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Coming Soon

Sneak peeks of upcoming projects.

Highlights

Talespinner Studio
CREATOR
16 days ago

Project Update: One Final F*ck You (To the Villains, Not You)

We are using these assets beyond what is even reasonable at this point.


You Know What? Screw it!

The last campaign was built on selling as much crap as humanly possible to get your money and delivering none of it. So, we're going to invert reality and, instead, release a bunch of beautiful art, for free, into your game. So, here you go!

We are just going to straight up add all remaining unrevealed allies to the game, all yours, taking this to a total of 16 Allies in the Ally Expansion Pack, collected and placed lovingly into in the Beautify, Second Wind, Veteran and Second Wind pledges.

Here's the gallery, all you Cat Kings and Rat Queens!

Just a gallery of men at various levels of attractiveness and personal success


Here is all the beautiful, fun, quirky Rat Queens Game and Campaign exclusive items that are being added to the core game for those of you who joined this brand new crowdfund! (Beautify, Second Wind, Veteran and Battleborn!)

The Massive Haul of Campaign Treasure!



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Wild Earth Dice
CREATOR
30 days ago

Project Update: Getting the Roll Right

Getting the Roll Right

Lets roll

Hi everyone, For this update we wanted to focus on something that sounds incredibly simple, but has probably taken more thought, testing and refinement than most people would ever expect.

There’s one question we’ve been asked a lot since we first revealed The One Dice.
How is it actually going to roll? And usually that question is followed pretty quickly by another one.
Is  it going to keep landing on one of the screen faces?

It’s a completely fair question. In fact, it was one of the biggest questions we had ourselves when we started working on this over two years ago. Because The One Dice can have all the technology, animations, characters and features in the world, but at the end of the day you still have to pick it up and throw it across a table.
If that part doesn’t feel right, then we haven’t done our job.

The roll itself.
When people first see The One Dice, naturally a lot of the attention goes towards the displays, animations, characters and technology inside it. But when we first started developing this product over two years ago, one of the biggest questions for us was much more basic.

What is it actually going to feel like to pick up and roll?
Because however much technology we put inside The One Dice, it still has to perform the basic job of being a dice. It has to feel comfortable in your hand. It has to leave your hand naturally. It has to tumble properly across the table. It has to settle in a way that feels familiar and satisfying.
That has been a huge part of the development process from the beginning. Before there was a finished design, there were shapes. One of the earliest things we spent time exploring was the actual physical form.
Not the screens. Not the animations. Not the colours.

The shape.
We tested a lot of different forms because very small changes can have a surprisingly big effect on how something feels when you pick it up and throw it.
Some shapes felt better in the hand but behaved differently once they hit the table. Others rolled more freely but didn't have the feel we wanted when you actually held them.
So quite early on we started making physical versions and testing them.

One of our early shape studies. At this stage we were concentrating on basic proportions, how the form sat in the hand and how it behaved when rolled.



These early versions obviously looked nothing like the finished One Dice. That wasn't the point. At this stage we were trying to understand the physical behaviour of the object.

How tall should it feel? How rounded should the edges be? How much surface area should contact the table?
How easily should it move from one face to another? How does it actually feel between your fingers before you throw it?
And then you roll it.
Again and again.
Changing the shape changes the roll

As development continued, we explored different variations. You can see that quite clearly in some of these early prototypes.

Another early development shape. Changes to the overall profile and edge geometry helped us compare how different forms moved, tumbled and settled.

A further shape variation from the early testing process. We went through many iterations before arriving at the overall direction we felt worked for The One Dice.

Looking back at these now is actually quite interesting because they show how far back this thinking goes.
We weren't starting with a beautiful electronic product and then asking, "How do we make this roll?"
We were looking at the roll while the product itself was still being shaped. And that distinction is quite important.
There really is a science behind it. Once electronics enter the equation, everything becomes considerably more complicated.

A traditional dice is essentially a solid object. The One Dice isn't.
Inside ours you have electronics, displays, sensors, structural components, a battery and all the other parts needed to make the product work.

All of those things occupy physical space and they all have weight.
That means the internal architecture doesn't only affect the electronics. It can potentially affect the way the entire dice behaves.

  • Weight distribution matters.
  • The centre of mass matters.
  • The materials matter.
  • The external geometry matters.
  • The shape of the edges matters.
  • The internal layout matters.

And then all of those things have to work together. This is one of the reasons our engineering and tooling process has been so involved. The tooling isn't something completely separate from the roll. The manufacturing tolerances, the accuracy of the parts, the materials being used and the way everything fits together all contribute to the finished physical product.

