If you're old enough to have seen the moment when Prey, the Prey Project, was born, you might remember that our logo used to be a realistic condor: a massive vulture native to the Andes mountains, that can grow up to two meters wide with its wings fully open. Basically a huge terrifying beast.
What you probably don't know is that the original condor logo was the product of a one-minute Google search for something like "big threatening bird that is about to eat something that is also big", and a following two-minute "convert bitmap to path" command on Inkscape using the first or second entry for that search.
Those were the days.
Some months later we got to run Prey on a phone for the first time, using a G2 Android that we were lucky enough to get at the I/0 conference in 2009. (Oh yes, young ones. There was a time when you could actually get into Google's event just by buying a ticket). Then we realized that we needed a squarish icon, and that our current horizontal big logo wouldn't fly for that purpose, so we had to figure something out.
You may have heard that a new, fully rewritten and awesome desktop client is in the works, and you heard right. But that doesn't mean the existing one will disappear overnight. We plan to keep on supporting it until the new one is solid as Frodo's mithril armor, and this is a good way to prove it.
We've recently pushed an update that includes a quite a few things, but most notably a bugfix that handles an edge case that prevents Prey from determining your laptop's location. It occurs when the number of nearby Wi-Fi hotspots is so immensely long that not even Zeus has enough time nor the willpower to fully read it.
To see what else is in the menu, keep on reading. If just you can't wait, well, then just head directly for the kitchen. 0.6.3 will be waiting for you. All users are recommended to update -- which includes you, of course.
Warning: this post is geeky as hell. However, it's written in a way that you'll still enjoy reading it, even if you know less about computers than my grandma.
Well, to be honest my grandma actually blogged regularly and was able to fix her internet connection on her own -- but anyway, you get the point.
So, a couple of months ago we pushed a release candidate for the new evented, asynchronous, ruthless client that will replace the one we have in production right now (more details here). This, however, is not a mere rewrite: it's a whole new beast.
I wanted to give a deeper insight to some of the new concepts behind this upcoming new Prey client for Mac, Windows and Linux lappies. I won't dive into boring details like versioning strategy or API design, but instead focus on the decisions we made to make this beast smarter and more reliable to protect our babies.
So here you go. The road to Prey 1.0.
Good news everyone! You can now use Prey On-Demand on your iPhone, iPad or your Android phone or tablet whether you have a Pro account or not. This means more juice for your iPhone and iPad, and more love for Android tablet owners.
Keep on reading if you don't know what the hell we're talking about.
Just dropping a quick note to let you know about some updates regarding security and performance and awesomeness that we've made to the Control Panel.
Until now, only the login and signup forms pointed to HTTPS endpoints -- the rest of the site using plain HTTP. This was, in part, due to some of the assets being hosted on a non SSL-enabled domain, which caused browsers to complain about "insecure content".
UPDATE APR, 2012: At last! After a long wait, Prey is now back on the App store.
As you know, a couple of months ago we released a new client for the iOS platform. Exciting moment it was. The following weeks we got lots of feedback -- both good and bad, some of it very constructive -- and the app was also featured on a number of respectful tech sites on the Internext.
So everything was going just fine and dandy until one day the app suddenly dissapeared from the phase of the App Store without giving any trace. What the --?
Well here's what happened.
We pushed a new release containing a number of fixes and UI improvements and Apple not only rejected the update but unanimously decided to take the whole app down. Funnily, though, the app was rejected for stuff that hadn't even changed from version one.
We thought this would be a quick process -- which is why we didn't blog about this until now -- but it's already been more than a month so we though it would be good to give everyone the full scoop on what's going on.
Months ago, when we began drawing sketches, trying to imagine what the iPhone client for Prey would look like, well it sure looked easy-peasy. It really did. But when we actually put our hands into it, we bumped into a number of things we had to sort out to make Prey work the way we wanted to, and of course, without breaking any of Apple's rules. So it took longer than expected but the work is now done, and the wait finally over.
Prey is now available for iPhones and iPads at the App Store. Open source, for free, tested and ready to kick some burglar butt. Check it out.