Publishing Goblin
CREATOR
about 1 month ago

Project Update: The Monday Delve | 120% Funded + The Character Concepts: The Organ Eater

Welcome dungeon delvers,

I apologize for the radio silence over the weekend! Between my work computer being in the shop this last week and trying really hard to not work during the weekends, I gave myself permission to hold off till Monday when the work computer was back, set up, and raring to go.

Friday, before we even got to 30 hours, we funded! Congratulations to us, and huge thanks to you all.

GOALS

We are 120% funded, and that's amazing. Our first stretch goals are at 1,000 followers on the Pub Gob Bluesky as an achievement, and financially at $12,000. If we reach that follower goal, we will get a new God Boss card added to the game, and if we reach $12,000, we'll get illustrated, super cool 'ultimate' abilities for each Class, featuring art on the cards from Salty Water. 

The Organ Eater

Speaking of art from Salty Water... Last time we looked at some of the design ideas behind the Caged Wraith, and I see it has caught up to the Organ Eater on our poll (which you should vote on!), but the Organ Eater is still up there on the list as the most anticipated class. So let's take a look at Salty Water's design ideas for this character option!


For this one, I'd like to go with the aesthetic in combination of necromancer, medieval plague doctor, and the chinese/japanese doctors in the ancient time who wandered around with a big wooden case on the back.
Based on the description you given this time, I think it is neat to make them a surprisingly small character instead of something like Nurgle monsters. But need a unfitting big mouth for devouring could be nice. Above the things you described, Id like to make several portholes with metal doors usually shut, in the Alchemy furnace fashion to show that their interior system is reforged into a machine that is allowing for processing the organ and material eaten into the medical potions, salves, and other things they need. Also they can have more pipes that extend out of the body, connected to several containers or bottles with acid and other potions. Not only on the torso with belts holding the materials for the alchemy but also the  wooden case, with rows of drawers on the back, covered in vermin and also various hanging body parts outside of it (claws shells, scales anything can be used to make into medicine)

In designing the core classes for the game, I knew that a big part of the system, in dying and respawning and trying again, was that there was a materiality to what is left behind. The items, tools, weapons-- those can gain history, can grow in power over time. But the bodies? The ruins of biological form? I wanted that to be grabbed. I was hesitant to call this class the Grave Robber, because early iterations of the game pulled a bit from Darkest Dungeon already, and this was more an alchemist than the Grave Robber in that game. 

As a divination person myself, I realized I wanted the whole character to revolve more around organs themselves, the ones they find in the world, and the ones they've changed inside. Haruspicy (divination through entrails), alchemical transformation within the body, the grave digging aspect, medicine carrier-- I knew this character was going to be super unique and exciting, and bring a unique approach to play to the game.


I have finished finalizing the organ eater, looked further into the grave robber kind of elements, and giving less mechanical looks, referring to the bronze ware shards forged into body and the shovel in this specific type which was invented for this purpose. The shelf on back, bit vague, but mostly wooden structure and adding the butcher hook on the side for holding materials. 

And, of course, Salty Water brought more incredible design ideas to the final version, thinking about particular old artifacts. Truly, the Organ Eater was inspired and brings such a unique design to the game.


My favorite part of the Organ Eater is that we made it a Hare. The Caged Wraith was a mole, but most of the remaining ones are all rats. I liked that these two were something different. I also like how different one of the original sketches was compared to this final art, and think if we reach a tier to include more art on the cards, finalizing that other sketch with more piping through the body would be fun. Different versions of the archetype.

So what do you think? Do you want to eat flesh and excrete salves for your allies as the alchemist, providing healing and support to your allies as you share messages from the entrails? Or will you become an organ fueled engine with spikes of power and personal boosts from your processing of the organs you consume, becoming a sporadic battle machine, rushed with internally made drugs?

And which of the Roads/classes would you like to hear more about next update?!

Talk shortly yet this week!

7DA
your pub gob
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