Giving danger a miniature
On the map, a forest can be a stop along the journey. During an encounter, it becomes the space the group studies before deciding what to do. Miniatures give that danger a presence: an ogre stands in the centre, goblins gather around it and a wolf waits nearby. The board turns a narrated situation into something everyone can see.
This screenshot shows one of our development encounters. Keeping the figures on miniature bases helps combat feel like part of the same roleplaying table.
Knowing whose turn it is
Turn order sits on the right, with character cards on the left. In the centre, the action panel brings together the target, attack roll and damage. We want those questions answered clearly before the group has to hunt through menus.
The game master has controls to request a roll, advance the turn and end combat. The aim is to support running an encounter while leaving space to describe an action, hear an unexpected plan or interpret its consequences.
Room for the adventure to breathe
Our polish work focuses on making information clear and keeping the pace comfortable for conversation. The numbers, interface and balancing shown here may change. What we want to preserve is that moment when everyone looks at the table because a decision suddenly matters.
GameFusion Studios
El Refugio 1987


