Game Design

Dev Diary—The Art of Fray

An inside look at the development of art and design of Fray, from the earliest iteration before Smunchy Games' involvement to its final form.

Dev Diary—Fray: Design Goals

The design philosophy of Fray, details on how the card's power and effects were assigned, and a glimpse at some of the game's strategy.

Dev Diary—Fray: Humble Origins

The origins and story behind Fray, a card game by Smunchy Games coming to Kickstarter March 3rd, 2020.

Dev Diary – Paths: World of Aida PGB 1.8.7

The long-awaited patch is finally here, the Equipment update. We have about a month of development left on Paths before we send it off to the editors and formatters. The good news is that we are on schedule. The light is at the end of the tunnel. You can check out the latest version of Paths Player’s Guidebook here. This includes character sheets, patch notes, and the Player’s Guidebook. What this...[Read More]

Dev Diary – Paths: World of Adia PGB 1.8.6

It has been a very long year for us here on the Paths team, and we still have several more months of hard work to go. I first updated the Assassin class back in March before the Kickstarter. Since then I have been working to update every single class. A heavy burden has been lifted off of this team as the final classes are making their way into the book. We can finally focus on fixing the other is...[Read More]

“How well will my game sell?” And other game publisher questions (Part 2)

What you missed in Part 1 If you’re new to this article series, “How well will my game sell? and other game publisher questions” you can read part 1 here. In fact, I highly encourage reading part 1 as what we are about to get into in this article will depend on a few of the topics we had discussed in part 1, such as quick validation and understanding the outcome of your idea. The...[Read More]

Dev Diary – Paths: World of Adia PGB 1.8.5

To me, the most interesting part of Paths is the class system. While much of what the classes were originally has changed, they have more or less remained the same since I started working on Paths. During the Kickstarter, I did some math on a brand new character that came to staggering numbers of combinations. The low end of that calculation came out to a minimum of 300 unique ways to start, and t...[Read More]

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