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Spellswords

A high-fantasy rolepalying game for 1 or more players · By DungeonGobbo

Update Notes Locked

A topic by DungeonGobbo created Sep 02, 2025 Views: 435 Replies: 14
This topic was locked by DungeonGobbo 7 days ago
Viewing posts 1 to 22
Developer

Here I will post all notes related to updates made to the game

Developer (1 edit)

NEW UPDATE (1)

Here's a brief breakdown of the changes to be found in version 0.8. These changes are not comprehensive but should list most things.

Rulebook

  • Typo and formatting changes
  • Added in many illustrations (see the note about illustrations on the second page)
  • Added an illustrated cover page
  • Changed the rules for travelling to be more simple and for you to encounter something every turn
  • Added an Optional Rules section (some parts are still work in progress)
  • Added a draft of information for The Game Master section (to likely be completed in the next version)
  • Updated some old pictures that didn't represent the current version of the game
  • Changed 'Casts/Day' to be 'Casts/Turn' to clarify how regaining spells works
  • Added a section about the front and back rows in the Combat & Death section
  • Added a table regarding Combat Actions
  • Added further clarifications as to how actions work
  • Added several changes to different sections of the rules for the sake of clarity
  • Added a new form of treasure called 'Artifacts'

Dwellings Sheet

  • Greatly expanded the content for several dwellings
  • Created a first draft of the following dwellings: Werewolf Den, Elden Citadel, and Winterhaven
  • Removed 'Zyphus' and put it in the new Sky Encounters table

Character Sheet

  • Changed 'Casts/Day' to 'Casts/Turn' in accordance to the change made in the rulebook

Adventure Book

  • Changed the name of the 'Book of Tables' to 'Adventure Book'
  • Updated a few spell names
  • Rebalanced several encounters
  • Added a new encounter table: Sky Encounters
  • Split the Treasures table into Treasures and Artifacts

Map

  • Removed Zyphus from the map (it can now be found i nthe new Sky Encounters table)

Cities & Villages Sheet

  • Renamed the 'Castles & Towns' sheet to 'Cities & Villages'
  • Updated several things here to match with current rule changes
Developer (1 edit)

We just reached 200 downloads! 

Thanks everyone! I'm hoping to get new updates coming in before the end of the month. Stay tuned here for all details regarding those updates.

Developer (5 edits)

NEW UPDATE (2)

Hey guys! I'm back with another update. This one focusses on fixing a lot of minor things while also introducing some new mechanics such as new functionality for the longsword, being able to now dig your own tunnel out of jail, and a huge section on how you can claim and build up your own fortress.  

Rulebook (0.9)

  • General
    • Updated the wording of the ‘File Naming’ section
    • The ‘Tent’ and ‘Large Tent’ had different die values in several sections of the rulebook. All of the values have been updated to match those found on the Cities & Villages sheet.
    • Updated the wording on many different sections for clarity, consistency, etc.
    • General typo fixes
    • General formatting fixes
  • Game Setup 
    • Slightly updated wording in some sections
  • Glossary 
    • Defined ‘Follower Skill’ under ‘Level Up’ 
    • Fixed the formatting of the ‘Optional Rules’ section 
  • Character Creation
    • In the ‘Pre-Made Characters’ section, changed the wording of ‘Trained Skills’ to ‘Skills’
  • Encounters
    • In the ‘Encounter Roll’ section, changed the wording regarding the section on ‘Travelling’ to better reflect the most current rules for encounter rolls
  • Combat & Death
    • Made a note about that you cannot make melee attacks from the back row
    • Updated the ‘Using Items to Rest’ example
  • Optional Rules 
    • Adjusted the wording in the ‘Cooking’ section from ‘3 days’ to ‘3 turns’
    • All of the rules regarding building your own fortress has been added in
  • Magic
    • Reworded some sections that mentioned ‘daily casts’ to ‘casts per turn’
    • Updated the Spells table to match the one found in the Adventure book. The spheres of magic were also connected to the wrong spells, so that’s been fixed as well
    • Added a note that you do not gain XP from making tests against the Miasma die

Adventure Book (0.9)

  • Adjusted the ‘Talking’ enchantment wording of ‘day’ to ‘turn’
  • Changed the ‘Tent (d12)’ to ‘Large Tent (d10)’
  • Shortened the ‘Binding’ enchantment so that the note regarding the usage of enchantments would fit on the enchantments page again
  • Updated the ‘Longsword’ and ‘Magic Longsword’ with the newly introduced ‘Parry’ effect
  • Re-alphabitized the chaos spells 

Dungeon Maps (0.8)

  • Updated the quality. It was very pixelated before.

