Thursday, August 30, 2012

New Release: Steamopolis

What is Steamopolis?

Steamopolis is a Worker Placement/Set collection game. Where you have to build steam engines before any of the resource piles run out of resources. The beginning of the round everyone places their workers secretly on locations on their player sheet then they reveal. there is an NPC character known as the black market. that rolls to determine where they go. the neat thing about the black market is the players can buy from them as well granted the black market has the supplies.

click here to buy.

Here's a letter that has some backstory.

Monday, August 27, 2012

NM Game Jam 2012

Over the weekend was the NM Game Jam. for those of you that don't know it's a 48 hour game development competition. In this competition we made a game that consists of 4 direction based mini games that move the pieces that you choose in the metagame. Here it is:

This time our team consisted of 3 programmers and 2 Artists.  Their credits are listed below.

James Archuleta - Programmer
Aarom "Tomrel" Gresham - Programmer
Lupe Marquez - Programmer
Brooks Walch - Art/Music
Heather Burke - Art/Music

Sunday, August 12, 2012

Steamopolis: All set up

Yesterday I got Steamopolis in the mail. Overall it looks good, there is some minor things that I need to do to it before it gets released.

This First image is the game set up for a 4 player game.

The next image is the game from the eyes of a single player's point of view.

Hopefully in the next week or so I can get a how to play video up on youtube. 

Saturday, August 4, 2012

Steamopolis Box Art Preview

Just got done with box art for new board game. Really excited about it, and am way ahead of schedule to order my copy by friday.

This game will be released at the end of the month or begining of next.

Tuesday, July 17, 2012

Alternate Alcohol rules for Pathfinder.

While looking through the pathfinder rules I didn't find the rules on drinking right away. (It's in the Drugs and Addiction section in case anyone is wondering.)  So I started to brainstorm rules for how I would design the alcohol system in pathfinder. When I found the official drunkenness rules I decided to post about my system as an alternative to the official rulings. I talked to my GM (I play a Drunken Master archetype from Advanced Players Guide in his campaign, hence why I was looking into this.) about what he thought and modified what I created with his input. The following is the version after taking input from my GM, and is available for any GM to use.


Frequency: every time a drink is consumed where <number of drinks> exceeds your constitution modifier.
save: fortitude dc 10+<Number of drinks>

Every hour the <number of drinks> can be reduced by 1, but can never go below 0 in this manor.

upon fail get Buzzed condition. See below.

If you already have the buzzed condition it gets upgraded to the Drunk condition. See below.

if you fail by 5 or more recieve Sickened condition, if you already have sickened condition it gets upgraded to nauseated condition. If you already have the nauseated condition it gets upgraded to unconscious condition.

the previous conditions last for a number of hours it takes for the <number of drinks> to equal 0.

Cure: allowing the <number of drinks> to reach 0.


+2 temporary bonus to Charisma.
-2 temporary bonus to wisdom.


-2 temporary bonus to dexterity.
+2 temporary bonus to strength.

+2 temporary bonus to Charisma.
-2 temporary bonus to wisdom.

when attempting to move while drunk you must roll an acrobatics dc equal to dc 10 + 1 per 5 feet moved or fall prone.

At GM's descretion you may award characters the following trait if they drink a lot in your campaign. 

Drunken Resistance
this trait allows the player to switch the +2 to charisma with +2 to constitution in the buzzed state. (effectively raising their fortitude by +1)

Thursday, July 5, 2012

New Release: Vuzement Adventures

after months of working on it i'm pleased to introduce Vuzement Adventures. A board game that pits heroes against hordes of goblins. See link above.

The game features:
  • A modular map so you can have different encounters each and every time.
  • Rather then a static character sheet your abilities are drawn from a deck. and what ever you have in your hand is what your character can do.
  • Several scenarios plus more that will be released at a later date for free at Zagix
  • co-op vs player game play.

Tuesday, February 21, 2012

Global Game Jam 2012 Postmortem

Last Month I participated in the 2012 Global Game Jam, a competition to create a game in 48 hours. It was a great experience.

Our team page:

First of all. one thing to be excited over, we had a team. 2 Programmers, 1 artist, and a designer that we turned into a sound guy.

so in our game you may pick one of 3 factions the werewolves, the Vampires or the Zombies. at which point you need to gather humans from a central location to spawn. more of your kind. In this game of Rock Paper Scissors the Vampires have a slight advantage over the Zombies, Zombies have a slight advantage over the werewolves, and werewolves have a slight advantage over the vampires.

I've been meaning to post this for a month now. but have been pretty caught up with other things... More to come later on that.