A tiny change in one area can create consequences somewhere else.
So there has been a real methodology behind this. We change something, we test it, we roll it, we observe what happens and then we feed what we've learnt into the next version. And sometimes the glamorous part of product development really is somebody standing there rolling the same object over and over again.

We've rolled these things a lot And we mean a lot. At this point we've spent hundreds of hours across the wider development process testing different versions and repeatedly rolling prototypes. Because eventually calculations and CAD only get you so far. Someone has to pick it up and throw it.

Early physical roll testing. There comes a point where the only way to understand how something behaves is to keep using it.


And people don't all roll dice the same way. Some people gently roll from their fingertips.
Some shake the dice first. Some throw harder. Some roll onto a tray. Some roll straight across the table.

That means we can't design The One Dice around one perfect laboratory roll. It needs to work in the real world, with real people using it in slightly different ways.

Early physical roll testing. There comes a point where the only way to understand how something behaves is to keep using it.

We're not trying to reinvent rolling dice. This has always been part of our design philosophy. The One Dice is already asking tabletop players to accept something genuinely different. So we don't think the basic act of rolling it should also need to be reinvented. You shouldn't need instructions telling you how to throw it.You shouldn't have to learn a special technique. You should be able to pick it up and roll it in the way that feels natural to you.
That familiarity matters. People have been physically rolling dice for thousands of years. There is something incredibly simple and satisfying about picking one up, throwing it across a table and waiting to see where it lands.




We're not trying to remove that part of tabletop gaming. We're trying to build technology around it. Ideally, you shouldn't notice any of this This is probably the strange thing about spending so much time on this part of the product. If we get it right, most people will never think about it. They won't be sitting there thinking about weight distribution, internal architecture, edge geometry, manufacturing tolerances or materials.


They'll pick up The One Dice and roll it. And that's exactly what we want. All the engineering is there so that, when you're actually playing, the engineering gets out of the way. You should be thinking about whether you've just rolled a critical hit, whether your character survived, or whether the next roll has completely ruined the plan your party spent twenty minutes coming up with. Not about what's happening inside the dice.
That's why the roll has been such an important part of this project.
The displays matter.
The animations matter.
The characters matter.
The software matters.

But the most fundamental interaction with The One Dice is still picking it up and throwing it across the table.
So we're taking the time to get that part right as well.

And judging by the number of times we've rolled these prototypes over the last couple of years, we've certainly been putting in the practice.

So, where did all of that testing lead? After more than two years of development, this is where we are today.



Double roll testing



What you're seeing here is the result of a very long process. We started with simple physical shapes, testing how different forms felt in the hand and how they moved across a table. From there we had to take that thinking and build an actual electronic product around it. And that's where things get considerably harder.

The One Dice isn't a solid lump of material. Inside it we have displays, electronics, sensors, a battery, structural parts and everything else required to make the product work. All of that has to fit into a very small space, and all of it affects the physical product in some way.

So throughout development we've constantly been balancing two sides of The One Dice.
It needs to be an advanced piece of technology, but it also needs to behave like something you're going to pick up and roll thousands of times.

Why has the tooling taken so long? 

We know some people will have looked at our updates over the last year and wondered why tooling for something the size of a dice could possibly take this long. 

That is a big part of why the tooling process has taken as long as it has. We've spent around 10 to 11 months working through tooling, tolerances, materials, fit, internal construction and refinement to get to this stage. It isn't simply a case of creating a mould, pressing a button and starting production.
When you're dealing with something this small, with electronics packed inside and multiple parts that all need to work together accurately, small differences matter.



A fraction of a change in one area can affect the way parts fit together somewhere else. The way those parts fit can affect the overall structure. The structure affects the finished feel, and ultimately all of that contributes to how The One Dice behaves when you actually throw it across a table.

That's why tooling has been one of the most important parts of this entire project.
It hasn't taken this long because we wanted to keep changing things for the sake of it. It's taken this long because once we go into full production, these are the decisions that determine the product you're actually going to receive. And after all of those prototypes, changes, engineering meetings, tooling revisions and a frankly ridiculous number of rolls, it's incredibly exciting to finally be at this point. And now we're getting very close to production The really exciting part is what happens next.




These are industrial machines working on components that ultimately produce something you can hold between two fingers. There's something slightly ridiculous about the scale difference when you see it in person.
But that's manufacturing. The smaller and more integrated the finished product becomes, the more important precision can become.