Cities & Villages (0.9)

  • Adjusted to presentation of the power and cost of items to make it more clear that the cost of items is tied to their power die value
  • Slightly adjusted the formatting of the ‘Tavern’ table
  • Added a ‘Parry’ effect to the ‘Longsword’
  • Slightly reformatted the ‘Jail’ section for readability
  • Added an option that characters who are jailed can attempt to dig a tunnel into the sewers to escape

Dwellings Sheet (0.9)

  • Goblin Fortress: Added a note that if Grubfang wasn’t encountered in the first two fortresses, then you are forced to encounter him in the last room of the third fortress.

Chaos Spellbook (0.8)

  • Changed the ‘Fear’ spell to ‘Cause Fear’
  • Changed the ‘Deathspeak’ spell to ‘Speak with Dead’

Arcane Spellbook (0.8)

  • Changed the ‘Enchant’ spell to ‘Acid frog’

Character Sheet (0.9)

  • Added a section for players to write in which temple their soul is bound to
  • Character sheet should also appear in a better quality as the last version 
Developer

400+ Downloads! 

Whoo! Thanks to everyone who've downloaded the game!

What have I been up to?

Hey guys! It's been a while since my last post as I needed to take some time away from actively developing the game so I could have some time playing it and also just get a break for a bit to get to work on other things going on in life. Well, there's no way I'm giving up on this game in case anyone was wondering. In fact, I would like to share a sneak peek at what I've been up to! 

I'm currently trying to bring the tables from the Adventure Book back to their original card forms (fonts will need some changing for readability... I mean, just look at that 'M' for 'Monster' for the Gaseous Spore), Here's what they used to look like:

What's the plan?

So, yeah, definitely a pretty big upgrade will be coming at some point. I wish I could say when I'd have all the cards done by, but it's hard to say at the moment as I've been quite busy with other responsibilities as of late. At the very least I would like to share my plan for the next update:

  • Turn all encounter tables into encounter cards 
  • Turn all dungeon related tables into dungeon cards
  • Turn the quests, reactions, and some of the character tables into character cards
  • Turn the spells, enchantments, curses, goods, treasures, and artifact tables into loot cards

So, in total, there will be four decks of cards. It's possible that an oracle deck will be coming at some point, but that's going to be very low on the list of priorities. I'm also going to create the sky encounter deck separately as (1) there's no way I could fit it with all the other encounters on the encounter cards, and (2) the sky encounters are insanely difficult so I'm thinking they will be more like an optional addition to the game for those seeking an even greater challenge (maybe it will be a part of a 'Challenge Deck' that will have some other terrain like water and the desert). 

Keeping these cards constantly up to date with the latest version of the game will probably be a huge chore that will take away precious game development time, so I can't guarantee that I will update them all that often if at all after creating their first versions. For that reason, the Adventure Book will be staying for those who wish to have the most up to date encounters, loot, etc.. 

Developer (4 edits)

NEW UPDATE (3)

UPDATE SUMMARY

  • Advanced Spellswords
    • Tons of new optional rules have been added and moved into a separate file called ‘Advanced Spellswords’ (originally they were in the section titled ‘Optional Rules’ in the main rulebook). 
  • Action Overhaul
    • A reference sheet has finally been added. The first of the rules to be summarized are the actions a player can perform in their turn. The action system has also been completely overhauled. 

