March Miniatures
about 2 years ago
– Fri, Mar 22, 2024 at 01:16:57 PM
Good day! I am very excited today to bring you an update on miniatures! It has been a while since we had any new info on that front, and while the delivery date is still a ways off, we wanted to let you know that we've been constantly working away on it in the background.
First, however, let's get to an all-important update on where fulfillment is for waves 1 and 2:
Fulfillment News

US: Fulfillment in progress! About 60% of Wave 1 has shipped out, and we expect the remaining orders to ship out next week. Similarly, Wave 2 is about 50% shipped, and we expect to have this finished by the end of next week.
CA: Product has been received in port and is on the rail to fulfillment, scheduled to arrive on March 28! The fulfillment center is planning to start shipping April 1, and they expect it to be a quick process to get everything shipped.
AU/NZ: It look slightly longer than expected for product to arrive, but we've been told fulfillment is beginning today! Most orders are expected to be ship within the next couple weeks.
Asia: As noted last update, orders will be shipping to regional fulfillment hubs from VFI at the beginning of April. Once they arrive and are processed at the local hub, they will be shipped to backers.
UK: While prepping the extra shipment from the US, we received good news! The original shipment from China is scheduled to arrive April 15, which is earlier than expected and about the same time we had planned for the US replacement shipment to arrive. Once it gets to port, it will be moved to Spiral Galaxy, and shipping will commence.
EU/RoW: The add-on container is looking to arrive on Monday. It will take a few days to get unloaded and delivered to Fulfillment Europe. Once that happens fulfillment can begin.
Miniatures!
First off, I need to tell you that
Sarah Dahlinger, one of the sculptors on this project, just finished a live stream where they sculpting a Kivak (a large rocky-skinned beast of burden used by the Savvas) for us! This will be a bonus minature included in every full miniature pledge, and you can watch it be made
here in this video.

In addition,
Jamie Daggers will be doing a 2-part live stream on painting our
Buttons & Bugs micro minis,
March 27 and 28, 1-4pm Eastern, so check that out as well.

Okay, on to the miniatures:
Hello Mercenaries, Price here to give an update on the Miniatures portion of this project! With the majority of
Frosthaven and
Buttons & Bugs obligations behind us, and
Gloomhaven (2E) making great strides towards its final production - we figured it’d be helpful to start providing updates on the MANY products wrapped under the “Miniatures” banner - and that starts today!
Below is a new Cephalofair "Miniatures of Gloomhaven" Tracker that represents where each miniature project stands. Since Miniatures of Gloomhaven represents its own fulfillment wave, this will also track their progress through mass production, freight, and finally fulfillment to you! Generally, we’re at a good place with this project and excited to now have even more bandwidth to engage and push sculptures through production.
Note: The % listed under each icon in this graphic signals how many models have been APPROVED/COMPLETED at that applicable stage, not how many are currently IN that stage, which is more than listed. So expect much movement over the coming months as we finalize more revisions with our factory.
We’ve got many new models wrapping up this month, and with multiple April contracts, we’re looking to wrap up the majority of the outstanding work that needs to be done (most tied directly to new Gloomhaven artwork assignments needed for reference by our 3D artists.
So let’s talk about what each step in this workflow means to help give better idea of what our team is doing at each step:
1 - Sculpting
This is the first and most exciting step of each miniatures - working with our talented sculptors to create a first, and most ideal, draft of how we want each character to look, providing 2D game artwork, writing direction, and other artistic references. This typically involves approvals on a 1) first draft rough 2) posing draft 3) final detail draft. Once fully approved, the sculpt is handed off to our manufacturing for their digital review.
2 - Digital Revisions
In this step, our manufacturing team reviews each miniature file (.STL) we’ve submitted and validates it’s physical ability to be professionally molded for mass production. This includes refinding hard edges or angles that will make mold release impossible or difficult, enhancing detail that may be too thin/small/flimsy, and advising us on other compromises that may need to be taking with the sculpt such as posture, posing, and further detail work. Our team receives comparisons of the originally submitted model, next to new revisions done by the factory’s internal artists.
