a journaling game about being lost.

goal: $40 / ends: thursday, december 17, 2020 2p pst. / created by doug levandowski

another short post, still getting back into the flow of things, so i picked a small, cute project.

below is a journaling game about stepping out of comfort zones, born during this period of darkness colloquially known as “twentytwenty.”

players find themselves trapped in a remote location and must explore over the course of 10 days. in addition to writing, players are encouraged to draw, responding to various prompts. the game sounds like a very clever way to fashion something positive out of the negativity we’ve all had to face, often times alone or with diminished social support. it’s already complete, and the author plans to send it out on winter solstice: particularly poetic timing.

a tabletop rpgabout rescuing poltergeists, fighting a dysfunctional bureaucracy, and coming to terms with oneself.
maximum recursion depth: the karmapunk rpg

goal: $500 / ends: sunday, december 13 2020 7:32p pst. / created by max cantor

maximum recursion depth

it’s been a while since the last post, and writing is not coming quite as easily as it used to! time to get back into the habit.

this game speaks to me in so many ways: the naming schema, the art, the monochrome pallet, the ludicrous and weirdness of it all. player characters traverse ‘the numberless courts of hell’ and investigate poltergeists with the intention of finding them better reincarnations. the setting features ‘dysfunctional bureaucracy’ that reminds me a bit of BEETLEJUICE’S imagining of afterlife.

the system is built on ELECTRIC BASTIONLAND – which i’ve not played yet – and adds a karma element: making attachments and resolving them; helping others; facing off against your own existence and failures. it feels rife with potential for engaging, complex, emotional stories that, while enrobed in dark elements, yearn for hope.

i’ll be getting a copy soon and will do another post down the line with my thoughts!

welcome to our daily games blog, updated every monday-friday night!

this is a passion project born of 7+ years of fascination (and obsession) with kickstarter. we’re on kickstarter almost every day, specifically the games category, studying what works, what doesn’t work, what gets people excited, what trends are up-and-coming.

with the advent of scaryridge, and knowing that our projects here will very likely find a home there, we decided to catalog our time on kickstarter in this blog. we will be posting our thoughts and support on current projects, on a daily basis, as well as reviews and unboxings as games fulfill or we get our hands on them.

we’ve also decided to start posting games found on itch.io, as well, since it’s such a cool and blossoming platform!

check out our backer profile to see projects we’ve backed in the past!

see a game on kickstarter or itch.io you’re excited about that? shoot us an email or drop a comment!

games featured on our blog do not pay for advertising in any way.

follow the rumors, fend off pirates, and navigate through storms–all in the hopes of beating your opponents to fame and fortune.

goal: $26,500 / ends: thursday, april 9, 2020 10:45p pst. / created by kazoodoo games

so, life has been pretty rough here in seattle. i work in the food industry, and we’re seeing dramatic losses in wages and scores of businesses are closing. it’s been emotionally exhausting. there are a lot of consequences to the coronavirus that are going to ripple through the city for the foreseeable future. i am trying my best to keep to my normal routines, but it’s really difficult. i will probably next week off from the blog, just to recharge.

until then, i’m going to give what i can, and showcase SALT & SAIL. my apologies for not being able to give this #backandblog more time or energy, as i do believe it deserves it!

a game of discovery and adventure on the high seas, players will navigate rumors across a hex-board and face off against challenges and obstacle, like storms and pirates!

the game book allows for customization of maps based on number of players and desired length of play. the art is gorgeous and thematic. kazoodoo has kickstarted successful games in the past, and the production values here show. they’re about 2/3 of the way funded with more than enough time to hit their goal!

a clever light puzzle game for 2 to 4 players brought to you by the creative team of cat rescue and cat sudoku.

goal: $3,000 / ends: friday, april 10, 2020 11:59p pst. / created by sunrise tornado game studio

being in the heart of seattle, between coronavirus and the politics of everything, today has been quite crazy. i had the day off work, and took a chunk of time to go out to the middle of nowhere for a hike. it felt really nice to get into nature, turn off my phone, and decompress, even at the expense of any of my other responsibilities. overall, i think it was vital, and i don’t regret it. however, i will be keeping this blog short because of the well-needed mental health break.

