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Devlogs and lore from the world of Bug & Claw

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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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The emergence and history of Bug-kin - Devlog #52

PF = Pre-FallAF = After-Fall The Collapse 10,000 PF Human-kind falls Scientists attempt to set in motion the planet’s healing, as well as preserve human knowledge so that one day humankind can return. The Waiting The world sits in turmoil for an untold amount of time. The Mossbound Scholars eventually refer to this as “The […]

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Provinces of Western Entomara - Devlog #51

Below, you'll find a WIP map that represents some of the aimed playable areas at launch for Bug & Claw. These are the Provinces of Western Entomara. They may seem familiar, yet different. The provinces include: Along with:

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World legacy mechanics - Devlog #50

How do you create a world where players can take on both episodic 1-2 session adventures or full campaigns in a way that makes it feel like their decisions matter? Or that the world is alive and changing with them? These are questions I have been exploring for Bug & Claw. One of the ways […]

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Ancestral orders - Devlog #49

Building on the last devlog, here is more information on the ancestral orders of Bug & Claw. All Bug-kin are evolved from common ancestors with unique characteristics and starting abilities. The more you travel, adventure, and encounter crystal technology or infection, the more lines between Bug-kin ancestors and something new will blur. Roll a D12 […]

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Arthropod Orders - Devlog #48

When collecting feedback during the playtest we did, the thing that was most abundantly apparent was that people wanted to be able to make a character based on their favourite arthropod. While classes and races aren't really going to be a thing in Bug & Claw, especially with the chaos of infection and mutation, folks […]

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Playtesting character builds - Devlog #47

As we finally come to the close of our 3-year long D&D campaign, my friends and I are excited to try something new. I am lucky to have this group of pals, who have been pushing me to finish Bug & Claw so we can play together. While I thought the alpha would be completed […]

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