3 - Sample Approvals
During this step, the factory hand-produces polyurethane (PU) samples of each miniature to physically sample for us what the miniature will look like in physical manifestation. We receive photos, videos, and physical shipments of these hand-cast samples which are brittle and still absolutely work-in-progress. Any revisions we need to make at this stage can still be made digitally before we head into our next stage.
4 - Mold Making

Once physical PU samples are approved, and all samples are approved for their given SKU, that SKU officially heads into mold making! This is perhaps one of the longest stages of the process. Here our factory casts and engraves large aluminum molds for mass production. These plastic injection molds divide each sculpt into two “halves” that hot molten plastic is injected in between before opening and releasing the final product. Your average, more basic model will ideally be cast in a single piece that requires very little if any further handlings. More complex models (Mercenaries, Lurkers, Demons, etc) often need to be cast as several individual parts that are then later manually glued together on the assembly line. This allows us to achieve more complex designs that aren’t possible to sculpt in a single piece, but also increases production time and cost - so this needs to be explored on a sculpt by sculpt basis. Any further mold changes that need to be made upon review of pre-production casts can be made directly to the aluminum molds, but in a limited fashion as metal can only be removed, no longer ADDED, to the mold, obviously.
5 - Mass Production
Finally, mass production begins and our shiny new aluminum molds and hot molten PVC plastics! SKU by SKU miniatures will be cast in bulk, manually finished where needed, checked for quality, sorted, and assembled into their final vac trays for each product before being loaded onto pallets and left to await pickup by our ocean freight partners! Excitement is palpable at this stage as we eagerly await to see the first completed units off the line and give them a full top-down inspection before giving the final GREEN LIGHT for mass production to begin in full.
So that’s what to expect as we start sharing more progress updates and photos over the rest of the year. We’re really excited to see these big boxes of monsters, bosses, allies, and Mercenaries coming together and know they are going to be a fantastic upgrade for many Gloomhaven, Frosthaven, and Gloomhaven RPG campaigns for years to come! Stay tuned for more!
RPG

Cephalofair Games just concluded a company retreat where we play tested the RPG adventure included in the core rulebook (and worked on future projects).
Everyone left really happy with were the RPG is at, and are very excited to finish up this project and get it out to you. I am really proud of all the work Danielle and everyone else has put into it, and you can hear more about some of the tweaks we made to the system in Danielle's designer diary next update!
Buttons & Bugs
Buttons & Bugs is here, and we have been so pleased with the reception! Check out this thoughtful review from the Cardboard Herald:
Other News
We are currently at PAX East! (Well, I am not, but some brave souls went directly from the company retreat to Boston to bring you demos of
Buttons & Bugs, the RPG, and all that good stuff.) If you are at the show,
come by booth 12115 to say hi!
And that's it! I hope you all are enjoying
Buttons & Bugs, or if it hasn't arrived, I hope you enjoy it when it arrives soon!
Catch you next time!
Buttons & Bugs digital tutorial and designer diary
over 2 years ago
– Fri, Mar 08, 2024 at 02:54:14 PM
Good day! I am home sick, and much of the team is out at the GAMA trade show, but all of us are still working away to get all these fabulous
Gloomhaven games to you!
Wave 1 and 2 fulfillment progress
One quick update about the second printing of
Frosthaven before I jump into fulfillment progress. We discovered that the outer game box didn't get updated to say "Second Printing" by the barcode on the bottom. We just want to assure you that you are receiving the second printing, with all the inner components updated correctly, so this won't affect gameplay in any way. You can also confirm your second printing by the outer carton, where it will list # of 10,000.
US - Fulfillment begins! The second printing of
Frosthaven and multiple add-ons started shipping this week.
Forgotten Circles,
Frosthaven Play Surface Books, and
Buttons & Bugs are scheduled to arrive at the fulfillment center today and should start shipping out early next week. The entire fulfillment process will take a couple weeks, so don't fret if you don't get a notification immediately.
