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Critical Kit

Created by Critical Kit Ltd

Creators of indie TTRPGs, solo and multiplier games.

Latest Updates from Our Project:

More about the official Wires in The Woods dice (they are now add-ons!)
over 1 year ago – Wed, Oct 16, 2024 at 05:31:09 AM

Hey there,

Congrats on making it halfway through the week. Hope it's treating you well.

Today's little update is to tell you a little more about the official Wires in The Woods dice. If you have already played the quick start, you will know that, as well as a deck of cards, the game uses two six-sided dice (2d6 in the parlance of TTRPGs).

<Engage shouty bold marketing mode...>

BUT FIRST, THESE ARE NOW AN ADD-ON THAT YOU CAN PICK UP WHEN YOU PLEDGE OR ADD TO YOUR EXISTING PLEDGE!

</Disengage shouty bold marketing mode...>

Here are the official dice (we're not fully decided on ink colours yet, so please do put in your tuppence by means of the attached poll!).




There's a few things to say about these dice, other than that they are cubes with numbers on them.

Firstly, they are a two piece set, cast in different colours primarily because Wires in The Woods uses several d66 tables in the prompts. That's to say you will need to roll 2d6 and one will act as tens and the other as units.

  • Firstly, they are hand-finished, framed sharp edge dice made with two separate resin casts. The first cast is a tinted smooth cube containing prismatic foil. 
  • This first cast is then covereed with autumnal (!!!) leaf stickers.
  • Following that, a second cast is made around them that is clear resin with numbers etched into the surface. This is what gives the dice that "framed" appearance.
  • Finally, copper and steel inks are added (for now).

Here's a close up that kind of highlights that effect:


Of course, you can always use any other d6 you have to play the game. We always recommend taking the dice out of your Mo[REDACTED]ly set and throwing that game away.

As far as the ink colours go, please do chime in on the poll and let us know any other thoughts you have. 

That's all for now, other than a quick thanks for how far you've all helped bring this project. Enjoy the rest of your day!

Tim 

(& Simon <-- one day he will hijack these updates).

A very quick thank you...
over 1 year ago – Tue, Oct 15, 2024 at 11:07:29 AM

... because I've already sent an update today, so I'll keep this one short.

Anyway, hey there,

We did it!

15 minutes shy of our campaign being a week old we hit or fourth stretch goal of 70k.

Here's one of those unlocked padlocks, hand drawn by Simon, to celebrate that achievement:


All backers will get five pieces of forager art (pdfs for digital backers) complete with detailed backgrounds.

Next up we have beautiful autumnal-themed printed ribbons added to the book. I love that word... autumnal... I'm going to say it again... autumnal...

Alright, that's getting weird, so, moving on, take a look at our next stretch goal.



Once again, thank you for your support. We are truly blown away and we can't wait to keep making this project even better than it already is for you.

Tim 

(& Simon, of course!)

P.S. Autumnal.

Introducing the settings and other ruminations (not in that order).
over 1 year ago – Tue, Oct 15, 2024 at 05:16:15 AM

Hey there,

We are exactly one week into our campaign and this is already well on the way to being our most successful creation of all time. That's if you define success by the capitalist point system.

Regardless of that, I've enjoyed the level of community involvement on this project. I love reading comments, seeing the results of polls and answering any questions you have about Wires in The Woods. Keep them coming, please!

On that note, someone posted the following comment over on Facebook or the likes...

Oh gosh, this looks like AI.

I was cordial in my response but, just in case there is any doubt, all of the artwork in this project is created by the hand of Simon J. Curd. All of the writing is done by my brain box sending electrical impulses down to my fingers which hammer away at a keyboard. We are both humans (unless this is just a big simulation). That should hopefully prevent any embarrasing questions or comments about our work being AI entering the chat again.

I even put it in bold, just to make sure it's clear. Zero AI to see here. Thank you.

Now, let's get on to the meat and potatoes (I'm actually vegetarian, so I'll take mine sin carne, por favor). I wanted to introduce the settings of Wires in The Woods for you. Lord, it takes me a long time to get to the point and this is not helping, is it?

You can play the game in 4 different settings -- all based on an abandoned earth circa the late 80s / early 90s. There is a stretch goal for another settings called the headlands which is a slight detour, pretty weird and a lot of fun. Here are the base settings you can explore along with a brief "vibe" synopsis.

