Posted June 07, 2025 by Will Phillips
#playtest #news
(This devlog is crossposted from my tabletop blog: tabletop.willphillips.org/2025/06/hexingtide-back-in-development-as-of-june-2025/
TL;DR? Work on Hexingtide is starting up again. Playtest 4 actually drops this summer, and a feature complete Playtest 5 with a robust appendix of example monsters and worldbuilding prompts is on deck for this fall.
Would love to have you back on the spooky monster journey! -Will )
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Hexingtide is my unfinished TTRPG of Minimalist Monstrous Roleplaying – a love letter to the monsters of folklore, comics, and classic pop culture.
Inspired by (in no order): Mike Mignola’s Hellboy & the wider Mignolaverse, Dan Brereton’s Nocturnals, Eric Powell’s The Goon & Hillbilly, the Underworld films, Alan Moore & Kevin O’Neill’s The League of Extraordinary Gentlemen, Universal Studios Monsters, and the many incarnations of The World of Darkness.
Two years of professional, personal, and creative ennui have left Hexingtide in limbo. That’s changing, and I’m returning to work on the game.
The rulebook is expanding, but not in mechanics. It’s still a minimalist, open-ended game.
But they are brand-new, standalone rules… which is often harder for playtesters and would-be GMs to grok compared to hacks or SRD-based games (e.g. the variety of d20 and PBtA games out there).
I’m adding more examples and guidance. That means a bigger – more helpful – book that makes Hexingtide easier and clearer to run.
I released Playtest 3 in January 2023 (wow, that’s a long time ago) in the midst of a lot of burnout – which I parlayed into writing my minimalist Wild West outlaw murderhobo game The Devil’s Brand.
The plan was to return to Hexingtide with Playtest 4 in early 2024.
That… did not happen. (Although I did run a home campaign of Hexingtide using the Playtest 4 materials for all of 2024!)
Creative ennui, life getting in the way, chasing ADHD dopamine, and becoming intimidated at the size Hexingtide was becoming (after starting life as a 12pg zine). Blame any and all.
Every time I returned to design work on the game (or even my home campaign, for that matter), I got overwhelmed and discouraged.
I can’t say I’ve fully shaken those feelings, but I’m starting to regain my confidence – enough that I’ve been revisiting the rules again and have restarted the Hexingtide campaign with my home group after a six month pause.
The core of the game is solid: the single Inhumanity Die, the open-ended Powers, Portents, and Pacts, the Strong/Weak mechanic. All good.
Here’s the shift:
I’m planning two playtest releases up through Halloween 2025:
If the timing works out as above, my goal is to plan on publishing the game in time for Halloween 2026. I’m unsure if I’m aiming for finding a publishing, sticking to PDF and POD, or going the crowd-funding route.
With the release of Playtest 5, I’ll start to engage the wider community, soliciting example character builds (focusing on Krampus-like creations for December 2025) and adventurers. More info on that to come.