Keep you in-the-know: Sweet Rewards + A New Expansion!

adamAnnouncements, Cool, General Fun-ery, News, Poll

Hey All,

POF Set Announcement

We’ve been at a bunch of conventions, game shops, and live on a handful of podcasts, so we’re a bit groggy :D All that said, we know that you have your own traveling schedule (and we hope you enjoy a lovely Easter weekend!) and sometimes that might mean you can’t make every convention you’d want to go to. Trust us, we get it. So, in case you don’t know, you don’t need to travel many many miles just to pick up our amazing Power of Friendship set (though you will get each free with a purchase of a PCov gamebox at the various conventions we’ll be at) – you can get them right here on our site’s shop or by contacting us directly. The set of cards is awesome; you have a bunch of different tricks that you can play on your opponents and all the while, making sure your friends – and their armies – stay safe!

Might as well let a little more details out about our to-be-released this-year expansion!

A lot of you have offered some great insight about the game, and about the things that you would love to see in it. And we want to offer you some cool gameplay, whether you are a new, incoming player, or a veteran of the great battle arena.

Our expansion will feature 2 playable decks with some new perspectives on some existing mechanics, and some hints at mechanics-to-come. We want to create a good tactical experience with these, especially since for many people not-yet reading this newsletter, this will be their first entry into the PCov universe. For you, it will be more of an adventure, and so we’re doing what we can to make it awesome in more ways than one.

For instance, some themes that many of you have talked about wanting to see will be featured throughout the decks. More swamp beasts from the mires of Tenska where the lizardfolk live, a deeper idea about the magic and intrigue that are at-play in the world of the Callistans, and what the challenges of devoting oneself to following a Tenskan Paragon Path might be, whether it is the path of the Warrior, Shaman, Scholar, Sentinel, or Teacher. And yet, the expansion will have many more units and spells that have less involved card-text, so you and your friends can enjoy the game how-ever you like, in casual play or in high-depth strategic play.

Originally, we were calling these “vanilla” units and spells because they offered fewer abilities than the usual card and some were only sporting their stats and basic characteristics like Armor. But, given the tactical challenges that you can get into in the game, there is so, so much that these new cards offer! So it will be a fun time for all.

If you’d like to help with later-stage playtesting for any of the cards, contact us today.
As always, we have been open to all suggestions and advice from the community and frankly, the game wouldn’t be where it is today without your dedication and amazing input. By the way, to bring back something fun from earlier – here’s a community-poll about what Tenskan (lizardfolk) Paragon Path might YOU follow – tell us your thoughts!


The Challenges of Game Design (Part II)

adamDev Diaries

Hey All!

Coming back for the second installment of this journey? Glad to have you along for the ride! If you’d like to see the first post, I hear you, so check it out.

We were talking about the beginnings of a game’s design last time. So it’s great that you have an idea, you’ve let it percolate and bop around in your brain for a while, and you’re maybe past that pretotyping phase. Yes, I said pretotyping and that could be it’s own post all-together (tell me if you want to learn more about the phases before you even try some serious prototyping!).

But what if you need to dive into prototyping? We all know that getting an idea into the wild will teach you more than letting it simmer in your mind or even among friends. So what does it take to get a good prototype down?

At least from my point of view, a good prototype has to:
(a) try to capture the core experience of the game you want to make,
(b) offer the audience gameplay or a framework for gameplay that emphasizes the core mechanic(s)
(c) gives them something to talk about.

There’s an additional option (d), which is “to look as crappy as possible” but trust me, you’ll make that happen – if you’re doing prototyping right!

Capturing the core experience of a game can be hard. Usually that means you have distilled the game down to its core components and its core features. But you can’t do that unless you prototype, so am I just screwing with you right now? No. Heck no.

Remember the operative word in (a): try. Trying and attempting at a thing is testing a thing. And that means posing a question. So what you need to do is look at your game and say, “what do I think my game is about and why?” Write that magic down. And underline your answer about why, too. That will help you figure out if your audience really cares about the same things you do or the things you expect them to care about.

So really, it’s just make a decision. If you’re making a game about pirates, is the game really about stabbing each other in the back? If it is, make sure your prototype speaks to that feeling. Games are vehicles for feelings and experiences after all. An example might be as simple as calling a phase of action the “mutiny phase” or the “stabby phase” – seriously, that stuff works. Other ways to approach this might be to use a mechanic or a way of interacting. A good friend, Pete at Mind the Gap Studios, made a game about pancakes, so he has these components that are the size of pans and you literally flip the pancake-like components. That’s some good experience design!

