<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>KlonkWerk Devlog</title><description>How Keep Harvesting comes together: what I am building, which decisions I make, and where I get stuck.</description><link>https://klonkwerk.com</link><language>en-GB</language><lastBuildDate>Thu, 29 Oct 2026 00:00:00 GMT</lastBuildDate><image><url>https://klonkwerk.com/images/og/klonkwerk-og.png</url><title>KlonkWerk Devlog</title><link>https://klonkwerk.com/en/devlog</link></image><item><title>🎉 The Steam Page Is Live! Time to Wishlist</title><link>https://klonkwerk.com/en/devlog/steam-seite-ist-online</link><guid isPermaLink="true">https://klonkwerk.com/en/devlog/steam-seite-ist-online</guid><description>Keep Harvesting now has its own Steam page, with a trailer, screenshots and a release in Q1 2027. You can add it to your wishlist starting today.</description><pubDate>Thu, 29 Oct 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;In the last devlog I said the next step was getting the Coming Soon page live.
Well, here it is: &lt;strong&gt;Keep Harvesting has its own page on Steam!&lt;/strong&gt; 🎉&lt;/p&gt;
&lt;p&gt;👉 &lt;strong&gt;&lt;a href=&quot;https://store.steampowered.com/app/5474600/Keep_Harvesting/&quot;&gt;Keep Harvesting on Steam&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Starting today, you can add the game to your &lt;strong&gt;wishlist&lt;/strong&gt;. Steam will then let
you know as soon as Keep Harvesting comes out. The release is planned for
&lt;strong&gt;Q1 2027&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;And if you’ve ever wondered why developers keep asking for wishlists: for a
small solo project like mine, they matter a lot. Every wishlist tells Steam that
people are interested in the game and helps Keep Harvesting get shown to more
players at launch. So one click from you really does make a difference. 🙏&lt;/p&gt;
&lt;p&gt;A little over a week ago, all I could share was a sneak peek from the developer
backend. Now the page is public for everyone, and here’s what you’ll find there:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;the first &lt;strong&gt;trailer&lt;/strong&gt; for the game&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;14 screenshots&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;a detailed description of what Keep Harvesting is all about&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;13 languages&lt;/strong&gt;, with full voice-over in English and German&lt;/li&gt;
&lt;li&gt;full &lt;strong&gt;controller support&lt;/strong&gt;, Steam achievements, Steam Cloud and leaderboards&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;It’s a pretty strange feeling to suddenly see my own game sitting in the Steam
store between all the others. A good kind of strange. 😄&lt;/p&gt;
&lt;p&gt;Don’t want to wait until 2027? There are already test builds on the
&lt;a href=&quot;https://discord.gg/B8UFtrK6hk&quot;&gt;Discord&lt;/a&gt;, and your feedback goes straight into
the game.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Next up:&lt;/strong&gt; more polishing. There’s still plenty to do before release, and I’ll
keep sharing the journey here in the devlog.&lt;/p&gt;
&lt;p&gt;Thanks to everyone who’s been reading and testing so far!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Go wishlist it. Keep Harvesting! 🌾&lt;/strong&gt;&lt;/p&gt;
</content:encoded><category>steam</category><author>Lukas</author></item><item><title>🎉 Finally a Steamworks Partner! (And Back to Three Monitors!)</title><link>https://klonkwerk.com/en/devlog/endlich-steamworks-partner</link><guid isPermaLink="true">https://klonkwerk.com/en/devlog/endlich-steamworks-partner</guid><description>After almost four weeks of waiting, KlonkWerk is a Steamworks partner. A first look at the Keep Harvesting Steam page, and back to three monitors.</description><pubDate>Tue, 20 Oct 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;After almost four weeks of waiting, it finally happened: &lt;strong&gt;KlonkWerk is
officially a Steamworks partner!&lt;/strong&gt; 🎉&lt;/p&gt;
&lt;p&gt;That means Keep Harvesting is now one big step closer to its Steam release!&lt;/p&gt;