CA - Product has arrived! Our CA fulfillment partner has received the container of all wave 1 and 2 products and fulfillment should start next week once everything has been unloaded and sorted.
Asia - All product has arrived at VFI for fulfillment and been added to the queue. They expect to start shipping these orders to their regional fulfillment hubs late this month into early next month, from there it will take a few weeks to arrive. Once it arrives at the local hub they will contact backers with shipping information.
AU/NZ - Product has arrived! Similar to CA, once everything has been unloaded fulfillment can begin. We expect these orders to start shipping within the next week.
EU/RoW -
Frosthaven second printing has arrived!
Frosthaven Play Surface Books,
Forgotten Circles and
Buttons & Bugs still look to be arriving on time to the port in about 2 weeks.
UK - As we mentioned last time, our freight shipment to the UK got delayed, and we've been working with our partners in the US to figure out an alternative solution instead of delaying UK fulfillment into mid-late May. To that end, we've scheduled a freight order from the US to the UK of
Frosthaven,
Frosthaven Play Surface Books,
Forgotten Circles,
Buttons & Bugs and other wave 1 add-ons. This shipment should arrive in the UK in 4-5 weeks, allowing us to fulfill to backers about a month earlier in mid-late April. This is later than the original expected fulfillment at the end of March, but it should still be quite a bit faster than waiting for the shipment from China. More updates to come as we receive them.
Buttons & Bugs
Our main focus for today's update is
Buttons & Bugs, as we have a couple exciting things for you. First of all, the digital tutorial we have been working with
Dized on is now live, and you can
check it out here. We're very proud of all the work that was put into this, and we hope that you find it useful for learning the game.
In addition, you should start seeing reviews and other content for
Buttons & Bugs starting to drop next week ahead of or alongside shipping of copies to all the backers.
And finally, we have another designer diary, but this one is from
Nikki Valens talking about what they have learned while co-designing
Buttons & Bugs, why listening to players is crucial for creating great games, and how much they enjoy the process of taking games apart and rebuilding them:
Nikki Valens designer diary
People often ask me what kinds of games I like to play, and that makes sense. It's a common question in our industry. We make and play games nearly everyday, and a lot of designer got into this line of work because of their love of games. But it's always been a tough one for me to answer despite the fact that I've been making games for over 20 years.
And that's just it: I've been making games.
Games are an amazing medium for conveying story and experiences, for making players think and feel, and those things stick with you. They become a part of your identity. People like playing games. So it makes sense that they also want to hear about what games others like to play.
But I like making games. I like telling stories. I like building systems and mechanics. I like analyzing games. I like pushing them to their limits, taking them apart and seeing what makes them tick, pressing the wrong buttons intentionally to find out what happens.
I like a game that gives me something to tinker with. I don't mean a dexterity game with physical pieces nor an engine building game with lots of interlocking mechanics. I'm talking about removing myself from the game itself, opening up the shell, and watching the moving pieces inside. I like games that give my designer brain something to chew on.
Which is why I was really delighted by a fan-made Gloomhaven game called Gloomholdin' designed by Joe Klipfel. It was introduced to me as Gloomhaven you can hold in your hand, and at first it just seemed like a cute gimmick. But as I analyzed it, developed it, played it, I started to see something more. The pieces were so tightly packed, but the cogs turned all the same. It was a wristwatch to Gloomhaven's grandfather clock. The engineering and craftsmanship to make it function was very similar. But to take all that and shrink it down to fit in the palm of your hand? That's something special.
So I poked and prodded and analyzed. I developed, I tinkered, I played. Not just a game, but played the way that I play. And honestly, it's the most fun I've had designing or developing a game in a long while. It was a brilliant challenge working out the bugs and rearranging its pieces to be a refined tiny cogwork system where no space is wasted. And I'm quite proud of what Joe and I were able to create. It packed a lot of very elegant design techniques into such a small package.
