Why I built this as a web app | Wanderhold Blog

Why I built this as a web app

I have been building for the web since around 2003. It is the environment I know best. When I started building Wanderhold, choosing the platform was not a difficult decision. But the reasons it was obvious to me are worth writing out, because they shaped the product in ways that go beyond convenience.

The ubiquity argument

A web app runs on any device with a browser. Phone, tablet, laptop, work computer, a borrowed machine at a hotel. No install, no version to update, no OS to worry about.

For a solo RPG, this matters more than it might for other software categories. Solo play happens wherever there is a spare twenty minutes. The game has to be wherever you are when that window opens. An install requirement is a session that does not happen.

Sharing also works differently on the web. "Try this" is a URL. I can tell someone about Wanderhold and they are three seconds from logging in. That frictionless entry is hard to replicate in native apps and I think it is underrated as a distribution mechanism for niche software.

Theming

This one surprised me when I was building it. Four worlds, four completely different visual identities. Stellar Odyssey looks like deep space control panels. Wind & Plunder looks like weathered charts and salt-stained wood. The Territories looks like something printed in the 1880s. Erebus Station looks like a frostbitten outpost where the emergency lights are the only color left.

None of that would be cheap or fast to build in a native app framework. On the web, it is CSS. Swap a theme, the entire interface transforms. Color palette, typography, component style, layout weight. All of it.

This turned out to be more important than I expected. The visual identity of a world is part of what makes it feel like a place before you read a single word. You open a campaign in Wind & Plunder and the interface tells you something about what kind of story this is going to be. That signal is hard to manufacture when every world looks the same under a different color scheme.

The Tradeoffs

There is no offline play. If you are on a plane without wifi, Wanderhold does not work.

There is no App Store listing. That is real distribution I am not accessing. Discoverability through app stores is a significant acquisition channel for consumer software, and I do not have it.

The mobile experience is constrained by what browsers allow rather than what native apps allow. There are interactions and animations that would be smoother in a native context.

These are real costs, not hypotheticals.

Why I still chose it

The players I was building for are already at a device with a browser open. They are not opening a dedicated gaming app. They are in a window, in a tab, in the middle of something else. A web app meets them there.

App Store distribution matters most for consumer games with broad appeal and viral acquisition loops. Wanderhold is a niche product that spreads through community recommendation. The people who find it are finding it through Reddit, through subreddits about solo play, through people they trust. A URL works for that. A download step costs some of them.

The faster iteration also matters. I can ship a fix in minutes. I can change a design and see it live immediately. For a product that is still finding its shape, that speed is worth more than the distribution advantages I am giving up.

What the web enables

The thing I did not expect was how much the platform choice opened up on the design side. Every world in Wanderhold is visually distinct because CSS made that possible without a rewrite. The dev tools built into the platform are richer than anything I would have had on a native stack. The deployment pipeline is simple enough that I can actually maintain it alone.

None of those things were the reason I chose the web. They are what I discovered after I chose it.

Not every game should be a web app. Wanderhold should be. The platform fits the product in ways that are not accidental.

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