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Hello and welcome to the Weekly 
Scroll podcast. 

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My Name Is Ryan. 
And I'm a fan of minimalist 

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RPGs. 
And we have a very special guest

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with us today. 
It's entree of Games Omniverse. 

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How you doing this morning or 
evening, Andre? 

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Yeah. 
Happy evening for me. 

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Morning for you guys. 
Thanks so much. 

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I'm doing great. 
It's a great pleasure to be 

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here. 
I've been a fan of this, of your

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podcast for, you know quite a 
few times, quite a quite a quite

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a few years now. 
You started. 

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When did you start this podcast?
Like a year or two ago. .1. 

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It was like, it was like 
November 2021. 

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Yeah, we did our Merc Borg 
episode in like November 21. 

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Yeah, cool. 
Yeah, I've been a fan and I saw 

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the reviews you did of the games
we published, and I'm really 

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happy to be here with you. 
Thank you. 

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Because we're like we're, it's 
fun because we're massive fans 

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of you in your work, so this 
works out great. 

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This is definitely one of those 
one of those times where you're 

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just like kind of fanboying a 
little bit because we're like, 

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you know, you're like to hear 
you say that you enjoy our stuff

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is crazy because you know your 
stuff is some of the favorite, 

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you know some of my favorite 
stuff I have on my entire shelf.

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So that's that's really it 
really feels great to to hear 

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you say that. 
Thank you. 

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So, so yeah, I mean, well, you 
know, I also want to say it 

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right off the bat. 
I haven't posted this online 

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yet, but I do want to say thank 
you for this. 

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This is a grail that Andre sent 
me out of nowhere. 

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Like, I just, I think I said 
something on Twitter that was 

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like, Oh my God, I'd like, I 
don't remember what I said, like

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I'd like sacrifice my newborn 
child or something for one of 

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these. 
And I just got a message that 

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says, hey, what's your address? 
And and I got that and the first

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Dead Robots album. 
So, so thank you so much for 

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that. 
I, I generally, you know, can't 

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tell you how much I appreciate 
that. 

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So no. 
It's it's definitely in good 

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hands. 
I'm happy to. 

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I'm happy that you have it, that
you have it now. 

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I only have like, I have like, 
can you can you see there? 

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Yeah, so I have like 3 or 4 
left. 

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Those two up top, they're just 
the boxes with a bunch of tokens

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that are using my game. 
So I only have like three of 

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those left. 
But I'm happy that you you have 

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one one of those with you. 
I'm very. 

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Excited for those in podcast 
Land, because I don't think 

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we've said it at all. 
It's the it's the first mouse 

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rotor box set and it's I I just 
I can't the the flowers and and 

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stuff on it and the texture 
hunter you got it you got to 

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feel this sometime but. 
Someday. 

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Anyway, Games Omnivorous. 
This is why we're here to talk 

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about this. 
You're you're a fantastic 

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publisher of minimalist games 
and you call them art house 

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games as well. 
Everything that comes out from 

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Games Omnivorous is so 
incredibly well done, so well 

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produced and and the games you 
choose to to put out are 

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absolutely fantastic. 
So I guess if we go like all the

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way back to the beginning and 
then we'll get to talking about 

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all that what, what kind of what
got you into TTRBGS in the 1st 

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place, like what was your, what 
was your first game and and what

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kind of got led to to where 
we're at right now? 

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OK, that's so we need to go back
like to the 90s. 

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God, I feel old. 
So you know, I I play games as 

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you know forever as as far as I 
can remember, you know, myself 

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almost I I I've been playing 
games I think I started in 93 or

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something with Magic the 
Gathering. 

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I think that's the first game 
that I remember playing and 

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being into properly and then it 
kind of, you know unwrapped from

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from there to you know board 
games and other card games and 

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obviously let miniature games. 
I was really into Blood Bowl, 

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not not War Warhammer like the 
the the proper Warhammer. 

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I don't know how how you called.
I was really into Blood Bowl. 

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Game, right? 
Yeah, it's like fantasy American

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football, but very bloody and 
very silly. 

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And it's just fantastic. 
It was. 

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So I was really into that at 
some point. 

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And then I started playing 
role-playing games. 