The thing is: That game we made isn't Buttons & Bugs. While I was playing my way and enjoying the heck out of it, our playtesters... well, they weren't. In fact, we only had a small handful of my most dedicated longtime playtesters who even played more than a single scenario. It didn't seem like anyone actually enjoyed playing it. And anytime we introduced someone new, it was clear that they were expecting "Gloomhaven but smaller."
That's a big difference between playing games and making games. While I'm designing, it's easy for me to forget that I play games very differently than most of you. I'm not so much playing a game as I am inspecting a game design. And that comes through in my work sometimes. I make something that's fun to analyze, fun to take apart and tinker with, fun to marvel at, but not fun to -play-.
What we had created was less a game, and more a model. Like building up a LEGO set not to play with it but to put it on display in the background of your video call.
I'm still very proud of what we created, of course. I still have that version of the game, and I think it would be really neat to finish it up and publish it. But as a designer, I knew that I had to do right by the players. We would need to pivot to meet not only expectations, but to create something people would enjoy playing as much as I enjoyed making it. And we pivoted hard.
We restarted design nearly from scratch. We started with the concept of miniaturized Gloomhaven, and we salvaged what pieces we could from our little wristwatch. Some of the most innovative pieces we got to keep: the double-sided ability cards and elements being available as long as they're visible. Other pieces needed to be reshaped to fit their new shell. Gone were the micro tactical puzzles that paid homage to a tactical giant, replaced with miniaturized movement grids and simplified monster and attack modifier mechanics.
After all was said and done, we had a slightly larger package than the one we started with. More of a pocket watch than a wristwatch, but still impressive considering we had created a functional copy of a grandfather clock that could still fit in the palm of your hand. But most importantly, would it be enjoyable to play?
Yeah! It was a complete turnaround in playtester engagement and enjoyment. Some of our testers started second and third runs through the campaign. One started playing with their two children and the kids loved it! As a designer, you can't ask for much more than that. I might personally enjoy the process of taking things apart and rebuilding them, but there's a different kind of joy and fondness I have for a game when I see others truly enjoying playing it.
What kinds of games do I like? I like a game that makes me want to take it apart and see how it works. I like a game that is designed just how I expected, and I like games that are designed in ways I'd never thought of. I like a game that makes my friends and all of you smile and want to play again. I love game design.
So next time you see me at a con or interview me for a podcast, instead of asking me "What kinds of games do you like playing?" ask me "Take apart any interesting games lately?" If you do, you might get a glimpse into the inner workings of my mind and what makes me tick.
On the events side, today is
International Womens Day! We are so grateful to all the women who have been a part of our success here at Cephalofair Games, both past and present employees, contractors, and collaborators. We thank you for your talents and contribution!
But this month we're also celebrating all things "Mini", where we will be featuring a big miniatures update next time and also sponsoring some live sculpting and painting streams that take our
Gloomhaven minis to the next level. You can join
Sarah Dahlinger on Twitch, March 22, 1-4pm Eastern, as they do creature sculpting to bring some of our
Gloomhaven monsters to life. And
Jamie Daggers will be doing a 2-part live stream on painting our
Buttons & Bugs micro minis,
March 27 and 28, 1-4pm Eastern. Chris Lewis, another major contributor to the miniatures project, with also be running a live sculpting session, and we'll have more info on when that is next time.
In other news, development continues to go well on the RPG. We're starting to get finals in from the writers, and we'll be heavily play testing the included adventure next week. We're on track to move into the editing phase by the end of the month, which puts us slightly behind from what was communicated last time, but still making great progress.
Art and graphic design continues on the new edition of Gloomhaven, though I don't have anything new to share with you there.
And that's it! I'll catch you next time with the big miniatures update!
Frosthaven land freight begins
over 2 years ago
– Mon, Feb 26, 2024 at 01:54:45 PM
Good day! Apologizes for the delay and not getting this update out on Friday.
