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Attic Door Media
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Project Update: Fulfillment Progress!

Hello Adventurers!

We've been quiet for the last few weeks, but wanted to provide a quick update on fulfillment progress! There are over 2,000 pins for us to pack. What does that look like?

The Kitchen!


Dining Room!


Living Room!

We're about 80% complete on the packing and should be finishing the last 20% today before we move on to shipping!

I hope you're as excited as we are to send these out. We've also thrown a very special extra into everyone's rewards. We'll keep that a surprise for now!

Stay Super everyone!
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Goodman Games
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Project Update: Printed items starting to land

Hello, gongfarmers-at-large!

This is your latest update on all things Book of Funnels. Short version of this update is - everything is at the printer, and some finished items are starting to arrive at our warehouse.

The main pledge items are of course "the books." They are at the printer and estimated to arrive at our warehouse in mid-December. Thanks to everyone who sent in feedback on the early drafts - we were able to make those changes in the final version.

The scratchoff sheets are already back from the printer. Here are some photos of those (front / back):







And swag... so much swag. Here are photos of the +1 Token of Scratching, the returning backer sticker, and the four bumper stickers. The "dead" stamp, bookmark character sheet, and nightsoil bag are still with the printer:













We'll let you know as other items come in. If the book printer sticks to their schedule, we anticipate fulfillment in January, maybe even starting by mid to late December if things go really well.

Old-School From The Start


While we have you - it's the final week of Old-School From The Start and The Fantastic Art of Goodman Games! Check out the project if you haven't already.

Pick the cover you want!
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Thank you all for coming on this new adventure with us.

With these new products we're really focusing in on supporting player led story telling, in character conversations and inter character relationships.

Throughout the campaign we'll be here to answer any questions you may have and we always love to hear your thoughts and feedback!

we'll be sending out updates throughout as we hit key milestones, we won't send more than one per day so we don't fill up your inboxes!

I am very excited as for the first time ever we are offering instant rewards, so as soon as you back you'll receive them! Let me know what you think and if this is something you'd like to see us do more of!

Once this campaign closes we will send out a pledge manager to collect your address information and charge for shipping, taxes etc. Please take a minute to check out the shipping and taxes section which lays it all out.

We are expecting to deliver rewards to backers in February next year, and we'll share updates from all the stages of development and manufacture so you can see every stage from writing to delivery!

Thank you again for supporting our new adventure!
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XYZ Game Labs
CREATOR

Project Update: Rivals! & Awards Season Are on the Water!

Hi everyone,

It’s time for another update, so here’s where things stand.

Rivals and Awards Season
Rivals and Awards Season are on a boat headed our way. As soon as our shipper gives us an estimated arrival, we’ll pass it along. In the meantime, a few advance copies have already landed with us, and we couldn’t resist making an unboxing video.

You can watch it here: Rivals! & Awards Season Unboxing

International backers
You haven’t missed anything. International shipping costs haven’t been uploaded yet, but they’re on the way.

It’s also been long enough now that splitting international orders into two waves no longer makes sense. Instead, your whole order will ship together in one package. Stock is finally arriving where it needs to be for us to pick, pack, and send everything out. Literally, we are just waiting for a pallet of ArchRavels Base Game to arrive and we can start to pack those orders.
 
International stock, waiting for base game.


There’s a small group of international orders that don’t include Rivals and Awards Season. We’re gathering the last of the stock for those and hope to have them out in about two weeks.

PAX Unplugged Backer Pick Up
We’ll be at PAX Unplugged in Philadelphia, so please come say hi! We have a limited number of advance copies of Rivals and Awards Season for backers, if you’ll be at PAX and would like to pick up your copy in person, fill out the form below so we know how many to plan for.

PAX Unplugged Pick Up: Backer Sign-Up Form

Thank you
We know this has been a long road, especially for our international backers. We’re almost there. We’ll keep doing our best to get your games to you as quickly as we can, and we’re truly grateful to everyone who has stuck with us.

Stay Crafty,

Team XYZ
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Talespinner Studio
CREATOR

Project Update: Pledge Manager Now Live!

Pledge Manager

You should be receiving your survey by this time or shortly after this update. This survey will take you to the Pledge Manager, where you will complete your order. Remember, you have already paid for your base pledge.

This is your final opportunity to purchase any add-ons you might've missed during the campaign, including the Rat Queens 32mm miniatures that were added in the final hours. We do have an 800 mimimum order on this particular add-on, to be a responsible campaign addition.



