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Tim here with a long-overdue update for you all on the Death Valley. I'm leading production of the game, so as we approach fulfilment, more of the updates will come from me.
Let's get the bad news done first as there is plenty of good news to follow.
We had originally planned to have Death Valley out in June. We've overshot that, mainly due to extra writing, play testing and preparing production. Realistically, I believe we will have everything wrapped-up for December. However, we won't be shipping anything during silly-season as we know the post gets held up and things go missing more so than ever during the holidays.
So it looks like we'll be looking to fulfil in January of 2027, but we'll ensure the wait is worth your while.
Here's what is happening now and what is due to happen next.
- Aaron is finishing adding the scenario he has written to the core rulebook
- I'm tidying up a solo mode called Drifter (now the email subject line should make more sense)
By the end of this month (September), the following will happen:
- The rulebook will go to proofreading
- Artwork for the cloth map and Law Master screen will be completed
- Bullet dice production will begin
During October we are scheduled to:
- Send the book to print
- Begin production of maps and Law Master screens
- Close the surveys and charge cards for delivery.
Then, in late November, we will:
- Take receipt of the books and begin fulfilment planning.
- Try to survive the holidatys
Leaving January for fulfilment.
That may seem like a lot of time to wait around, but we will be sharing production updates along the way, so you will be able to see things happening, including the prototypes. I know you will be happy with the little extra we have put in to the production. As always, we will try to advance these timelines where possible, but never at the expense of the quality of the final product.
Once again, thank you for your support and I'll be back soon with more production updates.
Tim
I don't think that sounds as good in a British accent, so maybe I should leave those kind of intros to Aaron. Anyway, Tim here.
I'm in charge of production so, while Aaron is busy chopping and changing the 90k plus words he wrote for this game, I am going to give you a quick update on where we are.
First up, the quick start!
I promised this some time ago, but that time ran away with me. This is all on me as it's my job to get try concentrate Aaron's fabulous work on this project into a much smaller document without losing the essence of the game.
I'm almost there! My intention is to have everything out to you this weekend (I'll post a secret link for backers in one of these updates). The quick start also includes a little scenario for you to jump right in.
Another live play!
The wonderful folks over at Hack Recklessly will be doing a live play of Death Valley over on their Twitch channel next week. Give them a follow to get notified when it's going live. I'll also drop you a quick update here, so you can be sure not to miss it.
The general production schedule.
We're keeping our timetable on track for the game, so here is a quick rundown of where we expect to be over the coming months.
This month: Quick start out. Preorder/Late Pledges open.
April/May: Layouts begin.
June: Betas sent out and proofreading begins. Survey's close.
Late June: Final edits and printing begins.
July/August: Fulfilment of all rewards!
Aaron is doing an amazing job with the editing and playtesting, so I'm confident we can keep to these timelines.
Okay, that's all for now. I'll save you a very British Yeehaw.
If you have any questions, please do drop them in the comments and I do my best to address them as specifically as possible.
Tim x
It's the last day! If you haven't yet, please hop on board. We've got confirmation that new content is still coming down the pipeline with solo play rules and an adventure called The Ballad of Boogie Briggs. If you are already a part of the dead, I'm so thankful to you.
If you're watching us I hope we look fun enough to join and to those of you out there with no idea what's coming it's us, the dead and the damned hehehehe see yall real soon.
Yee-haw,
Aaron
P.s. I'm so excited to bring death valley to you all thanks again!
Tim here, momentarily snatching the reins from Aaron (he'll wrestle them back on no time) to bring some exciting news straight from the dusty trails of Death Valley.
- 💀 Physical backers will get the printed zine alongside their rewards.
- ⚡ Digital backers will get the PDF version delivered with the rest of their files.
Tim
Welp, here we are, the final undead form, and frankly, my personal favorite (see Rattlesnake Roberts in the Actual Play). I guess it comes from how undeniably UNDEAD the skeleton is. In a lot of games, it's the underdog starter undead, the first thing a necromancer learns to raise, and it never stands a chance against the big guys. In Death Valley, though, they do their darndest.
You are no longer a bag of bones; you lost the bag. With this form, the worldly concerns of water and food are well behind you now. You are just brittle, clack, and rattle. While you don't have much in the way of muscles moving seems almost easier, you don't know what allows your motion, but at this point, you don't have a brain either, so you're pretty sure you don't need to think too hard about it.
Skeletons are, among the undead, considered the bottom of the barrel. The furthest from connecting to the monad as they lack the blood and flesh of life. In religious circles, they represent the “dust” as many of the other lower undead do. Many skeletons don't even get to keep their sanity as the experience of their existence scratches against too many knowns of the person who once lived in the bones of the skeleton. This undead, more than any, are prone to losing pieces of themself and having to rebuild from the ground up. Many struggle with the philosophy of “the ship of Theseus" as they replace a femur there or a rib here.