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I don't know, maybe in the I I 
played a little bit in like the 

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late 90s, maybe early 2000s. 
And I played, you know, mostly 

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Dungeons and Dragons, Advanced 
Dungeons and Dragons, probably 

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second edition, maybe third. 
At some point I also played, but

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when I really started playing, 
you know, role-playing games 

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more seriously and more 
consistently was maybe around 

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2010, two 1011, so about 10 
years ago. 

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And the game that definitely 
drove me into the hobby was 

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Dungeon Crawl Classics. 
That was the game that that 

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pulled me in. 
It was the so I I I kind of 

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started so, so I I played a 
little bit when when I was a 

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teenager in D&D as I, as I said 
in the late 90s, early 2000s. 

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And then for like some years I I
didn't play much. 

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And then I, you know in the era 
of the first retro clones or you

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know the old school revival or 
whatever you want to call it, 

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the game that that that drew me 
in was was was Dungeon Call 

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Classics. 
And I I became such a fan of the

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game. 
And you know when when you're 

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into the, when you're in the OSR
is Sphere or whatever, NSR or I,

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I don't know what people call it
these days, but kind of like 

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this old school kind of vibe 
thing. 

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You're almost like when when 
you're a player, you're a game 

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master and you're almost a game 
designer as well, you know what 

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I mean? 
Because you like the way you 

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know the games are built and the
way they are compatible with one

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another. 
And then their settings and 

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there's adventures. 
You always thinker with the 

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system. 
You always thinker with with the

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modules with the campaigns with 
with what you want to offer to 

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your players to your group. 
So I kind of started you know 

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doing my own thing with several 
games but for many years it was 

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just a hobby. 
It was just a hobby. 

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I was just happy to play games 
with my group and honestly 

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that's that's that's kind of 
still what I enjoyed the most is

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game design and and presenting 
that game design to my group and

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see their reaction and that's 
that's that's kind of like what 

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I what I still like the the most
But then in I think it was in 

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2019 it was the year that my my 
daughter was born and in that 

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same year I don't I don't like 
obviously you sleep a lot less 

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and you have a lot more 
headaches of of of all sorts. 

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But one thing that I found that 
that having a daughter was that 

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there's also like for me at 
least there was a creative 

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impetus or something. 
There was there was I don't know

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I felt very creative when after 
becoming a dad and I started you

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know maybe I should do a 
publisher maybe. 

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You know there's there's a lot 
of people I I I followed a bunch

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of people mostly on on Instagram
people like I don't know Diogo 

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Nugator for instance, which was 
a good friend. 

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I'm I'm, I'm sure you you know 
Diogo as well and you know I 

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started you know maybe I should 
also do or try to create the 

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publisher see where this goes. 
I had some ideas. 

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I had some, you know, I had some
thoughts on where I wanted or 

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how I I envisioned the identity 
of this publisher. 

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And then it it kind of started 
with some context and and yeah. 

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And here we we are and here we 
are today. 

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Four years after I actually, 
yeah. 

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Almost four years after Game 
Zoom never started. 

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I feel like like the pandemic 
obviously broke all our brains 

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as far as like time. 
Also like I feel old now, which 

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is weird. 
I told someone that someone else

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was middle-aged today. 
Then I was like, wait a minute. 

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I'm. 
Middle-aged? 

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So like, what's what is that? 
But it feels like longer than 

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four years. 
Yeah. 

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We all know 20/19 was a week ago
and also ten years ago at the 

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same time, yeah. 
Exactly. 

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Yeah. 
I think the first thing I saw 

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from Games Omnivorous was the 
manifestos. 

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Omnivorous. 
Was that the first thing that 

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you you started with when you 
were when you started 

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publishing? 
Yeah. 

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So we started the the the the 
company started with basically 

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three releases which were the 
17th century minimalist which is

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a game that that that that I 
that I wrote and and and design 

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and then two manifestos 
omnivorous interpretations and 

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and we also had some other stuff
in the works by then But those 

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three releases were the ones 
that kicked off like when when I

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had the site pretty much done 
and I pressed you know I pressed

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the button to go live. 
That's what we were selling back

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back then and and so those those
and the idea for for for the to 

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kick off games Omniverse did 
like the agenda was mostly to do

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some to bring into the OSR or to
contribute further because 

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there's obviously good and lots 
of of excellent people doing 

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doing that. 
And pursuing that agenda was to 

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do more artistic and conceptual 
stuff within this this niche 

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this this this this sphere let's
call it that. 