Offering your audience that great gameplay is such a fantastic result in game design. You can get there by focusing on your core mechanic(s). Sometimes games have only one or very few core mechanic(s). Think about Chess; it’s super-ancient and it’s main mechanics are move + capture…and capturing is really just moving into a space (except for en passant movements of course).

How do you do this for your prototype? Well, the key here is to not spend too much time on it. You’re making this awesome pirate game, let’s say, and you’re trying to capture the stab-you-in-the-back theme. What if you make your players literally steal coins from each other’s piles of gold…but only when they aren’t looking? Then the game becomes about distraction, disorientation, and deception. That’s kinda stab-you-in-the-back; not perfect, but maybe worth a shot. So don’t sweat it. It’s an idea and it might work. Go with that first or second idea that you have and make something fast to put in from of people.

When emphasizing a core mechanic, it is really useful to have a couple aspects of your game experience reinforce the idea and the mechanic as much as possible. Make sure to have a name to the action of stealing a coin or two. Make it a challenge by saying that you can only steal 1 coin and allow pirates (see what I did there: don’t call them players anymore, call them pirates!) to form their gold piles how they want, so it might be really hard to only get 1 coin or allow of multiple piles so as to make it harder to get all of their coins over time. Make sure to use the term “steal” rather than “acquire” or “get” coins. Make conversation, which usually might be the way people distract others in order to steal coins, core to playing out the game; for example: make it so that players have to make a case about why they should be given coins from the other players; this will make it that players are always talking and there is always something to focus on (or distract from!).

Which is where we come to the third point (and technically the additional goal, too, haha). Give them something to talk about. Now, I did just mention conversation, which is certainly a form of “talk,” but what I mean by giving them something to talk about is to offer them some challenge, something memorable, or something that might be controversial. Remember: you are trying to get feedback and learn. That is the primary goal of all prototyping or any x-totyping. If your audience has nothing to say about your game, it either wasn’t fun enough or it wasn’t all that worth it for them to talk about. (Perhaps another post, and tell me if you’d like to read about asking great questions and having an arsenal of questions ready for when this happens, but have some questions ready for when testers clam up and not say anything)

Sometimes making an aspect or even a physical part of your prototype somewhat frustrating to use can be helpful. When people are challenged in some way, it breeds conversation and emotion. That emotion can lead to real feedback.

Now, to be absolutely clear, I am not saying sabotage your prototype or your game.

Making an aspect of your game frustrating or over-challenging will naturally happen. Unless this is your 100th game (and even then…) you’ll likely make something counter-intuitive and hard-to-understand for your players, ahem: pirates, because not everyone thinks the same way. Furthermore, you might make a mechanic a bit over-involved or just something with too many steps in it. What might really help in order to get people talking is to put in a restriction or some rule that limits your pirates ability to act when and how they want. Even something as simple as (and I’m sorry for saying something soooooo predictable) “when you talk with one another, use a pirate voice; a minimum of 3 AAAAARRRRRRRs in every sentence or you immediately pass your turn” would be a nice rule and limitation. That way you can ask people if they enjoyed getting into character and the immersion of the game.

Other ways you can do this is to over-do a particular aspect of your prototype. Get real coins or chocolate gold coins to use as your coin-components. Get hats (or make them out of paper) for everyone to wear. Make signs for each pile of cards, coins, or other components and theme the words on those signs (the “bounty of booty” for a shared pile of coins, the “AAAARRRRbitrator” for the person who makes the final decision or moderates debate per round, etc).

And while there are many other ways, I’ll throw one more out there. Use some other rules to emphasize the core mechanic(s) so that people are constantly thinking about that core mechanic. Say you make sure that a pirate has the option to accuse a person of stealing coins, and if the accusation gets such-and-such number of votes confirming that accusation, the accusing pirate gets some extra coins back, and that there is a specific moment each round where someone asks if someone would like to accuse someone else. Using rules and structure like this makes players continually think about the stealing mechanic and keep it on their mind and how to use it, or the rules emphasizing the focus on it, to their advantage.

OK, that’s all for now! What did you feel that you learned from all of this? Anything stand out to you? How might these tips affect your next prototype? I’d love to hear it, and feel free to share your ideas for games and prototypes on our Discord server!