🦴Key Attribute: Agility (+1)
💀 Undead Boon — Hard Target: The space between your bones means all attacks against you that are not short range are made at -2 modifier
🪇 Rattle of Bones: They can hear you coming. -2 die on sneak checks when near other beings, living or Undead
🩸 Healing — Bones of Theseus: once per dawn, you can use the bones of any dead Humanoid to repair your own and recover 1d6 life force. If the bones are from a living Humanoid, they can heal critical injuries or 2d6 life force.
⚰️Post-Mortem Questions:
- When you woke up as a skeleton, were you alone? If so, what were your first moments like in your new body? If not, who was with you?
- Are you a social skeleton? What groups do you know, and why are you connected? If not, what keeps you from forming those connections?
- How many bones have you replaced? What was the worst shape you've ever been in?
- What senses do you still have? Does it bother you that you lack organs to experience them?
- When you are injured, do you try and repair the bones of your original body, or are they just parts to you now? What makes you think either?
- Does your lack of face disturb you? How have you tried to portray emotion since you lost it?
Whats next? Well I figure we can talk about some mechanics and see where to go from there. The campaign is nearing its end. Im excited to see how it ends.
Yee-haw,
Aaron
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So I promised you a little sneak peek at the scenario I'm working on, and hopefully this whets your appetite some. The scenario revolves around the California gold rush, a horrid forgotten Gaol, and supernatural elements beyond perhaps even the understanding of the folk from Bardos Bluff. Most importantly, though, a staple that westerns have been built on for years, Revenge. You and your crew, whether you be explorers, roughnecks, or just a few opportunists, have been contracted to help a wealthy member of the black veil church retrieve something. Now I need your help to name it, mostly cause I think it's fun.
Project Update: We're Drifting... in every sense.
Tim here with a long-overdue update for you all on the Death Valley. I'm leading production of the game, so as we approach fulfilment, more of the updates will come from me.
Let's get the bad news done first as there is plenty of good news to follow.
We had originally planned to have Death Valley out in June. We've overshot that, mainly due to extra writing, play testing and preparing production. Realistically, I believe we will have everything wrapped-up for December. However, we won't be shipping anything during silly-season as we know the post gets held up and things go missing more so than ever during the holidays.
So it looks like we'll be looking to fulfil in January of 2027, but we'll ensure the wait is worth your while.
Here's what is happening now and what is due to happen next.
- Aaron is finishing adding the scenario he has written to the core rulebook
- I'm tidying up a solo mode called Drifter (now the email subject line should make more sense)
By the end of this month (September), the following will happen:
- The rulebook will go to proofreading
- Artwork for the cloth map and Law Master screen will be completed
- Bullet dice production will begin
During October we are scheduled to:
- Send the book to print
- Begin production of maps and Law Master screens
- Close the surveys and charge cards for delivery.
Then, in late November, we will:
- Take receipt of the books and begin fulfilment planning.
- Try to survive the holidatys
Leaving January for fulfilment.
That may seem like a lot of time to wait around, but we will be sharing production updates along the way, so you will be able to see things happening, including the prototypes. I know you will be happy with the little extra we have put in to the production. As always, we will try to advance these timelines where possible, but never at the expense of the quality of the final product.
Once again, thank you for your support and I'll be back soon with more production updates.
Tim
Engaged with this project 3+ times 🌟
Project Update: Progress update for Death Valley.
I don't think that sounds as good in a British accent, so maybe I should leave those kind of intros to Aaron. Anyway, Tim here.
I'm in charge of production so, while Aaron is busy chopping and changing the 90k plus words he wrote for this game, I am going to give you a quick update on where we are.
First up, the quick start!
I promised this some time ago, but that time ran away with me. This is all on me as it's my job to get try concentrate Aaron's fabulous work on this project into a much smaller document without losing the essence of the game.
I'm almost there! My intention is to have everything out to you this weekend (I'll post a secret link for backers in one of these updates). The quick start also includes a little scenario for you to jump right in.
Another live play!
The wonderful folks over at Hack Recklessly will be doing a live play of Death Valley over on their Twitch channel next week. Give them a follow to get notified when it's going live. I'll also drop you a quick update here, so you can be sure not to miss it.
The general production schedule.
We're keeping our timetable on track for the game, so here is a quick rundown of where we expect to be over the coming months.
This month: Quick start out. Preorder/Late Pledges open.
April/May: Layouts begin.
June: Betas sent out and proofreading begins. Survey's close.
Late June: Final edits and printing begins.
July/August: Fulfilment of all rewards!
Aaron is doing an amazing job with the editing and playtesting, so I'm confident we can keep to these timelines.
Okay, that's all for now. I'll save you a very British Yeehaw.
If you have any questions, please do drop them in the comments and I do my best to address them as specifically as possible.
Tim x
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Become an active participant Learn more