-proof behind the range: 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.