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PROJECT UPDATE
DeviousHearts
CREATOR
4 days ago

Project Update: August 5th - Mighty M&M Mapck #1 - YET ANOTHER delay

Well, being new to Backerkit, there are some things we had not accounted for. This is a learning experience, so I apologize for not being more savvy when it comes to this.

We needed to complete a portion of the Backerkit info we thought we had completed but it now must be done and approved to move forward on. The portion we have to do may take two business days and then the approval by Backerkit can take two business days before we can move forward. 

In short, it will be another week roughly before we can send out the survey, setup the store, and utilize their distribution system to get out the links for the first of the map set for the Mighty Mutants & Masterminds Map Pack #1 - The Hero Highrise HQ.


The map itself has been completed, packaged, and is ready. The means of distribution is not there yet. Thank you for your patience again.

Please feel free to vent below. 
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PROJECT UPDATE
DeviousHearts
CREATOR
5 days ago

Project Update: Update Mighty Mutants & Masterminds Map Pack!

Hero Highrise HQ Map Pack UPDATE!


The Hero Highrise HQ Map Pack for both v13 and v14 versions of levels (v13's Ripper's level Module, and v14 native Levels system) are both packaged and ready for distribution! We are still implementing the website for the Manifest URL and should hopefully have that completed late tomorrow, August 2nd, 2026.

For those who qualify for it, keep your eyes out for an email from [email protected] for the links to be sent to the email associated with Backerkit late tomorrow, August 2nd, 2026. 

Let me know in the comments what ya think once you've had an opportunity to play around in it. Base Raids and "Meanwhile, back at the [Insert team name HQ name here}!" adventures and role-play moments await! :) 
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PROJECT UPDATE
DeviousHearts
CREATOR
6 days ago

Project Update: Update - July 31st!

Update - July 31st!

There are delays and I wanted to provide some explanations and a forecast of our new schedule. Delays occurred due to the dynamic new system upgrades we’ve implemented to create a more robust and agile system module and also due to the adjustments needed for v14 and beyond. 

Here’s where we are at the moment…

TLDR Summary
  • BackerKit Pledge Manager - Tentative Date for creation Sunday, August 15th
  • Immersive realms Discord channel -  Tentative Date for creation Sunday, August 15th!
  • Reassessed Target Date for v13 Beta - August 15th  
  • Reassessed Target Date for v14 Beta - August 29th
  • Early Access Target Date - September 26th

While delays are not ideal, they are not unexpected. We’ve committed to transparency in communicating our progress and we look forward to providing you a stable and rewarding experience in the new Official Mutants & Masterminds System Module for Foundry VTT.

If you have any questions or concerns, please feel free to express them in the comments.

Keep your eyes peeled in the next two weeks for a survey where we will need to get your Discord name for the new Immersive Realms Discord Channel as well as feedback we want to use for future development of products.

The revised schedule is below, complete with more technical information and detailed account of our progress. 

Phase One: Post-Campaign Setup


Current Focus

We are still working through the immediate post-campaign steps, including:

  • Organizing backer information -100%
  • Setting up and learning the BackerKit pledge manager - Store creation in progress! Tentative Date for creation Sunday, August 15th! - 20%
  • Preparing the official Immersive realms Discord channel Tentative Date for creation Sunday, August 15th! (Needs to be in place for the first round of Beta Testing) - 50%
  • Continuing development on the Beta version - See below!
  • Reviewing and creating stretch goal content and add-ons - In Process - 20%

Phase Two: Beta Development & Core System Work


The OFFICIAL Mutants & Masterminds System Module is forging ahead, more slowly with some new issues being rectified. What we currently have is certainly usable for the most basic uses, I am not sure what we have is something I feel confident about putting out as a finished and polished Beta at the moment without more work to tighten up some flaws and issues just found just this week when exploring some options. 

The late change we made to integrate a more upwardly updatable and upgradable module has done a number things:

  • Made the changes we need for v14 requires retooling for the system which will take a few more weeks. v13 is nearing completion now with some final work being done specifically on Modifiers and Automation.
  • Requires retooling some features (notably the Modifiers (Extras and Flaws)) which Ethaks and I are working on as we speak.
  • Caused some delays in implementation that have now been resolved but that added to the overall delay to this point.