- Empty Streets is an urban sprawl where you will explore backyards, parks, trash cans and shopping malls. Like everywhere in this world, nature has become the town planner.

- Tangled Branches is a forest setting, not dissimilar to the Pacific Northwest. Think Twin Peaks, douglas firs, abandoned lodges, empty waterparks and secret nooks behind powerful waterfalls.

- Fresh Snow is vast expanses of tundra, chill winds, remote research stations and glacial caverns. Hopefully your fur will keep you cosy.

- Misty Lake is eerie waters, remote tree covered islands, muddy banks and dilapidated jetties. You may occassionally need to swim, or try your paws at rowing.

Each setting will have 52 location prompts with telling details to help you craft your own vision of this world. Simon's artwork will also feature throughout to give you inspiration for each setting.

Oh, I am soooo excited to see what stories you will come up with!

And, finally...

We are closing in on our 70k stretch goal which sees backgrounds added to the free artwork that all backers receive! Our next stretch goal brings some amazing new features to the book, including a printed ribbon.



Hopefully, we can hit that 70k today to round off our first week!

I've waffled for way too long now, so I am closing this one out with a big thank you to everyone who has backed so far. If you are on the fence, I hope those settings tickled your curiosity and, if you are not in a position to back it, tell a friend who you think might like it and you can always read their book when they get it.

Thank you so much for supporting our creative endeavours!

Tim

(& Simon in the background).

A tangent... Help me name my first game of 2025.
over 1 year ago – Mon, Oct 14, 2024 at 10:17:08 AM

Hey there,

I hope Monday is treating you kindly.

For this update, I'm taking a break from Wires in the Woods to ask for your input on another game.

Some of you may have heard of my award-winning solo RPG Be Like a Crow which was first published in 2021 (if not you can grab it at the same time you pledge).

Well, after 3 years of promising, I have finally put the multiplayer version on my development schedule. It will come to BackerKit sometime in March, shortly after Wires has fufilled.

However, it currently only has a working title of "Project Blackfeather". That's why I'm coming to you with a poll for the current names we have, plus the opportunity to throw your own ideas in the pot.

I've attached the poll to the this update and I'd be grateful if you could take a moment to give me your feedback.

I'll be back later this week with more Wires news (hopefully that we have smashed the 70k stretch goal), but in the meantime, take care of yourself.

Tim x

An origins story. How Wires in The Woods happened.
over 1 year ago – Sat, Oct 12, 2024 at 06:36:39 AM

Hey there,

Eighteen months ago, I took my games to a comic con in Manchester. It was here I first met Simon J. Curd, an artist whose work blew me away the first time I saw it. After a minute of standing in a fugue like state, taking in the amazing creatures and wonderful scenarios he had put them in, I decided to purchase "Cover to Cover".



Being a writer, my immediate question to him was "What is the story behind these creatures?".

Simon surprised me by telling me that there was no lore. However, he did have a clear idea of what the creatures were doing in the here and now. I ran back to my booth, taped his business card to an A4 legal pad, and began writing down questions and making notes. You can see my orginal notes above.

Two hours later, I ran back round to Simon's booth and presented my notes, asking him if he wanted to create a game.

He said yes.

I am so grateful that I came across Simon's work and that he had confidence in me to create lore, mechanics and stories that would do justice to his creations. Over the past few months, working with him has been a joy.

Most of what we do is over WhatsApp or the occassional video call (we have managed to sneak a couple of chats during conventions). Whilst I concentrate on the words, Simon brings inspiration through his art. We do occassionally step into each other's domains. Simon will discuss rule choices with me and suggest changes. I will offer up my ideas for creative direction. This has been my first collaboration and it feels like a true meeting of creative minds. Long may that continue.

A few weeks ago, Simon played his first role-playing game... it was his own! And, you know what? I pretty sure he really enjoyed it.

I hope our passion and hard work shines through in this game We ultimately have one goal with Wires in The Woods -- it's something I aspire to with all of my games -- to inspire you to create.

Sorry if this update is a bit meandering. Those of you who have backed my previous campaigns know that my updates can wander off on occassion.

I suppose what I really want to say is this:

Thank you for your support. Without you, independent creators like us would struggle to make a living from what we love to do. We do not take you for granted and we will always do the best we can for you.


Tim x

(and I'm sure I speak on behalf of Simon, too!)