materials

Choosing the Right Components: Trackers for Sylvan Tactics

In every game of Sylvan Tactics, tracking your King’s and Queen’s health needs to be quick, clear and in keeping with our goal of low-waste design. As we weigh component costs, environmental impact, and ease of use under new tariff pressures, here are the main options.

PEN & PAPER

Many of the earliest war games like Squad Leader relied on nothing more than pencil and scrap paper to record hit points. That hands-on simplicity carries forward into modern wargaming, but at what cost to flow of play?

  • Pros

    • Zero manufacturing footprint since players supply their own materials.

    • Complete flexibility to design whatever layout you prefer.

  • Cons

    • Manual erasing and rewriting can slow down fast-paced turns.

    • Risk of smudges or faded notes making values hard to read.

  • Sustainability in Sylvan Tactics

    • Best case for green credentials, but could make the game feel “incomplete”.

DICE

Later board games and collectible card games adopted D6s or D20s for both resolving actions and tracking life totals. Dice offer instant visual feedback yet carry both cost and environmental weight.

  • Pros

    • Players likely already own extra dice, so they wouldn’t necessarily need to be included in the box.

    • Instant, at-a-glance indication of remaining health.

    • Reuses a component that fits many different games.

  • Cons

    • Adding 6 plastic dice (2 for each King and 1 for each Queen) increases box weight and shipping cost.

    • Loose dice can get bumped or roll off the table.

    • Plastic production works against our low-waste ambitions.

  • Sustainability in Sylvan Tactics

    • A solid middle ground if players are encouraged to “bring your own.” Including dice in the core set would push us away from our eco-friendly goals.

DIALS

Dials would be the most “customizable” option that could be aesthetically matched with the art of the game, but they also would incur the highest production costs.

  • Pros

    • Easiest to read at a glance.

    • Great for a cohesive theme when customized for the game’s aesthetics.

    • Tactile “click” feedback makes each point gained or lost feel meaningful.

  • Cons

    • Precision die-cutting or plastic molding drives up manufacturing and tooling costs.

    • Small wheels can jam, break or wear out.

    • Often made from mixed plastics, which are hard to recycle.

  • Sustainability in Sylvan Tactics

    • Visually appealing, but too resource-intensive for our print-run targets and tariff constraints.

Tracks

Many modern games feature health or score tracks printed directly on the board or player mats. Markers slide along grooves, keeping everything in one place.

  • Pros

    • Can save space if you game already has a board or mat component.

    • Low per-unit cost when bundled with a larger board.

  • Cons

    • Requires a larger or thicker board, which increases shipping weight.

    • Still needs a marker or cube. Another tiny component to manufacture.

  • Sustainability in Sylvan Tactics

    • Board-integrated tracking conflicts with our minimal-component ethos unless we can repurpose existing cards somehow.

Cards

Recent titles such as Regime and Star Realms use their cards for dual purposes: rotating or sliding cards themselves to mark health or status. This elegant solution aligns with our sustainability vision.

  • Pros

    • No extra box weight: uses the same cardstock as the core 100-card deck.

    • Keeps component count low and production simple.

  • Cons

    • May require clear layout design to keep tracking intuitive.

    • Needs careful prototyping to ensure visibility and durability.

  • Sustainability in Sylvan Tactics

    • Definitely seems like this would be a viable option for sustainability, but it remains to be seen if this would actually be a useability improvement over just standard pen and paper.

What This Means for Sylvan Tactics

Under new tariff pressures, every ounce of plastic and cardboard adds cost. We’re leaning toward a system that either lets you use materials you already have (pencils, dice or cubes) or embeds tracking right into your cards. Offering a custom tracker as a Kickstarter upgrade remains an option, but we want the core set to stay lean and green.

Now it’s your turn: which health-tracking style would you choose for Sylvan Tactics? Do you love using D6s you already own, writing hit points by hand, or sliding a game piece along printed cards? Leave a comment below and help us decide the final design for our crowdfunding campaign!

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Lacuna Passage - Devlog #54 - Random Hab Modules

With our sandbox survival mode for Lacuna Passage in the works, we knew we needed to make some changes to the habitat modules.  There will be a few established habitats randomly placed for players to discover and utilize to survive as long as possible.  These habitats will all be unique and full of specialized modules that serve different purposes.  Bunks for sleeping and storage for food and supplies will be available in each hab, but things like research stations, 3D printers, and crafting areas will be randomized features in only some of the habitats you find.

In order to make the habitat capable of this level of randomization, we had to revise the way the hab is set up.  Now each component in the hab takes up an exact gridspace that can be randomly assigned in almost any part of the inner structure.  Here are a couple examples of how things may look with randomly swapped modules:

This is also the first time we have really shown off how the new Unity 5 standard shader makes our internal areas look.  We are very happy with how simple and consistent this shader performs with all of our materials even though we have not finalized the lighting yet.  Here are some more interior screenshots with placeholder lighting:

You may notice a new workstation in those last couple screenshots that we are currently working on.  This will have a few different functions, but in this example it serves as a station for testing soil and rock samples.

We also managed to give some of the panels that fill the extra space in the hab a rework.  They previously seemed a little too extruded and they interfered with the flow and interactive elements of the hab.  Now they seem a little more streamlined and less intrusive.

Progress is definitely coming along, and we hope to show you more next month regarding some of the new areas in the habitat where you will be crafting supplies to help you survive.

Lacuna Passage - Devlog #18 - More Concept Art, a New Shader, and Terrain

While we toil away on development of Lacuna Passage we thought we might give you a peek at some more concept art. We have really hit our stride with our art style, due in large part to our concept artist, Brandon Kern. Check out some of his work below.

As we worked on bringing these concepts to life in 3D we realized that our equipment shader just wasn't up to the task. The normal maps were not as pronounced as we would have liked, and it was difficult to define strongly contrasting materials. Our models looked somewhat desaturated and ubiquitous across what should have been different surfaces. We set about creating a shader that would give us greater control over contrast and material definition (things like fresnel lighting, reflectivity, edge highlighting, and specularity). Below you can see the result of our efforts. It is now much easier to see the difference between surfaces like shiny plastic, dull metal, and rough rubber. This improved shader is still in testing since it was created using an alpha version of the upcoming Unity add-on "Shader Forge", but we are excited with the results and hope to utilize the eventual commercial release of Shader Forge.

We've also been hard at work detailing the full-scale terrain that will be featured in the final game. Proper textures will be applied much later, but the massive heightmap is coming together quite nicely and should present the player with a wide variety of real Mars geographic features to explore. Check out a little preview below.

Time-lapse of the (still unfinished) terrain

Time-lapse of the (still unfinished) terrain

Untextured 3D preview of terrain in its current state

Find out more about how we are creating our terrain in our previous devlog.