&lt;p&gt;Over the past few days, I’ve been busy integrating Steamworks directly into the
game and configuring everything on Steam’s developer backend. Achievements,
cloud saves, leaderboards, store assets, and a bunch of other things that aren’t
exactly glamorous, but are pretty important.&lt;/p&gt;
&lt;p&gt;And the exciting part? &lt;strong&gt;The Steam store page is finally taking shape!&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;I’ve been putting together the trailer, screenshots, descriptions, and all the
visual assets. It’s not quite finished yet, and there are still things I want to
polish, but I figured I’d share a little &lt;strong&gt;sneak peek at what the upcoming Steam
page currently looks like!&lt;/strong&gt; 👀&lt;/p&gt;
&lt;p&gt;&lt;img __ASTRO_IMAGE_=&quot;{&amp;quot;alt&amp;quot;:&amp;quot;The store description on the German Steam page under the heading “Jede Ernte kauft dir Zeit” (every harvest buys you time), with a framed screenshot of the field, the harvest ring and two farmers. On the right the Steam features such as achievements, cloud and leaderboards, full controller support and the languages.&amp;quot;,&amp;quot;src&amp;quot;:&amp;quot;../../../assets/devlog/endlich-steamworks-partner-storeseite.webp&amp;quot;,&amp;quot;index&amp;quot;:0}&quot;&gt;&lt;/p&gt;
&lt;p&gt;Oh, and a small but surprisingly exciting update on my setup: &lt;strong&gt;I’m finally back
to three monitors!&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;After one of my monitors randomly died, I was stuck working with just a single
screen for a while. Going from three monitors to one while developing a game
is… an experience. 😅&lt;/p&gt;
&lt;p&gt;But everything is back up and running now, and having all that screen space
again makes working so much more efficient.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Next up:&lt;/strong&gt; Finishing the Steam integration, polishing the store page, and
hopefully getting that &lt;strong&gt;Coming Soon&lt;/strong&gt; page live so you can finally wishlist
Keep Harvesting!&lt;/p&gt;
&lt;p&gt;It feels pretty surreal seeing my little solo project slowly turn into an actual
Steam game.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;One step closer. Keep Harvesting! 🌾&lt;/strong&gt;&lt;/p&gt;
</content:encoded><category>steam</category><category>studio</category><author>Lukas</author></item><item><title>A faster sickle changes more than you would think 🌾</title><link>https://klonkwerk.com/en/devlog/schnellere-sichel</link><guid isPermaLink="true">https://klonkwerk.com/en/devlog/schnellere-sichel</guid><description>Why balancing Keep Harvesting takes so much work: how base stats, hundreds of skills, weather and meta upgrades interlock, and what the demo will add.</description><pubDate>Tue, 13 Oct 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;While I am still waiting for Steamworks to approve my account, I am using the
time to keep balancing &lt;strong&gt;Keep Harvesting&lt;/strong&gt;. And the deeper I get into it, the
clearer it becomes how much work it takes.&lt;/p&gt;
&lt;p&gt;Even the basic stats are closely tied together: health, damage, attack speed,
or rather how fast the sickles fly, how long resources take to grow back,
healing per second and healing from harvested resources. On top of that come
the farm’s rising decay rate and the question of how many seeds you should earn
for the next step in the meta progression.&lt;/p&gt;
&lt;p&gt;And that really is just the surface.&lt;/p&gt;
&lt;p&gt;If the sickles harvest faster, for example, that also means more resources and
so potentially more healing. The farm lasts longer, reaches later rounds and
can bring in more seeds for permanent upgrades. A small change in one place can
have effects that reach far beyond the original value.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Changing a single value takes seconds. Finding out what it sets off across the
whole game takes a lot longer.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Then come the hundreds of skills: lightning, meteors, wildfire, harvest fires,
dynamite, automatic farmers, beehives and much more. Each of them should be
worth taking, have its own character and allow interesting combinations.
