An explanation of shipping costs
about 1 year ago
– Fri, Sep 08, 2023 at 03:21:07 PM
Good day! We are steadily moving along over here at Cephalofair Games to get all these projects out the door to you! I've got some updates on most of the projects, but first, I just wanted to address some of the comments from the previous update.
First, let's talk about support. As always, if you have any issues with your pledge, you can contact [email protected]. There has been some delay getting support requests answered due to the incredibly high volume, and, quite frankly, we are not happy with that delay at all. We have a little more manpower behind it now that everyone is back from PAX West, but we have made it a top priority to continue to staff up so that we can minimize support times. I apologize for the delays, and we are working to do better.
Next, there has been some confusion about how shipping costs are calculated, compounded by the fact that they were in a bit of flux around the time of the last update as we made some adjustments. Things should be settled now, so let's talk about how we arrive at your shipping amount.
The most important thing to know is that everything is shipping in five separate waves:
First, let's talk about support. As always, if you have any issues with your pledge, you can contact [email protected]. There has been some delay getting support requests answered due to the incredibly high volume, and, quite frankly, we are not happy with that delay at all. We have a little more manpower behind it now that everyone is back from PAX West, but we have made it a top priority to continue to staff up so that we can minimize support times. I apologize for the delays, and we are working to do better.
Next, there has been some confusion about how shipping costs are calculated, compounded by the fact that they were in a bit of flux around the time of the last update as we made some adjustments. Things should be settled now, so let's talk about how we arrive at your shipping amount.
The most important thing to know is that everything is shipping in five separate waves:
- Wave 1 - Frosthaven
- Wave 2 - Buttons & Bugs
- Wave 3 - Gloomhaven: Second Edition
- Wave 4 - Gloomhaven RPG
- Wave 5 - Miniatures of Gloomhaven
So if you bought a number of things all from a single wave, we can generally bundle that together and save on shipping, but if it is all from different waves, we've gotta pay shipping on each separate item.
Example:
So let's say you're ordering the Frosthaven Playsurface Book, Buttons & Bugs, Gloomhaven: Second Edition, Gloomhaven Solo Scenarios, and the RPG Deluxe Box - that's four different shipping waves:
- Frosthaven Playsurface Book
- Buttons & Bugs
- Gloomhaven: Second Edition and Gloomhaven Solo Scenarios
- RPG Deluxe Box
For each item we sell, there is an associated weight, and for each wave, we compare the combined weight of your products in that wave to our shipping weight tables. In the US, for instance, the shipping weight table looks something like this:
- 0-1 lb: $7
- 1-2 lb: $10
- 2-3 lb: $12
- 3-4.5 lb: $14
- 4.5-6 lb: $18
- 6-9 lb: $22
- 9-13 lb: $26
- 13-38 lb: $30
- 38-49 lb: $35
- 49-76 lb: $60
And then it continues to go up by $30 for every 38 lb, because we gotta ship each box of Frosthaven/Gloomhaven separately.
So if we add the weights of each of your items and find the shipping price for each wave individually, we see:
So if we add the weights of each of your items and find the shipping price for each wave individually, we see:
- Frosthaven Playsurface Book (6 lb) = $18
- Buttons & Bugs (1 lb) = $7
- Gloomhaven: Second Edition (31 lb) and Gloomhaven Solo Scenarios (1 lb) = $30
- RPG Deluxe Box (12 lb) = $26 (this is actually $20 because we use a slightly different shipping chart for wave 4)
Which gives a total of $75.
Now of course we use different tables for different parts of the world, but in each case, we have done our best to find a reasonable price for you. I hope this example sheds some light on how the shipping price is arrived at!
Now of course we use different tables for different parts of the world, but in each case, we have done our best to find a reasonable price for you. I hope this example sheds some light on how the shipping price is arrived at!
With all that said, let's move on to project updates, starting with Buttons & Bugs! I'm happy to say we've finished playtesting and design development on this one, so we're now just working on finishing up the art, graphic design, and sculpting, which are all coming along nicely. We may end up with a small production delay, however, as our original production schedule was based on using screen-printed dice. Custom molded dice will more consistently capture the attention-to-detail and quality you've come to expect from us. We're working with our production partners to move this forward as quickly as possible while we complete the art and graphic design.
The last thing we want to do is rush all that, and I am pleased to report that the Cephalofair art director, Arch, has taken Buttons & Bugs as a jumping-off point to really dig deep into each ancestry to better define how they are depicted in our games. To that end, we have done some revisions on the Mindthief art:
From Arch: Thank you all for joining us as this next chapter unfolds. With your help we’ve been able to further bring the world of Gloomhaven to life and take a special focus on who lives there, from the iconic mercenaries to the creatures that lurk underfoot. With the help of our collaborators, we have been making new discoveries about the lore of the world that will add wonderful depth to both the written words and the beautiful art that will immerse you in our upcoming titles. We can’t wait to go on these new adventures with you!
Over in Frosthaven land, we are still working through proofs in preparation for starting the second printing. And for the playsurface books, we are finishing up our final round of edits, so I'm really hoping we'll be submitting files to the factory next week.
And on the RPG, I've spent a lot of time over past couple weeks hammering out some design tweaks based on the latest round of playtesting feedback, but we're now doing some internal testing to see what works and what doesn't, so it's still too early to go into detail on that. I can't wait to share more with you once we've got the design fully nailed down!
I think that'll just about do it from me. Have a great weekend, and I'll catch you next time!