We'll start right off with the most pressing info about shipments for waves 1 and 2.
US Wave 1: Shipping is starting today! We don't have the
Frosthaven Play Surface Books and
Forgotten Circles in the warehouse yet, so we'll be starting with orders that do not contain those. The container carrying those items did arrive in port last Friday and is currently waiting to be unloaded. We anticipate the container will arrive at the fulfillment center in the next 7-10 days, and as soon as it arrives, the rest of the orders will be shipping as well.
US Wave 2: Buttons & Bugs is on the same container waiting at the port. These will be shipped from another location, and we expect them to start going out within the next two weeks.
EU/RoW waves 1 & 2: Ocean freight is still on track. Wave 1/2 products are scheduled to arrive in port next week, followed by the container of add-ons two weeks later.
CA waves 1 & 2: Also on track. The container of wave 1/2 products is expected to arrive in the Vancouver port in about two weeks.
UK waves 1 & 2: Due to shipping slowdowns resulting from the Suez canal rerouting, our shipment bound for the UK regrettably did not make it out of China before the Lunar New Year. It is on its way now, but because of this, we are looking at another 1-2 month delay in the delivery timeline. I am unhappy about this, and we are looking into some potential solutions to ship extra product from other regions to get there sooner. We'll have more information in the next update.
Asia waves 1 & 2: Now that the Lunar New Year celebration is over, VFI is arranging pickup and will be sending product out to local hubs for fulfillment.
AU/NZ waves 1 & 2: Ocean freight of all wave 1/2 products are scheduled to arrive in port by the end of the week! From there it will take a week on average to be unloaded and delivered to Aetherworks, and then fulfillment can be scheduled. Not long now!
In addition, here are some updates on the other projects.
Gloomhaven new edition: Art and graphic design continues to come in on this project. Here's a little peek at some new map tile art from David Demaret:

We've also received the first pages back on the scenario and section books, which are laid out similarly to Frosthaven, which requires a lot of work. Everything is looking good there, though, so we'll be continuing to move forward.
RPG: First drafts on all the writing has been redlined by Danielle, and now writers are working on their second drafts. Everything is coming along well here!
Miniatures: I know we haven't discussed the miniatures project for a long time, but our plan is to have a big update focused on miniatures next month, so stay tuned for that!

Also, we will be out at Emerald City Comic Con this weekend (booth 11119), so come out, say hello, and check out
Buttons & Bugs if you are in the Seattle area.
I hope everyone had a great weekend, and I am sorry once again for the delay in getting the update out. Enjoy your week, and I'll catch you next time!
Ocean freight continues, plus another RPG designer diary
over 2 years ago
– Fri, Feb 09, 2024 at 12:46:30 PM
Hey everyone!
Chris here stepping for Isaac to provide this week’s update. We’ve got a quick fulfillment update, some images of the Frosthaven Play Surface Books as well as a designer diary from Danielle, so let's get to it!
Wave 1 and 2 fulfillment: The first containers of
Frosthaven are scheduled to arrive in the US next week, with the EU containers following close behind - arriving to port two weeks later. The remaining containers of
Frosthaven,
Buttons & Bugs, and other wave 1 add-ons are still inbound (see the
last update for more info).
We’ll be sending out address verification emails to backers today. If you’ve recently moved or need to update your address for any reason, please either follow the link in the Backerkit email or contact
[email protected] with your new address, so we can make sure your order gets to you!
Please note that Cephalofair will not be responsible for any packages that are lost or returned due to an address error. Please make sure your address is correct so we can get your order to you!
Wave 3: We discussed this last time, but just a reminder, with the production delay, we have decided to
leave the wave 3 pledge manager open until at least the end of March to give backers more time to complete their pledge. We'll keep you updated on this as we get closer to March to give an exact date. We'll also be sending a final warning email from Backerkit directly before the wave 3 pledge manager closes to make sure it isn't a surprise.
