Addressing Sustainability in the Tabletop and Board Gaming Community

The tabletop and board gaming community is thriving, with an ever-growing library of beautifully designed games that boast intricate components, stunning artwork, and sprawling play spaces. However, there’s a problem that surprisingly few are willing to address… It’s becoming increasingly clear that our community has a sustainability problem.

Oh no…

A significant driver of this issue is the “collector” mentality. Many players build massive collections of bespoke games, each housed in large, elaborately designed boxes. Yet, for all the excitement a new game generates, many of these boxes end up gathering dust after just a few play sessions. There’s always another shiny, new game on the horizon, and the cycle of consumption continues.

This trend not only impacts the environment through the manufacturing and shipping of heavy, resource-intensive products but also creates a lack of focus on replayability. The question we should be asking is: how can we as a community embrace sustainable practices while still fostering innovation and creativity in game design? When this topic does come up a lot of focus is put on “green” manufacturing processes and shipping efficiencies, but perhaps there’s another way…

A Shift Toward Reusable Components

One potential solution lies in designing games that make use of shared, reusable components. Dice, for example, are a staple in many games and don’t need to be unique to a single game to be effective or enjoyable. Expanding this idea could lead to a new wave of game designs that focus on modularity and reusability.

Imagine reusing the board from a classic game like chess. Chess is one of the oldest and most widely recognized games in the world, and its simple grid layout and versatile pieces offer endless design opportunities. By leveraging existing components, designers could create entirely new gaming experiences without the need for large, specialized production runs.

Exploring the Possibilities

What could this look like in practice? Let’s consider the potential for creating games that incorporate existing components in innovative ways. By reimagining how these components interact, we could design games that:

  1. Encourage Replayability: Players could engage with the same set of components in different ways depending on the rules or scenarios introduced.

  2. Reduce Environmental Impact: Fewer bespoke components mean less material waste and smaller carbon footprints.

  3. Lower Costs: Games designed to use widely available or generic components could be sold at a lower price point, making tabletop gaming more accessible to a wider audience.

  4. Save Space: Both on retail shelves and in our homes, board games take up a substantial amount of space. Smaller box sizes would allow us to be more efficient with our storage.

A Practical Example: Sylvan Tactics

This concept is at the heart of our game, Sylvan Tactics. It uses a standard chess board and all its pieces but transforms them into a new gaming experience with the addition of a small custom deck of cards.

In Sylvan Tactics, players utilize the familiar chess pieces as units in a strategic, card-driven battle. The game layers additional complexity and tactical decision-making onto the straightforward movement rules of chess. Each piece retains its iconic movement patterns, but their roles and abilities are determined by the cards players choose to play. This allows for deep, engaging gameplay without the need for expansive new components.

A box size comparison between a modern classic and a prototype of our game, Sylvan Tactics. Of course it’s not a completely fair comparison, because Sylvan Tactics also requires a chess board and pieces. But imagine if more games utilized shared components to save space and materials.

The result is a game that’s easy to learn yet rich in strategy, compact enough to fit into a small box, and inherently sustainable. By using the chess board and pieces many players already own, the game significantly reduces its environmental footprint while still offering a fresh and exciting experience.

Moving Toward a Sustainable Future

If we want the tabletop gaming community to thrive for generations to come, we need to rethink how games are designed, produced, and consumed. By focusing on shared components, modularity, and replayability, we can create a more sustainable future for our hobby.

Imagine a gaming ecosystem where a single set of components can unlock a world of possibilities. Let’s move away from the collector mentality and toward a culture of creativity, innovation, and sustainability. Sylvan Tactics is just one step in this direction—what steps will you take?

Together, we can build a future where every new game is not just another box on the shelf but a meaningful addition to the games we already love.

Follow us on Bluesky or Instagram to learn more about our upcoming game designed for sustainability, Sylvan Tactics.

Embracing Constraints: Designing Tabletop Games with Limitations

Game design is an art that thrives on creativity, and one of the most effective ways to foster that creativity is by imposing limitations. These restrictions can be an incredibly powerful tool for generating innovative ideas and will often push you to “find the fun” within a condensed play space. Recently, we’ve taken on the challenge to design a series of tabletop games that only involve adding a deck of cards to existing classic games like chess or dominoes. Here’s how and why embracing limitations has transformed our approach.

The Value of Constraints in Game Design

Limitations force you to focus. When you’re working within a smaller set of resources or rules, your creative energy is channeled into making the most of what you have. Instead of being overwhelmed by infinite possibilities, you’re given a clear framework within which to innovate. Constraints can also:

  • Encourage Resourcefulness: When you’re restricted in the materials, mechanics, or themes you can use, you’re compelled to think outside the box.

