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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.

Plugging Along: Post-Kickstarter week 16

Posted by Isaac Childres (Creator)

Good day, residents of Gloomhaven!

Things continue to brew over at Gloomhaven headquarters (AKA my apartment). We're beginning to see the light at the end of the tunnel here, I think, so while there is a lot of work left to do, I'm confident in our ability to get it done in a timely manner.

I've only got a couple things to share with you this week, so I'll try to keep it short. First of all, Josh sent me over the layouts for the random dungeon deck, which I explained in detail here.

So we've got a monster card:

And a room card:

Resulting in a Ruinous Sewer. I hope you'll notice that we're also reworking the normal/elite designations for the monsters that you last saw a couple weeks ago, from partially filled circles to color-coded bars. I think these are much easier to understand at a glance, which is important. Of course you'll still need a key the first couple times you set up, but that can't really be avoided without cluttering up the space to an unmanageable degree.

I've been spending a lot of time with the minutia of tuning high-level ability cards. That's nearly done, though, so very soon I'll be shifting focus to finishing up the rest of the scenarios and getting them all properly laid out.

Very soon I'll be getting a bunch more scenarios up on the Tabletop Zen site along with new items and all character classes with abilities up to level 9 (max). If you are interested in play testing, just send me a message and I'll hook you up.

Lastly, I just want to thank you all for voting in the BGG poll. It is unrealistic to think we'll pull ahead of 7th Continent or Scythe, but I am elated Gloomhaven is at #3 (over 1000 votes!) and I'm just happy there are so many people looking forward to getting the game into their hands.

It will be well worth the wait, I promise! Until next week!

Kirk Brownridge, yardswimmer, and 52 more people like this update.


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    1. Missing avatar


      Or even just a few small dots (or better, vertical bars) if colors alone don't suffice. That wouldn't be too obtrusive and easy to add.

    2. J. Gillespie on

      Could always throw up a tiny Gloomhaven skull in the center apex of the bar for elites. Nothing says elite like a skull. It be tiny but enough to distinguish perhaps.

      Designs are really rocking, Josh.

    3. Missing avatar

      Daaaargh on

      I like to follow the progresses.Keep us informed

    4. Missing avatar

      Matt Mason on

      @Josh: I have red/green colorblindness and those colors would work fine for me. I appreciate the attention to this.

    5. Josh McDowell on

      I still have to look into what colors would work best, but I was thinking white, yellow-gold, and black.

    6. Missing avatar


      There seem to be plenty of "color blindness simulators" that can be used to check for issues. One random search result was (I was actually very surprised to see just how many kinds of color blindness there are, which makes it pretty challenging to find colors that work for everyone).

      Making sure the green and red will appear as different shades might work, but require some reference sheet (just referring to them as "green" and "red" obviously won't help). With common production issues in many games even that might be problematic (don't ask how many games come with wildly inconsistent card backs and instead of being the same shade of blue come in blue, washed out blue, very dark blue and purple-ish... apparently calibrating printers and using color profiles is too much trouble for some manufacturers, yet they happily spread the printing over multiple printers...)

    7. David Moffett on

      Looks interesting. The method of generation is simple, easy to understand, and makes great variation possible. Also, I'd like to add that I look forward to these weekly updates. I enjoy them for the insight into the design and production process, and for keeping my hype at a reasonable, constant simmer.

    8. aron aka jello on

      As always, everything continues to look very very good! Thanks Isaac, Josh, and your team!

    9. Josh McDowell on

      Thank you for bringing up the color blindness problem. I'll revisit it and come up with something that works for everyone (probably just different colors).

    10. Bryan on

      That was weird. I am not sure why it submitted without the last word.

    11. Bryan on

      I was just about to comment on color vision issues. This does not work for me, and I know it would not work for a lot of other people like me. I understand that icons take up more space, but they would probably be clearer, in this case. There is always bronze, silver, and gold.

    12. Peter "Dia Fir" Andersson

      This excited...

    13. Peter "Dia Fir" Andersson

      This game looks so much better than 7th continent, and I didn't even bother backing scythe.
      I'm surprised that this isn't the most anticipated game. I've never been thus excited about a game release before!

    14. Isaac Childres 4-time creator on

      Hmm, yes, colorblindness. Thanks for mentioning that.

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      Scotfree on

      I do think that the color-coded symbols make more sense than the black and white ones, although of course red and green should pose problems with colorblind people. Perhaps having a little mark on the side that is elite/red (a little skull or something) could help differentiate it.