DETAILED UPDATE

Advanced Spellswords

  • This is a new component that has been added and contains all optional rules. The section ‘Optional Rules’ from the core rulebook have all been moved to this new component. This file can be found in the ‘Optional Rules’ folder.
  • Fortress Building
    • Added rules for other players to be able to participate in player-held tournaments
  • Advanced Alchemy 
    • The ‘Shockwave’ potion effect has been changed to ‘Healing’
    • Added a note regarding that each monster part can only be used in a single recipe
  • New Sections Added: The following sections have been newly added with the addition of some new illustrations as well
    • Racial Abilities
    • Racial Reactions
    • Animal Activities
    • NPC Activities
    • Mortal Wounds
    • Camp Encounters
    • Pick Pocketing

Rulebook

  • General
    • Slight formatting, grammar, and typo fixes
    • Slightly reworded some sections for clarity and correctness
    • All references to the ‘Dwellings Sheet’ have been changed to the ‘Dwellings Book’
    • Actions in the game have been redefined and more explicitly defined to help clear up any confusion as to what types of actions can be performed and what skills to use to conduct such actions. Before it was purposefully somewhat vague and more open to interpretation to encourage players to focus on using their imagination to resolve encounters.
  • Glossary
    • Added the following definitions 
      • ‘Party’
    • Reworded several definitions for clarity and correctness
  • Actions
    • This section has been overhauled and moved to fit in the Actions, Skills & Followers section (orginally the Skill Tests & Followers section)
  • Encounters
    • Added a heart symbol in the ‘Hit Points’ section
    • Slightly reworded the section on ‘Power Dice’
    • Added a new heading under ‘Power Dice’ called ‘Modifiers’
  • Skill Tests & Followers
    • Added an ‘Item Bonus’ optional rule under the section ‘Skill Tests With Items’
    • Reworded the section on ‘Follower Skills’ for the sake of clarity
    • Rewrote how skill tests work 
    • Fixed a typo in the example regarding Logar gaining XP in his encounter with a thief
  • Combat & Death
    • Reworded the section on ‘Death & Retirement’
    • Reworded the section on ‘Calm & Befriend’
    • Rewrote the section on ‘Combat Actions’
  • Oracle
    • Slightly reworded the example in the section ‘Strange Results’
  • The Game Master
    • The contents of this section have been temporarily removed. Once the writing is finished, everything will be added back in.
  • Optional Rules
    • Removed the Optional Rules section from the rulebook and created a new component called “Advanced Spellswords” where all optional rules will be maintained. All notes regarding changes made to the optional rules are mentioned under the the ‘Advanced Spellswords’ section

Map

  • Changed ‘Capitals’ to ‘Cities’
  • Changed ‘Towns’ to ‘Villages’
  • Added a section called ‘Dungeons’


Actions Reference Sheet

  • This is a newly added game component that summarizes the types of actions, how to perform them, what skill to use, and whether they are a primary or free action.
Developer (9 edits)

NEW UPDATE (4) + 500 DOWNLOADS!

UPDATE SUMMARY

  • CARDS!
    • Say goodbye to the Adventure Book because cards are now in! This update introduces 4 decks of cards so you can very quickly generate random results without having to flip through pages of random tables.

DETAILED UPDATE

Rulebook

  • General
    • Since the Adventure Book has been replaced by decks of cards, many sections in the rulebook have been changed to reflect this. Listing all of the changes would make for a huge list, so you’ll have to just see for yourself. 
  • Character Creation
    • Reworded the lore descriptions for the following races: Vasilith, Orc, Tsar (Human, Dwarf, and Elf still need to be done). The wording before felt more like disjointed facts as it was mainly written as my notes about the races. The writing for these entries should now be more cohesive and flow better. I’ve also tweaked some aspects of the lore to fit better with my current vision of the story behind the Sundered Kingdoms.
    • The names from the Adventure book have been moved to their respective race sections to make coming up with a name during character creation easier and more accessible. 

Travel Deck

  • This update re-introduces the travel deck with a much needed visual overhaul. Many cards have also been updated for balance and clarity.

Loot Deck

  • This update re-introduces the loot deck with a much needed visual overhaul. Many cards have also been updated for balance and clarity.