  • Streamline Development: Limitations provide boundaries that help keep scope manageable, making it easier to prototype, iterate, and test.

  • Drive Innovation: By narrowing the field, you’re more likely to come up with novel ideas that wouldn’t arise in a completely open-ended process.

  • Build Unique Experiences: Games designed under constraints often feel distinct and memorable because they’re shaped by unusual combinations of elements.

Designing Games Around Classic Boards

One of our current projects involves creating a series of games that add a custom deck of cards to classic board games, transforming them into entirely new experiences. (And yes, we are still developing video games. Go check out the Steam page for LIMYN.) For example, we are reimagining chess with a card-battling twist in a game called Sylvan Tactics: each piece on the board represents a unit with unique abilities and stats derived from its corresponding card.

A prototype card for our board game, Sylvan Tactics, which is limited to a chess board, chess pieces, and a single deck of custom cards.

This approach leverages the familiarity of classic games while adding fresh layers of strategy and depth. By limiting ourselves to using existing boards and pieces, we can focus our energy on crafting mechanics and card interactions that feel both intuitive and innovative. These limitations also make the games more accessible, as players already understand the base rules of the classic board game and likely already have access to the board and pieces. All that is needed is a small deck of cards to transform the play experience.

As a side effect, this also makes playtesting and iteration extremely simple. We know there are some components of our game that are immovable. We can’t change the board or pieces of chess, but in many ways that is a positive thing for playtesting. We only ever need to change the text or symbols on a limited set of playing cards that we can print at home. Everything else can sit in a box ready for the next round of playtesting.

Types of Constraints to Consider

When designing a board or card game with limitations, you can define constraints in several ways:

  1. Component-Based: Limit yourself to a specific set of physical components, such as a standard deck of cards, a chess board, or a handful of dice. For our series, this means focusing on the classic boards and augmenting them with a deck of cards.

  2. Theme-Based: Choose a narrowly defined theme and build your mechanics around it. For instance, designing a game where players role-play as woodland animals in a tactical battle forces you to align mechanics with thematic storytelling. (This is part of the theming for our remix of chess that we will cover in a future post).

  3. Mechanic-Based: Focus on a particular type of interaction, such as area control, deck building, or resource management, and explore it in depth.

  4. Time-Based: Create a game with a strict time limit for development or gameplay, such as a game that can be played in 15 minutes or one designed in 48 hours. This one helps a lot in getting you to playtesting faster. Testing and iteration are key to finding the fun. You want to “fail fast”.

  5. Audience-Based: Design for a specific audience or player group, such as children, educators, or hardcore strategists. This narrows the tone, complexity, and accessibility of your game.

Case Study: Chess with Cards

Let’s dive a little deeper into some examples from Sylvan Tactics.

One of the earliest challenges we ran into was with health tracking. Sylvan Tactics shares some general mechanics with games like Magic the Gathering where players have to track their health and the status of several other cards that are in play. Dice, counters, and tokens are very common in Magic. If we wanted our game to have player health, how could we do that without dice or resorting to pen and paper? Cards, of course! If you are familiar with card games like Regime or Star Realms you might have seen a similar solution.

Point trackers in Regime

Point trackers in Star Realms

We don’t have a finalized design for what our card health trackers will look like, but they will likely be similar to the solutions found in these games.

But what about card states or damage to individual cards? Again, similar to Magic, we can use rotation/position of the cards. Either 90 degrees, 180 degrees, or even face down to indicate specific states.

We also have the chess pieces themselves to work with. In Sylvan Tactics you place Rooks, Bishops, or Knights in pairs. One of those piece types is placed on the chess board, and the other matching piece is placed directly on the card that it represents. Now, the position of the piece on the card can be used to represent state or we can even lay the piece down sideways to make the state easier to identify. In my case, a piece laying sideways on a card indicates a “wounded” character.

With these limited mechanics we are able to create a fairly large possibility space without complicated extra components or a cluttered game board.

Tips for Designing with Limitations

The first prototype for Sylvan Tactics

  1. Start Small: Begin with a simple, well-defined limitation and expand only if necessary.

  2. Prototype Quickly: Use paper, pencils, and other simple tools to test ideas without committing to expensive or time-consuming components. Our first few playtests were with hand-cut cards from cardstock.

  3. Iterate Often: Playtest frequently to see how your ideas work within the constraints and refine based on feedback.

  4. Embrace Imperfection: Not every idea will work, but every failure is a chance to learn and improve.

  5. Think Thematically: Align your mechanics with the limitations to create a cohesive and immersive experience.

What are you waiting for?

