Edge
Final blog post for this endeavor!
I started this year with the mindset of getting something done — laying out milestones and goals — and then at some point I decided I would participate in Blaugust for my game. Back in July, I came across the #RPGaDay2026 prompt and figured that would be a great launch pad for my Blaugust goal. I'm glad I chose to combine the two, because it really gave my entire game project a sense of edge. I've been leaning on the older definition —to move gradually, carefully, or furtively in a particular direction. Which is a little on the nose, honestly. But being careful and gradual isn't the same as stopped. This has been my passion project since 2010. I'm not going to walk away from it now.
Even though I haven't been staying exactly on target for some things, I feel like I'm still doing great. Sure, I've been falling behind on my weekly bestiary entries for these past two weeks, but there's reasons. Life has been pretty busy for me lately — some real-life things I can't fully get into, plus the community events I run monthly, and the TTRPG play sessions eat two evenings a week on its own. That is a lot to balance. There's still a few goals and two milestones I'm aiming to reach before the end of the year. Everything has been set back, but I haven't canceled anything. It's just a very complicated edge, with a lot of pieces moving it along gradually. I'm not disappearing after this month, either. Updates just won't be daily. There's still a bunch of sessions to plan, maps and expeditions to build, FoundryVTT fixes, creatures to make and balance, player skills to tune, the list goes on. I've been doing monthly dev logs; I might start sprinkling in smaller micro dev logs between them. We shall see.
August turned out to be a heavy month for blog posts and game dev talk. It pushed me out of my shell a bit, talking about the game I'm building. I don't know if it landed with anyone and I'm not going to go chasing any results. But thanks for reading, if you did.
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