Because of these issues, here is the revised schedule.

Reassessed Target Date for v13 Beta - August 15th  
Reassessed Target Date for v14 Beta - August 29th

Beta Progress
  • Actions system, Outcome system, & Roll configuration system integration  - 100% Chat Message Dependency & Management with Actions system - 100% Completed 
  • Initiative/Enter Combat Box Fix - 100%  Completed
  • Modifiers (Extras and Flaws) Reconfiguration for New Outcome and Predicate system  - 50%
  • Review and Integrate:
    • Measurement Calculator - 0%
    • Vehicle Character Sheets - 0%
    • HQ Character Sheets  - 0%
  • V14 Refit
    • Adjustment for  v14 Data Fields and Models - 0%
    • Adjustments for  v14 Active Effects Handling - 0%
    • Adjustments for v14 Styling Changes - 0%

To reiterate, the goal is to make sure the core module is stable, usable, and genuinely helpful at the table before additional content is layered on top.

Phase Three:  Backer Access, Testing, and Feedback

After the beta reaches the appropriate stage, we will begin preparing access for backers according to pledge level and project readiness.

This stage will involve:

  • Getting the Beta into backer hands
  • Collecting bug reports
  • Reviewing usability feedback
  • Making improvements based on testing
  • Preparing updates and fixes
  • Continuing toward the final release version

We want this to be useful, stable, and fun to use. Feedback will be an important part of that process.

Beta Testing v13  (Dates from August 15th to August 29th )
Beta Testing v14  (Dates from August 15th to August 29th )

Phase Four: Final Polish and Delivery

The final phase will focus on polish, cleanup, documentation, and delivery.

This includes:

  • Final bug fixes
  • Final feature review
  • Documentation and setup guidance
  • Preparing final release materials

We will continue sharing updates as production moves forward so you know what is being worked on and where things stand.

Early Access Target Date - September 26th

Phase Five: Add-Ons and Stretch Goal Content

Once the core beta work is moving smoothly, we will continue developing the promised add-ons and stretch goal content.

This includes work connected to:

  • Advanced Attack / Power Automation:   Modifiers such as Linked, Multi-Attack, and Skill-Based are automated. Additional automation of the powers Weaken, Nullify, or powers with Partial Modifiers gain automation as well to reduce manual oversight and keep the action moving. - 0%
  • Interaction Skill Automation: Interaction skills such as Startle, Taunt, and Demoralize will all able to affect foes and place the appropriate conditions on them. - 100% Completed already and will be available in Beta.
  • A Simplified Character Sheet: An easy-to-read character sheet that still retains both Mouse-Over Tooltip and Click-and-Roll features when you want a simplified view of your character. - 5%
  • Foundry-Ready Maps from Emerald City: The Cannery entryway and Atlas Mall parking lot from the Emerald City Sourcebook get Foundry-ready scenes both by awesome mapmaker Kidneyboy. - 100% Completed, ready for addition to the Emerald City 
  • Additional Content (i.e. Sourcebooks)  promised through the campaign - 10%

We will provide more specific details as each item moves from planning into active development.

We want to thank you for your patience. We want to make this the best it can be for you, players and Gamemasters of Mutants & Masterminds and the faithful followers of Green Ronin Publishing.

Thank you again, and...

Keep fighting the good fight.











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PROJECT UPDATE
DeviousHearts
CREATOR
10 days ago

Project Update: UPDATE on the Mighty Mutants & Masterminds Map Pack!!!

Hero Highrise HQ is almost ready!

Ana and I have been getting everything ready and I thought I would preview what I HOPE to make available by the end of the week for those who qualify for it. 

I do apologize that the full 5 scene package of the Mighty Mutants & Masterminds Map Package will not be available right away as, this being my first time making map assets and packaging them up for Foundry VTT, my time estimates were made out of ignorance. It's a learning curve and I have committed to climbing that hill. It is a bit of a steeper climb than I first counted on, but doable. We could either rush out a sub-standard product or take our time and do it right. We opted for the latter.

