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Playtesting with Big Changes: Faster Turns, Better Flow, and Smarter Resources

A few weeks ago, we shared the rules for Sylvan Tactics publicly for the first time. And almost immediately after, we put those rules to the test with real players in a remote playtest hosted by the wonderful folks over at the Distraction Makers podcast Discord. The results? Encouraging, insightful, and just a little bit humbling.

We have been big fans of the Distraction Makers podcast during the development of Sylvan Tactics. They cover a wide range of game design topics and often use Magic the Gathering and other card-battlers as examples.

The Problem: Decision-Making Bottlenecks

The biggest piece of feedback we heard from that session and podcast host, Forrest Imel, was that turns felt… slow. Not in the sense of complex or drawn-out rules, but in terms of decision-making friction. New players did not have the game knowledge to evaluate which cards in their opening hand would be the best choice to discard when creating a Sigil. Then they had to inspect every card in the draft row to decide if they should pick one to draw or just draw a random card from the draw deck.

In theory, these mechanics created interesting tension. In practice, they stalled momentum. The result? Too many turns where players were staring at the board, parsing options, and not doing much. And that runs directly counter to what we want: action-packed turns full of movement, tactical card plays, and big, satisfying swings.

The Solution: A Single, Elegant Change

We realized something kind of magical: we could solve both the hand-size issue and the draft row redundancy with a single change. Make Sigils their own unique cards.

By separating Sigils from the rest of the deck, players no longer had to discard cards from their hand to build their resource base. That meant more cards to choose from each turn and fewer hard choices that happen before the fun starts. Plus, since you weren’t burning through your deck just to play Sigils, we could remove the draft row entirely without fear of players being starved for options.

The New Sigils

With just a few days to spare before Protospiel Kansas City, we redesigned our prototype decks to include six dedicated Sigil cards per player. Each turn, you flip one of your dormant Sigils to its active side, representing the growth of your resource pool. No more sacrificing cards. No more draft row clutter. Just smooth, forward momentum.

To make room and keep the print run under 108 cards, we trimmed a few redundant cards and rebalanced the deck accordingly.

The Game Crafter graciously provided a plethora of playtesting game pieces for attendees of Protospiel Kansas City.

Testing the New Build at Protospiel KC

Protospiel Kansas City was an incredible experience. I made the solo trek from Eastern Iowa with my newly revised prototype and found myself surrounded by some of the most welcoming and insightful designers I've ever met.

Within the first few test games, it was clear: the Sigil change was a massive success. Players felt empowered, turns moved faster, and the game’s rhythm felt more fluid and exciting. In fact, it was almost too good. We had to cap the starting and max hand size to six to keep players from being overloaded with options.

New Feedback and New Experiments

Here’s what stood out from all the games we played that weekend:

1. The Art and Theme Are Resonating.
Seeing people light up when they saw the anthropomorphic woodland animal art was incredibly rewarding. We’ve gotten great responses online, but nothing beats hearing someone say, “Oh my gosh, this raccoon is amazing,” in person.

2. Sometimes You Still Get Dead Cards.
And sometimes that’s okay. Not every card in your hand is always helpful. Some of that is due to how you play and position your units. But to give players more agency, we’re introducing a new mechanic: once per turn, you can invoke your King to discard two cards and draw one from the deck. It’s a calculated gamble, and we love that. Combine it with the Queen’s ability (sacrifice 1 Health to draw a card), and players now have multiple ways to manage their hand strategically.

3. High-Cost Cards Can Feel Like a Trap.
Some of our coolest Mercenaries cost all six Sigils to play. While they’re powerful, players often felt hesitant to commit all their resources in one go. So we’re experimenting with a new keyword: Apex Predator. Mercenaries with this keyword can be played for 2 fewer Sigils if you’re willing to sacrifice a Pawn and take 2 morale damage to your King. Since morale damage can’t kill you, this offers a potential comeback mechanic and makes it more satisfying to deploy those big threats when you’re behind.

4. Some Cards Just Weren’t Fun.
We ended up changing a few different cards to improve overall enjoyment of the game. For example, Hard Freeze was originally designed to prevent your opponent from invoking any cards for a turn. Cool on paper, but not fun to be on the receiving end. We’ve since reworked it to prevent your opponent from invoking just their Mercenaries. They can still invoke Sigils to play cards from their hand, keeping the game engaging while retaining the spirit of disruption.

Looking Ahead

Every iteration of Sylvan Tactics brings us closer to our vision: a game that rewards clever play, offers deep tactical choices, and delights players with its art and atmosphere. We’re getting there. And events like Protospiel KC are a huge part of that journey.

