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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.

Role: Sole founder, designer & developer Platform: iOS + Android (beta) Engine: Unity · C# Web: full product site — design + build In beta champchase.net
ChampChase key art — the CHAMP CHASE title over in-game screens

// 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.
6story chapters
1,002voiced lines
15weeks to beta

// 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.

Have something ambitious to build? Let's talk