Gloomhaven Second Edition: Art and graphic design continue to move along. The puzzle book has now been put together, with completed artwork and design layout. Our fabulous team of game designers and play testers are currently putting it through its paces. Graphic design is underway for several of the game's other components, and we're commissioning some new art pieces to further elevate it.
Here is the finalized version of the beautiful world map from cartographer Francesca Baerald:
Frosthaven Play Surface Books: We didn’t quite get the final proof in time to display at Megacon, but we've now received the finalized playbooks. They’re looking pretty sharp and make setup quick and easy. We can’t wait to start getting them shipping out to everyone!
Megacon: Speaking of Megacon, we attended for the first time and had a great time meeting players, demoing Buttons & Bugs, and introducing lots of new people to the world of Gloomhaven! We even encountered a wild Deathwalker (Amanda Byars @byarsfam)!
That’s all I have this week, so now I’ll turn it over to Danielle to finish the update off with another RPG designer diary. Also, just a quick reminder that you can find more RPG designer diaries, character class spotlights, and more on our blog
here!
Designer Diary
Greetings Mercenaries!
It’s been a whole heck of a year, hasn’t it. What? It’s only the end of January? I’ve got 11 more months of 2024 to go? Someone please explain to me how this could happen.
Okay, silliness aside. It’s honestly been a great start to our year. I’ve gotten the first drafts of setting material for the RPG and it is looking great. I’m getting excited to start sharing that information with y’all as soon as I can. Until then, I’ll share a few more mechanical bits that I think will help with the context of the game.
Today I’m going to talk about Skills and Ability Cards. In the Gloomhaven Board Game, the classes and their abilities are iconic for hitting the right balance between each character fulfilling a different role, and everyone being distinct. No two damage classes are the same, and no two healer classes are the same. We wanted to preserve that iconic variation within the RPG, and the best way to do that is to use similar Ability Cards for each Class. In an RPG though, your character isn’t just its combat abilities. They also have social, investigative, knowledge based, and even crafting abilities. Also, in the board game, every cragheart is a savvas, and every spellweaver is an orchid. But in the RPG, a savvas could be a bruiser and an orchid could be a tinkerer. You get to mix and match ancestry to class, meaning we needed to separate abilities that came from being an ancestry from their individual classes and rethink what benefits being a specific ancestry gave you.
The way we did this was to give both ancestries and classes a combination of Skills and Ability Cards. Let’s talk first about Ability Cards, as those you’re more familiar with. Now instead of just having a class based set of Ability Cards, you also have a few ancestry specific Ability Cards that you can choose from to create your Stamina Deck. This makes choosing cards a little more meaningful, as you have more options, and you can create different combinations, allowing multiple characters of the same class to feel different in play.
We had to adjust Ability Cards to remove some of the actions that just don’t show up in an RPG (like the Loot function) and adjust a few things for the more narrative aspect of the game. The biggest change you’ll see is the base movement value on the bottom of a card is now 4 instead of 2. This is to account for the fact that in the RPG we have more terrain features you can interact with (climbing on top of obstacles, going up or down sheer or steep inclines, etc). These take up more than one movement point, so we’ve increased the movement value to compensate. There’s also a little less need for the really tight movement you see in the board game, since combat action and non-combat action may flow and interweave between one another in a single mission.
Here’s a Level 1 spellweaver card, just to show you what they might look like (Note: the Ability Cards aren’t completely final, and may change due to playtesting):
Now, let’s talk about Skills. Skills are very similar to Ability Cards in that they allow the character to take a unique action that requires you to expend a card (Discarded or Lost). There’s a few key differences. A Skill is not on a card, it’s on your character sheet. Because of this a Skill is neither a top nor a bottom action, which means you can use your Skill as either your top or your bottom action in combat. Because you aren’t discarding the Skill after you use it, you can use your Skill multiple times in a row before any kind of card refresh (*unless otherwise stated). A Skill can be used in or out of combat. Skills are just a special action you can do, so you can do it whenever you like.
