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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.

Infinite Randomness: Post-Kickstarter week 11

Posted by Isaac Childres (Creator)

A good day to you residents of Gloomhaven.

As I polish off another jar of peanut butter with a spoon, I just want to thank you all once again for making this happen. There is nothing I would rather be doing than sitting at home in front of my computer, eating peanut butter and working on Gloomhaven.

Seriously, thanks.

Things continue to move along over here. Art work continues to come in. Graphic design continues to get finished. Here is a new pass at the event cards Josh was working on. I wouldn't pay too close attention to the content of the text, but I hope you like the new look of the cards:

I, on the other hand, have been working on a different type of card the past couple days: the random dungeon deck.

Initially I explained to you that the random dungeon deck would be 20 room cards with hexes designated with numbers from 1 to12, plus a second deck of 20 cards that would have different lists of monsters, traps and other features for those 12 designations.

And that's pretty much still accurate, but I decided to add a couple other things to make random dungeons a little more interesting. The main thing I added was an extra minor and major penalty to each room card that the players must endure when they reveal the new room.

With each random dungeon consisting of 3 rooms, starting in the first one has no penalty, opening the door to the second one incurs its minor penalty, and opening the door to the final room incurs its major penalty.

These penalties can get pretty harsh, from inflicting damage on players, to making them lose cards, to buffing the monsters to causing negative status conditions. The idea behind them is that I wanted to make the random dungeons more challenging. Players aren't playing random dungeons to progress in the story, they are playing to have a stand-alone game experience, so the focus of the game has to be placed squarely on the challenge of the dungeon itself rather than forward progression and discovery.

I want it to feel like more of a traditional cooperative experience where players will fail most of the time. In the end, I may have made random dungeons too difficult, but I'll need to do more play testing to be sure.

Work also continues on making more scenarios and getting more up on Tabletop Zen for play testing. One thing I am planning on doing this weekend is getting all of the fan-made scenario winners' submissions up on Tabletop Zen for play testing. So if your submission was selected, expect to hear from me soon asking for your help to make sure your scenario is solid and well-tested.

We've also been making schedules over here to confirm the viability of getting everything to the printer to start pre-production by the end of January. It's going to take a lot of work, but it's possible.

What this means for you, though, is, like I said in a previous update, we'll likely be a month late on getting the final game out, which means you're looking at an expected delivery date of June. This also means that surveys won't go out until February, when we need to know the final counts on the production run.

Some people have expressed concern to me that they haven't received a survey yet, but there is no cause for alarm. The survey won't get sent out until February.

Also, the survey will be your opportunity to increase your pledge amount for additional stuff, so be mindful of that as well. The survey will also explain exactly how to go about doing that.

So, yeah, anyway, a few weeks after the surveys go out, I'll also do the skeleton-killing video. I don't know if anyone else is excited about that as I am, but I had a great time doing it on my last project, so it should be good fun.

But speaking of fun, it's back to eating peanut butter and working on Gloomhaven for me, so I will see you next week for a very special Christmas edition of the Gloomhaven update!


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    1. Missing avatar

      Richard Wagoner

      Man! That is a small font!! If those are standard poker sized cards, it must be 2pt. or 3pt.
      Very hard to read in any light!

      Perhaps a larger format card would support a larger font.

    2. Bryan on

      Thinking the text may look better justified center, or perhaps slightly more padding on the sides. The left-side justification looks strange to me in such a symmetrical frame.

    3. Missing avatar

      Maciej on

      Could we see a bigger version of the cards, please. Because for my eyes, it looks to be an hard read in low light. Look at a magazine and you will see that headlines can have a theme but the text is usually made to be easy to read in any circumstance... EX. I have the Robinson Crusoe game and the small script font is a very hard read, for my aging eyes... :)

    4. Ryan Michael on

      Very Excited, and extremely pleased with the quality. No rush to deliver, take your time if you need to, we know it will be worth waiting a little bit longer than originally estimated.

    5. Isaac Childres 4-time creator on

      Bolty, yes, that will be an option in the survey.

    6. Missing avatar

      bolty on


      Does it means that I will be able to uppgrade from a game with only standees to a game with hero miniatures with this survey ?

    7. Missing avatar

      Michael J on

      The tiles and card art is looking so much better than I had anticipated. Make sure to give the artists many ass-pats. Great job!

    8. Paul Grogan on

      Keep up the good work, don't worry about the delays, and hope you have a good holiday period time thing, whatever you get up to. BTW: I love peanut butter!

    9. Christian Wolff on

      Good Update, Like The Road Card Design, i Think the City Cards could be a bit More Colorfull, they look very dark. more like a Dungon. not a Living vibrant City

    10. James R Cole

      This update is awesome. Love the dungeon idea of progressive difficulty. Glad to hear you are enjoying the job, Isaac.

    11. Leonce on

      I really like what Josh is doing with the new card designs, especially the road event card looks great! The citty event card might be a bit too dark with its monochrome look though.
      Alexandr's art is just stunning. I can't praise enough his awesome work.
      For the timeline: Please take your time! It's great that you try to deliver the game as soon as possible and as close to the original estimated date, but I gladly wait a couple of months longer and get the best game possible. Just try to deliver in June if you know you can make it without rushing anything.
      As always thanks for the great update! Now I need to buy some peanut butter :p

    12. Missing avatar

      Terry Simo

      Minimize border effects on the Event Cards and please make the text as large and legible as possible!

    13. ionas on

      Yeah if its coop it has to be hard.
      Great artwork again. Good concepts. Backer-approved ;P

    14. Missing avatar


      That sounds awesome, Isaac! I hope that idea pans out.

    15. Missing avatar

      Thomas on

      I like this cavern hallway tile art, especially how it has a more natural shape outline shape than the last one.

    16. Isaac Childres 4-time creator on

      Oh, man, Biscoff cookies are great. I might have to try that.

    17. Missing avatar

      aredash on

      I am always happy to play a punishing co-op game. By the way, the tiles are looking amazing. Probably some of the best game tile art I have seen (even rivals Mice&Mystics)!

    18. Alvin Chen on

      Speaking of eating things directly from a jar, have you considered cookie butter (aka Biscoff Spread or Speculoos Spread)? Trader Joe's even has a cocoa and cookie butter mix. Of course, there's also Nutella, but that might get too sweet after a few spoonfuls. :)