We're thrilled to announce that the final version of Wires in The Woods has been released and we will be heading to the printers this week.
It's been throroughly checked by our proofreader and Simon has gone through each page polishing the game.
If you have previously downloaded the PDF version, you should have a new link in your inbox. Otherwise, there are instructions at the end of this update (available to backers only).
If you missed the campaign and would still like to grab a copy, our preorder store is open for another two weeks.
As far as print timelines go, I will keep you updated in the coming weeks. As well as the books we have also arranged for custom bookmarks and edge-printing, so there are some logistics, but we expect everything to go smoothly.
One thing we do guarantee is that we will not sell Wires in The Woods to the general public until backer rewards are out.
I'll also be in touch to give you a chance to update your address shortly before we begin fulfilment.
I'd also like to take this opportunity to tell you about two more games we have on the way.
We've also put the teaser page up for Murder & Mischief, the long-awaited multiplayer version of Be Like a Crow. The campaign will go live at the end of June, but please do follow if you want to be updated with news as we approach the launch date.
Okay, that's all for now. Download info follows at the bottom of this email for backers.
I wanted to let you know where we are with Wires, because even though we are running very late on this project, you should also have the confidence that we will deliver.
Before I tell you where we are at, let me remind you to grab your beta copy. It's the full game, so you can download it and start playing immediately. If you are a backer, please go back a couple of updates to find the URL or drop me a message here and I will keep checking in over the next week and email you the details to get your copy (don't post any email addresses in the comments, we can find you by your backer details!).
Now, we have the proofread copies back which means Simon and I will start trawling through the edits this week and deciding what to change and what to keep as is. As soon as we have done that, I will upload the final version to our store and, if you have already downloaded the PDF, you will get an email telling you there is an updated version along with a link.
Then we are going straight to print. We've been told it will take a round five weeks, but we are going to keep are fingers crossed that we can get it a bit faster. I'll keep you updated at the point the print finally gets in process.
That's all for now.
Thank you for your patience, we do have a game for you, we are producing a book that is absolutely gorgeous and something we're sure you will enjoy and will take pride and place on your shelves.
Firstly, Simon and myself want to thank you for your patience whilst we have tweaked, agonised and gone above and beyond with everything about this project.
The idea for Wires in The Woods was first sparked when we both met at a comic con over 2 years ago. Since that time, we have created a world that is both rich and unique and brought it into the pages of this book.
Today, after a lot of work, we are thrilled to release the beta version. I say Beta, because we still have to let our wonderful proofreader, Chrissy work her magic. However, the art, layouts and mechanics are all done and the text is 99% correct bar some grammar and readability checks. In short, we are happy for you to see the game.
I spend much of my day walking the fine line between capitalism (running a small publishing business) and creativity (trying to write great games, storylines, screenplays and so forth). But in between that, I travel a lot as part of what I do. That's mainly to conventions or industry events.
I'm privileged in the the sense that I can do this as part of earning my living, but it's also pretty tough going. This year alone, I've flown on 18 economy flights, been to five countries and three continents, taken countless planes, trains and ubers to and from my destinations, stayed in AirBnBs and hotels that range from comfortable to murder rooms, attended dozens of meetings, met thousands of gamers, lost my voice, got flu and/or exhaustion and so much more. In between all of that, I have to find time to daydream so I can create things, as well as be a dad and husband.
I love it, but I don't want it to pass me by in a blur.
That's why I'm starting a new series of posts called Dispatches, over on my Patreon, in which I will give you a glimpse behind the scenes at the places we go in the name of getting games out into the world. Not only that, I want to talk more about the multitude of ways games can get from a spark of an idea to a table somewhere on the other side of the world.
So, starting this week, I shall begin my report from the front line of game publishing. It will all begin with a trip to Philadelphia on Wednesday for Pax Unplugged. Then, two days after we return from the USA, we'll be heading to London for Dragonmeet.
These posts will be free to everyone, but I will continue creating exclusive content for my paying Patreons.
Firstly, thank you for all of your feedback yesterday. The overwhelming majority of you have expressed that you are happy to wait for edge printing. Heard!
However, that leaves me with a number of backers who also appreciate the second bookmark because of its utility - I imagine you have played solo games before.
Now, if we are adding edge printing, it's not financially viable for us to have second bookmark printed. But, I have an idea.
What we can do financially, is to print actual recycled card bookmarks using the same design as the edge printing. This way, we can create something as beautiful as the book that everyone can use in the game (or with any other book).