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So the the idea with the 
manifestos Omnivorous was was to

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do a collection and an RPG Zine 
collection that was, you know 

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based on an artistic manifest. 
So there's a bunch, you know 

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there's there's a lot of of 
artistic manifests out there. 

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We, we, we, we, we were inspired
by the, the one, the the 

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Scandinavian movies, the 
Scandinavian film, I think it's 

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called Dogma 95 or something. 
And we were inspired by early 

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20th century artistic manifests 
as well. 

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And we kind of created this idea
of, you know, let's put together

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an artistic manifest with 10 
like rules or guidelines and and

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give those to authors we like 
and admire and let them 

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interpret that and the and let 
them interpret the manifest 

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however they want. 
And come up with with a book. 

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And the idea there was obviously
to do something conceptual to 

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create like an artistic space 
individually the modules. 

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It doesn't, it doesn't really 
matter if the interpretation is 

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is you know, better here or 
worse there or you know, if it's

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more faithful here or less 
faithful in that one. 

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The idea was to create like an 
artistic space and then to 

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compliment that we were doing 
very minimal and light rules 

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game with a focus on graphic 
design layout. 

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How we present the physical 
format is very important to us. 

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How we present games to the 
players and the readers and and 

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obviously we wanted also to do 
something really unique and 

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weird and original and very 
conceptual. 

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And so that Robo Jungle was also
in the works then and it was 

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released a couple of months 
after the company started. 

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And the idea there being, you 
know, to kind of somehow create 

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something that's, you know, it 
can also be appreciated just by,

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you know, by people that don't 
play games, that just listen to 

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music. 
But to create something very 

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original, create a setting, a 
proper setting, a a gamable 

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universe as we call it, that is 
not presented as a book. 

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That was the main, the, the main
drive like for for that, for 

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that specific release. 
Because usually when when people

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say, you know, here's a new 
setting, I have a new setting, 

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it's almost exclusively a book, 
right. 

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It's almost presented in the 
format of a book. 

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So we try to do something 
different, something unique. 

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And the the main agenda I have, 
like I have a phrase here that I

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have, that I have in my wall 
that I never had the courage to 

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to publish because I don't know 
maybe it sounds arrogant or 

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something but what we're trying 
to do since the beginning, since

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these first releases that you 
know well you got me going. 

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So I please tell me when to shut
up. 

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No, keep going. 
No, this is this. 

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Is This is why we do this, So 
keep going. 

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So the the phrase is trying to 
blur the lines between games, 

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art, music and literature. 
Probably failing that that's 

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something that I always wanted 
to to to to put out there is 

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like games on reverse mode and I
like maybe I will someday but 

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that's kind of how I think about
the company. 

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00:14:02,520 --> 00:14:08,360
We're like we're we're not 
exactly an RPG publisher we're 

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actually an arts brand that 
happens to specialize in games 

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that's how that's at least how I
think about games on reverse 

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right from the start and and 
yeah I was very fortunate to 

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meet people that kind of had 
this vision and went along with 

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with the project and maybe the 
at the beginning at least most 

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importantly were the Lena and 
and Nando who are our in house 

225
00:14:37,200 --> 00:14:39,440
designers. 
They're a couple that lives in 

226
00:14:39,440 --> 00:14:45,240
the north part of Portugal, and 
they they're they they are, they

227
00:14:45,240 --> 00:14:48,800
are graphic designers that have 
nothing to do with games. 

228
00:14:48,800 --> 00:14:51,480
They hate playing games. 
They know nothing about games. 

229
00:14:51,480 --> 00:14:57,080
They they do a lot of work for 
like the artistic Milia in 

230
00:14:57,080 --> 00:15:05,000
Portugal, like literature, 
poetry, performance, different 

231
00:15:05,000 --> 00:15:10,160
arts and art spaces. 
And kind of the idea was they 

232
00:15:10,160 --> 00:15:15,400
brought some of that, you know, 
minimalist and artsy aesthetics 

233
00:15:16,600 --> 00:15:21,280
to the role-playing industry via
games on Nivers. 

234
00:15:21,280 --> 00:15:25,480
So that's kind of like, so this 
is, you know, all of this to say

235
00:15:25,480 --> 00:15:29,480
that this is kind of what 
started games on Nivers, our 

236
00:15:29,480 --> 00:15:36,400
agenda kind of like what we 
envision ourselves doing. 

237
00:15:36,400 --> 00:15:39,000
And yeah, that's that's mostly 
it. 

