SIDE QUEST LABS
devlog — issue 01

I built a Marauder’s Map for a real trip

Eight days in London, four tabs, and one deadline: departure. I built a private iPhone companion that kept the itinerary, bookings, countdown, and location-based quests together—even without a signal.

June 30, 2026 Marauder’s Map 6 min read

The constraint was simple: if it failed on a patchy connection, it failed. It needed to handle the practical parts of the trip while still making each day feel like a game. That tension—useful first, magical second—shaped every release.

Map tab with Time-Turner countdown and the Marauder's Map
Itinerary tab showing the 8-day London timeline
Gringotts Vault sign-in screen
Muggle Prep departure checklist screen
Map · Itinerary · Gringotts · Prep mischief_managed

The product timeline

Twelve releases went out; these are the eight milestones that mattered, from the first native build to departure week.

May 26

Day one: a proper app, from scratch

One companion that holds your whole trip — itinerary and bookings — and works with no signal. The first version felt like a website squeezed into an app, so I scrapped it and rebuilt it native, with four clear tabs: Map (live departure countdown and open quests), Itinerary (each day as a card), Gringotts (tickets and documents, synced and saved offline), and Prep (a checklist that remembers).

May 29

Secure sign-in, much faster loading

One-tap Google sign-in so private travel documents stay locked to you, and a leaner fetch that pulls just the essentials — a big speed-up on a patchy mobile connection.

June 8

Turning the trip into a game

A location-based scavenger hunt: get near a landmark and the app nudges you to snap a photo and unlock a scrapbook entry. Save a booking and it quietly ticks off the matching itinerary item. Earn enough points and you climb from “Muggle Tourist” to “Minister of Magic.”

June 10

A richer look — and fewer crashes

A big visual pass: warm gold gradients, frosted-glass panels, gentle spring animations. Also tracked down the launch crashes — a few missing setup details, now sorted.

June 11

A glanceable widget: the Daily Prophet

A Home Screen widget with your next flight and remaining to-dos, refreshed the moment your checklist or plans change.

June 19

A big tidy-up under the surface

All trip details moved into a single file so a plan change is quick and safe; the messiest screen broken into tidy pieces; the widget kept perfectly in sync; camera permissions plus a fake-location test mode so I could rehearse the scavenger quests before the trip.

June 25
The big one

The Nightfall redesign

Every screen redesigned from the ground up — from a functional themed UI into a cinematic dark experience. Deep obsidian layers with radial depth, one warm antiqued gold across every button and highlight, and an elegant serif paired with a clean modern face. Nothing carried over unchanged.

Rich rather than flashy — a world, not a screen.
June 26–29

Departure week: voice, maps, stability

The reveal now listens for the spoken spell — handled on-device, with playful comebacks when you fumble the words. Routes trace actual London streets with a glowing gold trail. And the frozen countdown and one stubborn crash were squashed, so it stays reliable on the day.

Where the theme earned its place

The theme stayed only where it made the trip easier to navigate or more memorable. These were the four ideas that earned their place.

The Map
The countdown, routes, and location quests stay visible in one glance instead of being scattered across separate screens.
Gringotts
A private offline vault keeps tickets and bookings available when the connection disappears.
The Daily Prophet
The Home Screen widget surfaces the next flight and remaining tasks without requiring another trip through the app.
The spell
The spoken reveal adds character, but it never stands between the traveller and essential plans or documents.

What I’d do differently

  1. Start native immediately. The first web-shaped version introduced constraints that were eventually discarded.
  2. Test offline conditions earlier. Airplane mode, weak connections, cached documents, and route failures should have been part of the earliest builds.
  3. Separate trip data from the interface sooner. Last-minute itinerary changes exposed how tightly the first versions coupled content and presentation.
  4. Keep delight optional. Voice, animation, and location mechanics should add atmosphere without standing between the traveller and a booking.

By departure, the app did exactly what it needed to do: kept the trip in one place, worked when the signal didn’t, and made the itinerary feel like a world rather than a spreadsheet. It was never meant to become a general travel platform. It was a one-trip tool—and that clarity is probably why it got finished.

Questions about this build?

I’d be glad to hear what stood out, what you’d change, or what you’d like covered next.

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