Posted November 24, 2025 by Binary Star Games
Hi there! Up front, VOID_SHIFT physicals are out!
It’s a cassette case with a (nicely printed) deck, five dice, a J-card in the case with instructions, and a lovely O-card that slips over the case. You can get them at my store for physicals! (And while you’re at it, take a gander at the Black Friday sale - everything else in the store is 20% off. Remember, shipping’s free in the US if you spend $50+!)
In Devlog 1, we got into the basic building blocks of cards and jobs. That’s all well and good, but at that point I needed to draw the rest of the owl: basic concepts only get you so far, execution is what really matters. I blocked out a prototype deck with those principles and started thinking about what I wanted jobs to look like.
A job is a card, front and back, that tells you what you’re doing. It has a few distinct requirements:
The first one (thematically distinct) is pretty self-explanatory: ideally you don’t have two jobs that seem like the same job.
The second one (working within proficiencies) is a little tougher, because that’s a fairly broad mix of capabilities. In general every card should include all 4 of them, but the degrees don’t have to be evenly split, and in fact probably shouldn’t be 100% even.
Jobs treat tasks differently to gate this. Compare the following:
As opposed to other kinds of tasks that let players be a little strategic with the approach:
So the first kind emphasize specific requirements, while the second kind are more flexible to your deck.
The third requirement (different kinds of interaction) is where we start to get into exception-based design on the scenario end. In keeping with point #4, it had to come across as very coherent very quickly. So I identified a few mechanical threads from the mechanics that I could tug on:
And ideally they should mix in with the theming, because that’s the point.
And the fourth requirement (has to fit on a card) means they have to be concise, or if they’re not, they have to come before fewer tasks.
So once I had a job or two, I playtested a bit. And for the most part, it worked! But just working isn’t the end of it. There was one key bit I hadn’t really dug into yet: the building part of deckbuilding. So I buckled down there.
The key from there was making sure the actual deck was interesting to build. There are three kinds of cards:
My palette was a few specific mechanics:
So I designed (and redesigned, later) cards with a few basic strategies in mind.
So thinking about the conjunction of these and the general flow of the game as established in devlog 1, you can see a few properties emerge:
Just as importantly, I had to set a few guidelines for each of these.
For workers, each worker always has two technical proficiencies they can do, one better than the other. Workers come in a few major varieties:
Usually exhaust is 1, but sometimes it’s not if a particular card interacts more with on-Exhaust mechanics - for example, if a character does something bad on Exhaust, they’ll have higher Exhaust.
Generally speaking, workers never have “active” abilities: they have things that are triggered by their own actions or the presence/actions of others.
Mgmt cards always have “meta” abilities that are activated proactively instead of reactively, and they can really set the tone of a deck as a result. As a rule, though, they can never themselves do the work: you need actual workers for that. There’s only a few of these in here because of that. For tools, I went back and forth on them in development, and they’re relatively minor because as with mgmt, I decided more kinds of workers probably made more sense than a ton of tools. They provide a persistent buff to workers throughout the day and some of them interface with certain strategies noted above.
So one thing I try to emphasize in just about any game I make is that I want it to be possible to be played “naïvely”. Which is to say, for the majority of RPGs, I don’t think you should have to be like…really good at the game to generally “succeed”.
Now obviously that’s a little less important with a card game, doubly so with a solo one! If you make a bad deck or play it badly or get screwed by the dice, it’s over in like 20 minutes. But nonetheless, I don’t really provide any signposts as to what you SHOULD do when making a deck. As such, my balancing criteria for a given job was as such: if I can juuust barely win (like, somewhere on day 6) with a largely random deck (aka I just shuffled it and picked the top 15) that’s being played well, then it’s probably fine. (This also helped me identify cards that didn’t have much significance outside of the context of others: I wanted each card’s value to be clear enough by reading it, with any synergies as an added bonus for being smart.)
Why did I take this approach? I figure it’s easier to scale difficulty up than it is to scale it down: it’s trivial to make it 4 or 5 days, or go for a “high score”, or do multiple jobs in a kind of “campaign” with the same deck, or add on extra challenges (like no mgmt or no tools or such in a deck). I would imagine it’s harder to know how to scale down in a way that makes the game easier without trivializing the game.
So hopefully this all makes sense! Again, physicals are available at my store: https://shop.binarystar.games/products/void_shift Let me know if there’s anything you want me to expand upon.
(And while you’re at it, give its sister game a follow. Coming Zine Month 2026!)