celestial bodies

Phipps23 and Demonstrating Themes in Celestial Bodies

October 18, 2024
ttrpg design, phipps23, liminal void, celestial bodies

I’ve been meaning to try to post more on my blog/site following the death of Cohost, which made it very easy for me to toss design thoughts out. Writing into VScode and pushing to my site via git has no juice at all by comparison. But we press on anyway. Phipps23 # On November 27th of 2022 - a little less than 2 years ago as of writing this - Dan Phipps (of Gem Room Games, go check them out, they’re cool folks! ...

The Grid™️ 2: Hypergrid (Or: Home-Ship Construction)

July 23, 2024
itch devlog, celestial bodies

Last time I made a post about mechanics I talked about the Grid. Now I’m…still talking about The Grid, kind of! But it’s a different one this time. Home-ship construction is something that had been on our minds since the beginning. Originally it was going to be kicked to the final version! But we had a lot of backer items created that we wanted and so this was a good opportunity to make an initial system out of it. ...

v1.1 released!

February 12, 2024
itch devlog, celestial bodies

Hi there! v1.1 is here! It brings a few major changes: Formatting Increased page size slightly. Various typo-fixes. Tightening up of layout. Combat Rules Missiles. Deploy now states the deployment range for missiles (0-1). Direct now lets you move 8 missiles by default instead of 5. Direct now states clearly when missiles count as “armed” (i.e. when they automatically attack if their target gets within range 0). Missiles are now slightly easier to shoot down by default (3+ instead of 4+). ...

v1.01 released!

November 9, 2023
itch devlog, celestial bodies

We released a slight update to Celestial Bodies this morning. Fixes Refigured the layout to A5. Fixed a few typos, copy/paste errors, bad labels, and wrong icons. Fixed a few examples. Changes Ultra reactor now has the Reliable quality. Tackle is way more accurate (and Force can be used for it now). Direct rules now specify how missile speed works a little better. Thank you so much for your support thus far! ...

The Grid™️

November 5, 2023
itch devlog, celestial bodies

I know what you’re here for, mechanically. Let’s talk shop about The Grid™️. Loadout and Construction Every mech in this game is defined by a grid like this: When I say defined, I mean fully defined. First, the basics: Every frame (basically a chassis for a kind of mech) has HP (Hull Points!) equal to its grid size. So the one you see above has 12HP. Every frame has a unique trait based on its grid’s size and shape. ...