Something that looks fairly unremarkable on its own can suddenly become
incredibly strong alongside the right other abilities.&lt;/p&gt;
&lt;p&gt;Layered over all of that are the seasons, more than 50 weather types and over
400 meta upgrades. They keep changing the conditions and the options. And even
this list covers only a fraction of what comes together in a single run.&lt;/p&gt;
&lt;p&gt;For me, this variety is a big part of what makes Keep Harvesting appealing. For
balancing, though, it means new questions keep coming up: is a combination too
strong in general, or does everything just happen to line up right now? Is the
start too hard? How does the same stretch feel with more permanent upgrades?
And next to a particularly strong build, is there still enough room for other
ways to play?&lt;/p&gt;
&lt;p&gt;My testers help me a lot with this. Even so, we can only cover part of the
possible combinations and situations. As the developer, I naturally know the
systems pretty well and make many decisions almost automatically. Someone
playing for the first time may go about it completely differently. And that
perspective is exactly what is valuable.&lt;/p&gt;
&lt;p&gt;That is why I believe the biggest step forward in balancing is still to come,
once the demo is out. More players mean more different approaches, unexpected
combinations and feedback on where the game feels good and where it still
catches.&lt;/p&gt;
&lt;p&gt;My goal is for strong builds to be genuinely fun. A clever combination is
allowed to make the harvest escalate properly. At the same time, different
paths should pay off, and the challenge should still make sense even when a run
fails.&lt;/p&gt;
&lt;p&gt;Until then, I keep testing, adjusting values and looking at what follows from
each change. It is a lot more work than turning a few numbers up or down. &lt;strong&gt;But
I think Keep Harvesting is on a good path.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Thank you to everyone who is already testing and sending me their experiences.
Every piece of feedback helps turn all these individual systems into a game
that feels good as a whole.&lt;/p&gt;
</content:encoded><category>balancing</category><category>gameplay</category><author>Lukas</author></item><item><title>Two languages, one monitor and a new update 🌾</title><link>https://klonkwerk.com/en/devlog/zwei-sprachen-ein-bildschirm</link><guid isPermaLink="true">https://klonkwerk.com/en/devlog/zwei-sprachen-ein-bildschirm</guid><description>Keep Harvesting now has German and English voice-over. About the new beta, 16 hours in one go and working with a single monitor.</description><pubDate>Sat, 10 Oct 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;strong&gt;Keep Harvesting&lt;/strong&gt; is on the home stretch before its first release. While I am
still waiting for my Steamworks registration to go through, “just a little more
polish” has turned into a somewhat bigger update: &lt;strong&gt;the game now has German and
English voice-over.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The new version is already available to the playtesters as a beta. The German
voice-over is fully in place. In English, the tutorial is still missing its
voice lines. Those are next.&lt;/p&gt;
&lt;p&gt;I wanted to use the waiting time to give Keep Harvesting even more personality.
The mix of a farm that starts out cosy and the harvesting chaos that follows
leaves a lot of room for that. To me, a warm, relaxed voice fits it perfectly.
