Dev Log

RDD Labs Dev Log

RDD Labs · Ashdod, Israel · Newest first

What we are building, what broke, and what the numbers actually said. Written by the two people doing it.

From the community — studio announcements

All announcements

3 Color Drain is out: how a paint-cleaning prototype became a city to save

12 October 2026

Color Drain key art: half of Rainbow City drained grey, the other half in colour, with Baron Blank in his top hat and monocle.
Rainbow City, half drained. Baron Blank took the colour; you take it back.

Color Drain went live on Google Play on 7 October 2026. It is free, you play it with one finger, and a level takes two to four minutes. This post is the story of how it got there, because a month before launch it was a different, and much quieter, game.

The August build

In August, Color Drain was a good feeling and not much more: an object on a white block, a vacuum nozzle, and paint to suck off until the surface was clean. Testers liked the first minute. Nothing in it said why the paint was there, and nothing made the next level feel different from the last.

Two screenshots side by side. On the left, the August build: one purple object on a plain white block. On the right, the launch build: a street corner with a crosswalk, cars and painted objects with eyes.
The same idea, one month apart: the August build on the left, the launch build on the right.

What we rebuilt in September

So in September we kept the one thing that worked, the drain itself, and rebuilt everything around it.

A street corner in Color Drain at 94 percent colour: a red fire hydrant, a yellow taxi and a blue mailbox back in colour.
Re-bloom
The boss fight at level 100: the first of three phases, The Guard, with Blots circling a tank.
The Siphon, level 100
The level map: chapters climbing through the Shopping District, with locked levels still grey.
200 levels, two worlds

What is in the game today

200 levels in 20 chapters, across two worlds. Rainbow City ends at level 100 with Baron Blank’s Siphon, a boss fight in three phases. The Golden Dunes end at level 200 with Viscountess Drab. Every level gives up to three stars for a clean, quick drain, and the core game plays offline.

It is free to play. There are ads: rewarded videos you choose to watch and, for players 18 and over, an ad between some levels, which the No-Ads Pass removes. There are optional purchases too. Players under 16 get Offline Play: no ads, no purchases and no account.

Update (24 October 2026): from version 2.3.14, every player outside Family mode can see an ad between some levels, which the No-Ads Pass still removes. Players under 16 now get ads too, from Google AdMob only and never personalised, and can buy things through Google Play or the App Store, with a grown-up checking every purchase first. They still have no account, and Family mode still has no ads and no purchases.

What is next

A one-thumb joystick mode is coming soon, for anyone who would rather steer the nozzle than drag it. After that the road goes on: the plan is a boss every hundred levels, on the way to level 1000. When we wrote this, the iPhone version had no date; it came out on the App Store on 14 October 2026, as Color Drain: Paint Rescue.

Get it on Google Play Join the community

If you play it, tell us how it went in the community: which Blot you could not stand, which level made you put the phone down. We read all of it. Daniel and Dary

2 A place to talk to us: the player community is open

14 September 2026

Until today the only way to reach the studio was an email address at the bottom of a page. That is fine for a bug report and useless for a conversation. So there is now a community at rdd-labs.com/community: a small forum where players, testers and the two of us talk in the open.

What it is: six boards. Announcements from the studio, a closed-test board only testers can see, ideas with votes so we can see which ones people actually want, bugs with a short template (device, build, steps), support, and a corner for everything else. A question can be marked answered. A thread with the Studio mark was written by one of us.

What it deliberately is not: another password. You join with your email address, we send a link, you tap it, and you are signed in for thirty days on that device. If you already get our launch mail, the link in it signs you in with one tap. Hebrew and English both, and the forum follows whichever you chose.

The rules are short and public. Reports go to a person, not a queue. An account can be deleted from its own settings page, and when it is, the posts stay and the name does not. Nothing is sold and nothing is tracked beyond what the privacy policy already says.

Why now, a quarter before launch: closed testing gave us a few dozen people who know the game better than anyone outside the room, and their notes were arriving one email at a time. A place where a bug report is seen by the next person who hits it, and where "this level is too hard" can collect votes, is the cheapest tool we did not have. The first thread is up: Closed Testing – Alpha. Come and tell us what to fix.

1 Eleven ways this website can fail its own build

13 September 2026

Most of what a studio website says is a claim with a shelf life. A launch window. How many people work here, and where. Which phones the game runs on. Every one of them is true the day it is written and quietly wrong some months later, and nobody notices, because nothing breaks.

So we turned the claims into tests. Eleven scripts run on every push, and each one fails the build for a different kind of untruth.

The one we are proudest of is the smallest. The site publishes a target cost per install, written as a comparison: less than a certain number of cents. In Hebrew, laid out right to left, the comparison sign flips. Same characters, same order, rendered as though we were claiming more rather than less. Three separate checks passed. The number on screen said the opposite of what it meant. Now a value like that has to be isolated as its own left-to-right run, and the build fails if it is not.

Today one of the eleven caught us in a way it could not have before. The sitemap guard compares each page against git history, and git only knows about history, so before you commit it reports the old date, the dates match, and the check passes. Then the commit lands, the answer becomes today, and the build goes red for a one-character fix you were holding in your hands ten seconds earlier. It cost us two red builds in a single day. An uncommitted edit now counts as shipping today, so it fails while the fix is still free.

None of this makes the game better. It makes the things we say about the game harder to get wrong, which for a studio nobody has heard of yet is most of the job.