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PROJECT UPDATE
fedetibaldo
CREATOR
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8 days ago

Project Update: Digital Downloads Are Live--Check Your Inbox!

Hello everyone,

We're pleased to announce the digital downloads are now available! 🥳 You should have received a download link/code from Backerkit via email. If you haven't, drop me a line ([email protected]) and we'll see to it.

If you liked the adventure and want to share it with your friends, one can purchase a copy at the following link: https://fedetibaldo.itch.io/liquid-euphoria.

We hope the final product matches your expectations. Thank you again for the support. We'll soon follow up with print and delivery updates.

Thank you,
Federico and Aleksandra
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PROJECT UPDATE
fedetibaldo
CREATOR
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15 days ago

Project Update: Almost ready!

Hello everyone,

We are pleased to announce that the zine is ready! Work is now underway to package the player material, the art bundle, and tweak the print-friendly version (let me say: we did everything we could to make you save as much ink as possible).

Also, do you remember the 1500€ stretch goal: 'We hire a professional proofreader'? Well, although we accrued only a third of that budget, we went ahead and did it anyway. Was it a savy investment? Probably not, but at least you'll receive the best product this zine can be, which is all that matters to us, really.

Our favorite spread. Players beware: spoilers!
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PROJECT UPDATE
fedetibaldo
CREATOR
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about 1 month ago

Project Update: May Update

I'm glad to share the illustrations are all done! Writing is still only 30-40% of the way there, but to be fair I only truly started this week so I don't foresee major delays. At my current pace of one spread a day, the zine should be complete by the first week of June.

At the cost of sounding like a broken record: starting early next month we'll tweak the print-friendly version, put together the extra player material and the art pack, and by mid-June you should have your hands on the adventure! Physical copies will soon follow: end of June or early July at the latest.

Today's sneak peek is the cover art! Every major element is in there, but I guess you'll have to wait to know which one is which 😉

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PROJECT UPDATE
fedetibaldo
CREATOR
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2 months ago

Project Update: Surveys are out, April update, and timeline

Howdy!

Last month we made a lot of progress on the illustrations! 80% of them are ready, so I feel pretty confident in saying we're on track with our timeline. As a remainder (I know it's easy to forget these things if you're not actively thinking about them like we do 😅), the next important dates are:
  • Early May: I turn my notes and descriptions into the final zine copy, Aleksandra finishes the illustrations
  • Late May: we integrate text and images into the final layout (we already have a draft)
  • Early June: we put together the player addons, the art pack, and print-friendly spreads and distribute the digital rewards
  • Late June/Early July: we fulfill the physical orders

This time we have a proper preview instead of the usual WIP 😊 We might (or might not) keep it black and white. Both Aleksandra and I feel like colour could muddy the picture and hide some of the details... Besides, it works well enough as it is. We'll see, I guess! Inputs are welcome.

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PROJECT UPDATE
fedetibaldo
CREATOR
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3 months ago

Project Update: (Late) March Update

This update is also available on my website: https://fedetibaldo.com/building-a-ttrpg-adventure/

Liquid Euphoria is coming along at a steady pace.

I'm writing, Aleksandra is drawing, and, to make sure we were on the same page, we've drafted a zine layout with the main elements (titles, room keys, stat blocks, etc.) and placeholder text. I recon most publications go through the design, writing, and layout stages in this order, but with her being in charge of the layout and me of writing, we figured having a page ready to be filled in required less back and forth than the alternative.

Draft layout, made with low-fi sketches and example text.


I have to admit: as a first-time designer, it took me some time to fully accept that every Warden will run the adventure a little differently. I do the same when I facilitate other people's modules, so why should mine be so stringent? Since then, what I write and how I key have become increasingly leaner and more open to interpretation, which I think is a good thing.

If you're interested in the topic, Murkdice wrote about negative space just last week: What you don't write is key for DnD and TTRPG adventures. Reading it (as well as this other article of theirs) made me wonder: why did I even bother with a grid map? It could have been a point crawl 😅 Oh well, lessons were learnt.
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