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Welcome to Chip Theory Games!
Thu, Dec 11, 2014 12:40 AM
So, we want to say thanks to all who have signed up to receive our monthly newsletter! In the past we have used various ways of communicating with our community - through BGG, through our Kickstarter updates, etc. We are trying to bring all of that back to our www.chiptheorygames.com site. We will of course continue to provide updates through those other places but this will be our first and foremost place to update everyone. We also intend on using our blog gather feedback on certain aspects of our game development, so be watching for opportunities to give input as we would really appreciate it!
What we've been up to!Besides our lives and jobs outside of Chip Theory Games, Adam and I have been hard at work on about 4 different games as well as building our fulfillment solution. If you ever met us at GenCon and had the opportunity to play our "Hoplo" plinko to possibly win a free game, you may remember the info cards we had you fill out. On each, we asked a question about different game themes/types you most enjoyed or would like to see CTG work on. We have also asked this question often from those who have purchase Hoplomachus and 3 replies have repeatedly come up.
More Hoplo?The first, more Hoplo! This makes us chuckle because its a huge compliment! There is plenty we will be doing with Hoplo. From the reenactment packs of famous battles, to an improved Training Grounds, with increasingly harder stages of competitors to face off against in quick battles (very much influenced by our computer gaming backgrounds) as well as a gladiator draft mode. These things get me excited just talking about them but I have to remind myself that we must to narrow our focus to get things produced! Because RoR is still fairly new and selling strong, we have paused new development of the Hoplo line while we turn our attention to our next game.
Let the dice roll!The second largest response we had from many was surprisingly, a good dice builder game. We've heard the same comments over and over with both this and our CTG Tower Defense ideas: "If you do it well, CTG style, people will LOVE it. But what is out there right now, is not so good." While we want to be aware that those games that have gone before us have possibly left a negative impression of what "dice building" can be, Adam and I are pretty excited to blow that perception out of the water. Just like Hoplo, our focus is multi-layered, which includes a visually stunning game with components people are proud to hold and use. In addition, we will be building this game around a solid single and co-op player mode, something Hoplo continues to receive high marks for!
The task is daunting but we are wayyyyy down the road already and are actually getting to the fun parts of character development. We love working with personalities and the bearing they have on profession lines - all within a theme that is dear to us from our "Arcanum" days growing up. To immerse these characters into a realm that's half steampunk and half goblin gadgetry, has been been a very rewarding and challenging experience.
Without revealing too much, this game is about a band of unusual "elves". Cast out of their homes and left to fend for themselves, this band of Aierea or "short ones" must turn to the very thing that labeled them outcasts...their unusual aptitudes for technology. Seeking answers and ultimately reunion with their elven kind, they take their skills and gadgets and head northeast towards a forbidden place that has held the elven race at bay for thousands of years. Below is a peek into the sketch progress that is happening with one of our characters. As you can see, things start very simple. The scrawny look and distinct differences of the house elves (goblin-esque) of Harry Potter were an influence here. But this was just a starting point. Very quickly, we build back strength into each sketch. The last feels maybe a bit too tech heavy and may see a reduction back to a previous version but we've shown a few here so you could see some of the different stages.
This is NOT simply a game of bigger and better dice. Its about building a band of fighters who must select certain skills they have learned (new dice, purchased dice, temporary dice) and use them differently with each new encounter. Every unit has multiple dice mechanics available to him/her through different profession lines that can be developed. You like the press-your-luck rolling? Great! That's just one of 3-5 profession lines/skills that can be built out in one of our units. This is an adventure of actions and reactions with skills and professions that must be used creatively to defeat the opposition. Each day holds a new battle with harder and more strategic enemies. It's up to you to determine what skills will combine the best with the rest of your party in order to overcome them.