This post is the second in an installment of Challenges of Game Design – check out the first part of this series.

The Challenges of Game Design (Part I)

adamDev Diaries

Hey All!

Happy April Fool’s Day! We’ve got a lot going on these days, and part of it is to make some fun things for you and to keep the process going for making new expansions. In this series of posts, we’ll be talking a bit more about what we do for our designs and some of the challenges we get along the way. Imagine something like a retrospective diary thing.

This installment will be mostly intro, but I promise to touch on some fun/interesting topics (or at least I hope – you tell me on Discord!) :D

So obviously we need to make bunches of cards at any point in time for Phoenix Covenant. I mean, we’re building out a card game after all. Part of that process requires an approach where we need to cover a wide range of possible mechanics and possible themes. But at the same time, we need to cover new ground and also tell a story with some of the cards, whether new stories or old ones.

This is our first big challenge. How can one design a game with depth, but also accessibility, and yet also make sure to keep things progressing in terms of interesting mechanics being added to the game and compelling storylines and characters that offer both cool, rich story as well as (when made into real units, spells, or structures) usefulness on the field.

Most of the time, we approach this by having really broad brainstorm sessions, and then focusing the cards down and down. The brainstorm is “broad” in the sense that we let a lot of things on the table. So if you have a crazy idea, just get it down there (and you’re welcome to share your own suggestions!) and we’ll think about it – that’s the philosophy. More is better.

After that, we will usually vet things with our goals for the expansion, cart set, cycle, whatever we’re working on at the time. Sometimes those goals are broad, e.g. making sure we have more territory control in the game, and sometimes they are very specific, such as “man, we are low on Tenskan Shamans in this game right now, but the Shaman paragon is really important to Story X or Character Y in order to evolve, so let’s make sure we have such-and-such character or group featured with such-and-such abilities.”

With a good goal vetting done, we’re ready to start honing the mechanics more and more – and here we might be doing this in a unique way when compared to other card game designers/developers out there. We tend to make cards in groups with some intended synergies and combos. This has helped us so far in being able to think of the tactical nature of the game, where units and spells tend to work in groups at critical points in time while a game unfolds. Once we see the groups that we intend seem to work well, we move on to checking out cards individually, which usually requires us to “shuffle” our prototype notes out-of-order and the cards out-of-grouping so we can truly see cards on their own or in context of other possible groups that you all could make in your decks.

But the key to this approach is to get to testing as fast as possible. We usually will make a concept for a card, and then using our tools for prototyping (perhaps a series on that, folks? Talk to me about it on Discord!), we get to playing around with the concepts and mechanics practically within a day. Why a day? Well, sometimes it’s best to let an idea bubble around in your head first and let it simmer.

Like a fine stew. Yummy. Game. Stew.

And it’s important because the more interconnections between cards and combos that get created or discovered by the community, there are more things to consider, and while getting to testing as early as possible is really important, letting your brain make its connections on its own is also really helpful. SO GET SOME SLEEP IF YOU GAME DESIGN. #LifeLesson.

OK, well after that point, if we have any ideas or any other things to check on, then you write those down and get into playtesting the concept. We usually track a bunch of data about the cards and what people like, etc, and we have to thank all of our playtesters and Evangelists out there for the great help! Their comments and suggestions are truly, truly vital to making things work, so that’s another reason for you all reading this right now to take a second and join our mailing list, chat with us on Discord, or make sure to email us if you’re interested in helping playtesting move forward and make a difference in Phoenix Covenant.

So that’s it for this first installment – I really would appreciate your feedback and such in order to keep creating really good insights and other fun stuff for you. Tell me what you think and more specifically: have you thought of playtesting and designing your own game? Tell us more about that!

Talk soon,

Progress meter update!

adamAnnouncements, General Fun-ery, News

Oh wow. We are nearly there. The progress meter has nearly filled! As before, we’re looking into some continued work on the game’s design and mechanics, but only additional ones, so that 99.9% stands. We also have some lore and character development to work on, and then, we’re only a couple of steps away from completing everything for all current and past orders – including the limited edition cards. We have made some really awesome digital items available during the post-Kickstarter time, but to make sure everyone gets their digital print and official, final print-n-play, there are a couple steps to go – but only about 5% left, haha. Whew! What a ride!

