It has been WAY too long since I updated the site! The news is that between Nathan’s deployment and the first year of life for my daughter, Silent Fury’s development got put on hold in a big way.
But ‘on hold’ is the correct term – after attending Historicon after more than a year away from wargaming conventions and seeing the Starblazers game again that inspired us to create Silent Fury in the first place, and Nathan’s deployment wrapping up, we have big plans. Expect a new version of the rules soon along with much more frequent updates – we’re back with a vengeance!
Man, so sorry to say things have been slow – taking care of a newborn baby is an even worse timesink than designing a game, let me tell you. Nathan being on deployment hasn’t helped matters.
That said, we did get together and update how missiles worked – rules are uploaded to reflect this.
As for the overall game, I think we’re in a good place. I need to find more outside groups for playtesting and really run the system through it’s paces, but I’m very happy with all aspects of how the game runs. From here on out I think we’re looking at only minor tweaks before we call it finished and start showing it to publishers.
Nathan’s deployment and my newborn may unfortunately put that on hold until next year, but hey – good things come to those who wait.
OK! So I am on a roll today!
The v 2.7 cards are finished and up on the Gamecrafter! I’m waiting on Nathan to supply one last revised rules diagram to stick the most current rulebook online, and then it’s on to posting up revised ship sheets and scenarios (which are mostly done, I think we’re down a scenario or two at this time though).
I’m also making progress on getting the game into Tabletop Simulator – I’ve got crew and damage tokens, and now that we’re finishing up our main published game, I’m going to switch into high gear on getting that done.
We’ve made a new introductory scenario that we played several times and loved – the Duel. It’s a simple, straightforward 1v1 ship combat with well-matched vessels (at least they were for our playtests – both ships have come out on top.) That one will go up first when I get to that part.
All in all things are progressing well, I expect 2.7 to be playable via the website by this Sunday.
Man, it’s been awhile – and that’s because both Nathan and I had a lot of real life stuff going on.
Nathan got married and I had a daughter. It was an eventful month, but we’ve still found some time to work on the game. We’ve got strike craft and Jumping to a state where we finally like them, and we’re in something of a crunch zone – Nathan will go on a deployment later this year, and he’ll be gone for many months.
So what does this mean for the game? It means that we’re going to try to get out version 2.7 before he goes, and this will be the release version of Silent Fury.
We’ve had a lot of playtests and a lot of fun, and the game is in a place where I’m happy with it. It’s not perfect, but it IS good. We’ve got what feels like a complex, in-depth space combat game that plays simply and can be finished within a reasonable amount of time. Since we’re up against something of a hard deadline in terms of Nathan leaving (though we don’t know the exact date), we want the game to be in a solid state when he goes.
Some other interesting news – I picked up TableTop Simulator on Steam yesterday. I believe we can put Silent Fury into this thing, so instead of necessarily needing to assemble all the components yourself, you’ll be able to at least try the game out that way. Once 2.7 is complete, we’re going to see about putting the game into TableTop Simulator, and you’ll actually be able to play Silent Fury on your computer with some friends if you so choose.
Version 2.6 of the rules has been uploaded to the site. For those of you who joined us at Cold Wars, this was the version of the rules we were using.
Changelog v2.5 to v2.6:
- Central Mechanics
- The Rule of 3 dice is no more. Generally, you will still only need 3 of each die, however, there is no longer a hard limit on the number of dice that may be rolled.
- Assault is now repeatable, rather than focused.
- Conduct a rally attempt when performing an assault action.
- Jump has undergone a major overhaul. It’s now faster, and easier, though much shorter ranged. It also carries its own set of unique risks.
- General Rules
- Updated/added various diagrams.
This is a pretty big update for us. As it stands, all major systems are in a pretty good spot now, which is allowing us to look into some other ancillary things. Ben wants to see if we can’t shrink the area needed to play the game on. I’ll be taking a look at the ship sheets, and seeing if I can’t get some more clarity in some of the stats. And we’re both looking at deepening the lore.
Just wanted to bring to your attention that we’ve made some slight adjustments to the components page, as well as added some sheets of Print and Play components, to better facilitate getting people into the game.
Said sheets are available on the components page, and here: Silent Fury Print and Play Tokens and Crew
Our 2.5 release has begun! We have updated and posted the Rules and the Gamecrafter Cards. We still have a ways to go – many ships and scenarios have not been updated, as well as the free cards. Look for these to get brought up to 2.5 over the course of the week.
2.5 brings with it many refinements from our last release (2.2). Many of the core systems saw some streamlining, most notably the damage system which now uses a single token for marking damage in any component, which means a huge reduction in damage tokens. In addition we introduced the Ship Destruction roll as a means of killing ships entirely, and it adds great moments of tension in the game when a ship’s fate is going to come down to a single die roll.
Jumping and Strike Craft have finally come on the scene with basic systems that show far more promise than many earlier attempts. Both of these are a huge step up from previous incarnations, and while still rough around the edges I can see their essential forms potentially making it into the final game.
Without a doubt this is the best version of Silent Fury that there has ever been. It truly shined at the last convention, and I begin to feel like we are in the home stretch – that I am getting closer to a game that I am willing to put my name on, show to the world and say ‘Here is my final creation. Play it and enjoy.’
Internally we’re up to version 2.5, and we have just finished revising the cards for that set. We’ve got new Jump and Strike Craft rules worked out and ready for this release, and the scenarios we’re going to be bringing to Historicon will both feature the entire rules set. I have high hopes for this incarnation of the game.
Between some RL events for Nathan and just needing a break for me, we’ve sort of let this project sit and stew for a bit.
But no more. We’re getting back to work and we’ll be running two entirely new scenarios at Historicon. Our new goal in life has become to make every rule simple enough that we can run this as a convention game without leaving anything out. The game’s core systems have solidified – I’m happy with how weapons, movement, crew and damage are all working. Now we’re focusing on some of the additional systems like Warping and Strike Craft that we never really hit the nail on the head for. Our latest idea is to utilize cards for both of these – Warp will become practically as simple as drawing a card to charge your engine, and playing one of those cards to execute a jump. Strike craft is going to be a bit more complex, but will still involve card play. I’ll talk more about these revisions as we hash things out.
We’re stuck in mid-development for the new game mechanics we have in mind, and the PEL for events for Cold Wars is due Friday.
At this time we’re probably not going to have the new stuff or the new scenarios ready to go by that time, as Nathan has been horrendously busy with RL issues relating to his apartment. So we’re going to take a break for this convention and come back with a more solid system for Historicon.