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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:

Gloomhaven delay
over 1 year ago – Tue, Jan 28, 2025 at 05:17:50 PM

Good day! I need to jump right in with the bad news here: last week, we made the hard decision to cancel ocean freight on Gloomhaven due to newly presenting production issues. We were all very excited to see our first round of printing start shipping, and we sent advanced copies to our team, some creators, and our partners, only to find significant component problems when we opened our boxes.

What are the production errors? We saw warped map boards and scenario trackers, along with poorly injected and assembled miniatures. None of this met our quality standards or had presented itself in samples or pre-production copies received ahead of mass production. 



Obviously, this came as a huge shock to us, especially as ocean freight had already begun on multiple containers. However, once we verified that it wasn’t just one or two boxes with these issues, we recognized that halting further shipping and returning the product to the production facility was the only reasonable solution.

As Lunar New Year is tomorrow, facilities are already shut down for the holiday. We’re in conversation with the facility manager, who is fully invested in correcting these issues. They have both acknowledged the errors and  committed to providing us with replacement product. That being said, we won’t be able to reprint the game until workers return in mid-February.

We won’t approve another mass production run until we are certain we’ve discovered the root cause of the issues and solved them. So what does this mean for you? It means a delay of a couple of months. We aren’t sure exactly how long it will end up being, but be assured that we and our production facility are determined to solve this problem quickly and efficiently.

Making this decision was genuinely heartbreaking, but we firmly believe it was ultimately the best call.

So that's the news on the Gloomhaven front. We're also going to skip over updates on miniatures. We did have some progress there, but haven't been able to fully process it yet with big issues taking priority. So that leaves us with an RPG update below.

RPG

We do have some good news on the RPG front, so this update isn’t all bad. Layout is moving along smoothly, all art is turned in and approved, and graphic design on new icons for a few RPG-specific use cases are moving along quickly. We’re still on track for getting the RPG to proofing by the end of this week or early next week. I don’t want to make any promises, but I'm crossing my fingers that we’ll be able to send out a preview PDF in February to all of you.

This part of RPG production always feels like directed chaos. The pages look like a mess, headers are scattered everywhere, we only have placeholder images, and yet, somehow, we are close to done with the book. That last bit takes a ton of effort, but it isn’t so bad. We’ve gone through and edited the text for readability, and it might look a mess, but a quick find and replace will shape it up in no time. Here’s a spread to show you what I’m talking about:


While these updates have been focused on the book, we’re also hard at work designing the RPG cards and other physical components, so that those of you who backed for the deluxe box aren’t going to have to wait. (Which is, honestly, most of you.)

And here’s some more art from the core rulebook:




                                         

And that is all we have for the moment. We're sorry the news isn’t good, and it certainly isn’t news we’re happy with, but we'll hopefully have better news to come as we work with the factory on where to go from here. Catch you next time!

Moving everything along
over 1 year ago – Tue, Jan 14, 2025 at 04:49:23 PM

Good day! We've got lots of good news for you today, but the main thing is that we have been assured we will be able to ship the consumer backer and pre-order copies of Gloomhaven out of China before the Lunar New Year.

In the coming weeks, we'll be putting together delivery schedules for all the different regions and start shipping updates again as the games start to move, but the first thing we wanted to do is communicate a cut-off date for address changes. With the games shipping out of China at the end of the month, we expect that, in general, they will be arriving at fulfillment centers in March for fulfillment around April. So with that in mind, we'd like all address changes for wave three to be communicated by February 28th. So if you need to change your shipping address from what is currently on file in Backerkit, simply email [email protected] with your backer ID or Backerkit email address along with your new mailing address, and the sooner you can do that, the better! In addition, any remaining preorders or partial payments due in the pledge manager will be processed on January 31st.



Gloomhaven

Not much more to communicate here than what is above. The factory is assembling all the components now to make sure backer copies get shipped out by the end of the month.

