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Gloomhaven Grand Festival

Created by Cephalofair

We invite you to join the celebration and check out the latest in the city of Gloomhaven. From Gloomhaven: Buttons & Bugs, Gloomhaven: The Role Playing Game, Miniatures of Gloomhaven, Gloomhaven: Second Edition and more, there is something for everyone.

Latest Updates from Our Project:

RPG Designer Diary and Gloomhaven proofing
6 days ago – Tue, Nov 19, 2024 at 04:05:55 PM

Good day! There's not a whole lot to report on in this update. Things just keep moving along, so let's get into the details.





Gloomhaven

We have finalized and digitally proofed everything but the rule book and setup guide, which we are putting finishing touches on.

As we turn the final corner on digital proofing, full color samples should be finished and shipped to us by the end of the month for physical review.

We anticipated having eyes on the final GH2E production miniatures this week, but are being told the molds need another week or two so we're expecting to see our first off the line minis around this time too.

Raw materials for the full production run of games and accessories is being placed in preparation for a December scheduled to be full of mass manufacturing!



Minis



Unfortunately there is not much new to report here, as we haven't gotten anything actionable from the factory, but we continue to communicate regularly and should have more to show next time.



RPG

For the RPG, we have another designer diary from Danielle:

Greetings Mercenaries!


I know it’s been a little while since my last update. There hasn’t been too terribly much to report, and I’ve been deep in the process of art direction along with playtesting. I wanted to chat a little bit about the back end processes of game book creation today, as I think these are the murkiest of processes that we don’t hear a lot about when talking about game design and production.


Folks are familiar with the concept of writing, feedback, editing, etc. But the visual design of a book is extremely important as well. Layout isn’t just putting the text into a PDF with a nice background and calling it a day. It’s also designing breakout boxes for special text that are both noticeable and accessible. It’s picking colors that are easy on the eye, and are accessible to folks with color blindness. It’s picking a font that is legible to the least common denominator. It’s also framing paragraphs, headers, bulleted text, and a myriad other things to ensure readability, cohesion, and aesthetic appeal.


Then we have to consider the art. I know the last time I updated, I talked about getting art contracted, but there’s more to it than just contracting an artist and telling them to go. We have to define where the art is going to be in the book. Do we want an image that takes up a whole page, just half a page, a small spot in a corner? And what text is near that image? Is it something we can illustrate to give a visual example of? Is it a person, place, or thing that we want to ensure captures the reader’s eye along with their imagination?


Then, we decide what the art should look like. We can’t just give the artist the accompanying text and expect them to envision exactly what we think would be interesting there. Instead we need to explain how many people, what the action is, what the setting is, maybe even time of day and colors to use. The more direction we can give on large elements, the more creative the artist can get with the details.


Then we go through three rounds of progress checks. First an initial sketch to ensure the basics of the action are what we’re looking for, correct number of characters, general location, no real details. Second, we get a color rough, where the artist has filled in the colors, given options, and filled in some larger details. Last, we get a final detailed image with all the little details filled in. At each of these stages, we go back and forth with the artist to ensure the image is where we want it to be. We ask for corrections on stuff like “quatryls only have 4 fingers on each hand, and vermlings have 5 fingers on each hand” and “inox are completely furred, so make sure their skin doesn’t look smooth.” But we also ask for other things, “this is really cool, but I think it would be even cooler if this character had a black eye and bloody nose!” 


All the while, we’re trying to ensure that each illustration gives a representation of the Gloomhaven world along with what characters in this world look like. In the board game, art is essential to know what you’re looking at. We have so much art to show off every character, monster, and maps. In the RPG, we want to show characters, but more importantly, we want to show where they are, what they are doing, and how they interact with each other. We want to show off cool ceremonies, big fight scenes, dark rituals, and creeping doom. But we also want to show loving comrades, people at play, and the lighter side of Gloomhaven that makes this game dark, but also extremely compelling. So, we pick artists with a variety of styles and we choose to illustrate action and drama over landscapes and cityscapes.


So you’re probably going to see a variety of art for the Gloomhaven RPG that evoke many different emotions. That’s a good thing, I promise!

Speaking of, here’s a sneak peak of a small portion of a 2-page spread we had illustrated which shows off all 19 of our playable factions. This is the Shields, Merchant’s Guild, University, and Way of the Robin.



And here’s a not quite yet final piece of art of our harrower quartermaster forging a new weapon.


Finally, we also needed new symbols for all the factions. So, I hired Rich Thomas, an accomplished artist for Revised Magic the Gathering, VtM, VtR, and many others. And he absolutely delivered. Here’s the Sect, Shields, and Merchant’s Guild symbols:
 

I think that’s enough for now, until next time!