The individual map packages should be put out on a once every two weeks basis, barring unforeseen delays. We are starting with the Hero High Rise HQ as it is the biggest one that took quite a bit of time and effort. Two weeks later, we will put out the Museum. Two weeks after that the Warehouse by the Pier, then the Local Bank, then the Prison.

Onto the Preview!

The Hero Highrise HQ - Blueprint Preview


Floor 1
In the lower levels of the Tower by Ana at "A Day At" maps, there was a bank of elevators in the central area. At this level, the only elevators that reach this level are the Cargo Elevator on the north west side of the hallway and the two standard sized elevators on the northeast side of the central hallway.  Stairwells to the floor can be found on either side of the hallway and this floor is where they terminate. There is a separate set of stairs and elevators on each wing from this point upwards separating the access to the level for security purposes.

A comfortable Visitor’s Area with couches, a large screen tv, tables, and kitchenette is to the north where guests, such as the press or other notables, can gather until the hero group is ready to interact with them. Further south down the hallway are bathroom facilities then to the south, a security checkpoint before the main entrance.

Directly south is a public space and press area. This area can be retrofitted for anything from press conferences to intimate gatherings to parties. The stage can be raised or lowered into the floor and curtains can be drawn to provide a backdrop or simply opened to have a majestic view of the city.

The west side of the floor is dedicated to science with a Forensics Lab, Chemistry Lab, Electronics Lab, Computer Research Room, and two private labs which can be reserved. There is also a heavy duty Fabricator for 3D printing of any plastic or metal items such as tools or specialty components as well as additional bathrooms and a breakroom for those late night science sessions.

The east side is predominantly taken up by the library with two comfy reading lounges and a coffee bar, four study rooms and an environmentally regulated rare books archive in the north section.  In the library on the southeast corner are two additional bathrooms. 

On the south section of the east wing are two small multi-media theaters, two large conference rooms, one small conference room, a video conference area, a small kitchenette and two additional restrooms to service those areas for guests there for a conference. 

Scattered throughout the level are areas with Roborecharge areas for the robot staff to refill their batteries when they are in a dormant state with enough robots to serve guests and those in need of assistance.



Floor 2
One floor up is a Gymnasium taking up the central area complete with pommel horse, still rings, vault, parallel bars, and uneven parallel bars.

The west side starts on the north with Staff and guest quarters, a kitchenette and dining area, an additional fabricator room, two storage rooms, and a physics lab. The main feature, however is the bottom floor of the 2-story room for the Quantum Fusion Reactor and its control room with enough energy to run the entire building independent of the city power grid if need be.

The east side of the building is taken over by the RHUMPUS (Realistic Holographic Universal Martial Practice and Utility Simulator) Room. A three story  combat simulator using the latest in holographic technology. On the south is a  RHUMPUS Room Observation Lounge with six screens to watch your or others performances, a men's and women's locker room, an additional Fabricator, a Briefing room for simulations and a Ready room full of specialty gear. To the north is a Robotics lab with a maintenance area connecting to the RHUMPUS room for specialty combat simulations.


Floor 3
The central area of this floor is mainly taken up by the deep end of the pool on the next floor up with a mechanical room for water circulation, filtration, and purification but there are two locker/dressing rooms that flank it to either side. To the north is an area with tables and a kitchenette. To the south is a men's and women's sauna with showers and the hot tub area.

In the west wing starting from the top in counter clockwise order is the weight room in the north; cardio, weight machines, and stationary bikes to the west, and a dojo complete with a boxing ring, a judo mat and an MMA octagon as well as punching bags, speed bags, and a rest area with tables and kitchenette. A dedicated first aid station and sports storage sits near the bottom to the southwest. A large portion of the center of this level is taken up by the second floor of the reactor room from below.

