<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Snack Break Games Journal</title><link>https://www.snackbreakgames.com/journal/</link><description>Colourful, DRM-free indie games made for quick breaks. Play a browser demo first, then buy the full downloadable game with no launcher or subscription.</description><item><title>Why every tiny game should earn the sale</title><link>https://www.snackbreakgames.com/journal/why-try-before-you-buy/</link><guid>https://www.snackbreakgames.com/journal/why-try-before-you-buy/</guid><pubDate>Sat, 01 Aug 2026 12:00:00 GMT</pubDate><description>A browser demo is more useful than a paragraph of promises—especially when a game is small, unfamiliar and intentionally inexpensive.</description></item><item><title>What “DRM-free” should actually promise</title><link>https://www.snackbreakgames.com/journal/what-drm-free-means/</link><guid>https://www.snackbreakgames.com/journal/what-drm-free-means/</guid><pubDate>Sat, 01 Aug 2026 12:00:00 GMT</pubDate><description>No launcher is only the beginning. A trustworthy DRM-free release also needs durable downloads, clear versions and sensible customer support.</description></item><item><title>Designing a game that fits a five-minute break</title><link>https://www.snackbreakgames.com/journal/designing-five-minute-games/</link><guid>https://www.snackbreakgames.com/journal/designing-five-minute-games/</guid><pubDate>Sat, 01 Aug 2026 12:00:00 GMT</pubDate><description>Short sessions are not the same as shallow design. The key is compressing setup, decisions and feedback—not simply cutting content.</description></item></channel></rss>