Cephalofair Games
CREATOR
27 days ago

Project Update: Sculpting stream and RPG designer diary

Good day! I hope everyone is doing well this fine Friday! We're going to have a more standard update for you this week with your regularly scheduled shipping updates for waves 1 and 2, plus an RPG designer diary from Danielle!

A few things to note before we get into the specific updates:
  1. If you are in the US, waves 1 (Frosthaven and related materials) and 2 (Buttons & Bugs) are shipping from separate locations, so if you get one but not the other, don't panic. It is still on its way. In all other regions, both waves will be shipping together out of one location to expedite orders.
  2. Please do not contact support asking where your product is until we have reported that your region has been fully delivered for the wave that you are concerned about. Fulfilling a region can take a while, so if your friend has gotten their game and you haven't, don't panic.
  3. If you've contacted support about an issue, please be patient and don't email us repeatedly about the same issue. Doing so just slows the whole process down, including for yourself.
  4. We will have Buttons & Bugs added to our replacement request form early next week, if you haven’t already emailed support, please wait and fill out the form when it’s available. This will both alleviate our support team inbox to assist with shipping issues and will also get your replacement to you faster.
  5. Given all of the above, if you do need to contact support, you can do so by emailing [email protected].

Hey everyone! Chris here with another wave 1 and 2 fulfillment update.

US Wave 1 and 2: We’re at about 90% fulfillment in the US, both on Wave 1 out of KY and Wave 2 out of TN. However, we have discovered that there are two issues that our fulfillment partner is working to resolve now.
Wave 1 (Frosthaven): During the fulfillment upload process, a small amount of orders had labels created and tracking was sent to backers, but due to an error in their system, these orders were not filled. W2G has already fixed this issue, and most of these orders have already shipped. They expect the rest to ship out today and tomorrow. If you have a tracking number that still only shows a status of "label created" when you look it up, please watch for a new email with a different tracking number.
Wave 2 (Buttons & Bugs): We’ve been notified of an issue where a batch of about 100 orders shipping to the West Coast are currently being held up in a San Pablo UPS facility. We are working with our fulfillment partner and UPS to see what the delay is to either get these packages located and moving or send out replacements if these orders can’t be located. If this is the case, you’ll receive an email with a new tracking number.

Canada: Fulfillment has begun! Orders started shipping out Wednesday via Canpar and backers will receive emails with tracking as packages go out. Fulfillment expects roughly two weeks to fill all orders.

AU/NZ: Fulfillment is in process! We’ve already seen some people receiving their Frosthaven and B&B copies, with more to come as Aetherworks continues to send orders out. We expect to have most, if not all, orders filled by the next update.

Asia: Freight orders are shipping out this week from VFI to regional hubs! These shipments take several weeks, once shipments arrive they’ll be received in and processed for individual shipments to backers. 

UK: The shipment from China still looks on track to arrive at port as scheduled on Apr 15th, from there it’ll make the trip over to Spiral Galaxy for fulfillment!

EU/RoW: Fulfillment has begun! Frosthaven has begun to ship out to backers now. The shipping container with Buttons & Bugs and some add-ons was delayed at port but is on land and en route, scheduled to arrive to Fulfillment Europe early next week. Once this arrives and is unloaded, they’ll be able to start shipping a bunch more orders!



Another sculpting stream!

I know it isn't March anymore, but we've got one more sculpting stream for you! Chris Lewis, one of the main sculptors on this miniature project as well as Frosthaven, will be live sculpting one of the Gloomhaven bosses today from 2-4pm CST. Which starts right now! You can watch him do his thing at Twitch.tv/Cephalofair.



RPG designer diary

Greetings Mercenaries!

I have such updates to share with you. Last month we shared a design diary from the illustrious Nikki Valens, who gave some insight into their design process for Buttons & Bugs. I hope all of you who have it appreciate how difficult it is to miniaturize Gloomhaven, both in rules and in size.

But this month, we’re back to talking about the Gloomhaven RPG. A lot has happened since I last shared an update, so I’ll try to cover it all as well as share some design insights. I shared that I had first drafts in my hands in January, and over February and March, I looked them over and gave comments back to authors, who made edits and returned them. The setting material is probably at about 80% done at this point. Not because it isn’t all written, but because now I have to go through it all, put it into the correct chapter formats, and massage passages to all look like one cohesive whole. This is a part of the process that takes time, but is the make or break of a great game. I could hire all the best, most skilled authors in the world who could turn in shining prose and perfect sections, but without a development pass to make their individual parts feel like a cohesive whole, the game would fall short of good.

