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PROJECT UPDATE
Wild Earth Dice
CREATOR
25 days ago

Project Update: 🎲 Inside The One Dice: New Classes, New Lighting & Building the System Behind Every Roll

Hi everyone,

Before we get into this month's development update, we wanted to start with something a little more fun. We have a big development update for you this month.


🎵 A New Class Takes the Stage - Meet the Bard

Before we get into this month's development update, we wanted to start with something a little more fun.
The Bard has arrived. We've been working hard on another round of class animations, and these are four of the latest Bard animations we've been developing for The One Dice.


These aren't simply animations we're dropping onto the screen either. Each class is being built as its own little visual system, with multiple character animations, number sequences, lighting behaviour and different reactions depending on what's actually happening during the roll. And there's still plenty more being worked on.

We're currently developing the Artificer class, along with additional critical-hit and miss animations, number animations, and the other states needed to bring all of these classes together into the complete system.
This is actually a good example of what we'll explain in more detail later in this update. 

What looks like a few seconds of animation on the dice can ultimately involve a huge number of individual frames and files behind the scenes. Multiply that across every number, class, crit, miss, roll type and multi-roll combination, and you start to get an idea of the scale of the system we're now putting together.
But enough of the technical stuff for a moment... We hope you like the Bard. There's a lot more coming.


💡 Lighting - Where Things Start Getting Really Fun

Another area we've been testing a lot recently is the lighting system. What you're seeing here are some of our lighting tests and mock-ups. We're experimenting with a lot of different behaviours: pulses, swirls, directional effects, flashes, fills, flickers and different ways the light can move around the dice.


And this is only part of what we're working on. The bigger goal is to make lighting something you can actually play around with and personalise through the app. We're currently working through how different lighting profiles are selected, stored, and sent to the dice, and how the firmware interprets those profiles and controls the LEDs on the hardware.

There's quite a lot happening behind what looks like a simple lighting effect. Colour, direction, speed, brightness, timing, animation behaviour and what actually triggered the effect all need to work together. A normal roll might behave one way, while a critical hit, miss, character animation or another event can trigger something completely different.


We're testing lots of different options at the moment and figuring out which combinations look and feel best on the physical dice. Some of what you're seeing here will change as we continue tuning things; these are development tests rather than finished effects, but it gives you a good idea of just how much we're experimenting with.


The One Dice: Building the System Behind the Roll

We're now at the stage where those individual parts have to become one complete product.
And that's a much bigger job than simply assembling the hardware and starting production. The work underway right now focuses heavily on the systems and architecture behind The One Dice. Firmware, memory, animations, lighting, Bluetooth, multi-roll, the app, data management and the physical electronics all have to communicate with one another reliably. This is really where everything we've spent the last few years building comes together. And with that, we also want to talk openly about timing.


⚙️ Building Systems, Not Just Features

One thing we've discussed in previous updates is that we're no longer developing isolated features.
We're developing systems.

Take multi-roll. On paper it sounds relatively straightforward. Roll several One Dice together and have them recognise and display multiple results. Behind that simple experience is a much larger system.
Each dice needs to understand what has happened, process the result, determine what needs to be displayed, access the correct files, trigger the correct animation and lighting behaviour and communicate with the wider system. Then introduce multiple dice doing that together.
Then introduce different themes.
  • Different dice types.
  • Fast roll.
  • Critical hits.
  • Misses.
  • Different number formats.
  • Lighting profiles.
  • App communication.
Suddenly something that sounds like one feature touches a huge part of the architecture.

And that's just multi-roll. The same thing happens throughout the product. Every system we add has relationships with other systems, which means we're not simply asking "does this feature work?"
We're asking, "does this feature still work correctly when everything else is happening around it?" That's where a huge amount of our development and testing time is currently going.