The time spent refining the tooling, checking the fit of components and working through tolerances is part of making sure that when we move into main production, we're producing the product we've spent the last two years developing. 
The One Dice might be small, but the tools required to manufacture its parts certainly aren't.
Each part needs to be produced repeatedly and consistently. The surfaces have to meet correctly. The internal components need to fit into very limited space. The screens, electronics and structure all need to come together accurately, and the finished shell still has to give us the physical behaviour we've spent so long developing.
There isn't much room for error.
A tiny difference in one component can affect how another component fits. That can then affect the final assembly, the weight distribution, the strength of the product and ultimately even how the finished dice feels when you pick it up and roll it.



Main production is due to begin in the next few weeks.

There is still plenty happening across the project. We're continuing to work on firmware, animations, systems, testing and all the other parts that bring The One Dice together, but we're now moving into a very different stage of the journey. For a long time, so much of the work has been happening behind the scenes. CAD files, tooling changes, engineering discussions, software development, testing and refinement. Over the coming months, more and more of that work is going to start turning into actual finished product. And that's the part we're really looking forward to sharing with you.

Manufacturing is starting soon in the coming weeks. This is not up for debate it’s happening, and it matters just as much as, if not more than, the tooling process. Over the next 6 months or so our sole focus will be making sure every part is assembled, tested, and integrated into a single, unified system. There’s no room for uncertainty or hesitation. Every step is deliberate, every problem gets solved, and every detail gets attention. That’s how it has to be. This isn’t about hoping things work out; it’s about making them work, no excuses. If something doesn’t fit or function perfectly, it gets fixed—immediately. That’s the way it is, and that’s the standard. By the end, what we build will not just exist; it will work exactly as intended, because we leave nothing to chance.

There is still a lot to do, but things are about to get considerably more exciting. Thanks again for sticking with us through what has been a very technical and ambitious development process. The One Dice we started imagining more than two years ago is getting very close to becoming the product we've been working towards all this time.
And yes, after all of this, we're still rolling them constantly.
More soon,
The One Dice Team

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Zero Strategy Games
CREATOR
about 1 month ago

Project Update: Take the Kobold Personality Test!



Each of our 12 Kobolds has their own unique characteristics and style. Have you ever wondered which Kobold you are from The Unheist?

Take the personality quiz now and find out!

Once you get your result, come back to this poll and share it with us. Let us know if you got who you expected or were completely surprised by the outcome!
248 votes
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Jen ~ Goodman Games
CREATOR
about 1 month ago

Project Update: Pledge Manager Live - and Advance Preview!

The Pledge Manager is now live!

Log in now to round out your pledges! Do you have enough reference booklets, scratch-offs, and +1 Tokens of Scratching for the whole table?

The Pledge Manager is where you will find your Backer Survey. In addition to browsing our Add-ons, this is where you will enter your shipping address and pay for shipping and handling. We anticipate locking surveys and charging cards when we receive confirmation that the books are shipping from the printer. We will let you know ahead of time so there are no surprises!

The Advance Preview of the Book of Funnels is also live!

If the Book of Funnels is in your Pledge Level or Add-ons, you now have access to an Advance Preview PDF! This is exclusively for backers and it can be accessed as part of your Digital Distributions: navigate to the Pledge Manager for this project, and it will be in your Downloads.

We are still finalizing a few things, and while we're working we'd like to give you an advance peek. This PDF is 99% complete. We still have about two weeks before we send this to the printer. If you do happen to find any mistakes in this advance copy, you can use our Stomp the Typo tool to send them in. (Hint: It's the first entry under Dungeon Crawl Classics RPG.)
If you find an error in any of our books, use the Stomp the Typo tool to tell us. Whenever we do reprints, we check here to fix issues identified by fans.


The deadline to participate in typo-stomping is Tuesday, September 29th.  Remember, this advance copy is ONLY FOR BACKERS, so don't share it! Once we get through the print proofing process there may be a few corrections and we will eventually post that final version. (The final will have a cover, don't worry!)

Print Production Status


Several components of this project are already at the printer!

The scratchoff sheets have been proofed and have entered production. 

The same is true of the "Dead" stamp. 

The MCC Reference Book is complete and will go to press alongside Book of Funnels.

Things are moving very fast on this one!

Thanks everyone, let us know what you think in the comments!
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Zero Strategy Games
CREATOR
about 1 month ago

If you could steal from a dragon with absolutely no risk of being caught, what would steal first?

221 votes
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Envy Born Games
CREATOR
🧙
about 1 month ago

Project Update: Preview: The First Treasures Have Been Forged

Greetings, Adventurers!

We wanted to bring you another update from the Argo and share some exciting progress on Jason and the Argonauts. We are happy to report that everything is moving along very nicely, and the voyage has reached another important milestone!

Production Files Are With the Manufacturer!
We have now provided all of the production files to our manufacturer and have approved the e-proofs needed to begin producing our sample copies.