I had the privilege of going to the Cephalofair design retreat (Gloomcabin, if you will) in March. The point of this retreat is to put a finishing polish on the current Cephalofair WIPs, and the RPG got the spot of honor this year. I was blown away by the creative energy at the retreat, and the number of Gloomhaven scholars in the room was a little intimidating. Nevertheless, as we poked at it, we came to some solid conclusions on where we want the RPG to go, what experience we want players to have, and how to definitively make it stand on its own, separate but equal to the board game. These conclusions led to late nights in what we dubbed “the lab” as a small group of designers took class and ancestry cards and rewrote, tweaked, and overhauled them.

If you just had a visceral reaction to the words “rewrote” and “overhauled”, never fear. The way you play the game didn’t actually change all that much. We just realized that the choices people were making didn’t feel as meaningful or as tactical as they do in the board game, and everyone really appreciates that experience. So we came up with a way for the RPG to not just mirror the board game’s class cards, but to iterate on them in a way that makes sense for an RPG without losing the elements we love. The biggest change here is that in an RPG, narrative supersedes minutia. What I mean by that is we want people telling compelling stories about their mercenaries fighting enemies, not just taking a turn doing the most tactically advantageous action. We want people to envision the cool fiery blast their spellweaver just lobbed at a skeleton, and how that means now both the skeleton, and the floor around it are covered in flames. It’s all there, but we wanted to ensure that the mechanics weren’t just supporting important decision points, but also creating a narrative around those decision points that is exciting and makes you feel like you’re living in the world of Gloomhaven.

What does this mean for the process? Well, we spent some long evenings chatting about how to condense 30 cards into 18. Which is actually easier than it sounds, because we absolutely did it for all the classes that folks were playing that weekend in a single evening so that we could playtest the updates. The system is the same “pick a top and bottom action, go on your initiative, do all the things” but the choices are now a little different and narrower, and have a narrative to them that they’ve never had before. The book’s development is still moving at a good pace. I have already updated the rules chapter to reflect our changes, and we’re working on updating all the class and ancestry cards. The setting material is in good shape, and in the next month it should all come together and make its way to editing.

While this does push my original projected publish date back, it only does so by a couple of months. We’re still on track to get files finished before the end of the year. I have no control over how long printing and shipping takes, but if I were the wishing type, I would wish for a Christmas miracle.

I know this month’s diary is more of “how the sausage is made” and less of the “what the sausage tastes like”, but I personally feel like this is an important part of the design process that few people talk about. I’ve been making games for enough time now to know that literally no book goes from first to final unchanged every step of the way. I’ve had to rewrite entire chapters at the approval stage, rework swaths of text at the layout phase, and even once had to beg a printer to wait a day or two for me to resend a print file with an important paragraph added. That might sound messy and scary, and sometimes it is, but most of the time it’s just business as usual.

And that’s all I have for you this month. Until next time!

Other updates

Previously, we said that the pledge manager for wave 3 will be open at least through March, which has now come and passed, so we should probably update you again on that! We still haven’t fully nailed down a timeline, so I wanted to let you know that the pledge manager will remain open through April, and we’ll update you again once we have a solid date in place. If you'd like your pledge to be processed now instead of waiting for it to close we can help with that, just let us know at [email protected].

Art and graphic design for the new edition of Gloomhaven continue to move along. We’ve been working hard to bring you an updated visual experience along with the revised game system. Here’s a sneak peek at one of the many new pieces of artwork you’ll discover in this new edition: an Inox Guard by Nicolas Jamme.

Inox Guard


I also want to take a moment to acknowledge that some backers have experienced card warping in their copies of Buttons & Bugs, which is an unfortunate development we didn't see at any point in our proofing process, but would like to apologize for. We will be working with our manufacturer to address card warping, health dial colors, and a handful of other quality-of-life adjustments for the second printing, which will be sold in retail at a higher price than what was offered during the Backerkit campaign.

And I think that just about covers everything. Remember to check out Chris's stream if you're interested in the sculpting process. I hope you have a great weekend, and I'll catch you next time!
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