🧪 Internal Testing — App, Dice & System Integration

Another big area of work right now is internal testing.
The app videos above are still very much development builds, but they give you a good look at the kind of testing we're doing behind the scenes. We're going through the different app flows, making sure selections behave properly, checking how information is passed to the dice and making sure the app and firmware are responding to each other in the way we expect. This isn't just about whether a button works on the screen.
We're testing how the whole system behaves together. That includes Bluetooth connectivity, theme selection, lighting profiles, different dice modes, animation triggers, data transfer and the way the dice responds when settings are changed in the app.
As we add more systems, the testing naturally becomes more involved because one change can affect something somewhere else. A lighting profile might work perfectly on its own, for example, but we then need to check how it behaves alongside a character animation, during fast roll, during multi-roll, after reconnecting over Bluetooth, or when another setting has been changed in the app.

That's really what this stage is about now. Not just proving that individual features work, but making sure they all work together reliably as one complete product.
We're running through these scenarios internally over and over, finding the little things that need adjusting, fixing them and then testing again. It's not always the glamorous side of development, but it's one of the most important parts of getting The One Dice ready for production.
The app will continue to evolve as the firmware is refined, so what you're seeing here isn't the finished interface yet. But it's a good snapshot of how much of the underlying system is already being connected and tested together.



🧠 Firmware: Where Everything Meets

Firmware is probably one of the most important areas of development happening right now because it's effectively where the physical dice and everything we've created for it meet.

We're dealing with thousands of files stored locally on the device. That includes single-digit and multi-digit number assets, animations, character content, critical hits, misses, fast-roll content, lighting information, interface graphics, system states and many other supporting files.

All of that information has to be organised in a way that the dice can access quickly and reliably.
So we're doing a lot of work around file structure, data compression, memory optimisation and removing unnecessary duplication.

For example, if several themes can safely reference the same underlying animation or system asset, it doesn't make sense to store that same information repeatedly. But where content can be removed or changed by the user, we also have to make sure one theme doesn't depend on something that may no longer be there.
These sound like small decisions, but multiplied across thousands of files they become incredibly important.

The architecture we're putting in place now will also determine how easily we can add themes, animations, lighting profiles and other content in the future.
That's why we're taking this part seriously. We don't just want something that works on day one. We want an architecture we can continue building on.



 📅 Production & Delivery - Where We Are Now 

And on the manufacturing side, things are starting to get very real now.
We'll be visiting the factory shortly ahead of manufacturing beginning, going through everything with the production team and making sure the processes, equipment and production setup are all where they need to be before we start.


This is an important stage for us. After all the months of precision tooling, prototyping, testing and engineering, we're now getting everything lined up for the move into manufacturing.
We'll be reviewing the production setup, assembly process, testing procedures and QC, as well as making sure the different parts of the manufacturing process are ready to work together once production gets underway.
Our current plan remains to begin manufacturing around the end of September.
From there, production itself will take a number of months. This isn't a product where we press a button and thousands of finished units appear a few weeks later. There are multiple stages of production, electronics integration, programming, assembly, testing and quality control before finished units can move into fulfilment. 

When we originally planned the project, October was our target for getting The One Dice into your hands.
We're now in August, and based on where development and validation currently stands, October is no longer a realistic shipping date.  We'd rather tell you that clearly now than spend the next couple of months trying to force development around a date that no longer reflects the reality of the project.  It's the sheer amount of engineering, integration and testing involved in taking The One Dice from individual working elements into a finished consumer product.

The hardware has to work with the firmware. The firmware has to work with the animations and data. The dice has to communicate correctly with the app. Multi-roll has to work across multiple dice. Lighting has to react correctly. Bluetooth has to remain reliable. Assets have to load quickly. Memory has to be managed efficiently. And all of those things have to continue working when they're combined, not simply when they're tested individually.
That's the stage we're in now.


⭐ Quality Before an Arbitrary Date
We understand that dates matter. You've backed us, you've waited patiently. But there's also a point where chasing an old estimate becomes counterproductive. We're not going to rush firmware. We're not going to skip system testing. We're not going to lock architecture we're not comfortable with.
And we're not going to push hardware into mass production simply because an earlier estimate said we should.
Once thousands of units are being manufactured, fixing a fundamental hardware or architecture decision becomes a completely different problem. So we're doing that work now. October was the goal.