Dungeon Deck

  • This update re-introduces the dungeon deck with a much needed visual overhaul. Many cards have also been updated for balance and clarity.

Character Deck

  • This update re-introduces the character deck with a much needed visual overhaul. Many cards have also been updated for balance and clarity.
Developer (3 edits)

NEW UPDATE (5)

UPDATE SUMMARY

This is mainly a clean up update to make sure everything looks and reads better. 

  • Rulebook Clean Up
    • A lot of sections needed to be cleaned up for typos and inconsistencies, so a lot of that’s been done. 
  • Dwellings Book Overhaul
    • The layout of the Dwellings Book has been completely overhauled and the wording for many of the dwellings has been reformatted and reworded for clarity and consistency.
  • Advanced Rulebook Update
    • The Advanced Rulebook was updated according to the most recent version of the game.
  • XP Update
    • The way player characters and followers gain XP has been changed to be a whole lot simpler and similar to one another. This also means that the character sheet is a little easier to look at now that those 250 XP circles have been reduced down to just 50.

DETAILED UPDATE

Rulebook

  • General
    • I combed through the entire rulebook and made a lot of updates to the wording of many sections for clarity, typos, and keeping the rules consistent with the current version of the game. This was essentially a massive clean up run, so I won’t be listing out each individual change. 
  • Glossary 
    • Defined the term ‘Trait’
  • Components
    • Updated component explanations to be up to date with the most recent component versions
  • Setup Example
    • Many of the components depicted in the example are out of date, so everything has been updated.
  • Character Creation
    • Added a bit more to the lore of the Human race (the overall wording still needs to be redone, but most of the content for the lore is there)
    • The rule that characters starting out in a sphere of magic could purchase additional spells other than the 3 they start out with has been removed. 
    • The pre-made characters have been adjusted to account for the above rule change that new characters can only start out with 3 spells.
    • The Witch, a new pre-made character, has been added
  • Encounters
    • Reworded the Evil alignment section to help players consider different forms of evil
    • Added a bit more description to the Monster alignment description
  • Actions, Skills & Followers
    • The way that player characters and followers gain XP has been overhauled. PCs need 10XP to level up a skill and followers need 6XP to level up a skill. A follower also starts their secondary skill off one die step lower than their primary skill, but they may not level up their secondary skill higher or equal to the same level as their primary skill. The examples have also been updated to reflect these changes.
  • Travel, Dwellings & Dungeons
    • Dungeon rooms now have 3 different types: Chambers, Passageways, and Stairs. Chambers can be searched for items, passageways are narrow and you therefore can’t perform the Switch action while in them, and stairs increase the number of rooms in a dungeon.

Character Sheet

  • Included a section for ‘Drive Points’ which exist as an optional rule found in the rulebook under the section called ‘Character Creation’
  • The skills sections for both the player character and their followers has been changed to reflect the recent XP update.
  • Fixed the ‘Casts/Day’ to ‘Casts/Turn’
  • Expanded the ‘Notes’ section

Map

  • A note has been added to remind players that movement has a -2 penalty when travelling in mountains and swamps
  • The room numbers for caves, tombs, and fortresses have been added so player don’t have to consult the Dwellings book as often

Dwellings Book

  • Completely overhauled the layout of the Dwellings Book. It should be much easier to read and navigate now.
  • Rewrote many of the dwellings’ descriptions for clarity and consistency with the current rules of the game.
  • Zyphus, from the Sky Encounters table, has been added under the Winterhaven dwelling.

Advanced Rulebook

  • Added the Sky Encounters table as part of the advanced rules (it was previously in the main game, but the encounter tables have since then been transformed into cards and there is currently no space for the sky encounters on the travel cards). It’s possible a new deck of travel cards will be made that will have the sky encounters as well as other special encounters (water?). 
  • Some clean up has been done to ensure the advanced rules reflect rule changes made in previous updates
  • A new section titled ‘Equipment’ has been added. This used to be part of the base game rules but was removed as an equipment power die doesn’t fit on the Travel and Dungeon cards.
Developer

NEWS UPDATE

Removal of the Playtest Documents

As I haven't received much feedback in regards to any of the playtest versions, I will be removing the playtest documents for now.