Lock-In Date

Our closing date for Pledge Manager is November 6th at 12pm PST. Please be sure to complete your order before this date as we need to collect our final order numbers and prepare for the production phase as we complete the art assets for the game.

We will send out a reminder the day before lock-in. 

Pre-Order Store

Did you miss the campaign and still want the chance to purchase Rat Queens? We will have a good list of options for you, whether it's the base game, or a more deluxe edition. We are still offering these are a good discount until Christmas, plus a few extras, like the ability to purchase the Ally Expansion Pack that was included as a free campaign incentive for participating backers.

The pre-order store is now live, click here.

The Ally Expansion and Narrative Unlocks: a new add-on for $10

Rat Queens STL Files

The STL files are now connected to the STL add-on. Check your order, you should have access to the files already or when you finalize your pledge. Currently, we have all five queens without supports, and they have been tested by artist Elena Manzano, but we are waiting for the files with supports to be tested before sending those out. We should have those completed by end of next week or early the following week.

Please let us know if you have any issues!

**Update**

If you want to upgrade your pledge level, note the prompt beneath the Get Started green button.

Pay Over Time

For those who selected Pay Over Time, your Survey will be sent out once final payment is compeleted.
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Talespinner Studio
CREATOR

Project Update: One Final F*ck You (To the Villains, Not You)

We are using these assets beyond what is even reasonable at this point.


You Know What? Screw it!

The last campaign was built on selling as much crap as humanly possible to get your money and delivering none of it. So, we're going to invert reality and, instead, release a bunch of beautiful art, for free, into your game. So, here you go!

We are just going to straight up add all remaining unrevealed allies to the game, all yours, taking this to a total of 16 Allies in the Ally Expansion Pack, collected and placed lovingly into in the Beautify, Second Wind, Veteran and Second Wind pledges.

Here's the gallery, all you Cat Kings and Rat Queens!

Just a gallery of men at various levels of attractiveness and personal success


Here is all the beautiful, fun, quirky Rat Queens Game and Campaign exclusive items that are being added to the core game for those of you who joined this brand new crowdfund! (Beautify, Second Wind, Veteran and Battleborn!)

The Massive Haul of Campaign Treasure!



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Wild Earth Dice
CREATOR

Project Update: Getting the Roll Right

Getting the Roll Right

Lets roll

Hi everyone, For this update we wanted to focus on something that sounds incredibly simple, but has probably taken more thought, testing and refinement than most people would ever expect.

There’s one question we’ve been asked a lot since we first revealed The One Dice.
How is it actually going to roll? And usually that question is followed pretty quickly by another one.
Is  it going to keep landing on one of the screen faces?

It’s a completely fair question. In fact, it was one of the biggest questions we had ourselves when we started working on this over two years ago. Because The One Dice can have all the technology, animations, characters and features in the world, but at the end of the day you still have to pick it up and throw it across a table.
If that part doesn’t feel right, then we haven’t done our job.

The roll itself.
When people first see The One Dice, naturally a lot of the attention goes towards the displays, animations, characters and technology inside it. But when we first started developing this product over two years ago, one of the biggest questions for us was much more basic.

What is it actually going to feel like to pick up and roll?
Because however much technology we put inside The One Dice, it still has to perform the basic job of being a dice. It has to feel comfortable in your hand. It has to leave your hand naturally. It has to tumble properly across the table. It has to settle in a way that feels familiar and satisfying.
That has been a huge part of the development process from the beginning. Before there was a finished design, there were shapes. One of the earliest things we spent time exploring was the actual physical form.
Not the screens. Not the animations. Not the colours.

The shape.
We tested a lot of different forms because very small changes can have a surprisingly big effect on how something feels when you pick it up and throw it.
Some shapes felt better in the hand but behaved differently once they hit the table. Others rolled more freely but didn't have the feel we wanted when you actually held them.
So quite early on we started making physical versions and testing them.

One of our early shape studies. At this stage we were concentrating on basic proportions, how the form sat in the hand and how it behaved when rolled.



These early versions obviously looked nothing like the finished One Dice. That wasn't the point. At this stage we were trying to understand the physical behaviour of the object.

How tall should it feel? How rounded should the edges be? How much surface area should contact the table?
How easily should it move from one face to another? How does it actually feel between your fingers before you throw it?
And then you roll it.
Again and again.
Changing the shape changes the roll

As development continued, we explored different variations. You can see that quite clearly in some of these early prototypes.

Another early development shape. Changes to the overall profile and edge geometry helped us compare how different forms moved, tumbled and settled.

