First Two Containers Ship This Week!
Sam and I are back in the office after our visit to the factories in China. The factory tours were incredibly fun and productive . . . the flights not so much. My own return flight was frustrating and miserable but it cannot begin to compare to Sam's flight back to the U.S. Sam left Hong Kong about 26 hours before me and I still managed to get home before he did. His awful experience included sitting on a runway for six hours in China and then returning to Hong Kong only to leave a second time the next day.
The good news, though, is that two loaded containers are leaving the factory this week for their long journey to the Austin office. That's two of sixteen containers! We're still on track to start shipping games in October.
I've included two photos from the factory, and we have some video soon. Sam is reviewing all of the photos and video that we shot while in China -- that's not a quick task! -- and he's editing everything together into a single video that should give you a better understanding of how game manufacturing works. We will post another update when the video's ready.
Games at Gen Con!
We will have two completely finished copies of the Ogre Designer's Edition to show off at Gen Con next week. I'm working out a way to hold a public unboxing . . . once we have the location, time, and date finalized, we'll post the details here. For those of you who cannot make it to the show, we will film the unboxing and post the video online. This will be a copy of Kickstarter A -- no Pocket Ogre inside -- weighing over 28 pounds. Yeah, that's a lot of game.
Thanks For Your Patience!
I again want to apologize for how long the game is taking to complete. I hope that you're enjoying these updates and can see just how much work goes into producing such a massive game. We -- Steve Jackson Games staff, our reps at GPI, and even the factory staff -- have learned new manufacturing tricks and really pushed to find and expand beyond our limitations. All of this experience will be useful: we're already applying lessons learned to other games and Car Wars will benefit greatly from this entire experience.
But that doesn't excuse the delays, so please accept my apology for the lateness of the game. I'm sorry. We will do better the next time we design and publish a 28-pound game.
- Phil Reed