In the east wing of this floor to the north is "The Palace" , an exclusive spa area with steam baths, robo-masseuses, and a robo-mani-pedi area. To the south is an arboretum and botanical relaxation area with a small room for laundry for the linens used on this level and a storage area for the  arboretum and botanical relaxation area.  A large portion of the center of this level is taken up by the second floor of the RHUMPUS Room from below.


Floor 4
Floor 4 is the general quarters area for the team.

The west wing holds six spacious full apartments and a large general area with a large dining table, full kitchen with bar seating at the island and three large video screens, a television viewing area with a 20 foot screen, a game area  with a 20 foot screen, and a general lounge area.

The central area is taken up by a lavish indoor pool to the north and to the south is an outdoor patio area complete with an outdoor kitchen, a bar, a soaking pool, a hottub, tables, and deck chairs.

In the east wing to the south, a full restaurant area with a bar, a stage with a grand piano and a top of the line sound system. The full kitchen has a deep freeze and walk-in refrigerator. Robo-chefs can, with heads up, create almost any meal imaginable. To the north is the game room named The Lucky Lounge where a full bar, various arcade games,  Skee-Ball machine, basketball machine, pool tables, foosball tables, a ping pong table, another video gaming area with a 15 foot video screen, and holographic game tables await you.  



Floor 5
Floor 5 has the medical wing to the west. Starting from the north and going counter-clockwise, we have the on-call doctor's apartment. The Doctor’s Office that adjoins the apartment has an autopsy room and medical storage, and personal exam rooms. Exterior to this area is a waiting area, four quick-service robo-exam rooms,  a recovery & ICU ward, a quarantined biological laboratory with an additional inner containment lab, and three dedicated emergency rooms.

The central area is taken up by the second floor of the pool area though there are two bridges which connect the east and west wings together to the north and to the south.

The east wing is taken up by the hangar with an elevating landing platform for the team's "ride." To the north is the dedicated pilot's apartment as well as a maintenance area with two Fabricators. To the south is an area to park skycycles with Robo-rechargers for the ground crew, a smaller quantum fusion reactor just to fuel vehicles or to power the base in case there is an issue with the main reactor, as well as another maintenance area with two Fabricators.


Roof Level
The east side of the roof has maintenance and ventilation equipment but a large area that opens to accommodate the large scale vehicle that can land on the raised platform and a retractable roof when the platform is not elevated.

The central area is mainly skylight for the 5th floor bridges and the pool area below but there are two bridges allowing people to walk across to that section of the roof if need be.

The jewel that tops the Hero Highrise is the roof area with a bar pavilion, firepit areas, full tennis court, garden area, and a basketball half-court. You can also relax at the corner pavilion and kitchenette. A dedicated first aid station and sports storage rounds out the roof area.

LATER THIS WEEK! We will be sending out an update on where we are on the Beta and how to access it. Stay tuned! :)

And keep fighting the good fight. 
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PROJECT UPDATE
DeviousHearts
CREATOR
22 days ago

Project Update: Project Production Schedule & Maps Preview Update

Hello, heroes!

Alrighty! Two weeks since the last update!

Here we GO!!! :)

Project Production Schedule - Update!

Phase One: Post-Campaign Setup

Current Focus

We are now working through the immediate post-campaign steps, including:

  • Setting up and learning the BackerKit pledge manager - Store creation in progress! Tentative Date for creation Sunday, July 19th!
  • Organizing backer information - In Process
  • Preparing the official Discord channel -  Tentative Date for creation Sunday, July 26th!
  • Continuing development on the Beta version - See below!
  • Reviewing stretch goal content and add-ons - In Process

Phase Two: Beta Development & Core System Work

The OFFICIAL Mutants & Masterminds System Module forges ahead! Ethaks, our master coder, has been doubling down and working hard on the code with his finals for his college courses completed! (He got an “A”! Go Ethaks!)

The schedule below is our current working roadmap. As with any software project, some pieces may shift as testing reveals bugs, Foundry updates happen, or features need extra polish. That said, this is the path we are currently working from.

