Zack Lovisa Software developer Start an estimate

Case study

2026

Polapup

A Palworld reference site generated from data pulled out of the game's own files, so the numbers cannot drift the way a hand edited wiki does.

  • Client Personal project
  • Discipline Web App
  • Duration Ongoing
  • Budget band Personal project
  • Astro
  • React
  • three.js
  • Wix Headless
  • glTF
Polapup shown on screen

The problem

Game reference sites are typed in by hand. Somebody plays, writes a number down, and posts it. The game patches, half the pages quietly go wrong, and there is no way to tell which half.

Ask three wikis for the same creature's attack stat and you can get three answers. None of them will tell you which version of the game they were written against.

What I did

Nothing is transcribed. Stats, skills, drops, breeding tables and spawn points are read out of the game's own data tables, and the models come from its assets, so the whole catalogue is generated from one build rather than assembled from memory.

The site is Astro, with React only on the pages that genuinely need to be interactive, so a 286 entry catalogue still ships as static HTML. The model viewer is three.js loading Draco compressed meshes on demand, because a reference people check mid game has to answer in under a second.

The build it was extracted from is printed at the bottom of every page. When the game patches, that number is how a reader knows whether to trust what they are looking at.

Outcome

286 creatures, 2,342 items, 375 active skills, 115 rollable traits and 67,971 spawn points, plus a raid planner that accounts for condenser levels, souls, traits, weapons and food buffs.

The valuable part is the pipeline, not the pages. Regenerating the whole catalogue against a new build is a job to run rather than a month of editing, which is the same argument for putting a shop catalogue in a database instead of gluing it into the page.

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