We'll continue sharing progress as the remaining systems move through development and validation, and we'll give you a revised shipping window when we have enough certainty behind it for that date to actually mean something. We don't want to replace one estimate with another just to put a date on the page. We know waiting longer isn't what anyone wants to hear. But equally, we don't think anyone wants us to rush through this stage just to meet a date estimated much earlier in development. The goal is still the same. Deliver The One Dice properly.

As we've explained above, October is no longer a realistic shipping date. We know the obvious question after reading that is: when are we now expecting to ship? The important milestone is that we are currently planning for manufacturing to begin around the end of September.
That doesn't mean thousands of finished One Dice immediately start coming off the production line on that date. With a product of this complexity, manufacturing happens in stages. Components need to be produced and assembled, electronics integrated, units programmed, tested and checked, and the complete product then has to move through final QC and preparation for fulfilment.
That process will take a number of months, particularly because this is the first full production run and we need to make sure the manufacturing and testing processes themselves are working properly before increasing volume.
So realistically, we are now looking beyond October for delivery, with production continuing through the final months of the year and into early Q1 next year.



👀 One More Thing... Something New Is Coming

Before we go, we've got one more thing we've been really excited to share with you.
Alongside everything happening with The One Dice, we've also been working behind the scenes on something completely new for the tabletop RPG world.

SHATTERED WILDS



We can't reveal everything just yet, but it's a new tabletop gaming project that we've been developing for some time, and it's very different from anything we've created before.

The landing page will also be going live shortly, where you'll be able to get the first proper look at what we've been creating and sign up for early access ahead of launch.





And if you enjoy building worlds, creating encounters and bringing your tabletop games to life... we think you're going to want to see this one.  Coming soon.


❤️ Thank You

We know this is a long update, but we wanted you to understand what's actually happening behind the scenes rather than simply saying "development continues."
There's a huge amount happening.Some of it is exciting and visual, like seeing new animations running on the dice. Some of it is incredibly technical, like restructuring thousands of files to save memory.
And some of it is simply hundreds of small engineering decisions that nobody will ever see, but which ultimately determine whether the finished product feels polished and reliable. We're building something we genuinely want you to still be using years from now. That's the standard we're working towards.

Thank you, as always, for your patience, your support and for coming on this journey with us.
The Wild Earth Dice Team
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PROJECT UPDATE
Wild Earth Dice
CREATOR
2 months ago

Project Update: 🏆 WE WON. Red Dot "Best of the Best" • The One Dice Development Update

Red Dot Design Award: Best of the Best


 🎉 We Won Red Dot: Best of the Best

Before we begin this month's development update, we'd like to share a milestone that means an enormous amount to everyone involved in The One Dice.
 
Earlier this year, The One Dice received the Red Dot Design Award: Best of the Best for Product Design.
 
The Red Dot Design Awards are recognised internationally as one of the world's leading design competitions, attracting entries from global brands, respected manufacturers, established design consultancies and ambitious startups. Receiving a Red Dot Award is an achievement in itself. Receiving Best of the Best is an even greater honour and is reserved for a small number of products that demonstrate exceptional design and innovation.
 
When we started this project, we set out to reinvent one of the oldest gaming tools in history. We knew that meant years of industrial design, electronics, firmware, software, testing and refinement. Awards were never the objective. Building an incredible product was.
 
Receiving this recognition is incredibly rewarding because it validates the vision we've spent years pursuing. At the same time, it raises the bar even higher. Our responsibility now is to ensure the final product you receive truly lives up to that recognition.
 
Most importantly, this achievement belongs to this community as much as it does to our team. Your support, encouragement and belief in the project have made this journey possible.





New Character Animations

Development certainly hasn't slowed down. Over the last few weeks we've been working hard on a new generation of class animations, giving every character even more personality and presence.
 
Today we're excited to share an early look at the Sorcerer and Monk, alongside continued work on critical hit animations, miss animations.
 

