Follow Hawke and his handler on a missing persons case in Ivory Row. The investigation doesn't go where anyone expected.
New SUBNET lore dropβprocedural, unflinching. Patreon: www.patreon.com/posts/patreo...
@nineteenninjas.bsky.social
Software Dude (lead, architect, consultant), but more interestingly, I'm building SUBNET - a #British cyberpunk universe. Making tabletop games, video games and novels. Patreon for lore drops, devlogs & prototypes #subnet2258
Follow Hawke and his handler on a missing persons case in Ivory Row. The investigation doesn't go where anyone expected.
New SUBNET lore dropβprocedural, unflinching. Patreon: www.patreon.com/posts/patreo...
SUBNET Lore Drop #12 - Deadzone Diary
Origins of Advika Mukti's rebellion.
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Lore Drop #11 - Insects
A child's account of life in the slums.
Was welling up just writing this one. What's wrong with me? :)
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Lore Drop #10 - "The compound induces reversible competitive antagonism at neuromorphic receptor interfaces, creating a pharmacological 'blackout window' during which neural telemetry transmission is suppressed"
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Watched Bladerunner 2049 last night. Saw a post saying the intro was "cinematic excellence".
Film and themes were quite good - love thinking about what makes us human.
Intro, though? I mean... it didn't strike me as anything particularly special. Am I missing something?
So you're talking about a system similar to The Crew? Then I would say what you have there is a "round".
Turn -> Phase -> Round -> Trick(s)
No, this is per-player; they encounter an impediment, then play tricks to overcome it (alone).
It's a competitive co-op board game, with a trick-taking deckbuilder encounter system.
Personally, I'm calling multiple tricks an "encounter" or "manoeuvre", but that's to keep it in-lore.
Impediment = a card to overcome
Hand = cards in hand
Trick = 3 to 4 card trick
Encounter = an event against an impediment, consisting of up to 3 tricks
Manoeuvre = one or more encounters at once
SUBNET: Contracts Devlog #7 - Progress on v4 of the board game design
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I really have forgotten how to social media. I've avoided it for so long I find getting back into it insanely distracting.
It's that age-old question; spend more time producing work, or talking about that work? Does it matter if there's no one there to see it?
Running 10k Monte-Carlo sims to select the best 100 IMP (enemy) cards for SUBNET: Contracts
Based on a 3 suit matrix of 1330 total, taking into account a min 3 card hand out of a possible 69 Skill cards in a deck
Suffice to say, my CPU is not happy, but screw that guy
#boardgamedesign #subnet2258
Lore Drop #9 - Byron's first-hand account of the history of the world as he knows it.
"History is subjectiveβa dialogue between the present and the past, recorded so that we might learn from our ancestors' mistakes."
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Lore Drop #9 - Exploring the origins of the Neural Processing Unit
At the tender age of 14, Zak proposes a brain-computer interface that would revolutionise the world:
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SUBNET 2258: Building a Global Quantum Network:
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#Devlog #4 - Knee Deep In Obsidian.
Going over the DataView and MetaBind customisations I've done in #obsidianmd, and why I'm using it for #subnet2258
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SUBNET Lore Drop #5 - The Quiet Harvest
Give us a like, share or sub, would ya? I'm putting a lot of effort into this shit...
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#subnet2258 #cyberpunk #dystopia
Devlog #4 - What the Playtest Data Actually Tells Us
I'm digging deep into the stats I've gathered for SUBNET: Contracts.
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#subnet2258 #boardgamedesign #cyberpunk
Dynamic Unit of Measure Obsidian template in Obsidian.md youtu.be/DrPYLssdV5k?...
14.11.2025 22:46 β π 0 π 0 π¬ 0 π 0
New Lore Drop - The Sterlix Mandate.
When paper money became obsolete.
subnet2258.com/studio/devlo...
#subnet2258 #cyberpunk
Ah, right. Would it affect gameplay a lot if they were randomised?
03.11.2025 13:18 β π 0 π 0 π¬ 0 π 080% of playtesters agree that board game designers rely too much on the delicious mechanic.
03.11.2025 13:17 β π 1 π 0 π¬ 0 π 0
Spent a few hours last night re-sleeving the tweaked skill and impediment cards for SUBNET: Contracts... only to realise I'd forgot to cater for the new 3mm bleeds :/
This week's playtesting will focus on player finish times, and improving interaction.
#subnet2258 #boardgames #cyberpunk #tabletop
Aye. We say this, but even a roll of one negative can negate all the passed checks. And there's always one!
I got some real heavy downvotes for posting an image of my card designs with some combination facts last week. I just can't figure reddit out at times.
Gotta have thick skin if you're putting yourself out there. Someone somewhere will get itchy about something.
03.11.2025 06:37 β π 1 π 0 π¬ 1 π 0I dont think there should be any barriers between any entertainment medium. Putting limits on creativity is entirely nonsensical.
03.11.2025 06:15 β π 3 π 0 π¬ 1 π 0What mechanic do the doughnuts add?
03.11.2025 06:12 β π 2 π 0 π¬ 1 π 0Are there any games that have a roll to move mechanic you like? What about roll to reveal?
03.11.2025 06:10 β π 0 π 0 π¬ 0 π 0But are the doors randomly placed, or set in stone? I am just allowing the player's to choose /when/ they can enter the building, not where. There are internal and external dice, and the player can choose if they want to attempt an entry. My tiles are FoW style - revealed as they move.
03.11.2025 06:05 β π 1 π 0 π¬ 1 π 0Ooo, that looks interesting. Are the doors randomly placed? I've been trying to figure out doors for same sized hex clusters...
02.11.2025 07:48 β π 1 π 0 π¬ 2 π 0
Devlog #3 - SUBNET: Contracts Piece Design
Showing off some more details on the card and token design so far.
I plan to do a deep-dive soon, explaining the process I'm taking.
#boardgames #boardgamedesign #cyberpunk
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