Staying Up to Date

I will continue to use this forum as a sort of developer's journal and will continue working hard toward finally completing this game. If you'd like to keep up to date with where the game is at, here would be the best place to do so. It's also possible that I get back into making some playtest videos, but, if I do, then I will be sure to also post about it here. 

Potential Release Date

My current hope is that I would finally finish the game by the end of 2026, but we will see how that turns out.

Developer

NEW UPDATE (6)

UPDATE SUMMARY

This update focuses on finally finishing the Dwellings book and clarifying some rules in the rulebook.

  • Dwellings Book
    • All of the unfinished sections have finally been finished
  • Rule Clarifications
    • Various rules in the rulebook have been better clarified

DETAILED UPDATE

Rulebook

  • General
    • Minor typo corrections
  • Setup Example
    • Updated the map to reflect the most recent version
  • Encounters
    • Significantly expanded the wording of the ‘Animal’ subsection under the ‘Alignments’ section
  • Magic
    • A new subsection titled ‘How to Use Potions’ has been added under the ‘Brewing Potions’ section.
    • The concept of Good and Evil enchantments is now explained in the rulebook
  • Travel
    • Added the ‘Mounts’ subsection under ‘Movement’
    • Added the ‘Flying’ subsection under ‘Movement’

Dwellings Book

  • Front Cover
    • Redesigned the layout of the front cover to be more like the rulebook
  • Knave’s Cradle 
    • Finally finished writing the description for this dwelling
  • Werewolf Den 
    • Finally finished writing the description for this dwelling
  • Kraythen Keep
    • The very first description for this dwelling has finally been added. The way you gain and upgrade the Drake Slayer has also been changed by the addition of this dwelling’s description. 
  • Zornagash 
    • The very first description for this dwelling has finally been added. This one should very much be considered a rough draft. I’m still not 100% sure yet how I want the army/war mechanics to work yet. 
Developer

NEW UPDATE (7)

UPDATE SUMMARY

This update focuses on adjustments to the Cities and Villages Sheet and Dwellings book, as well as adding some new sections to the Advanced Rulebook. 

DETAILED UPDATE

Cities and Villages Sheet

  • General
    • Slight formatting adjustments
  • Jail
    • Removed the ‘Bounty Board’ (it functions too similarly to quests)
    • Adjusted wording of rolling on a table to drawing a card
    • Completely restructured the Jail table to make everything more legible. Also reworded a lot of things so it’s more clear how all the methods of escape function.
  • Tavern
    • Replaced ‘Hire Adventure-Seeker’ with ‘Hire Peasant’. This section has also been substantially shortened and simplified. 
    • Added a ‘Rent a Room’ section that allows you to rest and recover lost resolve for 3 gold/party member.
    • Taking on quests has been removed to make them more special when you receive them from random encounters in your travels
  • Mystic
    • Monster Part has been renamed to Alchemical Reagent. This section has also been significantly shortened as it previously contained a tutorial on how potion making works (this info is already readily available on the Actions reference sheet)
    • Spell scrolls are now sold depending on the kingdom (Holy sold in Human villages and Kraythen Keep, Chaos sold in Orcish villages, etc.). The mystic also only has 3 different spells available for purchase per turn. 
    • Slightly changed wording of some things
  • Merchant
    • Shorted the Tool wordings 
    • ‘Buy’ changed to ‘Sell’
  • Temple
    • Slightly adjusted some wordings

Actions Reference Sheet

  • Removed all mentions of rolling on tables and replaced them with the appropriate card decks


Dwellings Book

  • Added flavor text for the Winterhaven and St. Alexander’s Cathedral dwellings. All dwellings now have flavor text. 
  • Added ‘Village’ as a new entry in the Dwellings book 
  • Reworded Zyphus
  • Kraythen Keep has been reworded so everything is shorter and addresses the possibility of multiple players attempting to get the Drake Slayer
  • Made an adjustment to the Ultimate Power section in the Azurite Spire. The Wizard can now destroy a kingdom’s city if all of its villages have been destroyed.
  • The villages have now been labelled so it’s clear what villages belong to what kingdom


