Shipping & Pre-Order Update + Visual Redesign of the App!
Hello backers! It’s winding down to the end of summer, and almost a year since we launched our Kickstarter. The game has grown so much since then, and none of the progress we’ve made would have been possible without your backing and support. We can’t thank you all enough!
Shipping in November
We’re still on track to deliver your games in December 2017. We’re expecting to receive copies from the factory in early November, so we’ll be in touch with you in early to mid October to get your shipping details!
Ordering Extra Copies
Looking to pick up an extra copy for your collection? Want to give your friends and family a taste of the post-apocalypse action? Pre-order additional copies of the board game today from the Zombies, Run! Shop to take advantage of our special pre-order prices. As launch approaches, this discount will be ending soon, so don’t miss your chance! From October 20th, the pre-order price will increase from $36 to $50 to match the final retail price.
The pre-order price will still be valid until the end of 19 October, so this is your chance to snag an extra copy, or help your near and dear ones snag one, before we bring the game up to full price!
App Visual Redesign
Up until recently, we’ve been using our prototype app design, which we fondly dubbed “Nokia”. But in the past month or so, Alex, our genius developer, has been building our shiny new User Interface design, alongside building out the final features for the app like save games. We call this new UI “Silver” and yes that name is too cool for us.
We originally chose to fashion our “Nokia” UI on the tried and true Nokia 3310 because it was a reliable low-power phone with a look familiar to many of us, which we thought might be comforting when the world is going to pieces around you.
However, as we tested the game with more people, we realised that the app had some limitations forced onto it by the nature of the UI. While it was retro and kitschy, it also wasn’t very interesting to look at, and the fact that it was entirely text-based, meant it did not allow for symbols. It also wasn’t easy to see from across a table - which is a big problem for a tabletop game! With some careful planning, we've arrived at the redesigned Silver, which is a big step forward for both looks and functionality.
Silver takes inspiration from the under-used Game & Watch aesthetic. This involved individual frames appearing and disappearing to create a unique but clear and fun style of movement, rather than continuous animation like in modern games. We think this makes the app look more modern, while retaining that comforting retro feel.
From much of the playtesting that we did, one key bit of feedback we received from users was that, for everyone at the table to see the app clearly, it would be better to have the app in landscape rather than in portrait mode. We’ve made that change in the Silver UI, which has the added benefit of turning the whole screen into a map of your run!
We also wanted to improve how clearly we signal to the players when they’re running (and will have zombie add or advance events) and when they’re inside an encounter and should pay attention to the story audio. It can get intense when you’re trying to clear a big group chasing you! We now change the background colour of the app, as well as clearly indicate with a sound when something happens that requires them to look at the app.
We originally divided the UI into differently-themed screens based on whether the players were in an encounter, at a location or running. We’ve now moved all of these different things into the same scene framework to give the game a much more unified look and feel.
We’ve incorporated these and a lot of other small details into Silver. We hope the small improvements make this entire experience a lot more enjoyable for you!
Final Game Audio... Part One
We’ve just finished recording the first half of the audio for the final game as this update is being written! We’re preparing over 10 hours of gameplay, which is heavily audio-driven. So that’s a lot of hours of Matt scrunched up in the corner of the soundbooth listening to the actors bring the characters to life. Here’s a little taste of what that’s like, courtesy Adrian!
The game opens in the middle of the action, with a scene-setting montage. Filmed here are a few lines from the clip being recorded [note that there is some swearing in here]:
While you wander around St. Florian, you’ll come across a bridge that you can choose to cross, and based on how many supplies you have, you’ll get to choose how you cross it. Here’s the team recording one of the potential branches [note that there is some swearing in here]:
It's been very exciting to listen to our lovely actors bring these scripts to life! Matt and I had a serious "wow, this is really happening" moment. We wouldn't have gotten this far without your backing, so thank you all once again! We're really, really looking forward to getting this game in your hands in a few months!
Until next time,