Danielle

                                               

Just a reminder that the team will be out at PAXU. Come by booth 2728 to get your hands on the Buttons & Bugs 2024 convention scenario card! Or if you want all four promo cards that we've released this year, you can now buy them all together in a pack, which will also be available in our webstore shortly after the show.



In addition, you can check out the RPG all day every day in room 104A, either signing up through the PAXU app or stopping by and seeing if there are openings. See you there!

And you can find the latest scenario from the Frosthaven community campaign here. There's just one scenario left after this!

Have a happy Thanksgiving (if you're in the US) and we'll catch you next time!

Art and minis galore
20 days ago – Tue, Nov 05, 2024 at 03:13:04 PM

Good day! Welcome back to your bi-weekly Gloomhaven update, where things keep moving along! We've got progress reports on Gloomhaven, which is so very close to completion, along with the RPG and minis.

There were some concerns about the content of the RPG brought up in last time's comments, which we'll do our best to address down below, so let's get to it!



Gloomhaven

All files have been sent to the printer, except the startup guide (the piece of paper that gets put on top that tells you how to organize the box), which is in progress, and the rule book, which is in the final editing stages. Digital proofing is well underway, and once those final components are in a good place, we'll be moving forward with physical proofing as quickly as possible so that we can still hit the milestones we need to get the game out of the factory before the Lunar New Year.

Here are some images of cool stuff!





Minis



This week we have some exciting photos to share of a selection of approved miniature samples that we finally have in hand! These are all polyurethane (PU) samples that were already approved in the previous red wax phase and are representative of as close to final production detail/quality until mass production begins. It's really exciting to have these in hand, and we're very happy with the detail and character in each. Price took some photos next to the City Guard miniature we've shown off previously for scale.

We have a few other models that passed through digital modifications since last update, and we're continuing to put pressure for more wider sweeping progress with sculpting now entirely behind us! We're also being told the final production Gloomhaven mercenary molds should be completed in the next two weeks, so we'll be sure to share final samples in another update or so once we have them.



RPG

Update from Danielle:

This week we have a few updates. Some good, some not so great, and some just a little neutral.
  • The good: we’ve still got more art coming in, and it’s looking great! I’m excited to share a few pieces with you today. 
  • The not so great: our layout artist, Miguel, came down with a rare version of Dengue Fever that nearly hospitalized him and has left him unable to continue freelancing while trying to catch up on his day job and recover. Thankfully, I know a lot of people in the industry, and I was able to tap a replacement layout artist the same day Miguel informed me that he needed to step away, Adam. So while we’ve lost a little time from Miguel’s illness, we won’t lose any time from this point on. 
  • The neutral: I saw a lot of folks asking about mechanics and play on our last update. I’ve written up a bunch of designer diaries over the past year that delve into mechanical considerations and talk about how the game works. You can find them all here: https://cephalofair.com/blogs/blog. Additionally, we’ve tried to include those in our bi-weekly updates, and I’ve included some mechanics in our updates separately from that. But if you missed those for whatever reason (or just forgot because it’s been a hot minute), I’ve got some basic mechanical stuff from the introduction here to share with you that should get you up to date. 

The Rules 

Gloomhaven: The Roleplaying Game uses a unique rules system based on the board game’s mechanics. Mercenaries use Attributes, Backgrounds, and Skills to interact with the world around them. Attributes measure the character’s innate abilities, Backgrounds represent the character’s upbringing, attitude, and past circumstances, and Skills represent their education, training, and cultural ethos.

Whenever a mercenary wants to interact with the world in a way that carries risk, the player uses their Modifier Deck to determine the outcome. The Modifier Deck starts with 20 cards, which are shuffled together to create a random draw pile. The player draws the top card and adds the number printed on the card to their action’s ability to determine the end result.

Modifier cards have two numbers on them, one (in a hex on the right side of the card) for challenges that use Attributes to determine a success or failure outcome, and another (in a circle in the center of the card) for attacks to determine the amount of damage inflicted. Certain cards might create a critical success (x2) or critical failure (Null) state, and players can add additional bonuses and modifications to their Modifier card draw via Backgrounds, Skills, and a system called Advantage and Disadvantage (draw twice and take the better/worse result).

The game assumes mercenaries are competent individuals who can successfully perform most tasks associated with their profession, such as using their weapons and dealing with the necessities of travel. Therefore, success and failure are not binary pass/fail results. Sometimes failure still achieves the desired outcome but carries consequences for the action. Sometimes success can be so great that it carries additional benefits.