Someone who keeps their calm even when sickles, abilities and harvest effects
have long been fighting for attention out on the field.&lt;/p&gt;
&lt;p&gt;With voice-over, a surprising amount of the work is in the small things. A
sentence can read completely naturally and suddenly sound clumsy once it is
spoken. Then it comes down to pronunciation, emphasis, pauses and how long a
line actually takes. And all of it has to work in both languages.&lt;/p&gt;
&lt;p&gt;What matters most to me is that the voice accompanies the game and gives it
character. The lead role should still belong to your farm, including the
increasingly questionable amounts of harvesting tools sweeping across it.&lt;/p&gt;
&lt;p&gt;My work session yesterday came to around &lt;strong&gt;16 hours in one go&lt;/strong&gt;. After that, the
new beta was out, and for me it was pretty clearly time for bed.&lt;/p&gt;
&lt;p&gt;While the game got an upgrade, my desk sadly had to give one up: a few days ago
my second monitor simply switched off for no apparent reason. It has stayed
black ever since and seems to be broken.&lt;/p&gt;
&lt;p&gt;So right now I am working with a single monitor. Anyone who normally uses two or
three can probably imagine how well that is going.&lt;/p&gt;
&lt;p&gt;Open the editor. Test the game. Find the audio file. Switch windows. Wrong
window. Switch again.&lt;/p&gt;
&lt;p&gt;My Alt-Tab skills are currently growing faster than any farm in Keep
Harvesting. :D&lt;/p&gt;
&lt;p&gt;Still, I am happy with the update. On the home stretch, what matters to me is
that the individual pieces fit together better and better: the gameplay, the
interface, the sound and now the voices too.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;If you want to try the new beta:&lt;/strong&gt; come to our
&lt;a href=&quot;https://discord.gg/B8UFtrK6hk&quot;&gt;&lt;strong&gt;Discord&lt;/strong&gt;&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;If you are trying the new beta:&lt;/strong&gt; let me know how the voice-over feels to you.
Does it fit the mood? Does something sound odd, or does a line come at the wrong
moment? That is exactly the kind of feedback that helps with the final polish.&lt;/p&gt;
&lt;p&gt;And then, hopefully, it really is just this one small upgrade before the Steam
page goes live.&lt;/p&gt;
&lt;p&gt;Lukas&lt;/p&gt;
</content:encoded><category>audio</category><category>beta</category><category>steam</category><author>Lukas</author></item><item><title>Keep Harvesting: The first version is getting closer 🌾</title><link>https://klonkwerk.com/en/devlog/erste-version-rueckt-naeher</link><guid isPermaLink="true">https://klonkwerk.com/en/devlog/erste-version-rueckt-naeher</guid><description>Keep Harvesting has nearly reached its first version. A look at the class selection screen, the twelve classes and the road to Steam.</description><pubDate>Mon, 05 Oct 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;By now I would say that &lt;strong&gt;Keep Harvesting&lt;/strong&gt; is at about 95% of a first version
I am genuinely happy with. It is fun to watch the individual pieces fit together
better and better, and to see the game look and feel more and more like what I
had in mind.&lt;/p&gt;
&lt;p&gt;That is why a lot of the work right now goes into polish. Most recently I took
on the class selection screen. It is one of the first things you see before a
run, and it should make you want to pick a class and get going right away.&lt;/p&gt;
&lt;p&gt;So it is about time I introduced the classes here: for now, Keep Harvesting has
twelve different classes. Three are available from the start, and you unlock
the other nine through achievements.&lt;/p&gt;
&lt;p&gt;Your choice of class sets a direction for your run before the first harvest.