 

🔮 SORCERER — Arcane Power Unleashed 




 

🥋 MONK — Precision in Every Strike 






 ✨ PALADIN CRITS





🧠 Behind the Roll

Since completing tooling, our attention has shifted almost entirely towards firmware, software and systems engineering. This stage isn't always the easiest to show visually, but it's where The One Dice truly comes to life.



Building Systems, Not Just Features

One of the biggest changes over the last few months has been the way we're approaching development.
Earlier in the project, we were building individual pieces of the puzzle. Today, almost everything is interconnected.
 
From the outside it may look like we're simply adding features such as multi-roll, fast roll, lighting profiles or character themes. In reality, those visible features are only the end result. What we're really building are the underlying systems that allow every part of The One Dice to work together as one seamless experience.
 
Multi-roll is a perfect example. Behind what appears to be one feature is an entire chain of systems. The firmware has to recognise the roll, understand the current mode, retrieve the correct animations and artwork, synchronise the lighting, communicate with the companion app, display the correct results and prepare itself for the next interaction. All of that happens in fractions of a second.
 
The same engineering exists across lighting, Bluetooth, critical hits, miss animations, environments, themes, firmware updates and future downloadable content. Every new capability must be tested alongside every other major system already in the dice.
 
Alongside that testing, we're continually reviewing data organisation, firmware architecture, optimisation and memory usage. Much of this work isn't obvious in a screenshot or video, but it's some of the most important engineering in the entire project because these foundations influence almost every experience you'll have when using The One Dice.

Because everything is connected, development has become much more about building reliable systems than simply adding individual features. Every new capability must be tested against every other major system already in the dice to ensure everything continues to work exactly as intended.

A huge amount of engineering time is currently being invested in optimisation. We're redesigning how information is organised, improving memory efficiency, reducing unnecessary duplication, compressing data where appropriate and making sure every file can be retrieved instantly when it's needed. There's also extensive testing taking place across every connected system to ensure performance and reliability remain exactly where we want them to be.


Firmware: The Brain of The One Dice
If the hardware is the body of The One Dice, the firmware is its brain.
 
We're currently managing thousands of individual assets, including animations, number graphics, critical hit sequences, miss animations, fast-roll assets, multi-roll systems, character themes, lighting profiles, interface graphics and supporting data. A significant amount of engineering effort is being invested in data compression, memory optimisation, file organisation and validation. Every change is tested across multiple connected systems because even a small improvement can influence the behaviour of the entire platform.
These decisions become the foundation that future updates, themes and downloadable content will be built upon, which is why we're investing the time to get them right now.




Preparing for Production

Alongside software development we're preparing for the next stage of manufacturing.
 
One of the biggest considerations over the past year has been the global memory market. Since The One Dice was originally designed, the availability and pricing of the high-capacity memory our product relies on has changed significantly. Industry analysts have reported substantial increases across parts of the memory market, with some categories more than doubling in price.
 
For The One Dice, memory isn't simply another component. Every animation, lighting profile, theme, interface element and firmware asset depends on it. That has led us to invest considerable engineering effort into redesigning how information is stored, reducing duplication, improving compression and making smarter use of the available memory.
 
These are engineering decisions, but they're also production decisions. Taking the time to make the right choices now gives us the strongest possible platform as we move into manufacturing.
Quality Before Deadlines  Throughout this journey we've continued asking ourselves one question: do we move faster, or do we build the best version of The One Dice we possibly can?
 
Every time we've reached the same conclusion. Build it properly.

That's the same philosophy that guided tooling, and it's the same philosophy guiding every engineering decision today. We firmly believe the extra effort we're investing now will result in a product you'll enjoy for many years to come.


Thank You

Thank you once again for your continued patience, encouragement and belief in what we're building. Every message and every comment genuinely motivates the team.

Although much of today's progress happens behind the scenes, we're making meaningful progress every week, and we're excited to continue sharing more of the journey with you as we move closer to production.