Also, here is an assembly video we received from the factory that may be of some interest:


Miniatures



This week saw a standard delivery of new digital modifications and red wax samples for our review. We also approved on 14 new polyurethane (PU) samples that are all looking quite lovely. We're really proud of how the group of Lurker enemies are coming along and hope you are too. Because Lurkers and Demons play such pivotal roles in Gloomhaven and Frosthaven we wanted to make sure these models in particular felt extra dynamic, and as such, budget a little bit more on the production side for these to be multiple piece sculpts. What this means is rather than the miniature being plastic injected molded as a single miniature, various parts of the sculpt are molded individually and later glued together during assembly. And while this isn't necessary or reasonable across the entirety of a project like Miniatures of Gloomhaven, it was important to us to identify models like Lurkers that deserved that extra bit of production love. We hope it shows!



RPG

We’re still hammering away at layout, but it’s coming along nicely. We’ve been working hard to incorporate playtester feedback into the documents, then update the current layout flow with the new text and moving art/design elements around as necessary to match the new placement of the text. I could go into all the technical details, but the long and short of it is that I’ve cleared my plate for the next two weeks to do this work and we’re hoping to have everything in its final place/state by the end of the month. We still have a few smaller details to nail down once that’s done, such as proofing (a once-over by someone other than the people who have been staring at it for months) and then an index. I’ve already got our indexer primed and ready to go with the text materials and our style guide so they can identify important terms to seek out and give us page numbers for. But that’s the very last thing we’ll do, as any change in the text during proofing could change a page number in one place and mess the whole index up!

Speaking of playtest feedback, we’ve updated some of the book text language to marry the book’s text with the cards in a way that I think will be more intuitive and friendlier on both new players and people who are intimately familiar with the board game. There’s always a lot going on in each individual Gloomhaven action, and we want to ensure the best understanding possible. 

So the text will look something like this:

And some full-page art by Ed Bourelle:


                                         

In other news, we are excited to share with you that Cephalofair is officially bringing on two more full-time staff! These are two people who have been working with us for a long time and are now having their roles expanded.

First is Danielle Lauzon Harper, the project lead on the RPG, who is now a full-time project manager for Cephalofair. Danielle has done such a great job managing the RPG, she was the obvious first choice when we decided we needed a full-time project manager for all our current and future projects. This should keep things running along smoothly as we work on getting the rest of these waves finished!

And second is Layne Huber, who has been doing contract graphic design work for us now since we launched the Backerkit campaign, and who is now being brought on as our graphic design lead. Layne has been instrumental in getting Gloomhaven out the door and is now hard at work on the cards for the RPG. Having him full-time means we'll get everything else out the door faster, which is always good!

On behalf of the entire Cephalofair Team, happy Lunar New Year to all our international and celebrating backers and manufacturing partners!

We've been working with many of our manufacturing partners for upwards of almost 10 years now, which is incredible to think about. We know the hard work it has taken to get backer copies produced ahead of the nearly month-long holiday in China and are so appreciative for them and their expertise. We wish our partners a prosperous new year and ample quality time with friends and family in the month ahead. Gong Xi Fa Cai!

And that's all the news we have. Catch you next time!

Gloomhaven production continues
almost 2 years ago – Thu, Jan 02, 2025 at 05:38:42 PM

Good day! I hope you had some happy holidays! We all enjoyed our festivities and are now back at our desks to continue to work toward getting everything across the finish line in the new year.

We've got progress reports on all outstanding projects, so let's get to it!




Gloomhaven

We spent a lot of time over the holidays continuing to work with the factory to make sure backer copies get out of the factory before the Lunar New Year. By all accounts, we are still on track with this, which is great news. Arch did some final physical proofing of components that needed color correction after the previous physical proofs, and we have started receiving some encouraging photos from the production line as everything goes full steam ahead.





We'll have more definitive confirmation next update as to whether we'll get everything shipped out on time, but we are confident everything should continue as expected.


