Merry Christmas Backers!

It’s been a busy last couple months for us here at Succubus Publishing. We’re constantly working overtime so that we can get this game delivered while also making it the best it can be. We plan on having  our pledge manager updated next weekend. This means that you should all be receiving a new email next Friday that can be edited. This will let you see what you pledged for, update your address, or even add to your order.

In addition, we’re about 25% through our final tile set in the base game and are scheduled to have this game done and to our printers by the end of February. This means that we’re still on track for a 2017 delivery of Middara.

Along with the constant feedback from our backers and their support, we’ve been running weekly playtests with those who have been kind enough to spend the 60+ hours it takes to play through our campaign. We hope to have an in-depth review or two from those we’ve sent demo kits to in the next couple of months.

For awhile now we’ve been interested in showing off a better overview of how our story mode actually functions, and what you can expect from the game. We’ll be throwing together a series of updates that focuses on how we’ve blended story telling with a board game. Hopefully this will give you an insight into what we’ve already done, and what we plan on doing in the future.

Lastly, we’ve updated the rulebook once more. It’s still going through a lot of visual changes, but the text is only being tweaked in minor ways at this point with a few exceptions. Perhaps we should start up a change log? In either case, we’ll keep updating this rulebook on our website as things change on our end.

You can find the most recent version of the book here.

We’ve learned a lot running this Kickstarter, and we’ve also met tons of talented people in the industry since embarking on this journey. Other creators have reached out to us and shared their own knowledge and expertise in the industry, and the hard work we’ve put into this project the last year has been a pleasure. We hope to be making games you love for a long time, thanks for giving us that opportunity.

Have a Merry Christmas!

 

nyx-christmas

 

 

Winter is upon us!

Hey everybody!

We hope everyone had a great week. The reception to the figures we posted last week has been really encouraging. We were really impressed with the work Panda did. Now that we have shown the figures, we are gearing up to get pledges finalized. Anyone who hasn’t filled out their pledge manager yet, please do so as soon as possible. We are available to answer questions and provide support to anyone who needs it.

(more…)

Miniatures, Tiles, and Madness!

Hey Backers!

We’ve got some samples from Panda we wanted to show off. However, we also wanted to be super clear about our current situation and where we are at.

We are still expecting to get samples from other miniatures manufacturers by the 15th of December. However, we’re eager to get things moving, and Panda has produced fantastic injection molded miniatures. We’ll be moving forward on the 15th with manufacturing, and we are confident that even if we don’t get samples from any other manufacturers, Panda’s minis will look awesome.

(more…)

Late Update Away!

Hey backers!

We’ve been tremendously busy with all our scheming. We hope you can forgive us for missing a nearly two weeks of updates.

The last couple weeks has been spent working long hours, and having long meetings. It’s looking like we’re going to have some options for miniatures and we are in fact going to have samples from panda as soon as next week. They’ve sent us pictures and they’re some of the best injection molding figures we’ve seen. However, those are only pictures and we feel that we wan’t to physically hold them for comparison of other miniature games made of the same material. We expect to be showing them compared to other miniatures on the market in an update next week!

In addition we’ve been hammering out financial particulars and business decisions for how we’d like to move forward with our massive product. We’ll be likely bouncing a few ideas off of our backers in the coming weeks, including a possible resin option, and a detailed explanation of how our expansion content is being implemented, and our retail plan.

Also, we’re still on track for delivery next year. We’ll be going into full manufacturing (meaning cardboard) by the end of February. We’re currently just finishing up playtesting and solidifying late game designs. Miniatures are already being worked on and are just waiting on our approval of sample miniatures to move into full production. We’re expecting to receive samples from 3 companies by December 15th, but Panda is delivering earlier than our expected deadline.

The samples we’re getting do reflect the final product. We expected “what you see is what you get” samples from these companies.

With that out of the way, the only illustrations left to do are related to our Adventure Mode. You can check out a piece by Elsevilla below.

caged-ursy

 

Have a great weekend! See you guys next week!

Difficulty and Player Elimination

Hey Everybody,

We hope you are all doing well this Friday! We have a new update for the rulebook for you. If you want to check it out, you can download it here. Any feedback that you have is greatly appreciated.

One thing that people have been asking about is Player elimination. Right now, we do have player elimination. If an adventurer bites the dust, they are out until the next encounter. This is usually not too long, but we also know that a lot of people don’t like player elimination. To that end, we have developed a variant to get rid of player elimination. Instead of a player being out of the game, the party gets an Urgency Token each time someone dies. The player is returned to the board fully healed and ready to fight. The drawback is that once the party gets 6 Urgency Tokens, they lose the encounter. This allows everyone to keep playing without removing the challenge of the game. In fact, the game is a little harder this way. We have suggestions in the rule book to tailor the experience to your gaming group’s preferences, such as increasing or decreasing the amount of Urgency Tokens that can be gained before the party loses.

Difficulty has been a hot topic in the studio lately as we fine tune the game. We like a difficult experience perhaps more than your average gaming group, but we want the game to be fun, first and foremost. We have found a lot of opportunities to tailor the gaming experience without removing the mechanical framework that makes Middara unique. There are things like AI decisions and target priorities that are left up to the players on occasion. These are perfect opportunities for players to swing in the favor of the party or the monsters depending on how hard they want the game to be. Also, there is a lower penalty for failure than many other games. The story continues most of the time, regardless of if the party failed an encounter. There are negative consequences, to be sure, but the game can still continue on.

These are the sorts of nitty-gritty game design questions we have been having lately. What do you think about game difficulty? Are you a hard-core masochist, or a casual gamer? Either way, we hope to deliver you a good time. Thanks for joining us for our Friday update. Have a great weekend!

-The Succubus Team

Punishing Games!