This includes not only Jason and the Argonauts, but also the Add-On Packs and custom dice trays.

Our manufacturer will be bringing these samples to Essen, where we will have the opportunity to inspect them in person and show a handful of copies to Adventurers, industry friends, and our international localization partners.

Once these samples arrive in our hands, we will carefully inspect every aspect of the production. We'll be checking the cards, tokens, packaging, colors, printing, foil, and all of the little details that make up the final game.
If we discover anything that isn't quite right, we'll make the necessary corrections and have new samples produced for another round of inspection.

If everything looks as it should, we will give the final approval and move forward into mass production!
Once we reach that milestone, we'll have a much clearer production timeline to share with all of you.

Add-On Samples Have Arrived!
There are quite a few treasures being forged for this voyage, and not everything is being produced by the same manufacturer.
Items such as the Enamel Pins, Deluxe Dice, Solo Gaming Patch, and Custom Leather Dice Storage Container are being produced by a separate manufacturing partner.

We recently received samples of these items, and I have to say… They look absolutely fantastic.

We are incredibly happy with how these items have turned out, and we're excited for you to eventually get your hands on them. We produced limited quantities of many of these add-ons, and they are still available through the Pledge Manager for anyone who would like to add them to their order.

Unfortanlty some treasures have already disappeared, including the Spartoi Enamel Pin, so if there is an add-on you've been considering, now is a good time to check your order before they are gone.
Click here to access your pledge manager: https://jason-and-the-argonauts.backerkit.com/

The Voyage Continues
Everything is moving along as planned, and we are extremely happy with the progress being made.
The next major milestone will be receiving the Jason and the Argonauts samples and putting them through a thorough inspection. This is an important step before we give the final approval for mass production, and we want to make sure we get everything right before the game begins its journey into the factory.
We'll provide another update once those samples arrive and we've had the opportunity to inspect them.
As always, if you have any questions, please feel free to leave them in the comments below. We'll do our best to answer them!

Until next time, Adventurers…
May the winds remain favorable, and thank you once again for helping bring this legend to life. ⚓
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Zero Strategy Games
CREATOR
about 1 month ago

Project Update: Claim your Limited Edition Tokens!

Hey everyone! We are excited to reveal our secret teased in a previous update, we have a Return Backer reward for Limited Edition "Junk" Tokens.

These tokens will be recreations of our characters from previous games reimagined into The Unheist of Hearthburn House art style. They will function as alternate art options for our beloved "Junk" token and can be played with The Unheist of Hearthburn House.



If you backed The Sheep, you will receive the Eldritch Sheep "junk" tokens:

If you backed Shuffle Dungeons, you will receive the Glass Dragon "junk" tokens:


And if you pledged to both games, you will receive both! You will automatically receive these alternate junk tokens for free in your pledge. 

Can I still get these tokens if I didn't back your previous projects?

YES! We are extending this reward to our new backers as well. Anyone who adds our previous games to their order in BackerKit will receive the corresponding tokens for free.

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Zero Strategy Games
CREATOR
about 1 month ago

Project Update: WE ARE FUNDED!


Thank you all so much for your support of The Unheist of Hearthburn House! In under 5 hours, we were able to reach our funding goal. We're excited to start unlocking the stretch goals as the campaign continues.

If you didn't get the opportunity to watch it live, our playthrough is still available on Youtube. We had a blast and we were honestly surprised at how close the final score was.



We have more in store for this campaign, so stay tuned for what comes next!
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ARTHUN
CREATOR
about 2 months ago

Project Update: Update 4 : Shipping Update

 Dear Backers,


Your reward has now been handed over to our shipping partner. We expect to receive the tracking number and will send it to you by email before September 9.


Please kindly wait a little longer. Thank you so much for supporting a small creator like us. Your support truly means a lot and makes it possible for us to continue creating and improving new products for you.

Estimated Shipping Times:
United States & Europe: 12–21 days
Canada: 12–27 days
Rest of the World: 12–35 days.

We hope to see you again in our next campaign. Thank you very much!

Best regards,
ARTHUN 
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GameFiesta!
CREATOR
about 2 months ago

Project Update: It's a wrap! / ¡Hemos concluido!

[English top / Español abajo]


(This update is posted across all campaigns, if you backed multiple projects, you can skip duplicate notifications of campaigns with the same subject. We are working with BackerKit to consolidate event-wide notifications, aiming to post a single message regardless of the number of campaigns you backed).

