2025, what a year huh?!?!

We entered 2025 pretty exhausted after handling the production of Perilous Pond and making sure all the Kickstarter backers got their games. Given this we had quite humble ambitions for the year, we wanted to get Perilous Pond into some stores and we wanted to go to a couple of conventions.

All in all it was a good year and we did what we set out to do and we even got some inspiration for new games (though we haven’t got anything to show yet). We’ve had a ton of fun, met a bunch of lovely people and got our energy back!

Conventions

During the year we didn’t go to as many conventions as we had hoped for due to various reasons but we did manage to go to a few: LinCon, NärCon and MimiCon.

We love these events. Not only is it a ton of fun showing our games to new players it’s a chance for me (Åke) and Per to meet in person. We live 500 km apart so it’s not that often we get the chance.

LinCon was great this year, our room was in a great spot and we had lots of visitors. We’ve been there many times and it’s an excellent convention for boardgamers.

NärCon is a festival for all things geek, and it’s great just watching all the cosplays. There are boardgamers here but they’re not a majority but a couple found us and kept the room relatively busy. A bonus was that after closing the room in the evenings we could sit down and zone out in front of Super Mario Bros 3 and during the worst heat we could cool down with a cool milkshake from the juice bar!

MimiCon is the new kid on the block, a small convention in Falun. They’re all over the place: Cosplay, lectures, geek-market, board games and role playing games but most of all a really good vibe. We got setup next to Bärserk Entertainment and had a great time with them. We’re looking forward to coming back this year!

The Games

Our games did really good this year not only did people seem to like them at the conventions, we also succeeded in getting them into stores all across Sweden (and some games were even sold to Denmark). Perilous Pond sold out in several stores during the year and we have had followup orders which feels really good.

We also sent games to reviewers and got mostly kind words for both Perilous Pond and Bushido Duels. Many reviews ended up on instagram but some were in written form on boardgamegeek.

The Future

During the second half of the year we started play-testing some new prototypes*, we can’t say that any of them will see the light of day. However, I can say this: It’s really nice working on new games again and not just worry about colour profiles, how yellow looks in bad lighting and so on…

we hope for more prototyping, more conventions and meeting more great people in 2026!

* Schhhh! Not so loud!

A couple of months into 2024…

Time flies when you’re having fun. This post has been sitting as a draft for some time now, if you’re reading it we’ve actually published it!

At the end of last year we funded Perilous Pond through Kickstarter! If you backed the game, thank you so much for your support! We’re speeding along towards the actual production of the game.

We started the year with dealing with a some practical things:

  • Getting proofs for the mini expansions, Life Lessons and Bigger Teeth
  • Refining the rules
  • Starting the conversation with our production partner, getting all the templates and making decisions on colors and other production details.

Getting the proofs early was important to us to make sure our digital mock-ups would work in real life and if not be able to make changes without causing delays. Luckily our ideas seem to work well.

Crocodiles from the Bigger Teeth expansion has surrounded a flock of frogs.

We’ve had to make a lot of tiny decisions regarding colours and designs. Our backers already know that we needed to change the dice material to make sure the designs would work out, but now we’re out of the woods and are preparing the files for production.

We’ve dug into the rules, trying to stream line them somewhat. We thought it would be a quick process and done back in February and we mostly was…but we still find things to improve. No actual changes to the rules, just clarifications.

Right now we’re focusing on preparing all the files for the printer. Converting colour profiles is always nerve wracking but things are moving along nicely and we should have no problem delivering the files in time.

A computer game

Back in the day we created a computer game…And you can play it here!

This game was created for the event TV-spelsjam back in 2017. The event was held in the community center “Klossen” (Hence the name). TV-spelsjam is a small convention with a lot of video games some talks around the video game culture and technology as well as a great place to hang out and meet people.

The game itself was made in the evenings and weekends of December 2016, the goal was to make a quite fast platformer with speed-running in mind. Due to the short time-frame and lack of spare time there are a couple of interesting glitches in the game (such as “edge jumping” to get high speed jumps) but they, in my opinion, adds extra charm to the game.

The main character “Jammy” is the convention mascot and not our creation. Jammy is but one of many “Cibas” of diverse backgrounds and styles meant to make everyone feel included. The first levels features some artwork from the Melon.js tutorial but the “ice” theme was wholy created by us. The music of the game is a chip cover of the song Shoreline by Broder Daniel made in Milkytracker by Åke and his sister Sara. We called it “Chipline” and felt really clever.

Since the game is not available on the web page of Digital Spelkultur anymore we decided to dig it out and put it here. It’s icy theme works very well with our own style. Hope you’ll enjoy it.

(My best time is currently 01:02:10, beat it if you can!)

We’re at it again!

We are happy to announce that we are working on a new title. Technically we have been working on it for some time now but are still trying to make the fun-o-meter climb a couple of more points.

We are however quite confident in the concept and are happy to tell you that we’re once more working together with the very talented Emily Ryan to make sure the fun is matched by the greatest artwork. After her great job with Bushido Duels she’s our first choice. We had a great first meeting to discuss the art style and concepts of the upcoming game and couldn’t be more excited. We recently got the first drafts of the box art alternatives and will decide the art direction in the weeks to come.

Emily Ryan

Watch this space, Facebook or Instagram for more news! We’re excited to share more as the game congeals into it’s final form!

The development diary

This is the development diary. It will irregularly be updated with thoughts and details related to current and past projects. In the coming months the contents will mainly be focused on the work done for Bushido Duels.