Class Skills are abilities that really define a class that we felt would be best expressed as an action that a character can take at any time. These are some of the most iconic class abilities that really show what a class is about. In the same vein, ancestry Skills are abilities that show what an ancestry is, what they care about, and how their history defines them. Even though Skills can be used in combat, they are designed to be generally useful at any time. Some are socially focused, while others are focused on manipulating elements or using magic.
For an example Skill, here’s one from the spellweaver class.
-
Reviving Ether: [Lost] Recover all [Lost] and [Discarded] cards from your ability deck and shuffle them (not counting the card lost by this skill). You cannot use this Skill again until you take a Full Rest.
You’ll notice that this breaks what I said a little bit. That’s what the * was about. This Skill can only be used once per Full Rest, rather than over and over again (rest assured, the spellweaver does have Skill options they can use multiple times). But, this ability is so iconic to the spellweaver, that we’ve made it a Skill. (It’s also still an Ability Card.) This means that a spellweaver can refresh their Lost and Discarded cards outside of combat, making them particularly good at taking risky actions that require losing cards, but also gives them a second refresh within combat situations. Use it wisely.
You will start your character with a few Skills, and be able to gain new Skills as they level up. We’re still working out if those Skills will add to your available pool of Skills, or if they’ll be Skill replacements the way Ability Card progression works. So you’ll have to wait until later to find out the answer to that particular question.
This was a big one today, so I hope you enjoyed this information! I have just a couple more mechanical specific widgets to show you, and then we’ll be sharing some more setting information. So stay tuned!
Wave 1 & 2 manufacturing complete
over 2 years ago
– Fri, Jan 26, 2024 at 10:30:57 AM
Good day! I am happy to report that things are continuing to move along as anticipated from the last update. All of waves 1 and 2 (
Buttons & Bugs,
Frosthaven,
Frosthaven Play Surface Books, and
Forgotten Circles) are finished with production and are either on the water or will be very shortly.
Here are rough timelines for freight shipping in all the regions.
Asia: The one exception here is our Asia fulfillment. While all other shipments will not be affected by the Lunar New Year, VFI won't be able to properly stage their fulfillment until after that is over, so they'll be picking up and beginning fulfillment at the end of February.
AU/NZ: All product is scheduled to arrive in Sydney by the end of February.
Canada: All product is scheduled to arrive at Vancouver in early-mid March.
UK/EU/ROW: All product is scheduled to arrive before the end of March (we are experiencing some delays here due to
freight rerouting away from the Suez Canal).
US: Scheduled to arrive at Long Beach port in early-mid March.
So now let's talk about some other important scheduling.
Originally, we had planned to close the wave 3 pledge manager in January 2024. However, with the production delay we have decided to
leave the wave 3 pledge manager open until at least the end of March to give backers more time to complete their pledge. We'll keep you updated on this as we get closer to March to give an exact date.
We'll also be sending a final warning email from Backerkit directly before the wave 3 pledge manager closes to make sure it isn't a surprise. We have also had some requests for payment to be processed before wave 3 closes, which is totally doable. If you'd like to have your order processed early, please contact
[email protected], and we can assist you.
And the last bit of pressing news is that we had multiple requests for the
Forteller Frosthaven narration to be sent out ahead of the rest of fulfillment, so that is what we're doing.
The codes are going out now! You may already have received yours, but they are sending them in batches, so it may take a day for yours to arrive. If you don't get your code by the end of the week, please let our team know at
[email protected]. If you do receive your code, but are having issues activating it on Forteller's site or app please contact them at
[email protected].
Development and art direction of the other projects - the new edition of
Gloomhaven, the RPG, and the miniatures - continues to move along at a good pace, but there's not really anything new to share on those fronts.

That's all the project news I have for this week, but I also wanted to let you know some of the team will be out at
Megacon in Orlando next week, February 1-4, Booth 601. If you're attending, please stop by! We'll have
Buttons & Bugs demos and may have a finalized copy of the
Frosthaven Play Surface Books on display as well!
Catch you all next time!