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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.

Ramping Back Up: Post-Kickstarter week 9

Posted by Isaac Childres (Creator)

Hey there, residents of Gloomhaven!

Well, it's been a rough past few weeks for me in terms of making progress on the Gloomhaven project, but I'm pleased to report that I am finally getting back into the stride of things. Today's update will not be big and flashy, but I have great faith that much more progress will be reported in future updates.

The thing I am most excited about getting into full swing is play testing. I know I announced it a few weeks ago and have been encouraging people to sign up ever since (you still can, by the way!), but it got off to a rocky start because of BGG Con.

My head is 100% in the game now, though, so I'm ready to ramp this up for real. If you've messaged me about play testing, expect to hear more from me over the next week.

Content creation on my end is also ramping up again. I'm continuing to generate new scenarios and work on advanced item cards now that the monsters and character classes are largely finished. I've also been starting to hear back from guest designers about their ideas for scenarios, so that's exciting as well.

I feel like there is enough content that I am now talking to a professional board game editor as well about helping with the project. I know with all the typos and other stuff you all have caught on the prototype cards, people will be happy to hear that in-depth editing is being taken care of, as well.

On other fronts, Josh, Alexandr and Álvaro continue to toil away. There seems to have been a lot of sickness recently (including myself), but it I think it is letting up now. Josh is starting to work on the rule book and scenario book, which are huge undertakings, while Alexandr continues to make new item art and Alvaro works on new map tiles.

And that's all I've got for you this week. I promise next week will be more exciting!

One last thing I'd like to mention real quick, though, is that this is the final week of the Perdition's Mouth Kickstarter campaign. They haven't yet reached the funding level where I get to make a scenario for them, which makes me sad (at least, I think they haven't - they took my name out of the stretch goal graphic, but I think I'm still at $80k). Go check out the project if you haven't.

Okay, until next time!


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    1. ionas on

      @Isaac: May I ask, are these made primarily via a 3d editor and then after-touched or are these entirely painted/drawn (on a tablet?)?

    2. ionas on

      I like all of that. I am always the "p**shead" who says "meh that's bad" - like for instance I don't like the Descent 2nd designers doing anything for this KS (because D2E is a bad game, simply said) - but when something is perfect or almost perfect, why complain?


      Now: imagine a crazy sesame street *cookiemonster*

    3. Christian A. on

      ...Or a different "shade". :-P

    4. Christian A. on

      I agree with Thomas that the shape appears too "conformist" to the hex. I think to address Tony's question "is it a hex, or not?", maybe shade the out-of-bound partial hexes a different color.

    5. Missing avatar

      Neva Kee on

      Cool! Thanks, I am looking forward to it ;)

    6. Isaac Childres 4-time creator on

      Neva, Álvaro has not started work on the overlays yet, but I will of course share them when he does. They will be cropped to have no background so that they are environment-independent, and they will be sized from 1 to 3 hexes.

    7. Missing avatar

      Neva Kee on

      Hi Isaac, thanks for the reply.

      So the mentioned overlays will ultimately make the tiles more populated and that will probably be enough to mitigate my (small) concerns.

      Do you have any images of overlays that you can show at this point?
      I think they are almost the only thing we have not seen, yet and it would be really interesting to see one or two to get a feeling on how they will affect the appearance of the map in general.

      Will they be cropped to have no background or will there be individual overlays for each of the environments?
      Will they be one space only overlays or will they be of different size and form?

    8. Tony Cotterill on

      Personally, I quite like the hex-hugging design. Makes it clearer as to whether a hex is useable or not. I often hear the question, "is this a hex, or not?" In games of this sort.

    9. Missing avatar

      Thomas on

      I do like the tile art in general but the one shown above where the most of the walls conform to the hex grid looks a little bit too artificial for me. I like how on the top right there is small strip of a tile showing and think that this could be applied a few more times around this tile to give it a more natural shape especially on the bottom part of the T.

    10. ionas on

      Man that artwork, it makes me expect a lot from the game in terms of mechanics anf theme integration / immersion!

    11. Isaac Childres 4-time creator on

      Matthew, oh, I guess I missed that update. Good to hear!

      Neva, thanks for your feedback. We are working to add a little more features and personality to the tiles, but remember that a lot of that will come from overlay tiles, as well.

    12. Missing avatar

      Neva Kee on

      Hi, I'm always glad to hear from you every week and the update for Gloomhaven is something I really look forward to. Thanks for doing them!
      It's really great to hear that you get a professional editor to check over all the stuff, since another, unbiased pair of eyes will certainly improve the game even further.

      While I like the new tile, I feel that this cave tile and the outdoor tile shown in the other update are a little empty compared to the inside tile with all the stuff lying around.
      Maybe a fungus, a skull, a contrast colored plant would breathe a bit more life into the tiles?

    13. aron aka jello on

      More beautiful art! Keep it rollin' man.. but be sure to set aside family time during the holidays!

    14. Matthew Simpson

      For Perdition, your scenario is now integrated into to the KS edition expansion I believe. So you're not getting out of it :D

    15. Michael

      Holy wow, that tile. More of that please :)