Progress meter update!

adamAnnouncements, General Fun-ery, News

Progress meter is looking great! While we know that the mechanics + game design will never be truly done, we’ve accomplished a 99.9% completion of that, then we’re working on some new story arcs for lore and have completed the core art, and we’re awaiting the limited edition cards – they look so cool in the digital proofs, looking forward to getting all of them in your hands soon!

Card UI Updates!

adamAnnouncements, Cool, News

Hey All,

*reposting this entry (largely) from Kickstarter’s Backers-Only area*

Design Updates

We’ve been hard at work throughout this entire process, and here’re some results. This product-design stuff is something I’m personally responsible for, so please send me your thoughts so I can make sure the design is as great as it can be for the First Edition!

Big parts of that are, of course, the card design, the board design, and the design of other peripherals, like the tokens and tracker. Note: everything you see will be subject to some changes here and there, so nothing’s 100% final until we print. Nonetheless, much of this stuff is super-close to final.

Card Design

There has been a lot that we’ve learned about game design, the design of Phoenix Covenant, and how art and graphic design play into the experience. Card design is a great example. We started with extremely rudimentary designs for prototyping, but when we started external playtesting with folks who we hadn’t met before, we upgraded those designs and started to think about how those designs helped or hurt the intuitiveness of the game.

While the wording of particular abilities certainly plays a lot into the intuitiveness of the game, graphic design speaks a lot to usability and intuitiveness. Generally speaking, folks pointed us away from the center-stat-bar approach because while it was helpful on the field, in the hand, it was incredibly fiddly to work with because cards couldn’t splay well. Plus, the art would get cut off due to the star bar, and possibly “eat it up” from view. And lastly, the new design has better looking armor, an expanded Ability area, and lets us highlight both faction and Corps that a card belongs to (icons pending).

So we contracted a graphic design studio to make the following as an improvement, but we’d certainly like to know if we’re on the right track or we should change it up. Especially if you prefer a certain look for marking Gating squares on Commander Units (see grid image inside the right-hand image).

Check it out.


Board Design

The board is obviously important to the tactics in the game, but the size of it affects how easy it is to pick-up-and-play as well as how big (and heavy) the final game box is. So it’s been an up and down process. The main goals were to reduce the size of the board so it’s lighter and is more “coffee-table-friendly.”

I’ll show you the latest design here in the version of a half-board so you can see the Base area up-close. We wanted to go for a “bleeding-off” look so that the board seems more immersive; so that you feel like you’re really “in” the Base and commanding over your troops. Other things we wanted to do in response to feedback from many of you is to

  • make the field a bit more combat-like, so we added a bit of a smoke effect to lower the brightness of the field;
  • call out the Home Row (your side’s first row) so that it’s easier to imagine;
  • reduce the Tracker space to reflect your new design; and
  • give you space for a Quick Reference Card that will show Phase Order, types of Actions you can take, etc.

What-cha think? Which symbol/marker do you like or prefer for Home Row squares, where you can always play Units to the field (regardless of whether those Units are Commander Units or not)?


Tokens & Tracker

Speaking of that Tracker…we had a ton of feedback about this component and we’ve been really trying to get this right because we want this game to stand out for mechanics and design, too. Many of you out there (and it was really 50-50 overall) found the Tracker to be initially frustrating and partially fiddly. So we re-worked it and while we’re still sourcing the final materials for the production piece, we’ve also re-worked the physical mechanics of it, too, so it’s less loose and wobbly.


However, we’re also doing another thing for you all. We’re expanding the punchboard sheet to include a separate bar-like Tracker that you can use if you prefer tokens and a track rather than the dial-based component. We really feel that this will let everyone get to playing quickly and effectively no matter what kinds of components you prefer.

And lastly, speaking of Tokens, you can see all of those on the punchboard sheet, right here. The final things we’re doing for those tokens is to make sure that color-deficient/color-blind folks out there can easily see the shapes and information of each token, so I’d love to hear thoughts from someone out there about that in particular.


So…are we on the right track? Thoughts? Insight? Anything you’d like to chat about?


Challenge Accepted (Part One)

adamCool, News, Stories

I had some questions from a couple Evangelists early-on about Lackey – namely, how difficult was it to actually make the plugin and what did we have to do to make it work for Phoenix Covenant, especially since PCov has different mechanics and different needs than other card games.

My answer to that seemed unique enough that you all might find it interesting – interesting to those out there who are budding and experienced game designers. So here it goes!