The Wild Earth Dice Team
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PROJECT UPDATE
Wild Earth Dice
CREATOR
3 months ago

Project Update: BIG Production Update -🎉 Tier 1 Tooling Has Been Signed Off

Hi everyone,

We hope you're all doing well. It’s hard to believe, but we’ve now spent the last 7-8 months deep in tooling and engineering development for The One Dice. While things may seem quiet from the outside at times, a huge amount of work has been happening behind the scenes every single week. Today, we’re excited to share one of our biggest milestones yet:




🎉 Tier 1 Tooling Has Been Signed Off


After months of iteration, testing, refinement, and validation, we’ve now officially signed off on Tier 1 tooling.
This is a major step forward.
For those unfamiliar with manufacturing, tooling is one of the longest and most complex stages of bringing a product like this to life. It isn’t simply a case of creating a design and pressing "manufacture."

Every single component has to be engineered, tested, and refined to ensure it works reliably at scale:
  •  The outer shell geometry 
  •  Internal fit and tolerances 
  •  Material composition 
  •  Surface finishes and textures 
  •  Strength and durability 
  •  Mould flow and injection behaviour 
  •  Assembly consistency 
  •  Long-term wear resistance 
  •  Electronics integration 

Even seemingly small details such as the texture of the casing or how two parts fit together can require multiple rounds of adjustment and testing.

Our goal from the beginning has been simple: make something that not only looks magical, but is built to last.
After many months of development, we’re now confident that the major mechanical components fit together correctly and perform as intended.

This milestone moves us from the heavy engineering phase into the next exciting chapter.



🛠 Why Tooling Takes So Long

One of the most common questions we receive is:
"Why does tooling take so long?"

The answer is that tooling is the foundation of the entire product.
Unlike software, where updates can be pushed digitally, physical products require extensive validation before production begins. Once steel tooling is finalized, changes become significantly more difficult and expensive.
That means we must ensure:
  •  Parts assemble correctly 
  •  Materials meet our quality standards 
  •  The finish looks premium 
  •  The product can withstand real-world use 
  •  Manufacturing remains consistent across thousands of units 
In many ways, tooling is the stage where an idea truly becomes a real product. And we’re incredibly excited to have reached this point.

🎲 Roll Testing

One of the areas we've spent an incredible amount of time on, far more than many people might expect, is the roll itself. After all, The One Dice is still a die at heart, and how it rolls and feels in your hand is one of the most important parts of the experience.

At the end of the day, The One Dice still has to feel like a great die.
We can add screens, LEDs, animations, app features, and all sorts of exciting functionality but none of it matters if the rolling experience isn't right. From the very start of this project, our number one priority has been simple:
How does it feel in your hand? And how does it roll? Because like many of you, we love dice too.
Over the past months, we've spent countless hours rolling, testing, adjusting, and refining every aspect of the experience, including:
  •  Weight distribution 
  •  Balance and feel 
  •  Rolling behaviour 
  •  Landing consistency 
  •  Overall handling 
We've rolled prototypes hundreds if not thousands of times throughout development.
And we're genuinely thrilled with where the rolling experience is today.

One of the most satisfying moments during this journey has been watching The One Dice roll across the table and naturally settle onto its screen face. It's one of those things that's difficult to fully describe until you see it happen in person.

Because while The One Dice brings something new to the table, at its heart it still respects the ritual that makes rolling dice so much fun in the first place. That has always been our goal from day one.


📱 Early App Development & Electronics Testing

Before diving in, it's important to mention that the videos and images shared in this update represent very early internal development testing. What you're seeing is not final hardware, software, or UI, and many of the systems shown are running on development components and test platforms used purely for engineering and validation purposes.