Miniatures



In addition to a handful of new digital modifications and red wax samples, we also received received 38 polyurethane (PU) samples for previously approved models. The Cephalofair team is very pleased indeed with the quality we're seeing from our manufacture and it's exciting to have so many production ready miniatures in our hands! Seeing them side by side and first hand, we really think these miniatures will elevate whichever Gloomhaven campaign you're playing, or even better BLOW OPEN the amount of character and enemy model options for your Gloomhaven RPG campaigns!

Depicted below are a box of those latest samples, and a sampling of the notorious Gloomhaven demons next to an outnumbered City Guard.






RPG

From Danielle:

Happy New Year Mercenaries!


I have a couple of updates for you today. They are small, but definitely moving us toward a finished product on a timeline I’m happy with. Before I do that, I want to do a small “year in review” for the development of this project. While many of y’all might be familiar with board game creation, timelines, and production, RPG production is a completely different animal. It requires more people, more time, and larger (though certainly not more) art pieces. So without further ado, here’s a small snapshot of the RPG’s production cycle:


  • Nov. ‘23: I started reaching out to and contracting authors. During this time, I’m also working with a small design team to hammer out final mechanical details.
  • Jan. ‘24: First drafts rolled in slowly starting at the beginning of the month, through the beginning of February.
  • Feb. ‘24: I read through all first drafts making corrections and suggestions inline for authors to implement changes.
  • March ‘24: Authors return final drafts and the team meets for a playtest of the core book’s adventure.
  • April ‘24: After testing, we decided to overhaul the entire system and rework all the powers. This required a system document rewrite and a card rewrite for all the documents. 
  • May ‘24: During the systems and card rewrites, we decide to reframe carded abilities as Skills. I also begin the work of doing a final development pass on the setting material to send off for editing chapter by chapter. I kicked off convention season with UKGE at the very end of May/beginning of June where I ran playtests of the game for folks.
  • June ‘24: As the Skill mechanics finished up, I contracted authors to write them out in plain language for the book itself. Edited chapters returned and I worked on accepting and making suggested changes.
  • July ‘24: This month was for finishing up mechanical work, and development on that mechanical work.
  • Aug. ‘24: The final mechanical files passed through editing and we got everything ready for art and layout.
  • Sept. ‘24: We started layout and an art buy at the same time, allowing for a quicker process. As our layout artist did rough flow, he gave us spots for art and I wrote up briefs. We began internal playtests with playtesters using characters at higher levels.
  • Oct. ‘24: Art and layout moved, albeit a bit slower than I would have liked.
  • Nov. ‘24: Art continued apace. Playtesting concluded and we began implementing suggested changes.
  • Dec. ‘24: Before the holidays, we hired a new layout artist and got them up to date on the project. Art also continued to flood in. Additionally, Skill card layout began, and many classes have had their cards laid out.

That brings us to now. 
I’ve got all but 2 pieces of art in and ready to go. Those two pieces are moving along, and the artist has been in contact with me regularly. We’ve got most of the book flowed for layout, and now I’m down to implementing the tiny corrections necessary to get it into printable standard. We should hopefully have a proof PDF soon, and shortly after that, we can send it to our printer.



                                       

There's nothing much else to update you on this time as we settle into the new year. Next update, we'll be back to the regular Tuesday schedule, meaning it will drop on Jan. 14. Catch you then!

Entering production on Gloomhaven and a PAXU recap
almost 2 years ago – Tue, Dec 17, 2024 at 03:53:12 PM

Good day! We are all back from PAXU, where we had a great time and we were also very productive, shoring things up with Gloomhaven and planning our next year. You can read more about that below, so let's get to it!



Gloomhaven

Reviewing the physical proofs, we did find some issues that needed addressing (mostly color correction and assembly stuff), so we've adjusted the files one last time and should be giving the factory a go ahead to start printing on all files within the next day.

A lot of effort went into this game at every stage, and it is super exciting to finally see it through! From here, our window to the Lunar New Year is small, but it looks like it is still possible to get all copies needed for fulfillment out before it closes. We'll keep you updated if anything changes on that.