CLEOCATRA is a super cute cat-themed puzzle game by the creators of CAT RESCUE and CAT SUDOKU, two other super cute cat-themed puzzle games! the goal is to save cats from pyramids, which involves placing triangular cat cards down on the table then moving cats and rescuers strategically. the art by kaiami is obviously core to the project AND SO ADORABLE!

it looks to be a pretty quick, light game, which to be completely honest is exactly what i could use right now!

take on the role of a half-forgotten god and compete for reverence in this deeply immersive area control game.

goal: $42,242 / ends: tuesday, march 31, 2020 3:59p pst. / created by ministry of meeples

a beautiful produced area control game for 2-6 players, packed with fantastic art and assets, including tarot-sized monster cards, detailed map hexagon tiles, cool tokens, and tons of meeples (makes sense, given their company’s name!). you take on the role of a mythological deity, with unique powers, monsters to summon, and miracles to perform, trying to gain faithful followers. i especially like aeoris, god of time, who is able to manipulate the discard pile.

THEURGY has three victory conditions, all revolving around building temples: becoming the official faith, partly by placing your temple in the capital; fulfilling your calling by completing a hidden objective; or by spreading across the land by building many temples, based on the total number of players. this is done through one of four actions on each turn, with the caveat that they may not take the same action on their next turn. the different actions consist of sending out your followers, spreading word of your religion, divine intervention, and testing the faiths of the land. the inability to take the same action twice in a row is a very cool strategic twist.

the game also has no dice (NO DICE!), which is huge to me. i don’t often enjoy strategy games of this type because of too-random elements, and i hate dice in general. instead, the variety of deity powers, over 30 monsters with unique abilities, and the random selection of capital event and miracle cards, give the game replay and unpredictability within a structure of true strategy.

this is a very well executed project. the game appears to be thoroughly tested, reviews suggest it is incredibly well balanced, the assets, again, are spectacular, and everything feels accounted for. i have no doubt this game will fund and fulfill, and i definitely look forward to playing it when it does!

a ttrpg about psychic cyborgs, identity, and finding yourself through fighting for what you believe in.

goal: $14,000 / ends: monday, april 6, 2020 12:00p pst. / created by ruby measom

a game about fighting for what you believe in, brought to us by a queer designer and team. this is what i live for.

set in a futurist, cyberpunk world, in the war-torn city of mooncore, players take on the roles of ascended: psychically and technologically augmented servants. revolution has ravaged the setting prior to the game beginning, and now there are power vacuums, civil unrest, technological wonders to explore and exploit…

ASCENDANCY is built with the RESISTANCE TOOLKIT, providing a simple mechanical core but the framework to explore complex ideas like “change, identity, and resistance.” character archetypes are built by combining two playbooks, from a selection that include some real treasures: the shadow, able to assume new identities on a whim; the memory, able to shatter their identity by altering their own memories; the data, able to process data and invent spontaneously. the game boasts over 100 moves and advancements, which will likely grow with stretch goals, supplements, player input, hacking!

the city of mooncore sounds rich, enigmatic, and ripe with possibility: on the outskirts, a forest of computers growing over a giant mech; overhead, a floating city of decadence. the now-free citizens of revolution fight for survival, for what they love, for who they are. there are so many allegories of corporate greed, the exploitation of labor, the collateral damage of war. it’s really amazing to see projects like this, tackling important issues through the medium of social/imagination-theater gaming.

from the perspective of the kickstarter itself, it’s the first created by the designer, but it’s put together thoughtfully. there are stretch goals that bring on new contributors, writing and drawing up new character content. there are videos and interviews the discuss the game, its design, and playthrough. they already have ~200 backers, putting them half way to funding. i’m sure we’ll see this game hits its goal and fulfill!

board games cards dice zines miniatures 3d printing terrain rpg pathfinder 5e shirts pins maps podcasts soundscapes osr new school!

goal: $326 / ends: friday, march 13, 2020 pst. / created by steve hampson

while not a game, this project is in the same spirit as my own blog, so i wanted to give it a shout out for supporting the kickstarter games community!

this is the second issue, changing from a yearly issue to quarterly, which will cover successfully funded games projects from kickstarter for the designated time period. the first issue covered all of 2019, with 2709 total projects covered. the quarterly issues will cover ~700 projects each, depending on what launches of course. from there, it gives a breakdown of important details for the projects such as total number of backers and funding, web and social media links, type of project, and pledge tier totals.

it’s an invaluable tool for both new and continuing kickstarters, as well as for fans. this edition also features an updated format wherein each project is given the same amount of page space, no matter the total amount of funding, which i think adds credibility to the resource.