Every class brings its own strengths and drawbacks, and they shape which
upgrades and strategies become especially interesting. On top of that, every
class has a unique ability. I do not want to spoil those just yet, though.&lt;/p&gt;
&lt;p&gt;A few example classes:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;The Druid&lt;/strong&gt; makes plants grow back faster and raises attack speed. In
exchange, you have to make do with a more fragile farm and a smaller harvest
radius.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;The Warden&lt;/strong&gt; relies on a sturdy farm and reduces the decay caused by the
seasons. In return, plants grow back more slowly.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;The Farmer&lt;/strong&gt; starts with two extra farmers and faster plant growth. In
exchange, upgrades get more expensive and the harvest radius is smaller.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;The Necromancer&lt;/strong&gt; heals the farm with every harvest and brings plenty of
extra farm health. In exchange, plants take considerably longer to grow back.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Together with the skill tree, blessings and curses, this opens up different
ways to build a run. That is exactly what I am after: that you try out new
combinations and, bit by bit, find your own play style.&lt;/p&gt;
&lt;p&gt;Things are moving on the road to Steam as well, although right now that
involves some waiting. I have signed up for Steamworks and have been waiting
about two weeks for the account to be approved.&lt;/p&gt;
&lt;p&gt;Once that comes through, my next step is setting up the Steam store page. That
is where Keep Harvesting will get its place, with screenshots, a trailer and
more information. As soon as the page is public and you can add the game to
your wishlist, you will of course hear about it here.&lt;/p&gt;
&lt;p&gt;Until then, the polishing continues. I am already looking forward to showing
you the next step!&lt;/p&gt;
&lt;p&gt;Lukas&lt;/p&gt;
</content:encoded><category>gameplay</category><category>steam</category><author>Lukas</author></item><item><title>Devlog #2: Why every harvest counts in Keep Harvesting</title><link>https://klonkwerk.com/en/devlog/jede-ernte-zaehlt</link><guid isPermaLink="true">https://klonkwerk.com/en/devlog/jede-ernte-zaehlt</guid><description>Flying sickles, automated harvest helpers and a farm you have to keep alive. A look at how a run of Keep Harvesting plays out.</description><pubDate>Tue, 29 Sep 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;In the first devlog I introduced KlonkWerk. Today I want to show you a little
more closely what I am working on: what actually happens during a run of &lt;strong&gt;Keep
Harvesting&lt;/strong&gt;, and which decisions sit between the individual harvest rounds?&lt;/p&gt;
&lt;p&gt;You start on a small field. Plants grow back, your sickles fly out to them and
you collect resources. Out of that, your build takes shape piece by piece: the
combination of abilities and upgrades that keeps you going for as long as
possible.&lt;/p&gt;
&lt;h2 id=&quot;every-harvest-keeps-the-farm-alive&quot;&gt;Every harvest keeps the farm alive.&lt;/h2&gt;
&lt;p&gt;The state of your farm keeps getting worse. Harvesting restores farm health, and
at the same time it hands you the resources you buy your next upgrades with. The
further your run gets, the stronger the decay becomes. Your harvest has to keep
up with it.&lt;/p&gt;
&lt;p&gt;That ties a lot of things together: faster sickles bring in more yield and help
you stabilise the farm. Extra healing per harvest can buy you air when the state
turns critical. Farmers, dynamite, harvest fires, lightning and more take over
part of the work on their own, which lets you partly automate the farm.&lt;/p&gt;
&lt;p&gt;Between rounds, the skill tree opens. That is where you decide where your
resources go. More sickles? Faster harvest helpers? A larger plot? Abilities
that hit several plants or set off further harvest effects?&lt;/p&gt;
&lt;p&gt;My goal is for you to feel those decisions out on the field. A new upgrade
should change something: how fast you harvest, which effects work together, or
how well you get through a difficult stretch. From a modest start, a build
should grow step by step in which more and more pieces mesh.&lt;/p&gt;
&lt;p&gt;The seasons shape the run as well. Among other things, they change which
resources turn up more often and which seasonal bonuses apply, so an ability can
