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A board game of cooperative card-driven tactical combat in a persistent, ever-changing campaign world. 1-4 players, 30 min. per player.
A board game of cooperative card-driven tactical combat in a persistent, ever-changing campaign world. 1-4 players, 30 min. per player.
4,904 backers pledged $386,104 to help bring this project to life.

Greetings from BGG Con: Post-Kickstarter week 7

Posted by Isaac Childres (Creator)
52 likes

Hello residents of Gloomhaven!

I'm in the midst of all the epicness at BGG Con, so we're going to do a quick and dirty update today. I hope you don't mind if I just throw some pretty pictures at you.

First up, Josh has redesigned the player mats to incorporate holes for the wooden tracker pieces we unlocked through stretch goals.

It's largely the same, but below the hit point track and to the right of the experience track, you've go spaces for holes to place the tokens in.

And speaking of, here is the experience token Josh has designed as well.

You'll notice we've changed the symbol for experience from a shield to a star. People were getting it confused with the shield ability. Also, I've already shown you this, but here's the hit point tracker as well, just for reference.

Next, let's see some more item art from Alexandr!

And what else? Here's another wooden map tile from Álvaro.

So we've worked on smoothing out the walls a bit, but it's still not a perfectly rectangular room, which I think gives it a bit of character. I hope you like it too!

Lastly, I've received some images from James for the sculpts of the Mindthief and Cragheart. Unfortunately, I screwed up when giving James the dimensions of the Cragheart, so he's not ready to view yet, but here's the Mindthief.

We're going to make her tail a little longer and thicker, but otherwise I'm pretty satisfied with it!

And before I get back to the gaping maw of board gaming awesomeness, a quick note about play testing. If you sent me a message and I haven't responded yet, don't worry! I will soon. And if you haven't sent me a message about it but want to, it is not too late. Check out last week's update and get in touch. I can always use more play testers.

All right, have a good week, and I'll talk to you next Friday!

Comments

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    1. Missing avatar

      Alex Florin on

      Yeah, the tile looks much better without the walls follow the hexes completely. Thanks for incorporating our feedback. Can't wait to play.

      Alex

    2. Missing avatar

      Nathan Smith on

      Love the new map tile. *Drools*

    3. Ryan Michael on

      Mindthief looks awesome. as does everything else. BoilerUp.

    4. Missing avatar

      Neva Kee on

      I really like the look of everything you show here, thanks for another look into the development progress!

      Is the wooden tile a new one or is it a new version of the one shown earlier on BGG? It looks like a new version, since all the obstacles in the one shown here are also present in the earlier version and even the number of spaces is the same.

      If it is a new version of the same tile, the new one looks even better, because it is a little more clear regarding the usable and unusable spaces and the border of the tile.

      If it is a new tile, I would suggest more variety regarding the obstacles, since it just reuses most of them.

    5. Bobby Allen
      Superbacker
      on

      What you were there and did not stop by my booth..... Shame on you.. I am sure you were busy.

    6. RavenMad on

      Everything is awesome! :)

    7. J. Gillespie on

      Everything keeps getting better! I appreciate the continued investment in a product already sold.

    8. Missing avatar

      David Moran on

      Love the player mat look. The map tile detail is great too. As for the mind thief it just gets better. Thanks for the updates its very exciting.

    9. Mark Thomas on

      I love *all* the artwork shown but I particularly like the style of the floor tiles.

      One thing that I am concerned about is the HP and Experience point pegs. It looks as though they are designed to stand upright in the peg holes. Personally, I think that's a mistake and that they will be really annoying in that orientation. They need to lay flat, which means that the square peg needs to be on the back, not the bottom of the peg.

    10. Nakano
      Superbacker
      on

      Tiles look great! I wonder a little how those connect to each other with the current design. Is it clear for the user where the door token is put and to which hex it leads to? Probably full level design is the last thing to do when all tiles have been finished.

    11. Bryan N.
      Superbacker
      on

      mmm, that character sheet redesign. https://s-media-cache-ak0.pinimg.com/736x/05/30/5d/05305df84397c906f88393341ca5ac1d.jpg Keep up the good work bud. I can't wait to see it.

    12. Rodney Leary
      Superbacker
      on

      Oh, and I love the blocking of the partial hexes with obstacles, great thinking.

    13. Rodney Leary
      Superbacker
      on

      I like the look of this room much better. To me it incorporates the use of the hexes in a much more realistic way, while keeping a suitably unusual look. Awesome!

    14. aron aka jello on

      Things keep looking better and better, great work from you and your team Isaac!

    15. Leonce on

      Quick and dirty, still the best!
      The maptile looks great. I praised Alexandr's art in every last update and I happily repeat myself, those boots look so good. The Mindthief mini is just awesome!
      Thanks again for sharing all those stuff and behind the scenes info.