Miniatures

Gloomhaven mercenary miniatures are in mass production for wave 3 backer copies of Gloomhaven. These were the first components approved and put into production/assembly ahead of the game shipping. We've been focusing on getting Gloomhaven out the door, but we still kept progress across a couple of other miniature SKUs and are working with our manufacturer to hopefully expedite their sample submission process in the New Year to see more of the results we're hoping for. Also, many congratulations to our production manager on the factory side, Anson, who recently returned from his wedding and honeymoon!




RPG

From Danielle:

Season's Greetings Mercenaries! First, let me wish you a very happy holiday. No matter what you celebrate this month, it sure is a time for travel, visiting family and friends, and playing some cool games. I was able to engage in each of those three seasonal activities the other week at PAX Unplugged. We ran a bunch of tables of the Gloomhaven RPG, connected on some important internal Cephalofair business, and looked forward to next year and what we're going to be doing with future RPG projects. While we haven't settled on any specifics yet (we still have to do the final push on the core), we're eager to explore the lore and intricacies of the Septhonic Plane.

At each convention I've gone to this year, I've made minor adjustments in how I run sessions, what parts I emphasize, and how we explain gameplay to players. B and I took some time to go through some of our internal playtester feedback prior to PAXU, and tried to brainstorm small, but effective, changes we could make and test at our last show before we go to print. At this point, based on feedback and player responses, I'm confident in the system and how it runs. The changes between the boardgame and the RPG feel subtle at first, but make a huge impact on the pacing and narrative elements of the game. We were able to sit down and explain some of those changes to fans as they came by our RPG room, and the ease with which folks grasped not only the changes, but what the changes were intended to facilitate left me feeling really good. (Which is great, because we shouldn't be making huge changes at this point in creation anyway.) Most of the feedback we've gotten simply requires clarifying text, a few more cross-references to make important rules easy to find, and a table or two to make complex information easier to parse.





                                         

In other news, the Frosthaven community-driven campaign is over! I had a great time with this, and I think the scenarios turned out really well. The last scenario is a huge boss fight, so enjoy that. And it's not too late to start playing it if you're interested. You can no longer participate in the polls, but you can still play through the story, all of which you can find here (thanks to Any2Cards for compiling it all in one place).

And thanks to everyone who came out to PAXU to play the RPG and Gloomhaven and Buttons & Bugs! We had a great time with all of you, and I thought I'd share a few pictures.











At the show, we were selling B&B promo packs (seen above) that included the four bonus scenarios we released at different conventions over this last year. You can now also pick this up for $5 in our webstore here!

And that's all I've got. Since our next update falls on New Year's Eve, we're going to push it back until Thursday, Jan. 2, so I'll catch you in the new year and happy holidays!

Tariffs and physical proofs of Gloomhaven
almost 2 years ago – Tue, Dec 03, 2024 at 02:34:33 PM

Good day! We are in between Thanksgiving and PAXU, doing a lot of shuffling around and traveling, but we've still got some exciting updates for you this week. Most notably, we've received some physical proofs of Gloomhaven from the factory to go over. A lot of that review will be happening when we're all together at PAXU, so a full report on the proofs will be coming next, but you can see a few images down below.

Also, I know there has been some concern in the comments over tariffs. For US backers not in the know, our president-elect has promised to raise tariffs on imports, which has the potential of increasing our costs. This is something our industry as a whole is concerned about and getting questions about, and we will have to figure out the best way to move forward as events unfold over the next few months. It has never been our intention to go back to backers asking for additional money, and we'll be doing everything we can to make sure that doesn't happen here either. We can absorb some costs, but there are a lot of unknowns at play here, and a lot of things out of our control, so we can't make a definitive statement at this time. We'll just have to update you as things develop and we get more information.


Gloomhaven

If you didn't notice the graphic, we're officially done with 100% of the art and graphics and have entered the production stage! As said above, this currently involves reviewing physical proofs. Below are some pictures of the components we currently have for review. These just arrived today, so we'll take some time and give you more info on the proofing process in the next update.