Designing games with limitations is not just a creative exercise—it’s a powerful method for advancing your skills as a designer. By working within constraints, you’re forced to make deliberate, meaningful choices that can lead to innovative and elegant mechanics. If you’re looking for inspiration, consider taking on the challenge of reimagining a classic game by adding a custom deck of cards. Or even just changing the rules. No new components or cards required! What will you come up with?

In the coming months we will be sharing more insights into our design process for our chess card-battling game, Sylvan Tactics. Follow us on Bluesky or Instagram.

Lacuna Passage - Devlog #84 - The Power System Rework Update

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v0.61 focuses on a complete update of the power management system for exterior habitat modules, but a bunch of bug fixes are included as well. Check the change log below.

Change Log

  • Fixed incorrect east hab map marker location.
  • Fixed datapad UI navigation issue that would discard inputs that were entered too quickly.
  • Fixed bug that prevented you from strafing while auto-walking.
  • Fixed bug that caused dust storm effects to be visible and charging with portable solar panel to be possible while inside east hab airlock.
  • Made change to WayStat discovery view colliders so that they hopefully trigger more reliably.
  • Made change to mouse sensitivity range (this may require you to adjust your sensitivity in the control options menu).
  • Fixed bug causing the minimum solar charge during a dust storm to go lower than intended.
  • Game performance should be slightly improved after doing a recent optimization pass of several game systems.
  • Reworked the entire power supply system for the habitat exterior modules. Read below for details.

If you want a TL;DR of the new power system: We have moved from power percentages to power units. As long as you maintain 100 power units worth of solar panels/RTGs connected to each exterior module you should see very little difference to how the system worked previously. If you want a more in-depth rundown of the new system then keep reading.

Here’s how the new power units are generated with RTGs and solar panels:

RTGs generate 50 units, day and night (used to be 100% power).
Large Solar Panels generate 50 units during the day (used to be 50% power).
Small Solar Panels generate 30 units during the day.
Portable Solar Panels generate 20 units during the day.

There are still only the 5 solar panel slots and one RTG slot for each module, but now they all contribute directly to the reserve battery so long as the electrical module is operational. However, now there is a maximum of 100 charge units from any set of module slots. That means the most you can generate during the day would be 400 units from all four modules.

Then, all the modules also incur a general cost that pulls from the reserve battery in order to operate.

Water Reclaimer

  • 50 unit cost to produce water.
  • 40 unit cost to keep water running if tanks are full.
  • If at least 50 units are being supplied by solar panels/RTG directly connected to this module then water production is more efficient.

Reoxygenator

  • 50 unit cost to produce oxygen.
  • 40 unit cost to keep running if tanks are full.
  • If at least 50 units are being supplied by solar panels/RTG directly connected to this module then oxygen production is more efficient.

Heater

  • 50 unit cost to heat up interior to normal temp.
  • 40 unit cost to keep running if at stable temp.
  • If at least 50 units are being supplied by solar panels/RTG directly connected to this module then temp will increase faster if below normal temp.

Electrical

  • 25 unit cost to keep all electrical systems running (lights, crafting, etc).

From the above requirements, the highest possible unit cost to keep all systems running would be 175 units, but if all oxygen and water tanks are full and the interior temp is stable then the cost would only be 145 units. This means that you should be banking between 225 and 255 units if you have the full 400 units of solar panels connected to your modules during the day. That banked amount should then be more than enough to cover the cost of all modules over the night and leave you with extra to transfer to your EVA suit when you go out to explore.

Because of this new system, all modules now produce at the same rate during the night as they do during the day. This is a change from before when the Reoxygenator and Water Reclaimer would produce at a drastically reduced rate at night. To balance for the increased amount being produced around the clock, both of these modules now produce at about 60% of their previous maximum production rate.

Many of these changes were prioritized based on feedback provided by players on our Feedback Forum[lacunapassage.userecho.com]. Help me determine future development priorities by posting your ideas, suggestions, and bug reports there. A special thanks to Mr. Fusion on the feedback forum for all his help and suggestions related to the power system rework.

Lacuna Passage - Devlog #83 - The Controller Support Update

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v0.6 focuses on making the control options much more flexible. This required a complete rework of the input system in the game to support most PC-compatible controllers and full key remapping options. This continues my current pattern of alternating major updates between gameplay system additions (like the previous pop tent and dust storm updates) and quality-of-life additions (like this one). Check out the full change log below.

Change Log

  • Controller support has been added for most dual joystick controller types.
  • Keyboard and controller button remapping is now available via the Controls option menu.
  • Increased frequency of dust devils.
  • Fixed bug that caused hab status panel to display information from a different hab.
  • Fixed production levels of oxygen and water modules relative to the impact that broken components should have.
  • Changed locomotion settings for moving up and down slopes and while jumping.
  • Fixed issue where reserve battery could be charged slightly over 100%.