238
00:15:40,160 --> 00:15:44,000
I really appreciate your the 
very like artistic forward take 

239
00:15:44,800 --> 00:15:46,880
that you take with games on 
Nimbus. 

240
00:15:46,880 --> 00:15:51,960
It's interesting we were talking
to Watt from Cloud Empress last 

241
00:15:51,960 --> 00:15:56,120
yesterday also discussed really 
like this, trying to be more of 

242
00:15:56,120 --> 00:15:59,920
an artistic pursuit than like 
more or less creating content to

243
00:15:59,920 --> 00:16:04,400
be consumed for them. 
Like the kind of art forward 

244
00:16:04,400 --> 00:16:06,240
like minimalist RPGs that you 
have. 

245
00:16:06,320 --> 00:16:11,640
How do you find because you have
like a limited offering of like 

246
00:16:11,640 --> 00:16:16,280
your minimalist RPGs, but 
they're so like robust and 

247
00:16:16,280 --> 00:16:19,520
within a single like like 
Vaultivar and or haunts Almanac 

248
00:16:19,520 --> 00:16:21,760
or mouse Ritter. 
Like you have these beautiful 

249
00:16:21,960 --> 00:16:25,760
experiences, like how do you 
find these creators or do they 

250
00:16:25,760 --> 00:16:30,400
find you and how do you decide 
what fits with your like? 

251
00:16:30,400 --> 00:16:36,560
Vision. 
Well, for instance, with Mouse 

252
00:16:36,560 --> 00:16:42,840
Ritter, it was mostly me chasing
Isaac for a couple of months 

253
00:16:44,440 --> 00:16:49,120
before he said yes to to 
publishing with us. 

254
00:16:49,400 --> 00:16:53,520
So the story is I played the 
game right when I was starting 

255
00:16:54,760 --> 00:16:58,160
games of Niverse. 
So this was probably January 

256
00:16:58,160 --> 00:17:01,840
2020. 
And there was a friend here, 

257
00:17:02,600 --> 00:17:07,920
Andre Tavage, who who was like, 
oh, you know, I found a game on 

258
00:17:07,920 --> 00:17:11,720
itch about little mice, you 
know, in a dangerous world. 

259
00:17:11,720 --> 00:17:16,079
And I was like, yeah, OK, you 
know, like, do I care about 

260
00:17:16,079 --> 00:17:17,480
this? 
Do you know what I mean? 

261
00:17:17,480 --> 00:17:20,680
Like, do I want to play this? 
He's like, no, you should try 

262
00:17:20,680 --> 00:17:22,160
it. 
And I was like, OK, let's let's 

263
00:17:22,160 --> 00:17:25,040
go. 
I completely fell in love with 

264
00:17:25,040 --> 00:17:30,120
the right at character creation,
like, what Isaac did with Mouse 

265
00:17:30,120 --> 00:17:35,760
Richer is absolutely incredible.
Like the design, his minimalist 

266
00:17:36,240 --> 00:17:40,520
style, it's really the compact 
layout, the way he thinks about 

267
00:17:40,520 --> 00:17:44,360
the game, the tools that he 
offers, how the adventures are 

268
00:17:44,360 --> 00:17:48,800
presented in, in very 
minimalist, in a very minimalist

269
00:17:48,800 --> 00:17:50,880
style. 
It's so good. 

270
00:17:50,880 --> 00:17:57,160
And so in line with, I think you
know, Mouse Reader is to some 

271
00:17:57,160 --> 00:18:03,040
extent we defined how Mouse 
Richer would be presented to the

272
00:18:03,040 --> 00:18:05,760
world. 
But Mouse Richer was an 

273
00:18:05,880 --> 00:18:10,760
absolutely elementary piece in 
defining what games and universe

274
00:18:10,760 --> 00:18:14,720
is and how and what games and 
universe wants to show and 

275
00:18:14,720 --> 00:18:17,840
present to the world. 
So Isaac is a really good friend

276
00:18:17,840 --> 00:18:21,320
now and I'm so happy to that he 
said, yes, it's funny because he

277
00:18:21,320 --> 00:18:24,920
was like, Oh no, I don't want 
to, you know, I don't want to. 

278
00:18:25,560 --> 00:18:29,920
I I do this just for this, you 
know, very do it yourself style.