Our next in-person playtesting event is coming up this weekend at the EICC Gaming Convention in Davenport, Iowa. I plan to be there demoing Sylvan Tactics all day on Saturday in their board gaming room. Stop by and try the new mechanics!

If you want to view the latest version of the rules with all the changes described above, you can find those here.

We’re planning to keep pushing and refining ahead of an eventual crowdfunding campaign. If you want to follow along (or try the game yourself), be sure to join us on Bluesky, Instagram, or our Discord.

Thanks to everyone who’s played, tested, or offered feedback so far. You’re helping us make something truly special.

Sylvan Tactics: Official Rules Reveal and Card Gallery Preview

It’s time! Over the past few months, we’ve shared behind-the-scenes looks at how we combined classic chess mechanics with a card-battling twist, teased our approach to sustainability, and showcased some of our prototype artwork. Now, at last, we’re thrilled to share the full rules of Sylvan Tactics with you. This post will give a quick overview of the gameplay experience and then direct you to our newly released rules document and a fresh gallery of card previews.

A Quick Introduction to the Rules

Sylvan Tactics uses a standard chess board and pieces, but every piece is represented by a card that bestows additional stats and abilities. You’ll still see Knights moving in L-shapes, Bishops sweeping diagonally, and Rooks charging in straight lines, but each piece has a distinct power set defined by the card you assign to it.

Resource Management with Sigils

In addition to moving and attacking with your units, you’ll manage resources called Sigils to power up your card-driven abilities. Sigils work almost like a “mana” system in other card games, except they come straight from your hand - any card can become a Sigil. Use them carefully, because the number of actions and plays you can make each turn depends on how many Sigils you can pay.

Units and Combat

  • Pawns: The backbone of your army. Pawns can advance steadily, just like chess, and even promote to powerful Mercenary units if they reach the far side of the board.

  • Mercenaries: These are your specialized pieces (Rook, Bishop, Knight) with unique cards that govern their stats and skills.

  • Queen & King: Each retains their iconic chess movement, but their health system adds a new layer of strategy. Especially the King, whose defeat means you lose the game.

Combat is straightforward but tactical: if your attacker’s Strength is at least as high as the defender’s, the defender is defeated. Otherwise, the defender becomes “wounded,” which sets them up for a finishing blow in the next attack.

Card-Battling Meets Board Control

While positioning on the board is crucial (just like in chess), you also have to consider card synergy, Sigil costs, and surprise plays. Will you spend Sigils on big, game-changing Mercenaries, or swarm with cheaper Pawns? Should you gamble on drawing a powerful card from the deck, or pick a known (but possibly less exciting) option from the face-up draft row? The interplay of these decisions keeps the tension high and the outcome uncertain in the best possible way.

Explore the Full Rules Document

Ready to dig in? We’ve made our full rules accessible in an online document that we’re also opening to community comments. We’d love to hear your feedback:

Sylvan Tactics Rules

Whether you’re curious about the finer points of placing your units, the exact mechanics behind Mercenary partnerships, or how morale damage works, this document covers it all. It’s a living rulebook, so if something isn’t crystal-clear, feel free to leave a comment. We’re excited to continue refining Sylvan Tactics with the help of our early followers and playtesters.

Browse Our New Card Preview Gallery

We’ve also put together a new online gallery of all the card designs we’ve shared on social media so far. This is your chance to get a closer look at the anthropomorphic woodland creatures and the game-changing abilities they possess:

Sylvan Tactics Card Previews

Expect even more reveals in the weeks ahead, including more card art and abilities every week. We hope these previews spark your imagination for the strategic possibilities at play and give you additional context to help understand the rules document.

What’s Next?

1. Crowdfunding Launch
It’s going to be a while before we are ready, but the end goal here will be to get you a finished copy of the game. Follow us on our journey!

2. Playtest Opportunities
We’ll be hosting online and in-person playtests. Follow us on social media or join our Discord so you don’t miss your chance to try Sylvan Tactics before it launches.

3. Community Feedback
The Sylvan Tactics community has been instrumental in shaping the game so far. If you have questions, comments, or brilliant ideas, share them in the rules document comments, on Discord, or via social media.

Join the Conversation

We can’t wait to see your armies take shape on the board as you experiment with different strategies, combos, and card synergies. Thank you for coming along on this journey with us. Dive into the new rulebook and card gallery, and let us know what you think!

