Currently, there are four published factions that will gain Automated support with the release of The Clockwork Expansion 2. Automated factions for the Lizard Cult, Riverfolk Company, Corvid Conspiracy, and the Underground Duchy have all been in development for over a year.
Root's Marauder expansion is the first addition to the game that offers a new system to the game's core design. Even typing that sentence makes me nervous. A game of Root can be overwhelming enough—why on earth should we add more to it!?
After designing the Warlord and moving it into testing, I started working on my ideas for the Badgers. I wanted two things: a faction that was hard to kill and a faction that was slow to act.
Back in October or so while I was struggling with Void Lich, Cole proposed to me that we trade projects. I would take a swing at the new Root project, like I had with Underworld, and he would try a new approach for Void Lich. I was a bit surprised as I knew he had come out of Underworld with a few ideas for major factions that he hadn’t had time to explore yet. But, I was happy to take a break from Void Lich and return to Root.
As with previous Kickstarter campaigns, we'll be posting a bunch of little articles about the design and development of the new content. This is always one of my favorite parts of the process, because it forces us to take an account of what we're up to. What exactly was going through our heads when we made that decision? Why on earth did we think that we should put that thing in a box and call it an expansion?
We’ve made it to the finish line! Or one finish line, that is. A few days ago we received the pre-production proof, and yesterday we finished packaging up the final print files for Oath. In case you don’t know me, I’m Josh, a developer and editor on Oath.
In mid July, Oath crossed a major development milestone: design lock. This means that all of the core systems are no longer subject to any change. I still have some work on the solo game ahead of me and want to take the cards through another round of editing, but the game is getting very close to being fully done.
At Leder Games we spend a lot of time thinking about form factor and presentation, this diary is focused on finally sharing all that effort with you! Fort may technically be a "smaller" game for us but you'll notice we still pulled out all the stops.
We’ve spent the last few weeks discussing Forts development process. focusing mainly on the mechanics, rules and usability. This week it’s time to discuss theme and art! So without further ado...