279
00:18:29,920 --> 00:18:31,360
I want to keep control of 
things. 

280
00:18:31,360 --> 00:18:33,560
I'm like, yeah, but you keep 
control of everything. 

281
00:18:33,560 --> 00:18:36,400
Just let me publish it. 
You have the copyright. 

282
00:18:36,400 --> 00:18:40,200
And so after a few months, he 
saw the insectary. 

283
00:18:40,200 --> 00:18:43,280
I remember he he talking, he 
talked about the insectary, 

284
00:18:43,280 --> 00:18:46,760
which was a little scene that we
did at the start of the company 

285
00:18:47,640 --> 00:18:51,000
and he was like, oh, this is 
very impressive in terms of of 

286
00:18:51,000 --> 00:18:54,400
game design maybe, yeah, maybe. 
In terms of graphic design maybe

287
00:18:54,400 --> 00:18:57,160
Let's do mouse read. 
So when he said yes, yeah, we 

288
00:18:57,160 --> 00:19:02,160
started, I started working with 
Isaac and trying to create 

289
00:19:02,160 --> 00:19:04,600
because mouse read existed as a 
PDF only. 

290
00:19:04,600 --> 00:19:09,720
So we had to do what we call 
product development and product 

291
00:19:09,720 --> 00:19:13,560
design is how and that's that's 
the thing that that I that I'm 

292
00:19:13,680 --> 00:19:18,000
that I'm that I think that I do 
the best these days. 

293
00:19:18,200 --> 00:19:21,680
This product design is people 
you know presenting an idea to 

294
00:19:21,680 --> 00:19:25,280
me and I work with the designers
and people here and the printer 

295
00:19:25,560 --> 00:19:29,320
to how can we make this really 
special physically. 

296
00:19:30,240 --> 00:19:34,360
And that's kind of the work I 
think we did with Mouse Reader. 

297
00:19:34,360 --> 00:19:38,160
So in the case of Mouse Reader, 
it was definitely me chasing 

298
00:19:39,800 --> 00:19:43,560
Isaac around for a bit And then 
for instance with Frontier Scam 

299
00:19:43,560 --> 00:19:48,280
we was completely the opposite. 
Like Carl Druid sent me almost 

300
00:19:48,280 --> 00:19:52,080
the finished version of the book
and he was like, do you want to 

301
00:19:52,080 --> 00:19:53,840
publish this? 
I was like, yes, I want to 

302
00:19:53,840 --> 00:19:57,360
publish this. 
This is really good in most 

303
00:19:57,360 --> 00:19:59,240
cases. 
You know a lot of people send me

304
00:19:59,240 --> 00:20:00,880
stuff and in most cases it's 
not. 

305
00:20:00,920 --> 00:20:04,760
I don't think it's in line with 
with with what we're trying to 

306
00:20:04,760 --> 00:20:09,440
do or the timing is not right. 
But these are the two extremes. 

307
00:20:09,440 --> 00:20:12,920
Some sometimes I really like 
something and I try to convince 

308
00:20:13,960 --> 00:20:19,640
people to to be published by us.
Other times it's just, you know,

309
00:20:19,640 --> 00:20:24,360
people sending us stuff and then
we we we go, we go through it 

310
00:20:24,360 --> 00:20:28,000
and we we create the project. 
Yeah, So it's, it really 

311
00:20:28,000 --> 00:20:30,160
depends. 
There's there's not one formula 

312
00:20:30,280 --> 00:20:32,920
there. 
Totally makes sense. 

313
00:20:34,280 --> 00:20:37,360
In terms of like what what you 
were saying about, if I can just

314
00:20:37,360 --> 00:20:41,040
add one thing that I find really
interesting about about Mouse 

315
00:20:41,040 --> 00:20:45,920
Reader and even even in those 
more even in our our like this 

316
00:20:45,920 --> 00:20:49,120
is such a silly thing to say. 
But even in our most mainstream 

317
00:20:49,120 --> 00:20:53,520
games and Mouse Reader is 
definitely the most mainstream 

318
00:20:53,520 --> 00:20:57,680
game we have is is the one that 
has the biggest like I think 

319
00:20:57,680 --> 00:21:04,240
that Mouse Reader like the sales
for Mouse Reader are actually 

320
00:21:04,240 --> 00:21:07,600
higher than everything else 
combined at games which is 

321
00:21:07,600 --> 00:21:10,520
something that that's really 
mind blowing but but it's just 