In other words, unlike the physical tooling, electronics development is often an even longer journey.
The One Dice isn't simply a physical product it's a combination of hardware, firmware, software, wireless connectivity, and app development, all working together in a very small form factor.
Over the past several months, we've been continuously testing and refining:
  •  Roll detection systems 
  •  Fast Roll mode 
  •  Multi-roll functionality 
  •  Screen performance 
  •  LED effects and animations 
  •  Battery performance 
  •  Charging behaviour 
  •  Bluetooth connectivity 
  •  Firmware stability 
  •  Companion app features 
  •  Internal software systems 

Testing these systems isn't a one-time event. Every feature requires extensive validation across different scenarios, edge cases, and long-term usage to ensure it performs reliably and consistently. This means there isn't just one thing to test there are hundreds of interactions happening behind the scenes that all need to work seamlessly together.
As physical tooling reaches maturity, our focus increasingly shifts toward electronics, firmware, and software refinement a process that will continue throughout the coming stages of development.
Our philosophy remains the same as it has from day one:
Test extensively. Refine carefully. Ship only when we're confident in the experience.

A common question we often receive is:
"If the feature works, why keep testing it?"

The answer is simple: in hardware development, a feature working once isn't enough; it needs to work thousands of times reliably, under many different conditions, and across many different devices.

As development progresses, we continue refining these systems to ensure they are stable, responsive, and ready for real-world use.This stage of development is where many of the "invisible" hours happen. While it may not always be as visually exciting as seeing physical parts, it's the work that transforms a prototype into a polished product. There's still plenty of testing ahead, but seeing these systems communicate and come to life is incredibly exciting and we're looking forward to sharing more as development continues.


🚀 What Comes Next?

With Tier 1 tooling now signed off, we’re entering the next major phase of development.
Our focus now shifts toward:
  •  Main production preparation 
  •  Continued electronics validation 
  •  Firmware development and optimization 
  •  Companion app development 
  •  System integration testing 
  •  Pre-production builds 
  •  Manufacturing readiness 

While the physical product has reached a major milestone, development continues across the electronics and software side of the project. Creating a product like The One Dice means bringing together precision manufacturing, custom electronics, firmware, wireless connectivity, displays, LEDs, sensors, and software into a single device. Each system must be tested not only individually, but also as part of the complete experience.
There is still work ahead but each milestone brings us closer to full production.

Your support, patience, feedback, and enthusiasm have helped make that possible. We truly believe that what we're creating is something special, and we're incredibly excited to continue bringing The One Dice to life. While there is still work ahead, every milestone brings us one step closer to putting this experience into your hands. Thank you for being part of the journey. We can't wait for you to roll it for yourselves.
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PROJECT UPDATE
Wild Earth Dice
CREATOR
4 months ago

Project Update: Feature update: Party Play, Shared Rolls & Playing Together



Party Mode – Playing Together

One of the features we’ve been working on behind the scenes is something we call Party Mode.
The idea is simple on the surface:
Multiple One Dice connected together through a single shared app experience.
But the reason we wanted to talk about it now is because this feature is actually far more advanced and technically demanding than it probably looks from the outside. From the beginning, The One Dice was never designed to just be a solo product sitting on somebody’s desk.

Designed Around Real Tables 

One of the most important goals for us has been making sure The One Dice feels natural during actual play sessions. Just something that adds atmosphere, personality, and excitement to the experience you already love.
That means the system has been designed around:
  •  Fast interactions 
  •  Clear readability 
  •  Shared visibility 
  •  Quick switching between players 
  •  Easy class/theme customization 
  •  Minimal interruption during gameplay 
We know most sessions are already busy enough.
Nobody wants to spend 5 minutes navigating menus just to roll initiative.
So the philosophy has always been:
Shake → Roll → Enjoy


Class Identity During Multiplayer

Another thing we wanted to avoid was every player feeling visually identical.
So the system supports class-based visual identities and themes.
For example:
  •  A necromancer-themed player can use darker visual effects and animations 
  •  A paladin-style setup might feel brighter and more radiant 
  •  A druid setup can feel more nature-driven and organic 
  •  A barbarian setup can feel heavier, more aggressive, more explosive 
The goal isn’t just customization for the sake of customization.
It’s about identity at the table.
When someone rolls, it should feel like their dice.
Not just “a dice.”



