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In mid July, Oath crossed a major development milestone: design lock. This means that all of the core systems are no longer subject to any change. I still have some work on the solo game ahead of me and want to take the cards through another round of editing, but the game is getting very close to being fully done.
When developing Fort, I think the icon system and layout were easily the most important parts of my job. Having played SPQF, I knew the mechanical structure of the game was already rock solid, but as I shared the game with others it became clear that the icons and layout often tripped new players up. Because they were spending so much time trying to parse their cards, they had less time to think about the actual gameplay.
Today we're releasing the second public print-and-play kit for Oath, and it seemed like a good time to bring everyone up to speed on the game's development since I wrote to you last in January. I also wanted to take this opportunity talk a little about game development generally and my own personal practices.
Throughout the campaign, I've received dozens of requests (mostly polite) for me to write about how Oath plays as a solo game and with two players. This is something that I would have loved to talk about earlier, but it's always felt too early to really dig into how the bot works. But, recently the design has started to settle down and it seemed like a good time to share it's general shape.