Character Sheet

  • Changed ‘Casts/Day’ to ‘Casts/Turn’ in the follower section


Advanced Rulebook

  • Redesigned the layout of the front cover to be more like the regular rulebook
  • Fortress: The way enchanting works has been simplified and made much easier.
  • The section titled ‘New Realm Mode’ has been renamed to ‘New Realms’ and the rules here have been finished. 
  • Added the following new sections
    • Skill Perks
    • Bric-a-Brac
    • Loitering
    • World Events
Developer

NEW UPDATE (8)

UPDATE SUMMARY

The travel deck has been heavily updated and the rulebook has had several additions made for rules that were missing. 

DETAILED UPDATE

Rulebook

  • General
    • Made many wording adjustments all over the rulebook so the rules are a lot more clear
  • Game Setup
    • The ‘Drive’, ‘Sandbox’, and ‘Module’ game modes have been removed (drive was changed in how it functions, sandbox was too similar to a different game mode, and modules are essentially the dwellings and their quests found in the Dwellings book) 
    • Added the ‘Choose a Village’ section
  • Character Creation
    • The ‘Inventory’ sub-section has been added under ‘Equipment’. A method for writing multiples of items has also been introduced.
    • How Drives function has been completely redesigned. They now have a much more mechanical function that rewards players for performing actions that relate to what drives them. 
  • Encounters
    • Added the ‘Following Your Alignment’ subsection under ‘Alignments’
    • Added the ‘Deterioration’ subsection under ‘Power Dice’ 
    • Added the ‘Quests’ subsection under ‘Reactions. Players can now only take on 1 side-quest at a time. It was a little chaotic before when you could have tons of different side quests active at the same time. 
  • Travel Dwellings & Dungeon
    • Movement rate has been clarified that the party’s movement rate is equal to the slowest member’s movement rate
    • Flight has been clarified better and the mechanics fleshed out a bit 
    • Taming mounts has been better explained and slightly changed


Actions Reference Sheet

  • Reworded the actions to be more clear and easier to read
  • Added the ‘Tame’ action for taming animals

Dwellings Book

  • General
    • A note about ‘General Services’ has been added to all cities other than Zornagash to refer players to the Cities and Villages sheet
  • Kraythen Keep
    • Adjusted some wordings for clarity
  • Malfeasance
    • If the player slays Drakar, they can use the Drake Slayer to absorb his soul and transform the sword into an extremely powerful weapon.
    • Drakar’s HP has been increased by 1 (now stands at 9HP)


Travel Deck

  • Formatting adjustments
  • Adjusted the wordings of many cards for consistency, clarity, and readability
  • Flavor text has been shifted to the end of encounter descriptions so the most important information is at the top
  • Patrolman: Gave him a horse
  • The Arch-Bishop encounter has been reworded so that it now fits in its description box
  • Some encounters have been renamed so they fit better in their title boxes
  • The XP in the wishing fountain has been adjusted to fit the current XP system
  • Redesigned the poison ability slightly and made it the same across all encounters that use it
  • Added the ‘Mount’ and ‘Flying Mount’ keywords to many encounters to make it clear what can be used as a mount
  • The beggar has been greatly expanded. He’s not just flavor text anymore.
  • Halflings now have the special ability to spot traps in caves
  • The bard can now play an inspiring song to grant the player +1 for 1 test/turn
  • The way the loyalty trait functions has been changed. Now a follower can subtract from their loyalty when they take damage. 
  • The plague effect has been expanded in that all followers abandon you and you can’t gain new followers until cured.
  • The rickety bridge has been updated so it’s not an insta-kill. You instead take double damage and fall into a cave if you fail a test against it. 
  • The Fey Chest encounter has been fixed to show the reward for opening it
  • You must now perform a Cold test after the Strong Winds encounter
  • The Foreign Merchant has been updated so he also sells an artifact and will stay for 7 turns instead of just 1 to give other players the chance to purchase something if they want to. 
  • The wishing fountain disappears after granting a wish
  • Bandits alignment changed from evil to neutral
Developer

NEW UPDATE (9)

UPDATE SUMMARY

This update focusses on going through many of the cards and updating them for formatting, readability, consistency with the rules, balance, and just making them more interesting all around. 