Dear Backers,

Together, we have reached a historic milestone in Latin America. Thanks to your unwavering support, GameFiesta has achieved a first-of-its-kind collaborative crowdfunding event in Latin America, allowing a dozen developers to bring their games in English to the world and in Spanish to more corners of Ibero-America. 

Without you, none of this would be possible—you, the people who play games, are the reason why designers and publishers create games and thanks to you these games will reach tables in all continents!

Next Steps

Processing Payments: BackerKit has begun processing charges. If you encounter any payment errors, you will have the chance to update your information within the next 12 days.

Note: If you backed multiple campaigns, your bank might flag multiple charges as suspicious; please keep an eye out to authorize them.

Mega Pledge Manager (October): We will launch a unified solution to manage everything in one cart:
  • Rewards from all campaigns
  • Daily giveaway prizes
  • Reservation rewards
  • Loyalty rewards
  • Cross-backing digital rewards
  • Unlocked Achievement (free stickers!)

Shipping fees:
In the pledge manager you will see the final calculation of shipping (with your multi-campaign discount applied) and regional taxes. As noted in the campaign, these are paid at a later stage in the pledge manager.

Adding Games: You will be able to add additional games in the Mega Pledge Manager. While they no longer qualify for the specific shipping discount offered during the live campaign, shipping remains more efficient when bundling more games.

Additional information: Any additional campaign-specific options and securely entering your shipping address will happen at the pledge manager stage.

Production & shipping schedule: Some projects have started production already, others are in the last stage of file prepress. This process will take a few months to complete and we aim to deliver games worldwide by March 2026. The following updates will include news about production status.

We are deeply grateful for your support. We invite you to share your feedback and suggestions in the discussion forums; we are committed to providing you with the best possible experience as we move forward.

Thank you for being part of this journey!

¡Qué fiesta!

———————————————————————————

[Español]

(Esta actualización se publica en todas las campañas. Si apoyaste múltiples proyectos puedes ignorar notificaciones duplicadas con el mismo asunto. Estamos trabajando con BackerKit para consolidar las notificaciones en común para todo el evento GameFiesta, buscando enviar una sola publicación sin importar el número de campañas que apoyaste).

Queridos Backers,

Juntos, hemos alcanzado un hito histórico en Latinoamérica. Gracias a tu apoyo incondicional, GameFiesta ha logrado por primera vez un crowdfunding colaborativo en Latinoamérica, permitiendo a una docena de desarrolladores de juegos llevar sus creaciones en inglés a todo el mundo y en español a más rincones de Iberoamérica. 

Sin ustedes, esto no sería posible; ustedes son el motor creativo y ahora gracias a ustedes, ¡estos juegos llegarán a mesas de todos los continentes!.

Próximos pasos

Procesamiento de pagos: BackerKit ha comenzado a realizar el cobro a las tarjetas registradas. Si experimentas un error, habrá oportunidad de corregirlo durante los próximos 12 días.

Nota: Si apoyaste varias campañas, tu banco podría marcar múltiples cobros como inusuales; te sugerimos estar atento para autorizarlos.

Mega Pledge Manager (Octubre): Lanzaremos una solución unificada para gestionar todo en un solo carrito:
  • Recompensas de todas las campañas
  • Premios de sorteos diarios
  • Recompensas de reserva temprana
  • Recompensas de lealtad
  • Recompensas digital de promoción cruzada entre duplas de campañas.
  • Logro desbloqueado (Stickers gratis!)

Cargos de envío:
Encontrarás el cálculo final de envío (con descuento por múltiples campañas apoyadas) e impuestos regionales en el administrador de recompensas.Como se menciona en la campaña, estos deben ser cubiertos (pagados) en una etapa siguiente.

Añadir juegos: Podrás sumar juegos adicionales en el Mega Pledge Manager. Aunque ya no aplican para el descuento de envío de la etapa live, el costo de envío sigue siendo más eficiente al consolidar más productos.

Información adicional: En el administrador de recompensas podrás introducir de manera segura tu dirección de envío así como contestar otras preguntas para completar tu envío o cualquier información requerida para completar recompensas de todas las campañas. 

Calendario de producción y envío: Algunos proyectos ya han comenzado la producción, mientras que otros están en la última etapa de preparación de archivos. Este proceso tardará unos meses en completarse y nuestro objetivo es entregar los juegos a todo el mundo antes de marzo de 2026. Las siguientes actualizaciones incluirán noticias sobre el estado de la producción.

Estamos profundamente agradecidos. Te invitamos a compartir comentarios y sugerencias en los foros de discusión; estamos comprometidos a brindar la mejor experiencia hasta que tengas tus juegos en mano.

¡Gracias por ser parte de esta fiesta de juegos desarrollados en países de habla hispana!

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