Two Months Out: Post-Kickstarter week 8
Dear residents of Gloomhaven,
Thanksgiving will not stop me. It's a little late, but I've still got a weekly update for you! Let's get to it.
I will just admit right up front that my part of this project has not been doing too great these last couple weeks. Between BGG Con and Thanksgiving, I feel like I haven't gotten nearly enough done to stay on schedule.
When you look at the days on a calendar, you're like, "Yeah, sure, no problem." But then when you get into the thick of holidays and conventions, time gets eaten up. I know I'm sure to lose some more time over Christmas and New Year's, as well.
So, look, the deal is that stuff is still getting done. I'm doing a lot of scenario creation and I'm still getting writing done on all that as well, it's just not at the pace I'd like, and overall it just doesn't look like I'm going to hit my target deadline.
So I'm officially pushing back the delivery date from May to June. The last thing I want to do is stress and rush the project and send it out before it's ready. That just creates an inferior game with lots of mistakes that create headaches for everyone.
I wanted to tell you as soon as it became obvious to me, but still I apologize for the delay.
On to happier things!
Alexandr is officially done with all the monster art. He had been interspersing some of the stretch goal stuff with the item art, but I have all the monsters in and now he's continuing to making huge strides through all the items that need to be created.
And I could not be happier with all the monsters. They look so great! (The items look great too, of course.)
Álvaro is continuing to work on the smaller map tiles. He's got a surprising number finished already and they all look great. I've already showed you the cave and wooden building environments, so here are some outside and stone building environments:
I'm pretty happy!
No major updates from Josh this week. I'm sure he's busy with Thanksgiving as well.
He did finish the final versions of the character sheets, which have space for 15 perks and use multiple check boxes to signify being able to take the same perk multiple times.
All right, we fixed the mistake last week and I can now show you the completed Cragheart sculpt.
This means sculpting is 100% complete, which is pretty cool!
And I think that's all I have to show you. Play testing got off to a bit of a slow start because of the aforementioned convention and holiday issues, so if you are interested in getting in on that, it is certainly not too late. Just read my update from a couple weeks ago.
Also if you want to read a full account of my time at BGG Con, I wrote up a long piece about it on my website.
All right, again, I apologize for the delay. I want you all to get the game as soon as possible, but I also want to deliver you the best game possible, so sometimes rough decisions have to be made.
Until next week!