322
00:21:10,520 --> 00:21:13,160
how you know it's how it is. 
It's like it's such a 

323
00:21:13,680 --> 00:21:16,920
phenomenon. 
Mouse Reader is such a 

324
00:21:16,920 --> 00:21:20,080
phenomenon. 
I'm really happy to to to have 

325
00:21:20,080 --> 00:21:23,000
published it with with Isaac. 
But one thing that you were 

326
00:21:23,040 --> 00:21:28,280
talking about like even in these
more mainstream ish games, how 

327
00:21:28,280 --> 00:21:33,200
do we, how do we make them art 
scene somehow and conceptual And

328
00:21:33,200 --> 00:21:38,240
one thing that I think we almost
did that inadvertently to be 

329
00:21:38,240 --> 00:21:41,240
honest. 
But if you look at what we did 

330
00:21:41,240 --> 00:21:47,120
with the estate, I think it's a 
very unique idea in even in the 

331
00:21:47,120 --> 00:21:52,120
OSR space. 
So normally you have like a 

332
00:21:52,120 --> 00:21:56,120
designer or a company or a 
creator creates the Canon for 

333
00:21:56,120 --> 00:21:58,240
the game, right? 
So here's the game how I 

334
00:21:58,240 --> 00:22:03,120
presented, how I envision it, 
how I see it, the aesthetics, 

335
00:22:03,120 --> 00:22:06,880
how I usually think about it and
how I present it to the world, 

336
00:22:06,880 --> 00:22:08,880
right. 
And then they have like a third 

337
00:22:08,880 --> 00:22:12,200
party license where they let 
people do whatever they want 

338
00:22:12,200 --> 00:22:16,200
with them and whatever they they
they wish to do right with, with

339
00:22:16,280 --> 00:22:19,320
with that game. 
What we did with the estate was 

340
00:22:19,320 --> 00:22:23,000
something unique and very in 
some and and bit conceptual 

341
00:22:23,000 --> 00:22:27,080
somehow which is you know we 
also have the Canon with the 

342
00:22:27,080 --> 00:22:29,560
Mouse Reacher box set and we 
also have the third party 

343
00:22:29,560 --> 00:22:31,240
license. 
But what we did to the estate 

344
00:22:31,240 --> 00:22:38,720
was create an official product 
that brings 11 different visions

345
00:22:38,760 --> 00:22:42,840
from 11 different creators for 
mouse reachers. 

346
00:22:42,840 --> 00:22:48,600
So even in the case did, the 
estate is kind of like and a a a

347
00:22:48,640 --> 00:22:52,400
mess and a mesh of different 
interpretations of mouse reader.

348
00:22:52,720 --> 00:22:56,760
And making that an official 
product I think is a very unique

349
00:22:56,760 --> 00:23:00,600
thing and I think it worked out 
really, really well. 

350
00:23:00,800 --> 00:23:03,480
So, yeah, I also wanted to 
highlight that. 

351
00:23:03,800 --> 00:23:07,560
Yes, I think every single person
who's and been in contact with 

352
00:23:07,680 --> 00:23:12,200
the estate as as like a game and
product is like, yeah, this is a

353
00:23:12,200 --> 00:23:17,120
massive success so. 
Yeah I you know we love MASH 

354
00:23:17,120 --> 00:23:19,320
ROTOR as a game it's it's 
absolutely fantastic like you 

355
00:23:19,320 --> 00:23:22,840
said what what Isaac did with 
with into the odd and and Karen 

356
00:23:22,840 --> 00:23:24,680
and with with mice and 
everything is fantastic. 

357
00:23:25,080 --> 00:23:30,680
But I will say if it was printed
like differently like I don't 

358
00:23:30,680 --> 00:23:33,240
know if it would still have the 
the reach and success that it 

359
00:23:33,240 --> 00:23:39,680
does the the mouse or box set is
so stunningly well put together 

360
00:23:39,680 --> 00:23:42,480
and crafted and so well thought 
out. 

361
00:23:42,480 --> 00:23:45,080
Like you open it up and you're 
like I even have like a marker 

362
00:23:45,080 --> 00:23:46,960
and I have all of these punch 
out things and everything. 

