Thank you to the 193 individual contributors from over 44 countries that helped us build @vendure.io in 2025! Let's collaborate again in 2026 πͺ 2025-wrapped.vendure.io
Michael Bromley
Michael Bromley
@michlbrmly.dev
Creator of vendure.io. Open source and stuff.
499 followers253 following197 posts
Checking out TanStack Start. Yeah sorry about the horrific thumbnail that's what happens when I give the guy total creative freedom π€£ youtu.be/X_NnM72RN90?...
Last night at @viennajs.bsky.social: give a talk about dotfiles and key bindings and you are guaranteed to be swarmed by devs for the rest of the night π Great talk by our new @vendure.io team member Housein π
And overall the excitement is the far stronger feeling. Today I'll be building more of the new @vendure.io dashboard at 10-50x the speed of my younger self. π
6,666 commits over 7 years of building @vendure.io that's an average of 3-4 commits *every* work day for the past 7 years. Consistency. Just show up and get the work done.
Sometimes I hear that it was a mistake to build @vendure.io on top of GraphQL. "Too complex", "Can't be cached", "Poor performance", "It was all hype" Yes, every technology has its tradeoffs. I'm keenly aware. There *are* some aspects you need to be mindful of when working with GraphQL.
The types flow instantly from your GraphQL document, right into your React code, with ZERO waiting on code generation. Shout out to @jovidecroock.com & @kitten.sh for gql.tada which powers the magic that you see here π
Sometimes I hear that it was a mistake to build @vendure.io on top of GraphQL. "Too complex", "Can't be cached", "Poor performance", "It was all hype" Yes, every technology has its tradeoffs. I'm keenly aware. There *are* some aspects you need to be mindful of when working with GraphQL.
> @vite.dev is my new favourite thing. If you're a @vendure.io developer it's gonna become your new favourite thing too, very soon! I was vaguely aware that it was slowly taking over the frontend world - every framework seemed to use it for some reason.
In every case, no matter how ambitious my requirement - Vite made it positively *intuitive* to implement. Bravo to @evanyou.me, @rich-harris.dev and the whole Vite team & community for producing this beautiful piece of software π
> @vite.dev is my new favourite thing. If you're a @vendure.io developer it's gonna become your new favourite thing too, very soon! I was vaguely aware that it was slowly taking over the frontend world - every framework seemed to use it for some reason.
Michael Bromley reposted
It's all fun and games until, 6 months later, you need to debug something and proceed to spend 5 hours figuring out what the hell is even supposed to be happening here. This message is brought to you by 7 years of hard-won lessons building @vendure.io
I love building stuff for developers. Here's what's coming in the new @vendure.io dashboard:
Michael Bromley reposted
ππ¨π ππ―ππ«π²ππ‘π’π§π π’π§ ππππ‘ π§ππππ¬ π πππππ₯π. @michlbrmly.dev reminded us at HalfStack Vienna that βit dependsβ is a valid answer βοΈ Watch his talk: youtu.be/WBpzS36-eIc Submit your CfP for Vienna 2025! π halfstackconf.com/vienna #TechWithoutTribalism #HalfStackEvents
Just released! TypeORM v0.3.25 β¨ github.com/typeorm/type...
I'm excited to speak at the upcoming @viennajs.bsky.social meetup alongside @tkdodo.eu I'll be talking about life as a full-time OSS maintainer. Anything you wanna know about? viennajs.org/en/meetup/vi...
I had the pleasure to meet @danielroe.dev at the @viennajs.bsky.social this evening. A very inspiring speaker and all around nice chap, I must say.
It's that time of year when I'm glad that the @vendure.io office is right above one of the best ice cream places in the city π¦
We just released TypeORM v0.3.22. Oh you thought TypeORM was dead? Nope, we have an incredible new team of maintainers already on their second big release in the past 4 weeks! github.com/typeorm/type...
Weekend coding project with my kid: βοΈ Rome: Total Vibes βοΈ Mostly built by Cursor with a few manual interventions. Features: - Multiple factions & units - Ranged & melee combat - Tile-based map - Perlin noise-based elevation - Elevation-based range & speed buffs - Enemy AI which is pretty hard!