about aksial
two people, two day jobs, and the evenings in between. no clients, no investors, nobody deciding what we're allowed to build — so a word game and a network diagnostic can be the same year's work, and both of them get taken all the way out the door.
what stays human
what carries forward
how we work
nobody pays us, so nobody gets a vote. every project started as something one of us actually wanted — a word game worth playing daily, an app for the recipes we kept losing, a way to prove the wifi really is bad. if we stop using it, that tells us something.
we can put a wwii air combat game and a network diagnostic in the same year, and nothing about that needs justifying. the useful side effect: anything we reuse has to survive wildly different projects before we trust it.
done has a definition here: it installs, it has an empty state, it handles the bad network, it survives app review, and there is a real address for the support mail. that list is unglamorous and it is most of the work. we would rather finish one thing on it than start ten more.
the goal was never revenue. it's a break-even bill — hosting, ai tokens, the developer account, the domain we bought at midnight. most of what we make costs nothing to keep running, so it is free or it costs once. where a product calls a server on your behalf every time you use it, that bill arrives monthly and so does the price.
when something does need a subscription, we sell it one month at a time. no annual plan, no discount for committing. two people with day jobs cannot promise you twelve months, and taking a year of your money against a roadmap we haven't promised would just be our own "can we keep this running" worry, sold back to you at twelve times the price. cancel whenever. we'd rather earn the next month.
which is exactly why nothing gets left at ninety percent. there's no date to hit and no demo to survive, so the only thing left to do is finish — and each finished project leaves something behind that makes the next one shorter.