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- 'til it kills us (v0.4) release!
'til it kills us (v0.4) release!
All about this new version, how it was made, and where you can get it.
Welcome to a very special edition of this newsletter: one all about ‘til it kills us, the development process behind it, and the new edition that just released! Including perhaps the most important part of all — how you can get the game for only $1 now.
The Sale
For the next two weeks, the new version of the game will be on sale for $1 per copy, with some earning goals to unlock additional content. So as well as the 80% discount and ability to support me in making more projects, you can also earn:
At $1 — A community copy of the game for every $1 spent in the sale.
At $5 — Two new bonus playbooks for the game, released as a PWYW file.
At $10 — A PWYW plot, setting & characters for Storytellers, inspired by witch trials.
At $25 — A PWYW quickstart guide for new players.
If any of that sounds interesting to you, or you want to support me, the sale goes live at 12pm BST today and will be live for exactly 14 days for you to take part.
The New Edition
So, you might be asking, what’s actually in this new version of ‘til it kills us?
The short answer is that this version contains a lot of very needed updates to the formatting, mechanics and flavour text of the game. It’s the result of playtesting and watching other people play, and ironing out as many flaws in the rules as possible. I have a very specific idea of this game in my head, and v0.4 is the closest to that so far.
The long answer is that this new version includes, among other things:
A brand new cover
New flavour text to clarify the game’s intended tone
A more nuanced approach to motivations, which can now both hurt & heal you
Additional traits that add character diversity & customization
New gear for your characters to use
New relationships to add drama to your team dynamics
More examples provided in text, to make rulings and best practice clearer
New home base features to expand your team's headquarters
A system for setting task difficulty
Increased risk of complications, misfortune & other shenanigans
A completely revamped misfortunes table
A completely new ability for the gravedigger, and rewrites for the others
Loads of minor rewrites to increase simplicity & clarity of the mechanics
My Thoughts
If the list above didn’t make it clear, I’ve been doing a lot of work on ‘til it kills us behind the scenes over the months I’ve been away from my online store. This game is incredibly important to me, and I want it to be the absolute best product I can make it for y’all. So for me this new update is both a massive relief, that you can finally see all the changes I’ve been working on, and a sign that there’s still a lot more work for me to do.
Going forward, I intend to keep playtesting wherever I can — reach out if you have a group interested in helping out! — and working on giving it a proper formatting update. I’m not really a graphic designer or artistically gifted at all, so that latter part has been a real learning curve already. But hopefully it’ll turn out worthwhile.
From there… I don’t know. I may look into getting the book properly printed if possible, or if not I’ll keep working on more expansions, storylines and other resources for the game. And obviously, there will be other projects that spark my passion just as much!
Thanks for Reading!
I’m not sure what I’m trying to say with the last part of this post, beyond that I care a lot about this game and making my games in general. So thank you for supporting me, for reading this newsletter, and (hopefully) for checking out that sale!
Please consider sharing this newsletter or subscribing if you haven’t already — I’ll try to include a nice little incentive for subscribers in one of the upcoming posts.