And here’s a modifier card for reference:
Perk cards will similarly carry an Attribute modifier number as characters advance in their class.

As for Skills, all ancestries and classes have Skills (ability cards) that explain their abilities. These are similar, yet different, from what you’re used to in the board game, and they’ve been renamed and given utility for use outside of combat. You can use Skills outside of combat to cast magic, do things normal people just can’t, and get bonuses on mundane actions. Using them this way gives a bonus to the check and Advantage. Then in combat, you still choose two actions from the set of Skills, but you also have two always available Talents that you can use, which never get lost or discarded. All mercenary classes have an effective “hand size” of 6 Skills made up of both class and ancestry Skills, and players must pick carefully which Skills they want to use after each Long Rest.

Finally, here’s that art I promised to share. 

       
                                   

If you live in the US, it is election day! This is just a simple reminder to please vote! Even if your options don't excite you, it is still vitally important to make your voice heard. It's the best way you'll get to see the changes you want, even if they are slow and incremental.

Also, if you're planning a trip to PAXU in month, know that we will be there with a dedicated RPG room! If you're interested in checking it out, we'll be running 4-hour games every day at 10:30 and 3:30 in room 104A. You can sign up with the PAX Nav app the day of, or just walk in and hope to get a seat. More info here!

And that's it. Catch you next time!

Movement on all fronts
about 1 month ago – Tue, Oct 22, 2024 at 05:19:43 PM

Good day! I hope you are doing well! There has been some interest in bringing back the larger progress graphic for all the different projects, rather than just the miniatures graphic, so you can see that below. I stopped posting it because there wasn't any visible progress on the graphic, and you can see we're still in the same place we were before, though that's obviously not indicative of how much progress has actually been made on this campaign.

We are getting so close to getting the final elements of Gloomhaven off to the printer, at which point we will be able to see progress on the chart, and we are also nearing completion of the RPG. You can read the details of both below, along with an update on miniatures.


Gloomhaven

A vast majority of the game's components have been submitted the manufacturer for production. We've been giving a steady stream of approvals for the digital proofs. The next step for these components will be physical proofs - We'll continue our collaboration with the manufacturer by reviewing them for color and overall quality.

The scenario book is among the files submitted for production review. The solo scenarios are currently in the hands of our playtesters for a final round of review and revision. We're ready to act quickly on their feedback when it arrives!

In terms of the core box, the only outstanding elements are the box itself, the quick start guide, and the rulebook, which are all being worked on as we speak and are nearing completion. As anticipated, these have been the last pieces of the puzzle as they picture other components that are now complete.

In particular, we wanted to highlight the box today! You've all seen Phan Tuấn Đạt's beautiful key art and character art, and making a worthy layout for it is a tall order. We're working on a design that pays homage to the original Gloomhaven while being undeniably "new." Check out the preview below! (This is a work in progress. The final design subject to change.)


Miniatures

This update, we are excited to share we have achieved 100% COMPLETION of all original sculpts! A big thank you to our hardworking sculptors Chris Lewis and Sarah Dahlinger for helping us with this monumental project. We're also pleased to see a greater movement from our manufacturer in the realm of red wax sculpts, seeing 25 submitted to our team for approval last night (all approved and moving forward). Please see below for some of our favorites!




RPG

Danielle here! At the start of October, we took a trip to Spiel Essen to show off more of the RPG. B and I ran 1.5 hour sessions, much like I did at UKGE, and we ended up with some really good play groups, good feedback, and even more information for ensuring the game is top notch.

Our internal playtesters (and we noticed this too) noticed that combat was feeling particularly easy for mercenaries to just slam through. We took a moment to consider why that was, and realized that we had increased all the class’s attack values slightly to accommodate for the smaller number of skills overall. But, we didn’t adjust antagonist stats accordingly, which meant the mercenaries were killing the enemies faster (yes, good, exactly what we wanted), but the enemies weren’t making the combat feel threatening or dangerous (boo, bad, not want we wanted at all). So we adjusted antagonist attack numbers (literally by 1) and tried that at Spiel. Lo and behold, it fixed the problem. Of course, now I have to go through the entire bestiary and make educated decisions for each antagonist so that we don’t end up accidentally overpowering some, especially at higher campaign levels.

On the production front, art is running smoothly. I’ve gotten several finals in, and the whole team is thrilled with what we’re seeing. I love showing the classes represented with different ancestries, and characters just existing in the world of Gloomhaven without a clear tie to a mercenary class.

