HAIL REAPERS

I hope everyone is enjoying their summer!

We’ve had a productive few weeks focused on various systems and menus, including matchmaking, controller support, localization, and more. We’re currently aiming to have a playable demo ready at the end of August.

DEV DIARY

Highlights from the last few weeks:

  • House Selection Screen received a major polish pass. Players can now clearly see each House and its unique ability before choosing.

  • Loading Screen is now fully animated.

  • Lobby & Matchmaking prototype is functional, including early bot support. Private games and public matchmaking are currently mid-development.

  • New original Menu Art has been completed.

  • Results Menu (Final Score screen) is fully functional from a systems standpoint. Art pass still needed.

  • Localization support is now fully implemented.

  • Controller Support has been added across menus and gameplay. Refinement of feel and prompts is ongoing.

TUTORIAL

DESIGNER’S DEN

The Less is More approach.

It can be a delicate balance, and you have to teach players important mechanics without overwhelming them or removing the fun. We’ve spent the last month iterating on a core philosophy: "Less is more."

We think some games can over-explain. They force you through long, rigid sequences before you ever get to play and we wanted to avoid that.

We identified two distinct player groups: those familiar with strategy and tabletop games, and those who are fans of the book series, but new to digital card games.

To serve both, we split the tutorial into a short core tutorial and extra contextual prompts. The core tutorial gives everyone the fundamental building blocks, while the contextual prompts offer players the ability to dive a little deeper into different areas.

The "One Card" Start

We experimented with showing players a full hand versus just one card at the beginning. We found the "all cards" felt a little overwhelming. A single card keeps the information focused on how a card functions, and is visually more striking as well.

Contextual Learning

Teaching everything upfront leads to players tuning out. Instead, we’re moving toward a "learn-by-doing" model.

  • Core Concepts First: We limit the tutorial to a few essential questions: How do I win? What is this card? Where do I play cards? How do I finish my turn?

  • Contextual Triggers: Features like Scouting or specific House Abilities are introduced later, contextually. For example, if a player tries to draw from Luna for the first time, a prompt will then appear explaining the Sovereign token and bonuses.

The "Narrator" Dilemma

We considered using a dedicated tutorial narrator to guide the player, but we were concerned about potentially confusing the player, given that the cards themselves are represented by established characters, as well as the Houses the players are controlling.

The current solution? We’re exploring having your opponent Avatars deliver scripted "quips" that add flavor and subtle guidance.

Summary

We’re still in the prototyping phase, but our general approach is to focus on a few key actions, clearly and quickly, then get out of the way. Players who want more guidance will still be able to access it, but we’re intentionally not trapping players in a long, guided tutorial.

We believe the best way to learn Red Rising is by playing it.

QUICKSILVER

CHARACTER SPOTLIGHT

For this issue, we’re spotlighting one of the most powerful, calculating, and entertaining figures in the entire Red Rising universe.

Quicksilver in the Red Rising Universe (spoilers ahead)

Quicksilver (born Regulus ag Sun) is not just any Silver, he is one of the wealthiest and most influential people alive. He controls vast mining operations, shipping lanes, and financial networks that keep the Society running. While Golds rule through conquest and blood, Quicksilver rules through contracts, debt, and leverage.

He is brilliant, theatrical, and almost completely without traditional loyalty.

He is never simply a villain. He is an opportunist of the highest order. He will work with the Rising, the Society, or whoever currently offers him the best path forward. In a universe full of zealots and warriors, Quicksilver is the ultimate pragmatist.

Quicksilver in the Board Game: Card Mechanics & Strategy

He is a high-risk, high-reward Silver that revolves entirely around Helium control. He is one of the most swingy cards in the game.

Card Breakdown:

  • Color: Silver

  • Base Value: 40 Victory Points

  • Deploy Ability: Steal 1 Helium from the opponent with the most Helium (if tied, you choose which of those opponents).

  • End Game Penalty: -30 Victory Points if any opponent has more Helium than you.

At 40 base VP, Quicksilver is one of the highest raw point cards in the game. However, that massive value comes with a dangerous condition. If even one opponent finishes the game with more Helium than you, he becomes a 10 VP card instead.

Quicksilver demands you to be aggressive about Helium. His Deploy ability lets you protect your own lead.

He is at his best when:

  • You are already competing for Helium and can stay near the top.

  • You can time his Deploy to knock a leader down right before an end-game trigger.

  • You are in a multiplayer game where Helium is being contested by several players.

He is much riskier when:

  • You are clearly behind on Helium and have no realistic way to catch up.

  • The table has one player who is running away with Helium production.

  • You draft him late and cannot build a supporting engine around him.

Connecting Character to Game

Steal 1 Helium from the opponent with the most Helium

This mirrors Quicksilver’s nature perfectly. In the books, he benefits from those who have the most. His empire is built on extracting wealth and leverage from the top of the system.

End Game Penalty: –30 Victory Points if any opponent has more Helium than you

His identity is tied to being the richest and most influential figure in the room. Falling behind is more than an inconvenience for him, it is unacceptable.

Base Value: 40 Victory Points

The extreme base value represents the sheer scale of Quicksilver’s wealth.

“You never tie two boats together during a storm.”

- Quicksilver

Red Rising discord: https://discord.gg/RWRRQp46HM

See you in the next issue!

Derek Day

Founder & CEO, Emerald City Games

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