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?
Well things got a little delayed thanks to the holiday postal traffic, but we now have the first mass-produced copy (MPC) of the Oath board game in the office. Please find some lovely pictures below!
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.
Yesterday, we got a very exciting box from our manufacturer that contained a pre-production copy of Oath. No matter how many times I go through this process, packages like this still make me giddy.
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.
Last Friday, we received most of Fort’s first printing to our North American fulfillment partner, Atlas Games, and the rest was sent from the factory to other region-based fulfillment partners: Fulfillment EU, VFI, and VR Distribution. All regions combined, we have over 3000 pre-orders to fulfill. Due to COVID-19 and how fulfillment works, we can’t ship every order simultaneously. We have timed shipments in each region as closely as possible while respecting that region’s bandwidth, ability to ship with limited options in ocean and air freight, and changes in practices due to the virus.