Layout has hit a minor snag as our layout artist came down sick. We’re 80% of the way done, and I know it won’t be long before I have the final book to proof and make edits to. But it’s slowed down a tiny bit.

Here’s a few pieces of art finals that we’ve gotten in.


 
                                

 
                               

In other news, I (Isaac) will be at Big Bad Con this weekend, running a couple games of the Gloomhaven RPG (all booked up unfortunately) and playing other stuff. I'll also have "office hours" 9-11am on Sunday in room 6052 if you want to come by and talk about anything.

The seventh scenario of the Frosthaven community-driven campaign is up, and you can find it here. Just three scenarios left, and I have no idea how it will end.

That's all the other news I have. Catch you next time!

PS
Sorry this was a little late and posted under a different account. I was having some trouble getting it to publish and Backerkit helped me out through their own account.

Gloomhaven and miniatures progress
about 2 months ago – Tue, Oct 08, 2024 at 01:23:15 PM

Good day! Most of the team is still recovering from a big weekend in Essen, but I've still got progress reports on miniatures and Gloomhaven.

Most notably, we are very close to finishing up the files on Gloomhaven. I know we're behind schedule on our latest estimates, but it still feels good to finally be wrapping this up after a lot of hard work. More details below!

Gloomhaven

We are working diligently to finish up the last of the edits and get the last of the files to the printer, which we're hoping to have done within the next week.

There are not many files left! The two that still need the most work are the rulebook and the setup guide, as we need to wait for all the other components to be finalized before we can drop final graphics into them, but as that day approaches, it should be quick work to get all the graphics in there.

Other than that, we are still finishing up the last round of edits on the scenario book, section book, and event cards. There's a lot of text and a lot to review here, so they're taking longer than other components, but they should be good to go by the end of the week.

And then there are a few small files that need minor work that is still in the queue: card dividers, random scenario cards, and random dungeon cards, but those will also be very short work. Everything else (which is quite a lot) has been sent to the printer, and we are working with them on digital proofs.

Miniatures

We received the flight stands this last week and did some office testing on their fit and usability. We aren't 100% satisfied so have given feedback to our manufacturer and set expectations of what we want to see from the next samples - we'll keep you posted!

This update sees a few more sculpts and digital modifications approved. We're waiting on production samples of the new Gloomhaven miniatures, which should be coming along very shortly now out of molding.

RPG

Nothing new to report on this front as art continues and the first draft of the book layout finishes up. We should have more notable movement on this soon!

                                     

And that's all we have this week. Thanks to everyone who came out to see us at Essen! If you missed the new Buttons & Bugs promo scenario we released there, you can find it and all the others on the official website.

You can also find the latest Frosthaven community campaign scenario here, and I must apologize for not providing the Gloomhaven pre-order link in the last update.

We'll keep working on getting these mammoth projects out the door, and we'll catch you next time!

More sculpt revisions and RPG pages
2 months ago – Tue, Sep 24, 2024 at 02:30:33 PM

Good day! Things continue to move along over here! There is so much to do, but things are getting done, and we are happy with the progress we're making on all projects. So let's get on with the news.

Gloomhaven

Arch has been hard at work buttoning everything up to send along to production. I am hoping to have a more comprehensive update for you next time, but for now, we are still in the tail end of the thick of it, completing the plethora of little things that need to be done to ensure the files are print ready.

We have started the proofing process on the files that are complete, most notably the punchboards. We're already making revisions on those to send them back to the factory for further review.

Minis



We saw 9 more factory revisions across Gloomhaven: Base Set, Forgotten Circles, Frosthaven: Base Set, and Frosthaven: Summons. In addition, our factory has completed samples of the base rings and flight stands, which are being mailed to us for physical testing and approvals. Once we get our hands on them, we'll share some images with you.

There was a slight delay in our final sculpt submissions due to health delays, but we are back to wrapping up our final digital files and advocating for more movement in the red wax/physical sample phase with our manufacturing partner.



RPG

There's not much new to say here. Book layout and art commissions continue to move along. It's a time-intensive process, but here is another page for you to peruse, now with actual art from Mates Laurentiu.



                         

In other news, Essen is fast approaching! I (Isaac) won't be heading out this year, in an effort to get more work done, but we'll have RPG demos, among other exciting things, and we'd love for you to come out and say hi!



I also just wanted to let you know that the website pre-order for Gloomhaven is closing at the end of this weekend. The pre-order price is $160, whereas the MSRP will be $180.


The next scenario in the Frosthaven community-driven campaign can be found here, and that's about all I have for you. Catch you next time!