363
00:23:46,960 --> 00:23:50,920
It's so beautiful. 
And then this state just feels 

364
00:23:50,920 --> 00:23:54,520
like, like it does feel 
artistic, like it feels like 

365
00:23:54,520 --> 00:23:58,400
this luxury item you have with 
it and like H1 being like this 

366
00:23:58,400 --> 00:24:01,400
specific color, which kind of 
reminds me of the manifest of 

367
00:24:01,400 --> 00:24:02,920
omnivorous kind of vibe a little
bit too. 

368
00:24:02,920 --> 00:24:05,400
How they can only be like two 
colors and everything in H1 and 

369
00:24:05,400 --> 00:24:09,560
gets its own vibe and color. 
I mean together, you know, it 

370
00:24:09,560 --> 00:24:11,840
does. 
It feels like a luxury TTRBG 

371
00:24:11,840 --> 00:24:13,240
item. 
And still, I mean it's still 

372
00:24:13,240 --> 00:24:16,160
pretty affordable for for you 
know, 2 box sets to come with 

373
00:24:16,160 --> 00:24:18,600
it. 
But yeah, like, I don't. 

374
00:24:18,600 --> 00:24:21,960
I don't if if someone else would
have published it with a 

375
00:24:21,960 --> 00:24:26,360
different vision, I I'd be 
curious to see if it would be as

376
00:24:26,360 --> 00:24:30,520
successful as it is because of 
what you brought to it and and 

377
00:24:30,520 --> 00:24:33,080
just how well it fits what it 
was also trying to be. 

378
00:24:33,080 --> 00:24:35,200
Mm hmm. 
Thank you. 

379
00:24:35,240 --> 00:24:36,680
Thank you so much for the kind 
words. 

380
00:24:36,680 --> 00:24:39,840
Yeah, that's exactly what what 
what we tried to do. 

381
00:24:39,840 --> 00:24:46,760
I think Isaac had such a 
fantastic game and idea and we 

382
00:24:46,760 --> 00:24:52,760
tried to you know elevate it 
further somehow and and 

383
00:24:52,760 --> 00:24:58,000
presented in in the best way we 
we could think of and and yeah 

384
00:24:58,000 --> 00:25:02,200
the estate is is exactly you're 
exactly right the estate all the

385
00:25:02,200 --> 00:25:06,560
the modules in the estate are 
printed in just two colors so 

386
00:25:06,640 --> 00:25:12,000
combined they look like a 
rainbow but individually they 

387
00:25:13,200 --> 00:25:16,040
they're only two colors and they
have really different 

388
00:25:16,040 --> 00:25:19,880
aesthetics. 
So we didn't, we didn't want the

389
00:25:20,360 --> 00:25:22,480
the creators that we invited to 
do this. 

390
00:25:22,480 --> 00:25:28,520
We didn't want them to feel like
they had to be constricted or re

391
00:25:28,520 --> 00:25:33,520
or or they needed to fit or to 
adjust or adapt their style. 

392
00:25:34,000 --> 00:25:36,480
Two months future. 
We just wanted you know do your 

393
00:25:36,480 --> 00:25:42,320
thing, do you know do put your 
own style in your heart into 

394
00:25:42,320 --> 00:25:46,840
doing like a mouse richer 
adventure and we will try to 

395
00:25:46,840 --> 00:25:52,600
somehow create the coherence 
afterwards with this. 

396
00:25:52,960 --> 00:25:57,080
So that was the hard part with 
the estate because we invited 

397
00:25:57,080 --> 00:25:58,960
authors and were like do 
whatever you want. 

398
00:26:00,280 --> 00:26:04,480
The original idea of the estate 
was like the original idea was 

399
00:26:05,320 --> 00:26:09,040
do an adventure, and we weren't 
even thinking of creating a 

400
00:26:09,040 --> 00:26:10,880
connection between the 
adventures. 

401
00:26:11,480 --> 00:26:15,040
And then one day I was talking 
to Isaac and it's like someone 

402
00:26:15,040 --> 00:26:21,160
did grandfathers talk and 
someone did an armor and someone

403
00:26:21,160 --> 00:26:26,440
did something like a little 
Chapel abandoned Chapel and and 

404
00:26:26,440 --> 00:26:30,040
and I was like OK maybe this 
doesn't this all fit in like one

405
00:26:30,040 --> 00:26:34,760
of these rural estates kind of 
like like and we started 

406
00:26:34,760 --> 00:26:40,800
thinking about that after. 
So I think we we gave a lot of 

407
00:26:40,800 --> 00:26:44,520
creative freedom to to to the 
creators and I think it turned 

408
00:26:44,520 --> 00:26:50,120
out you know really it it it 
made a unique a very unique 

409
00:26:50,560 --> 00:26:52,680
release. 
It's not it's not common that 

410
00:26:52,680 --> 00:27:00,120
you see an official release for 
such a known game have so many 

411
00:27:00,120 --> 00:27:03,040
different aesthetics inside it's
it's very uncommon. 