Party Management & Companion Features

We’ve also been exploring party-focused systems inside the companion app.
Some of the things we’ve been prototyping include:
  •  Party management systems 
  •  Shared roll history 
  •  Quick player switching 
  •  Multiple dice profiles 
  •  Different dice types (D4–D100) 
  •  Saved themes/loadouts 
  •  Fast access mode for gameplay sessions 
The important thing here is that we’re trying to support real tabletop flow.
A lot of companion apps overcomplicate things.
We’re trying to reduce friction wherever possible.


Built Around Real Gameplay

One of the biggest focuses for us has been making sure Party Mode works naturally during actual sessions.
That means:
  •  Fast reconnection 
  •  Minimal setup friction 
  •  Clear player assignment 
  •  Stable synchronization 
  •  Quick access during gameplay 
  •  Easy switching between players and dice 
Nobody wants to spend 20 minutes configuring devices before a campaign session starts.
The experience needs to feel lightweight and intuitive.
That philosophy has shaped a lot of the decisions we’ve made so far.



The Goal Is Atmosphere, Not Complexity

This is an important distinction.
We are not trying to turn tabletop gaming into a complicated software experience.
That’s the opposite of what we want.
The goal is to enhance the atmosphere around the table while keeping the experience approachable and easy to use.
At the end of the day, people still want to:
  •  sit down, 
  •  roll dice, 
  •  tell stories, 
  •  and enjoy the game with friends. 
Everything else should support that experience — not get in the way of it.



Still In Active Development

As with many areas of the companion app and multiplayer systems, Party Mode is still actively being refined during development. Some functionality may evolve further post-campaign as we continue improving stability, usability, and overall player experience over time.
Right now, our biggest priority is making sure the foundation feels:
  •  stable, 
  •  smooth, 
  •  immersive, 
  •  and genuinely enjoyable to use during real tabletop sessions. 
As always, thank you all for the incredible support, ideas, feedback, and discussions.
Seeing how many people are excited about using The One Dice together with their groups has been genuinely motivating for the entire team ⚔️


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PROJECT UPDATE
Wild Earth Dice
CREATOR
6 months ago

Project Update: Development update 🎲 Improving the Roll Feel

Hi everyone,
I hope you’re all doing well! A lot has been happening behind the scenes . We’re now deep into refining the product following our T0 samples, and overall we’re in a really strong position. Most of what we’re working on now comes down to fine tuning and improving the experience, rather than fixing major issues.

🎲 Rolling Behaviour – Making It Feel Right

One of the biggest areas we’ve been focusing on is how the dice actually rolls.
We explored increasing the internal weight by testing larger weighted inserts. Interestingly, this had very little impact on performance, which tells us the balance of the dice was already in a good place.
Where we did see a noticeable improvement was in the shape of the dice itself.
By subtly rounding the top and bottom edges, the roll feels:
  •  more natural 
  •  more consistent 
  •  closer to what you’d expect from a traditional dice roll 
This has been one of the most meaningful improvements so far, and we’ll be carrying this refinement forward into the next stage.






🔘 Button Feel Improvements

Another area we’ve made strong progress on is the button feel.
The earlier samples didn’t feel quite as responsive as we wanted, so we made small internal adjustments to the button mechanism.
The result is a much more positive, tactile press that feels significantly better and more consistent to use.
This is a real upgrade:
  •  Small increase in pad height / engagement 
  •  Better tactile feedback 
  •  More consistent press 



⚙️ Internal Components - What You’re Seeing

We’ve also included some images of internal components and test parts.
These include:
  •  metal weighted inserts 
  •  internal structural parts 
  •  button assemblies 
  •  early component layouts 
At this stage, a lot of these parts are:
  •  prototype iterations 
  •  test variations 
  •  not final finishes 
So they may look a bit rough or purely functional  that’s completely normal for this phase.
What matters is that each of these parts is being tested and refined to improve:
  •  overall performance 
  •  durability 
  •  feel in-hand




 What’s Next

We’re now preparing for the next round of samples (T1), where these refinements will be implemented into the tooling. We’ll continue to keep you updated as we progress.
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