Miniatures

We have received and approved 12 new miniatures physical samples and 7 digital modifications since last update. In addition, final production line Gloomhaven mercenary miniatures have also been approved for mass production alongside the rest of the game components.




RPG

From Danielle:

I’ve seen at least one person asking a couple of times about the adventure that’s included in the core book, and playtesters have asked about the structure for adventures in the future. So today, I wanted to talk about the themes of Gloomhaven, how we structured the core adventure, and how we plan to structure adventures in the future.

First, I need to talk about the themes for Gloomhaven and what parts of that we want to emphasize with the RPG. 


Dark Fantasy: Gloomhaven is set in a fantastical world with many uncomfortable and oppressive elements to sometimes evoke horror. Gloomhaven is not a horror game, but the players may sometimes find their mercenaries in terrible situations, forced to do terrible things, or fighting against horrific antagonists. 


Gray Morality: Evil and morality are choices, not a feature of birth or even environment. You portray mercenaries who must work within these gray moral lines, and often face complex moral quandaries which could lead them either way. 


Irreverence: Gloomhaven is a game of consequences. That doesn’t mean the setting is grim, or so dark that there is no light. Gloomhaven strives not to take itself too seriously, and holds an irreverence toward some of the darker fantasy tropes, applying dark humor and outright absurdity.


Reluctant Heroes: Your mercenaries have personal goals, and risking life and limb doesn’t always serve those goals. Mercenaries are also beholden to the factions who fund them. Players must navigate a balance between their mercenaries’ personal goals, their faction’s goals, and successfully finishing the job.


Semi-Cooperative: Your mercenaries are all part of a crew, but that doesn’t mean they are always aligned on every aspect of a mission. They each belong to different factions who may want different things, and sometimes those things are in direct opposition to one another.


The core book campaign hooks the mercenaries into the action with a simple mission request: go clear out a bandit camp, report back to the Shields. Of course, when they get to the bandit camp, there’s more to discover there. I’m not going to reveal the entire storyline and plot, but we’ve built in ways for the story to diverge based on character actions. The adventure is structured in a series of scenes with notes on where to go next depending on how the mercenaries act, what they choose, and how things go.


The Gloomhaven RPG is set a short time after the events of the Gloomhaven board game. We want to draw in players who have played the board game and give them a sense of what the city looks like after intense political struggles, assaults on the city, and some power vacuums that need filling. We have chosen a canonical ending for the board game (even though there are definitely more endings that are each equally valid) just so we have a sense of how to explain the current state of the city. The adventure in our core book explores a power vacuum, and what happens when someone tries to fill it.


We have another adventure planned as part of a starter box that we intend to use as a smaller introductory mission, with fewer branching paths, to lead up to the events of the adventure in the core rulebook. If you don’t ever play through it, you won’t be missing a ton, but it does explore some of the political fallout from the events of the board game between the Merchant’s Guild and the Shields.


In the future, I want to have two adventure structures: introductory and advanced. Introductory style adventures will be similar to what you’ll see in the core rulebook. They lead GMs on a scene-by-scene basis through a story, accounting for various branches and endings depending on mercenary choices. These will have several branching options, but if we give too many, they start to become unwieldy. Advanced adventures will present a bit of a sandbox with a set of events and situations at a tipping point. The adventure will lay out the situation, give advice for how to get the mercenaries engaged with them, ways the events advance with or without mercenary interference, ways they escalate, and how they resolve depending on what the mercenaries do. These adventures will likely include a lot of moving parts, subplots, side characters, and interconnected story threads. They will be written in a way to allow GMs to utilize as much or as little of complex features to tell their own story around these important events.


Also, for those still anticipating art, here are a few new pieces I got in.







                               

If I haven't said it enough yet, we are out at PAXU this weekend, so come say hello if you are also in attendance.



You can sign up for RPG sessions through the PAX app, or just come by room 104A to check it out.



Or stop by booth #2827 where we'll have merch, a new Buttons & Bugs promo scenario (which will also be available on our website after the show), and lots of cool people to talk to.


Catch you next time!