Far Away is unlike any of our previous titles. One of the most significant differences is the amount of pieces. From explorer and creature tokens to the many types of cards and mats, everything needs to work together. It’s a constant battle of what’s necessary to the game and what can be simplified. We want Far Away to be accessible without sacrificing the complexity and depth of gameplay.
We know, KublaCon was a while ago. There’s a lot to unpack, both figuratively and literally. Cons are a somewhat overwhelming experience for an indie studio, especially if you are trying to pay for the trip through a dealer’s booth. There is an exhausting amount of social interactions running the gamut from truly enjoyable to downright depressing. There’s also a palpable tension amongst vendors and designers around earnings and sales. We wanted to discuss the con, share our highlights, and talk about how we can improve our fans’ experiences going forward. The CPG crew has put a lot of thought into this, hence the time gap (we also moved the CPG office/Alex’s apartment across Seattle – our games aren’t hidden behind a couch anymore).
Hello world, my name is Jake Breish. Thank you for tuning in for this special broadcast. You may have heard my name mentioned throughout the development of CPG's more recent games. I’m the graphic designer and artist here at Cherry Picked Games. Like most artists, my natural environment is my dimly-lit home office making sightings in the wild quite rare. Despite all that, you’ll be hearing more from me in the future. I will be writing about our process, progress and the (Oh god, why did I start this alliteration) pr...design decisions we face along the way.
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