Lacuna Passage - Devlog #81 - The Dust Storms Update - v0.58

v0.58 marks the major feature addition of randomized dust storms to Lacuna Passage. The best way to quickly experience the new dust storms is to start a new game with the Big Storm scenario detailed below. If you want a quick timelapse of what dust storms look like you can check out this video:

Change Log

  • Added randomized dust storms that can slowly move across the map and impact your visibility, mobility, and navigation functions.
  • Added a survival sandbox scenario select screen with three currently available options: No Dust Storms Mode, Standard Mode with occasionally spawning dust storms, and Big Storm Mode which will start with a large dust storm hitting Habitat Alpha within the first 3-7 Sols.
  • Added small blowing dust clouds over the entire map.
  • Added randomly spawning dust devils.
  • All habitat interiors now have an airlock exit sign to differentiate the two doors.
  • The screen no longer fades completely to black during exterior module repairs. You can now see time pass in your HUD and the cost to your oxygen and battery in accelerated time during the repair.
  • Fixed issue with exterior module resource generation when sleeping for long periods.
  • Fixed issue with RTGs not generating exterior module resources properly at night.
  • Fixed incorrect description of Multitool. Multitools now explicitly mention that they can be used as a Cutting Tool, Building Tool, and Engineering Tool.
  • The objective LAT and LONG is now updated while placing a custom objective in the Navigation app.
  • Fixed issue with some Drill Rover locations not being added to navigation.
  • Fixed incorrect randomization of exterior module component integrity values for the southeastern-most habitat location.
  • Scanner is now automatically disabled when entering a habitat to prevent unintended scanner highlights while indoors.
  • Fixed issue with incorrect habitat resource values being displayed when accessing the EVA suit management screen between two different habitats.
  • Fixed incorrect texture on water reclaimers.
  • Fixed incorrect exhaustion recovery value when consuming water.
  • Sleeping for 0 hours is now allowed as a way to save without sleeping. Was previously only accessible by cycling the time value in one direction.
  • Fixed issue with the starting landing pod changing positions after loading a saved game.
  • Fixed a floating rock at a solar panel discovery location.
  • Fixed issue where some exterior module components were unable to be removed.

Keep in mind that this now makes the weather monitoring functions of the Waypoint Stations worth maintaining since they can warn you of an incoming dust storm and you can track the visibility at each WayStat location with the function enabled via installed fuses.

Many of these changes were prioritized based on feedback provided by players on our Feedback Forum. Help me determine future development priorities by posting your ideas, suggestions, and bug reports there.

Lacuna Passage - Devlog #80 - The Survival Stats Update - v0.57

Today's update is an attempt to add some new player progression goals to the survival sandbox including achievements and leaderboards. Check the full change log below.

Change Log

  • Achievements have been added for a range of survival goals.
  • Leaderboards have been added for survival time and distance traveled in a single playthrough.
  • A stats screen will now be displayed upon dying which will tell you exactly what you died from along with comparisons to your previous best run.
  • Increased scanner detection range for standard containers (blue squares) to 300 meters (this distance is not increased by activating WayStats).
  • Crafting an oxygen filled canister now requires 50L of oxygen from your hab reoxygenator tanks.
  • Your EVA suit can now be equipped or removed while inside a hab via the EVA preparation screen (accessible from the habitat status consoles).
  • Your EVA suit will now only be removed automatically upon entering a hab if the reoxygenator has oxygen in the tanks.
  • If the hab reoxygenator is not producing oxygen then you will now more accurately consume oxygen from the reserve tanks while not wearing your EVA suit.
  • The accumulated radiation exposure will now be saved properly.
  • The photo app should function more reliably when deleting photos.
  • The heart rate (stamina indicator) will no longer disappear while jumping.
  • Non-electrical components will no longer throw sparks when being replaced in exterior modules.

Many of these changes were prioritized based on feedback provided by players on our Feedback Forum. Help me determine future development priorities by posting your ideas, suggestions, and bug reports there. See if you can keep your spot on the new leaderboards and collect all the achievements!

Lacuna Passage - Devlog #79 - The Balance and Comfort Update - v0.56

Today's update provides a number of user requested changes. The first of many such updates to come.

Change Log

  • There will now always be a Multitool found in Hab Beta.
  • There will now always be a Haz-Mat Kit found in Hab Gamma.
  • There will now always be a Printer Key found in Hab Gamma.
  • Survival stats like Oxygen, Battery, Calories, etc will now be depleted 20-30% slower, allowing for longer periods of exploration.
  • Habitat storage space has been expanded from a max of 60kg to 80kg.
  • Added menu option for Mouse Sensitivity.
  • Added menu options to disable Camera Bob and Sway.
  • Added menu options to control SFX and Music audio volumes.
  • Added keyboard shortcut to toggle auto-walking (~ key).

Many of these changes were prioritized based on feedback provided by players on our Feedback Forum. Help me determine future development priorities by posting your ideas, suggestions, and bug reports there. Try out these new balance and comfort updates and let me know what you think! Have fun exploring!