A further shape variation from the early testing process. We went through many iterations before arriving at the overall direction we felt worked for The One Dice.

Looking back at these now is actually quite interesting because they show how far back this thinking goes.
We weren't starting with a beautiful electronic product and then asking, "How do we make this roll?"
We were looking at the roll while the product itself was still being shaped. And that distinction is quite important.
There really is a science behind it. Once electronics enter the equation, everything becomes considerably more complicated.

A traditional dice is essentially a solid object. The One Dice isn't.
Inside ours you have electronics, displays, sensors, structural components, a battery and all the other parts needed to make the product work.

All of those things occupy physical space and they all have weight.
That means the internal architecture doesn't only affect the electronics. It can potentially affect the way the entire dice behaves.

  • Weight distribution matters.
  • The centre of mass matters.
  • The materials matter.
  • The external geometry matters.
  • The shape of the edges matters.
  • The internal layout matters.

And then all of those things have to work together. This is one of the reasons our engineering and tooling process has been so involved. The tooling isn't something completely separate from the roll. The manufacturing tolerances, the accuracy of the parts, the materials being used and the way everything fits together all contribute to the finished physical product.

A tiny change in one area can create consequences somewhere else.
So there has been a real methodology behind this. We change something, we test it, we roll it, we observe what happens and then we feed what we've learnt into the next version. And sometimes the glamorous part of product development really is somebody standing there rolling the same object over and over again.

We've rolled these things a lot And we mean a lot. At this point we've spent hundreds of hours across the wider development process testing different versions and repeatedly rolling prototypes. Because eventually calculations and CAD only get you so far. Someone has to pick it up and throw it.

Early physical roll testing. There comes a point where the only way to understand how something behaves is to keep using it.


And people don't all roll dice the same way. Some people gently roll from their fingertips.
Some shake the dice first. Some throw harder. Some roll onto a tray. Some roll straight across the table.

That means we can't design The One Dice around one perfect laboratory roll. It needs to work in the real world, with real people using it in slightly different ways.

Early physical roll testing. There comes a point where the only way to understand how something behaves is to keep using it.

We're not trying to reinvent rolling dice. This has always been part of our design philosophy. The One Dice is already asking tabletop players to accept something genuinely different. So we don't think the basic act of rolling it should also need to be reinvented. You shouldn't need instructions telling you how to throw it.You shouldn't have to learn a special technique. You should be able to pick it up and roll it in the way that feels natural to you.
That familiarity matters. People have been physically rolling dice for thousands of years. There is something incredibly simple and satisfying about picking one up, throwing it across a table and waiting to see where it lands.




We're not trying to remove that part of tabletop gaming. We're trying to build technology around it. Ideally, you shouldn't notice any of this This is probably the strange thing about spending so much time on this part of the product. If we get it right, most people will never think about it. They won't be sitting there thinking about weight distribution, internal architecture, edge geometry, manufacturing tolerances or materials.


They'll pick up The One Dice and roll it. And that's exactly what we want. All the engineering is there so that, when you're actually playing, the engineering gets out of the way. You should be thinking about whether you've just rolled a critical hit, whether your character survived, or whether the next roll has completely ruined the plan your party spent twenty minutes coming up with. Not about what's happening inside the dice.
That's why the roll has been such an important part of this project.
The displays matter.
The animations matter.
The characters matter.
The software matters.

But the most fundamental interaction with The One Dice is still picking it up and throwing it across the table.
So we're taking the time to get that part right as well.

And judging by the number of times we've rolled these prototypes over the last couple of years, we've certainly been putting in the practice.

So, where did all of that testing lead? After more than two years of development, this is where we are today.



Double roll testing



What you're seeing here is the result of a very long process. We started with simple physical shapes, testing how different forms felt in the hand and how they moved across a table. From there we had to take that thinking and build an actual electronic product around it. And that's where things get considerably harder.

The One Dice isn't a solid lump of material. Inside it we have displays, electronics, sensors, a battery, structural parts and everything else required to make the product work. All of that has to fit into a very small space, and all of it affects the physical product in some way.

So throughout development we've constantly been balancing two sides of The One Dice.
It needs to be an advanced piece of technology, but it also needs to behave like something you're going to pick up and roll thousands of times.

Why has the tooling taken so long? 

We know some people will have looked at our updates over the last year and wondered why tooling for something the size of a dice could possibly take this long. 

