🛠️ Devlog 1 min read
Read receipts, ghost typing, and other small lies
The hardest part of making a game that looks like a phone isn’t the UI. It’s the texture — the hundred tiny behaviors we all read fluently without noticing we can read them at all.
The vocabulary of texting
- A message that stays on one tick.
- “Typing…” that appears, stops, and never sends.
- A read receipt with no reply.
- The message that was deleted before you opened the thread.
None of these are words, but every one of them is a sentence. A typing bubble that vanishes says I wrote something and decided you shouldn’t see it — which is more dramatic than most lines of dialogue I could write.
Making it playable
This devlog covers how I’m building these behaviors into Phone Text Simulator’s chat engine, so the story can use silence, hesitation, and deletion as first-class narrative tools.