Still on Target for Beta (Currently on Track for August 1st roll out):
Current remaining development branches merged into the main program

Beta Progress
  • Actions system, Outcome system, & Roll configuration system integration - 98% completed with final testing being done and excessive, extraneous code being removed (over 3,000 lines of code eliminated with a new streamlined system)
  • Chat Message Dependency & Management with Actions system - 75% Completed
  • Modifiers (Extras and Flaws) Reconfiguration for New Outcome and Predicate system  - 0%
  • Initiative/Enter Combat Box Fix - 0%
  • Review and Integrate:
    • Measurement Calculator - 0%
    • Vehicle Character Sheets - 0%
    • HQ Character Sheets  - 0%

To reiterate, the goal is to make sure the core module is stable, usable, and genuinely helpful at the table before additional content is layered on top.

Phase Three:  Backer Access, Testing, and Feedback
After the beta reaches the appropriate stage, we will begin preparing access for backers according to pledge level and project readiness.

This stage will involve:

  • Getting the beta into backer hands
  • Collecting bug reports
  • Reviewing usability feedback
  • Making improvements based on testing
  • Preparing updates and fixes
  • Continuing toward the final release version

We want this to be useful, stable, and fun to use. Feedback will be an important part of that process.

Beta Testing  (Dates from August 1st to August 15th )

Phase Four: Final Polish and Delivery
The final phase will focus on polish, cleanup, documentation, and delivery.

This includes:

  • Final bug fixes
  • Final feature review
  • Add-on completion
  • Documentation and setup guidance
  • Preparing final release materials
  • Making sure backers receive the content connected to their pledge levels

We will continue sharing updates as production moves forward so you know what is being worked on and where things stand.

Early Release (Target Date for Rollout August 27th)

Phase Five: Add-Ons and Stretch Goal Content
Once the core beta work is moving smoothly, we will continue developing the promised add-ons and stretch goal content.

This includes work connected to:

  • Extra automation improvements
  • Supporting tools and quality-of-life features
  • Additional content promised through the campaign

We will provide more specific details as each item moves from planning into active development.

The Mighty Mutants & Masterminds Map Pack! - UPDATE!!!

Both Ana from A Day Maps and I, DeviousHearts, have been working hard on getting the maps and map assets together for the Mighty Mutants & Masterminds Map Pack! 

Here is a sample of the Map Assets I have created for the pack along with a map by Ana of A Day At maps. Shown is the  of the 4th floor Team quarters quarters floor for the base along with some of the surrounding area!


Progress on the Maps so Far!
There are 5 maps with some classic superheroic fight locales including: 
  • The Local Bank Branch (Made by DeviousHearts) - The Bank map is completed in Photoshop. Assets need to be created and added. Then onto Foundry Integration.
  • The Warehouse by the Pier (as seen in Untold Stories Project's Chrono Crisis (submarine not included))(Made by  DeviousHearts) - The Warehouse map is 60% Completed in Photoshop. Assets need to be created and added. Then onto Foundry Integration.
  • A Prison for Metahumans (suitable for an AEGIS Prison Facility) with SMC (Specialized Metahuman Containment) Cells and Metahuman Transport Pods (Made by  Ana at "A day at" maps) - The Map is Completed for everything except the Special Cells for Metahumans. Pictured above is the Metahuman Transport Pod. Ana and I will address this more fully once we have completed the High Rise Map.
  • A Museum (suitable for the Pacific Museum of Art in Emerald City Knights or the Super Museum in Freedom City)(Made by Ana at "A day at" maps and DeviousHearts) - 100% Completed and Integrated in Foundry VTT!
  • The Hero Highrise Headquarters! The Top five floors of a huge high rise and a roof specifically created to emulate  the Emerald Tower, home of the Sentinels! (Made by Ana at "A day at" maps and DeviousHearts) - 75% Completed in Affinity with many of the included assets pictured above! The Assets I created have been just given to Ana and they need to be added by Ana to the final map and then onto Foundry Integration!

Thanks again for your interest and passion! We’ve certainly had a number of people checking in with us, eager to hear about our progress. Rest assured, all parties are working feverishly with little focus on anything else at the moment. 

If you have questions, though, please feel free to reach out to me on Discord! 


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