be particularly useful at one point and less so at another. On top of that come
over 40 weather events that reach straight into your gameplay.&lt;/p&gt;
&lt;h2 id=&quot;after-the-run-your-farm-keeps-developing&quot;&gt;After the run, your farm keeps developing.&lt;/h2&gt;
&lt;p&gt;When farm health drops to zero, your attempt ends. The seeds you earned can then
be spent on booster packs in the meta shop. Opening one lets you pick a single
permanent upgrade out of several, and it stays with you in future runs.&lt;/p&gt;
&lt;p&gt;So there are two levels of progress: the decisions inside a run, and the
upgrades that outlast it. On your next attempt you can build on what you have
unlocked already, and on what you have learned about how your abilities play
together.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Keep Harvesting&lt;/strong&gt; is still in development. In the coming posts I want to show
individual systems more closely and explain the thinking behind them.&lt;/p&gt;
&lt;p&gt;If something in particular interests you, or you have questions about the idea
behind the game, leave a comment under the
&lt;a href=&quot;https://www.reddit.com/r/KeepHarvesting/comments/1wt6wfv/every_harvest_keeps_your_farm_alive_a_keep/&quot;&gt;current Reddit post&lt;/a&gt;
or come to the &lt;a href=&quot;https://discord.gg/B8UFtrK6hk&quot;&gt;&lt;strong&gt;Discord&lt;/strong&gt;&lt;/a&gt;. Your feedback also
helps me pick which glimpse to share next.&lt;/p&gt;
&lt;p&gt;Lukas&lt;/p&gt;
</content:encoded><category>gameplay</category><author>Lukas</author></item><item><title>Devlog #1: KlonkWerk is online</title><link>https://klonkwerk.com/en/devlog/klonkwerk-ist-online</link><guid isPermaLink="true">https://klonkwerk.com/en/devlog/klonkwerk-ist-online</guid><description>Who is behind KlonkWerk, why I quit a well-paid job, and what I am working on right now.</description><pubDate>Mon, 21 Sep 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;The website is up. Which means this small dream, the one I sketched out for
myself back at university, now has its own place on the internet.&lt;/p&gt;
&lt;p&gt;I am Lukas, 28 years old, and right now &lt;strong&gt;KlonkWerk&lt;/strong&gt; is just me :D&lt;/p&gt;
&lt;p&gt;My background is software development and IT security. During my studies the
wish grew to build a game of my own, and maybe one day turn that into a small
studio. These days I am working on my first game, &lt;strong&gt;Keep Harvesting&lt;/strong&gt;, and
trying to find out how far I can take it.&lt;/p&gt;
&lt;p&gt;To do that, I just quit my well-paid job in IT security. Writing it down like
that does feel a bit mad. But I want to give this project the time it needs and
try it seriously.&lt;/p&gt;
&lt;p&gt;Honestly, I have no idea whether this small dream ever turns into something I
can live on. Or whether in a few years I will look back and say: it was an
exciting time, but in the end it did not work out. Right now all of that is
open. I have plenty of ideas, a fair bit to learn, and a lot of appetite for
finding out what comes of it.&lt;/p&gt;
&lt;p&gt;I am working flat out on &lt;strong&gt;Keep Harvesting&lt;/strong&gt; at the moment. It is a 2D farming
game with incremental and roguelite elements: harvest, put resources into upgrades,
try out different combinations and carry your farm through the turning seasons.
Bit by bit it should become the kind of game where you happily start one more
run.&lt;/p&gt;
&lt;p&gt;Here in the devlog I want to give you a look at development: what is taking
shape, which decisions I make, and where I get stuck. Part of this attempt, for
me, is sharing the work and hearing what other people think of it.&lt;/p&gt;
&lt;p&gt;I have already set up a &lt;a href=&quot;https://discord.gg/B8UFtrK6hk&quot;&gt;&lt;strong&gt;Discord server&lt;/strong&gt;&lt;/a&gt; and
the &lt;a href=&quot;https://www.reddit.com/r/KeepHarvesting/&quot;&gt;&lt;strong&gt;subreddit r/KeepHarvesting&lt;/strong&gt;&lt;/a&gt;.
Those are the first places to go if you want to follow the project, ask
questions, give feedback or just chat about the game a bit. The whole thing is
still at the very beginning, and I am glad about everyone who is already here.&lt;/p&gt;
&lt;p&gt;For today I am simply happy that the website is online and that this first post
is up. Now, back to Keep Harvesting.&lt;/p&gt;
&lt;p&gt;Good to have you here.&lt;/p&gt;
&lt;p&gt;Lukas&lt;/p&gt;
</content:encoded><category>studio</category><author>Lukas</author></item></channel></rss>