That is a big part of why the tooling process has taken as long as it has. We've spent around 10 to 11 months working through tooling, tolerances, materials, fit, internal construction and refinement to get to this stage. It isn't simply a case of creating a mould, pressing a button and starting production.
When you're dealing with something this small, with electronics packed inside and multiple parts that all need to work together accurately, small differences matter.



A fraction of a change in one area can affect the way parts fit together somewhere else. The way those parts fit can affect the overall structure. The structure affects the finished feel, and ultimately all of that contributes to how The One Dice behaves when you actually throw it across a table.

That's why tooling has been one of the most important parts of this entire project.
It hasn't taken this long because we wanted to keep changing things for the sake of it. It's taken this long because once we go into full production, these are the decisions that determine the product you're actually going to receive. And after all of those prototypes, changes, engineering meetings, tooling revisions and a frankly ridiculous number of rolls, it's incredibly exciting to finally be at this point. And now we're getting very close to production The really exciting part is what happens next.




These are industrial machines working on components that ultimately produce something you can hold between two fingers. There's something slightly ridiculous about the scale difference when you see it in person.
But that's manufacturing. The smaller and more integrated the finished product becomes, the more important precision can become.


The time spent refining the tooling, checking the fit of components and working through tolerances is part of making sure that when we move into main production, we're producing the product we've spent the last two years developing. 
The One Dice might be small, but the tools required to manufacture its parts certainly aren't.
Each part needs to be produced repeatedly and consistently. The surfaces have to meet correctly. The internal components need to fit into very limited space. The screens, electronics and structure all need to come together accurately, and the finished shell still has to give us the physical behaviour we've spent so long developing.
There isn't much room for error.
A tiny difference in one component can affect how another component fits. That can then affect the final assembly, the weight distribution, the strength of the product and ultimately even how the finished dice feels when you pick it up and roll it.



Main production is due to begin in the next few weeks.

There is still plenty happening across the project. We're continuing to work on firmware, animations, systems, testing and all the other parts that bring The One Dice together, but we're now moving into a very different stage of the journey. For a long time, so much of the work has been happening behind the scenes. CAD files, tooling changes, engineering discussions, software development, testing and refinement. Over the coming months, more and more of that work is going to start turning into actual finished product. And that's the part we're really looking forward to sharing with you.

Manufacturing is starting soon in the coming weeks. This is not up for debate it’s happening, and it matters just as much as, if not more than, the tooling process. Over the next 6 months or so our sole focus will be making sure every part is assembled, tested, and integrated into a single, unified system. There’s no room for uncertainty or hesitation. Every step is deliberate, every problem gets solved, and every detail gets attention. That’s how it has to be. This isn’t about hoping things work out; it’s about making them work, no excuses. If something doesn’t fit or function perfectly, it gets fixed—immediately. That’s the way it is, and that’s the standard. By the end, what we build will not just exist; it will work exactly as intended, because we leave nothing to chance.

There is still a lot to do, but things are about to get considerably more exciting. Thanks again for sticking with us through what has been a very technical and ambitious development process. The One Dice we started imagining more than two years ago is getting very close to becoming the product we've been working towards all this time.
And yes, after all of this, we're still rolling them constantly.
More soon,
The One Dice Team

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Zero Strategy Games
CREATOR

Project Update: Take the Kobold Personality Test!



Each of our 12 Kobolds has their own unique characteristics and style. Have you ever wondered which Kobold you are from The Unheist?

Take the personality quiz now and find out!

Once you get your result, come back to this poll and share it with us. Let us know if you got who you expected or were completely surprised by the outcome!
249 votes
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Zero Strategy Games
CREATOR

If you could steal from a dragon with absolutely no risk of being caught, what would steal first?

223 votes
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Zero Strategy Games
CREATOR

Project Update: Claim your Limited Edition Tokens!

Hey everyone! We are excited to reveal our secret teased in a previous update, we have a Return Backer reward for Limited Edition "Junk" Tokens.

These tokens will be recreations of our characters from previous games reimagined into The Unheist of Hearthburn House art style. They will function as alternate art options for our beloved "Junk" token and can be played with The Unheist of Hearthburn House.



If you backed The Sheep, you will receive the Eldritch Sheep "junk" tokens:

If you backed Shuffle Dungeons, you will receive the Glass Dragon "junk" tokens:


And if you pledged to both games, you will receive both! You will automatically receive these alternate junk tokens for free in your pledge. 

Can I still get these tokens if I didn't back your previous projects?

YES! We are extending this reward to our new backers as well. Anyone who adds our previous games to their order in BackerKit will receive the corresponding tokens for free.

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