DETAILED UPDATE

Dungeon Deck

  • Went through all of the cards and made adjustments to many of them for balance, readability, and consistency
  • The Poison ability has been made the same as the newly worded version in the Travel cards
  • Searching chambers has now been changed so you have a chance to find a treasure
  • All of the dungeon names have been renamed to be more thematic and in-line with the lore of the world.

Character Deck

  • Went through all of the cards and made adjustments to many of them for balance, readability, and consistency
  • Quests have been redesigned to be more interesting and varied.
  • Quest rewards have all around been greatly improved to further motivate players to complete them. Rewards have also been varied to be more interesting than just receiving a random treasure or some gold. 
  • Quests now consider the quest giver’s alignment when it would make sense
  • Many reactions and quests have been renamed to be more thematic
  • Dungeons stemming from reactions and quests are now primarily based on the terrain in which the dungeon is. 

Loot Deck

  • Went through all of the cards and made adjustments to many of them for balance, readability, formatting, and consistency
  • Replaced the Drake Slayer shards with a Magic Greataxe since the Drake Slayer has been changed to function primarily through the Kraythen Keep dwelling 
  • Certain enchantments have been scaled to the power die of the item. The better the power die, the more powerful the enchantment is.
  • The power die of the Magic Longsword has been changed from a d10 to a d8 to be in line with the power die of a normal longsword

Dungeon Maps Sheet

  • For each dungeon map, there are now small circles labelled 1-20 to cross out so you can easily keep track of how many rooms you’ve delved in that dungeon. It was pretty annoying before where you would have to write the room’s number next to each room. 
  • The maps have been aligned better

Dwellings Book

  • Changed Fortress room count from 3d6 to 2d6

Map

  • Changed Fortress room count from 3d6 to 2d6
Developer

NEW UPDATE (10)

After redesigning the character sheet so many times, I've finally had the chance to dedicate time to drafting a version that looks more like what I want the final version to end up looking like (itch.io image quality kinda sucks so it appears a bit blurry). This is a rough draft that will need a lot of fine tuning, spacing, and formatting changes, but I'm happy to finally get the game to a stage where I feel comfortable designing a more artistic version of the character sheet.

As I've been slowly redesigning a lot of the game components (world map, character sheet, dwellings book, the rulebook, etc.), I can really feel the game coming together into a more finished state. I still have a lot more playtest sessions I will need to get in to fine tune everything, but I'm happy to see that the game is very much headed in the right direction. 


Early Versions

The character sheet has been something I've always looked back to to see how far the game has come, so I wanted to share a few of the older versions as well. Again, itch.io image quality sucks so they're kind of blurry and hard to read, but you can at least get a feel for all the changes that have been made since the first prototype. One version I believe had 20 different skills; much different from the current 5 skill system. 


Developer

NEW UPDATE (11)

Continuing off of the last update, this update brings in a visual overhaul of the Dungeon Maps sheet. I am hoping to dive into the covers of the spellbooks and the Cities and Villages sheet next. Once those are done, everything will have received a visual first draft of what they should look like in the final version. 

This new version is quite different from the previous versions as, for one, the individual maps have been greatly expanded to accomodate larger dungeons and larger drawings. This should also leave plenty of space for any notes about lingering traps or wandering monsters. This new version has currently space for the drawings, the name of the dungeon, the total number of rooms in the dungeon, and a tracker for how many rooms in the dungeon have been delved. What it's still missing is a space for the hex location of the dungeon and the type of dungeon (cave, temple, or fortress). I'm not quite yet sure how I'm going to add on these extra details, but I'm hoping to playtest with this version and get some ideas as I go. Below you can see the older version. While functional, it's definitely not all that interesting to look at.