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

Lacuna Passage - Devlog #82 - The Pop Tent Update - v0.59

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v0.59 now provides a new way for you to escape the elements of Mars. Emergency Pop Tents are now deployable items that you can enter to protect yourself for dust storms, eat while on EVA, and save your progress by sleeping.

The rest of this update is a little lighter on content than usual because I have had to spend a lot of time updating the game code to be compatible with the latest version of Unity. Unity required a security update and I figured it would be a good time to also just update everything to the latest version. I've gone from Unity 5.3.8 to Unity 2017.1. This required a ton of little fixes to ensure everything will work as it did before, and I'm still not entirely sure that everything will be functional. If you find something that seems out of place or inconsistent with how you remember the game working before, please let me know via the official bug reporting and feedback forum

Change Log

  • Updated engine to most recent version of Unity for performance and compatibility improvements.
  • Numerous bug fixes for issues related to Unity version update.
  • Loading of interior and exterior scenes should be faster.
  • Habitat interior lightmapping has been improved.
  • Terrain dynamic shadows have been improved.
  • Fog distance and blending with horizon have been improved.
  • Added deployable Emergency Pop Tents that allow you to take shelter from dust storms, eat consumables, and save your game while on an EVA.
  • Remote outposts with permanent pop tents are also useable now and they produce their own ambient oxygen so your suit reserves will not deplete while inside.
  • Added quick reference panels by interior airlock doors to see the status of your exterior life support modules at a glance while inside a habitat.
  • Equipped portable solar panels will no longer charge your suit battery while inside an airlock.
  • Dust storms now properly impact exterior module power production based on proximity to the storm’s epicenter.
  • Dust storm particle effect visibility due to proximity to storm epicenter has been adjusted.

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

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!

Lacuna Passage is out now on Steam Early Access

Lacuna Passage - the first-person, open world Mars exploration and survival game - launches for PC and Mac on Steam Early Access today. Check out the new Early Access launch trailer here: youtu.be/XbMXvPBOpFU

Having smashed its Kickstarter and Greenlight campaigns with a superbly realized Martian setting, Lacuna Passage invites players to set foot on the Red Planet and experience what it will be like for those first adventurers. The game will release in two phases:

1. Survival Sandbox - Steam Early Access - Out Now
2. Story Mode - Full Steam Launch - In Development

Launching on Steam Early Access today, the Survival Sandbox mode of Lacuna Passage will challenge players’ technical smarts and problem-solving skills, as well as enabling early astronauts to test drive the core mechanics ahead of the arrival of Story Mode.

“I was hugely inspired by the 2012 landing of the Curiosity rover on Mars,” said Tyler Owen, founder and lead developer at Random Seed Games. “As I waited for the first images to beam back to Earth I realized that the closest I would ever get to walking the surface of the Red Planet and taking my own photos would be if I made a game where you could do just that. With Lacuna Passage we’re focused on creating a science-fiction interactive experience that will inspire others to get interested in space travel and science.”

What is Lacuna Passage?

Developed in Iowa, USA by Random Seed Games, Lacuna Passage is a Mars exploration and survival game based on real mission technology and Mars terrain from NASA satellite data. Here are some of the key features:

● Stunning first-person, open world of Martian exploration and survival.

● 25 square miles of explorable terrain generated from actual Mars satellite data.

● Survival mechanics based on real metrics like blood glucose, heart rate, caloric intake, and more.

● In-game photography that allows you to capture any moment and document your discoveries with higher quality than your PC or Mac can handle in real time.

● An immersive HUD that is accurate to potential future space exploration physical display technologies.

● A hauntingly beautiful dynamic soundtrack that responds to your actions.

● Survival Sandbox available now on Steam Early Access.

● A mysterious single-player story that encourages non-linear play (Story Mode) coming in a future update.

Survival Sandbox - Steam Early Access - Out Now

Waking in a landing pod, players must check their equipment and venture out onto the red Martian soil in search of a nearby habitat. With 25 square miles of the Red Planet to explore and survive, they must gather resources from randomized points-of- interest, supply caches and other habitats in order to continue their mission. Survival is more than just tracking status bars; maintaining life-support equipment is just as important as maintaining health. Players must carefully manage vital resources or they will find themselves stranded in the great red wasteland with no food, water, or oxygen. Chief among the available tools is the stunning photography feature, which allows the budding Martian adventurer to capture higher quality photos than their PC can handle in real time.