PCov’s a fun and unique game, but it certainly owes much to the many games that have come before it. Great tactical games, great strategy games, great head-to-head, try-to-outwit-everyone games, and of course, rules-are-on-the-card-as-cards-come-into-play games like Magic: the Gathering. Thankfully just about all of these types of games have been made (and made rather well, should I say!) on Lackey.

Step One: Set Goals

A few goals that I had going into this effort were, at minimum:

  • the plugin needed to store pre-constructed decks
  • duplicate decks (or rather, arbitrarily-selected decks) could be loaded to two (or more) players
  • the game board needed to be displayed at all times
  • cards needed to move once placed from one’s Hand to the Battlefield
  • cards needed to rotate to face different directions (strictly critical due to the core, tactical mechanics of the game)
  • resources and status-effects, like Exertion, needed to be tracked

Can’t recommend it enough: write down your goals whenever you take on a project, no matter how small. Making this list focused my work and helped me keep on-point for my next step, research.


I started with reading the entire tutorial for creating plugins from Lackey’s site. But I’m a hands-on learner, so while the tutorial is completely thorough (well, I didn’t know that when I read it, but it’s great to say that about it in hindsight!), I needed to try out some real-world tests in order to get a feel for the code. Scouring the Lackey Forums, I downloaded or poked-at at least 10 different plugins made by very different people.

Quick note about what I mean by “very different” – in the programming world, people get to know one another through their code; it can act like an online profile does: giving other folks an insight into how you think, what you like to do, and how you like to do it. Granted, nothing “deep” like how much you “so totes lovvvveee the new TSwift album,” but certainly insight into how, for instance, you solve problems and organize your work.

Two of the most helpful plugins were lolcats and stratego. That fact actually surprised me, because I was expecting some other tactics-oriented game to be super helpful, but each time, all that there was to learn was how to place units on the field, which was the same as playing a card from your hand.


The lolcats plugin saved a ton of time for me. It had decks, pre-constructed ones at that, and a clearly-written and organized card data file so the Lackey Deck Editor could easily display all of the relevant information for each card.

Understanding the plugin (and the Deck Editor) started with just running it in Lackey. I loaded the plugin, just scanned the settings, what was loaded when I opened it, and what wasn’t. I opened the configuration and specification files in a text editor, too, so I could double-check things to see if I was really “getting” what was there.

The Deck Editor works by pulling in the deck file data and loads everything according to each card’s info in the card data file. The great part about that is you can maintain just one file rather than one per deck file. Granted, whenever you make a deck, you need to create a specific deck file, so there’s some multi-point maintenance that needs to happen, but overall, you aren’t stuck in copypasta world. What you see from the player’s perspective is a list of all decks (according to the deck files in Lackey) and when you select a deck, all of the cards and their info get loaded into the Deck Editor window.

So, to get that working, you need to carefully create all of the support files, the most important of which is the card data file. lolcats really shed a lot of light on these files and the card data file itself because – and perhaps this was a happy accident – all of the data was different, so it was straightforward to track each number or bit of text to the column in which it displayed inside the Deck Editor window. Yatta!

Making a card data file was really smooth, but one thing was most important – to make sure the right image file loaded, you need to write the entire filename, not an ID number or anything, but the filename itself, exactly as it was in the plugin’s setImages folder. Otherwise, everything else gets treated by Lackey as text (and you can do some really cool things with that knowledge, more on that next time).

The last, but really significant thing, that I learned from lolcats was how to use the card-action menu – and being able to edit & customize those actions. In Lackey, you can select cards in-play and modify them. Sometimes those modifications are critical to gameplay, like “tapping” in Magic where you actually turn a card to one side or not, or important to bookkeeping, like moving cards to a Discard pile or bouncing a card back into your Hand.

For PCov’s plugin, we needed to take “tapping” to the next level, as you all know. Our cards can face in every cardinal direction in order to take advantage of armored sides and protect weakpoints. Lackey already allows us to display our card images just fine, so players can easily see the armor and weakpoints, but could Lackey allow us to rotate cards in every direction, and not just 90-degrees to the right?

Short answer. Yes.

Lackey allows for card-level actions to be programmed into any plugin. Thankfully, some of those card-level actions include rotating cards and adding markers or counters. Adding counters was really easy – it’s pretty much just defining the name of the counter and allowing Lackey to know whether the action you’re programming is an “add-counter” or “remove-counter” kind of action. But for rotating our cards, I had to do a little Lackey jiu-jitsu. Four separate actions needed to be written, and each had to be linked separately to a specific rotation. What resulted is what you see as a player – four options that allow you to face Front, Right, Left, and Rear. Oh, happy tactics!


