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When we were first pitching Oath during the first Kickstarter, I would often describe it as “a game that remembered how you played it.” This was less of a pure description than a kind of aspiration. My main task in those days was to find ways to quickly sum up what made the project special and to communicate its ambitions.
When I first proposed Oath, I remember telling Patrick that I had no idea who the game was for. I had a sense of what I wanted to make, but I didn’t know if such a game would ever find an audience. Now, a few years later, I know who those folks are. And so, at the end of this month, we’re going to launch a crowdfunding campaign to raise money for the development of an expansion for the game.
Over the past few weeks, the whole team has been working hard on finishing the game. On the development side, our work has been mostly limited to small adjustments to a few key systems, some alterations to card balance, and seeing through the end of our final usability study. On the graphic design front, everyone has been pushing the files into final layout and Kyle has been producing some amazing art pieces.
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.
Today we're releasing the second public print-and-play kit for Oath, and it seemed like a good time to bring everyone up to speed on the game's development since I wrote to you last in January. I also wanted to take this opportunity talk a little about game development generally and my own personal practices.