Story Mode - In Development

Jessica Rainer - the only survivor of the second manned mission to Mars - investigates the disappearance of the first. With several tools at her disposal, most importantly her skills of observation, Jessica needs to uncover mission logs, recorded audio files, and other physical clues left behind at critical mission locations in order to uncover the story. An interplanetary trail of breadcrumbs awaits. With 25 square miles of open terrain around the crash site to explore Jessica can’t explore blindly to find the missing crew of the Hermes. Will she simply try to survive and await rescue or will she put her own life on the line to discover the truth? In Lacuna Passage, time and the elements are your enemies...

Assets and info

● Steam Early Access page: store.steampowered.com/app/252090

● Early Access launch trailer: youtu.be/XbMXvPBOpFU

● Additional game info and press asset pack: lacunapassage.com/press

● Follow Lacuna Passage’s development on the devblog

● Check overall progress on the roadmap

Lacuna Passage is now available to purchase ($14.99, €14.99, £10.99) and download for PC and Mac in all countries on Steam Early Access.

Lacuna Passage - Devlog #78 - The Survival Sandbox Homestretch

Kickstarter Backers

We are getting very close to a backer release for the testing of the Survival Sandbox mode. I'm going to get into my development progress since last month, but first I wanted to give a little more detail about how the rollout will work for the backer release.

First off, the release will be managed through the Humble Store download pages that you claimed with your Kickstarter email address. This will not be done through Steam just yet. I haven't gotten to Steam integration yet, so to start with all backers will need to download updated builds through the Humble Store download pages similar to how you downloaded the old demo for Lacuna Passage Prologue.

This rollout will happen in waves according to your Kickstarter Backer reward level, with Beta level backers and above getting access first. I'm only one developer, so I can't handle large numbers of bug reports and requests all at once. We will gradually rollout access until all backers are included. Then we will work on bug fixing, planned feature additions, and requested feature additions until I think we are ready to launch on Steam Early Access. I will then transition to Steam integration and all backers able to access build updates automatically through Steam. If some of you don't want to worry about encountering excessive bugs or having to manually update your build then I would suggest that you wait until I am able to add Steam integration before you try the game.

My development roadmap labels can help you determine what is and is not planned for the Early Access release. The Early Access release will be considered Survival Sandbox 1.0. However, not everything that is planned for Survival Sandbox 1.0 will be included in the initial backer release. So, what won't be in the backer release? Some things are practically finished but will not be included in the backer release because I want to get feedback on specific features and game mechanics before adding more features. Other features are just not ready yet. Here are a few notable things that will be absent from the initial backer release but will come in build updates prior to the Early Access Survival Sandbox 1.0:

  • Dust Storms/Dust Devils
    • These are practically complete, but since they are inherently random, I want to filter out any bugs that may be difficult to track down if they are bugs that sometimes occurring during random storms for some players and not for others.
  • Saving and loading game progress
    • This might seem like an odd omission, but I would like to focus early bug reports to the first 1-2 hours of gameplay. Early build updates might break game saves anyway so I want to avoid that at first.
  • Deployable Emergency Pop Tents
    • Since these provide a temporary shelter during storms and a place to save your game while on an EVA, there is no need to include them if those other features are not in place.
  • Some audio and music
    • Early backer builds may be noticeably absent of most audio and music. This is partly to save filesize for early build updates, but I also have just not had the development resources to focus on these aspects yet. They will be improved before the Early Access release.

Development Progress

One of my contract artists and long-time contributors to Lacuna Passage, Jeremy Brown, is nearly complete with what I hope will become one of our most iconic assets - the EVA suit.

So far only the high poly and low poly models are complete and already I think it looks great. It should look even better soon when the textures are finished.

Jeremy has also completed a wonderful new flag asset that I have applied cloth physics to, allowing it to react to our wind direction and intensity.

I've also begun the final lightmapping process on the habitat interiors. I've completed Habitat Alpha which you can see below.

I have two more habitat arrangements to complete, but all that consists of is essentially just rearranging the modular interior wall segments and rendering new lightmaps. This will help to distinguish the three discoverable habitats from each other while exploring the interiors.

I can also report that all 92 randomized discoverable locations on the map have been placed and the container contents of each location are being randomized on each new playthrough.

On top of all that I have punched out dozens of tiny bugs and added many quality-of-life improvements. None of which would be super exciting to describe here, but I've personally been testing the game lately and it's honestly starting to feel like a very compelling gameplay loop.

All-in-all, things are going great. Development progress has continued at a steady pace despite my wife and I working hard to prepare for our first child, and hopefully I can get our backers access to build downloads without much more delay. Hang in there!