Extra-thankfully, the stratego plugin was equally as helpful as lolcats. And yes, I just read that sentence aloud, and it’s really quite funny.

PCov is a tactical game, and a key part of the game is the battlefield. So we needed to load in the gameboard and it needed to let cards be placed according to the grid-layout. stratego uses a board and placement is just as important in that game as it is in PCov. This plugin made it simple – all we needed to do was a) have a custom “playmat” loaded into the images folder and b) make sure that Lackey knew to load that image file when the player requested it.

But stratego went even further, and it helped a lot. This plugin could be loaded in two different ways – from a save-game file or from the standard plugin loader. While the standard loader wasn’t any different than other plugins that I’d poked-at, the save-game/start-a-new-game procedure showed me that I could specify where a gameboard image file could be loaded and with what specifications.

This is why you can select two different battlefield images (the HD and the SD versions) in the PCov plugin. The game knows to find one or the other based on your request. Using the pre-loading sequence learned in stratego, you can also pre-load Hardpoints and pre-place them on the field according to the particular gameboard that you have loaded. The really nice thing about this part is this opens us up to create different scenarios (for single-player, puzzles, or cooperative mode) or allow you to design – from your own decks – an opening formation to get down to tactics even faster.  

On top of all of that that, stratego included a way to associate cardbacks with cards and even make decks load different cardback files. Granted that last bit isn’t too important to PCov, but it was pretty darn cool. Nonetheless, I did learn that special cardback and cardfront files could be pre-loaded just in case there weren’t card images ready or designed by a plugin creator. That means that we have the option to customize your plugin experience even more with special – or player-designed – cardback files!

OK, so the gameboard loads nicely, cardbacks are properly linked to the cards, card images are looking nice, and if players want, they can pre-load Hardpoints on the battlefield. But what about moving cards across the field? Good question.

Lackey was built for card games, and poker-sized cards at that. PCov has square cards to emphasize that all directions are important in the game. But a rectangle is not a square (heh, heh, math). So something that quickly became a problem was that while cards could be placed and moved about the field, our square card images couldn’t “line up” with the rectangular grid-layouts inherent to the Lackey platform. It was an interesting challenge, and required some poking around in the Forums to get a good answer.

Ultimately the answer was trick-sy (like most hobbitses) Lackey’s grid-layouts can be scaled to almost any size, so I set the plugin code to scale the grid to super, super, super tiny. When so many tiny rectangles are laid out next to one another, a group of them form a square. Center the card on that square and boom! Sweet layout.

Take-aways, & What’s Next

After doing all of this research and playing-with/poking-at the plugins and the Lackey platform itself, I felt really confident that this program would be a good start for our digital plugin. Lackey accomplished all of our minimum goals, and there were some cool things that Lackey could do that I never thought it could. The effect of re-sizing the gameplay-grid was really cool and configuring it was, looking back on it, surprisingly simple.

I’ll share more thoughts in another post, what other things were discovered in the platform. If I had to point at some really important take-aways, they’d have to be:

  • Write down your goals – it keeps you focused.
  • Learn from others and what others have done – real experiences matter.
  • Make a minimum set of features first that’ll do the job, then build on that.
  • Ask questions and keep trying – you’ll be surprised who will answer, and how quickly!

And remember, you can review our Plugin Guide and download Lackey and our Plugin whenever you like! And if you want to submit a video of a playthrough or remake a particularly-amazing crowning moment of awesome, we might post it to our Media Room! Looking forward to seeing your moment!


That’s not my x-ray, but still, being sick sucks.

adamAnnouncements, News

Wish I could say otherwise, but it’s been a really rough week. I’ve had to lessen up on some of the work I’ve been doing (putting final touches on card design, working out the particulars of manufacturing, making sure we have all of the logistical things in line, etc), but we’ve also been moving around work responsibilities to make sure my sickness doesn’t affect things negatively.

Anywho, we’ll send out some official updates on a bunch of things soon and I’m converting some other, older KS-backer updates to blog posts, so look out for more beautiful artwork, and some inside view into the development process for PCov.

Oh, and check here for our official (and still being updated from folks BackerKit Surveys) Wall of Backers! Thanks to all those who have shared such amazing support!