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Devlogs and lore from the world of Bug & Claw

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Tiny Tables - An offshoot set of oracles - Devlog #60

Folks know that as I've been creating little games and tools, it's all practice for Bug & Claw. Well, Bug & Claw reached a point as I fiddled with oracles and generators, fleshing out solo-play, where I thought: why don't I just split this off as its own thing people can try? Tiny Tables - […]

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Play-testing - Devlog #59

Sometimes I playtest different Bug & Claw mechanics by injecting them into different games I already know work well. Like Ironsworn. I don't smoke cigars, don't worry; a dear friend just gave me the box, thinking I could use it, and clearly I have.

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Maintaining surprise as a solo-player - Devlog #58

When you play a TTRPG by yourself, you're often either generating story and adventure with oracles, or running an adventure meant to be run for you by a DM and ruining half of the surprises for yourself. I hate that. One of the things I've investigated heavily for Bug & Claw adventures is a way […]

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What, you don't like "Bobo"? - Devlog #57

In devlog #32, I introduced common names for Bug-kin. The names in the world of Entomara were largely based on my strange, diagnosed brands of OCD and echolalia, which get random sounds and words stuck in my head. I received feedback that several of the names stood out as odd to some of my favourite […]

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Alpha layout preview 1 - Devlog #56

I want to get Bug & Claw into the hands of alpha testers soon, which means getting a decent-looking PDF sorted out. This has long been one of my favourite ways to tidy things up in a print-intended thing, as it forces heavy editing. I have cut entire sections, reduced many others, and created major […]

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More Hodag Art Arrives! - Devlog #55

I've been working on edits with Jason, as well as layout, when I have time. I could tell this may take a bit more time than I expected, so I wanted to get some more art in the hopper from trusty Hodag in case I couldn't tackle as much as I wanted to myself. And […]

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Fallen soldiers

I've been using "Swordtember," a community art event that happens every year in September, to create concept art for Bug & Claw. Some of these may get polished further or iterated on. The idea behind Swordtember is to sketch or illustrate swords along with a daily theme. The theme keywords present here were Moss, Shell, […]

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The evolving oracle - Devlog #54

Bug & Claw is being built to be solo-first. Part of what often makes a great solo RPG, to me, is the ability to quickly answer questions, shape outcomes in a meaningful way, seed the narrative with interesting elements, and push the story forward. The tools we generally use to accomplish that are referred to […]

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As dev ramps back up, an ask

Hey folks! Thanks so much to all of you who have been following along with Bug & Claw development. This is a labour of love, where I am working hard to make things feel true. As some of you who follow me on social media know, development had to slow down for a while as […]

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GDD - Devlog #53

As I bring on more folks to collaborate in areas like editing and art, it became more important to clean up the Game Design Document for Bug & Claw so that those folks could get a better idea of what the aim and intentions are. It helps us all focus. A what now? A Game […]

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