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Planning for Update 6

A topic by half-a.press created Aug 07, 2025 Views: 279 Replies: 10
Viewing posts 1 to 6
Developer

Update 5 was a massive amount of work over a very short time period: I wrote over 100 pages of rules in 3 months during the development process. I'm still really happy with what I was able to do across multiple systems, especially in making the Exoglobalization era feel like humanity moving throughout the solar system in a way that honours the core conceits of the game as well as a lot of the changes that made it into High Frontier 4All, and in fully realising A Lot of Zeroes as a standalone game which had been a long held dream of mine.

Commercially, it unfortunately doesn't appear to have paid off. While the visits to the itch pages have been as high or higher than many of the other updates, the sales bump from this update has been drastically lower. I think this is as much a marketing issue as an accessibility issue. I dropped a whole new game without much marketing, and then gave it away to everyone who had already bought the supplement it was based on (I am very smart).

I'm going to try a different approach for update 6, and see if it has any impact, by breaking up these big updates into a lot of smaller, more frequent ones.

First, I'll be releasing an incremental update for A Lot of Zeroes. I realised almost immediately after releasing the latest update that there was something I could do to significantly improve the economy of the game which at the moment doesn't provide incentives to entered civilised space. I've mentioned this elsewhere, but this update (call it 5a) will add in fragments, which you collect from system infrastructure from within civilised systems, and which allow you to work incrementally towards answers in even smaller ways than currently possible. It's been a very quick turnaround from conception to implementation, to the point where 5a will probably come out within the next 2 weeks. 5a will include a bunch of small changes all over the rules because fragments touch the game at so many points.

Secondly, I've got to get the new supplement for the Futures era to the point where I'll be able to release it. It's called Colony:Sub/title and will focus on political intrigue, exploration of living ecosystems, and atmospheric and undersea travel. Because that includes a bunch of rules that were excised from A Facility with Words, I'll initially be releasing it as pay what you want, before making it a full priced supplement after a suitable time interval (which may include a full update). It'll also include a chapter on Shipboard Life chapter for crews to have more ways to spend their time during extended voyages.

Thirdly is the alternate release strategy I'm working on: I'll be releasing a lot of smaller supplements, rather than big monolithic books. These are going to focus on a particular area of the game in more detail. I've talked about Epic Hazard Operations, and had hoped to include it with update 5, but it hasn't worked out quite that way. EHO will instead be released as a standalone game - a rules light introduction for the map-based play that doesn't rely on the High Frontier map. It'll be in the exoglobalization era, and A Facility with Words will act as the expert set to EHO's basic rules, as it were, allowing you to just buy those two books without having to get the Crewed Rules (if for instance, you want to play a pure High Frontier 4All compatible game).

Then I have a big list of potential ideas for further supplements. I don't want to reveal titles and much in the way of contents at the moment,  although a close reading of the text may reveal some, but there's essentially going to be supplements for each era, that provide more detailed interactions for specific parts of the game. Think of them as adventure modules, but as if some of the adventure modules allowed you to replay the base game in radically different ways. Others will just be a bunch more stuff. For instance, I have faction specific missions for about 60% of the factions in All Errors are My Own which I ended up cutting from those rules, that I should probably release as a supplement at some point.

Developer

I ended up deciding that the A Lot of Zeroes update was large enough to qualify as a full update -- update 6. It is out now.

(+1)

Finally! Them faction missions are something that puts each of the factions into perspective a lot better, and usable as story hooks even if PCs are not the ones performing them: but I'm sure you got a lot on your plate right now, no need to rush any of this, I paid for "A" copy, not a monthly magazine subscription, any of the updates you're giving are completely free of charge for us who already purchased it. Getting some small expansions as independent books without them being all over the place can be a challenge, but can also be a better way to sort the books out. The Robot Expansion, for instance, can definitely be placed as a lower priced standalone booklet. It serves no major base building (or facility building in AFWW for that matter) purposes, but is so important in expanding the necessary equipment to bridge that gap between Survival Equipment and ship Components I wouldn't do without it.

By the way, I really need to re-read ALOZ, I think part of the reason for low sales "could be" that this is essentially End-Game content, at least until Phil Eklund releases a thousand expansions for Interstellar and make it another High Frontier 4.

Developer

I know you say it's end game content, but A Lot of Zeroes is designed as an introductory game to the series and has much simpler rules than its prequel.

This is a paradox of the whole series of games. For the most part -- (A)-Base (D)-Landing excepted -- the complexities of space travel and colonization get simpler the higher the technology level is. I am flirting with releasing A Facility with Words and Colony: Sub/title as standalone games for this reason -- both have their own character generation systems and I could introduce a different action resolution system that makes sense for each of them (if you think about it, the fast combat resolution in AFwW already is that).

But then I end up in a situation where I benefit from writing an SRD that has the rules common to all games, but the SRD won't have character generation or action resolution mechanics in it which just feels incredibly weird.

I think I know how to square the circle on this and CSt might end up being the first rules I try this with.

(1 edit)

I was going to write something about how SRDs not having common character generation systems and actions are quite common, drafting a list of TRPGs while doing so, and then I realized the examples I'm supposed to be referencing merely shares the same setting, rolls the same dice, and ARE standalone games... yeah I'm kinda lost on this one also.

Developer

(they actually do share the same actio resolution system, but half of them are roll over, half of them are roll under, and then there’s A Lot of Zeroes which ultimately doesn’t care and so the SRD system version of this just ends up being extremely confusing to read).

Developer

Just a heads up that it looks like the Shipboard Life rules will be going into This Space Intentionally instead. Colony: Sub/title is morphing into a much bigger thing than I had initially planned. It's all under control, but it just means it'll take a little longer to release.

(3 edits)

Wow damn, TSI is really evolving into "Sci-fi Ryuutama with propellant management and PTSD" at this rate - and that's a good thing! Service Risks and Annual Events really brought out the lethal aspects of Shipboard life as an astronaut, Operations are a good way to gett stuff done "in background" instead of actual Dollhouse play, and then there are the in-between filler moments when you're simply... well.. travelling in empty tracts of space, with the occasional rad belt and plague ship encounter thrown in. Makes sense the astronauts would do something in between to keep themselves from going crazy, would it be kinda like Phoning Home in Crewed Rules?

Developer

At this stage of the design it’s a worker placement board game.

(1 edit)

Huh.... so like Agricola but with Hab and Ship modules, and instead of Seasons you get CMEs? That'd be nice too!

Developer

Update 6 is now out. I said it would be modular but it’s ended up being the biggest single update to the game.


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