412
00:27:03,040 --> 00:27:06,200
So I think we're very, we're 
very happy how that unfolded. 

413
00:27:08,720 --> 00:27:10,360
Yeah. 
We are too. 

414
00:27:10,600 --> 00:27:13,080
I mean, it's like I. 
Think we all are. 

415
00:27:13,440 --> 00:27:14,800
Yeah, I think we're all. 
It's just like. 

416
00:27:14,800 --> 00:27:17,840
I said you, you really knock the
park knocked out of the park 

417
00:27:17,840 --> 00:27:21,240
with that one. 
And you know aside from Astro, 

418
00:27:21,240 --> 00:27:25,560
two of the two of the big games 
you have are we we talked about 

419
00:27:25,560 --> 00:27:28,760
a little bit was Frontier Scum, 
which recently had a Kickstarter

420
00:27:28,760 --> 00:27:32,000
to do a new version of that in 
Baltimore as well. 

421
00:27:32,000 --> 00:27:35,400
So you said Carl Druid came to 
you with Frontier Scum basically

422
00:27:35,400 --> 00:27:37,280
done. 
And I know Carl was on and we 

423
00:27:37,280 --> 00:27:39,000
talked a little bit about the 
cover and stuff like that. 

424
00:27:39,000 --> 00:27:41,800
But what what what was, what was
kind of the difference between I

425
00:27:41,800 --> 00:27:45,880
know you said you chased on 
Isaac and and and Carl came to 

426
00:27:45,880 --> 00:27:47,240
you. 
But like what? 

427
00:27:47,240 --> 00:27:50,240
What, what makes the difference 
when you actually sat down to 

428
00:27:50,240 --> 00:27:52,200
produce that, when you when you 
were given something that was 

429
00:27:52,200 --> 00:27:56,480
basically done, like what? 
What did you need to do to get 

430
00:27:56,480 --> 00:27:59,440
that into our hands with with 
the, the cover and everything 

431
00:27:59,440 --> 00:28:01,920
that we have now? 
So yeah, I think the first 

432
00:28:01,920 --> 00:28:07,040
version that I saw of Frontier 
Scum had about 40 something 

433
00:28:07,440 --> 00:28:13,320
pages and then it it expanded 
into 60 or so pages, which is 

434
00:28:13,320 --> 00:28:18,400
the current version. 
So we definitely it was, it was 

435
00:28:18,440 --> 00:28:22,680
it was pretty much done a game. 
But I thought it would be cool 

436
00:28:22,680 --> 00:28:26,360
if Carl expanded some bits and I
said, you know, maybe you should

437
00:28:26,360 --> 00:28:30,600
do like kind of like an NPC 
generator or some loot or some, 

438
00:28:30,880 --> 00:28:34,720
you know, say add more stuff to 
the book, which he agreed to. 

439
00:28:34,720 --> 00:28:37,080
And then he worked a bit on 
that. 

440
00:28:37,720 --> 00:28:45,680
Frontier scom also started as a 
Morburg compatible product, like

441
00:28:45,680 --> 00:28:48,760
a more hack. 
I don't necessarily like the 

442
00:28:48,760 --> 00:28:53,480
word hack, but it was like kind 
of like a Morburg hack, right? 

443
00:28:54,040 --> 00:29:01,120
And I said to I told Carl, look,
we really love this, but we're 

444
00:29:01,120 --> 00:29:06,200
not. 
We're not in terms of what we 

445
00:29:06,200 --> 00:29:09,880
publish and how we vision games 
and we're not a company that 

446
00:29:10,040 --> 00:29:17,680
wants to publish content like 
content for other games. 

447
00:29:17,680 --> 00:29:21,160
You know what I mean? 
I'm not this is not in terms of 

448
00:29:21,160 --> 00:29:24,040
to preserve the identity of 
games omnivorous and what we're 

449
00:29:24,040 --> 00:29:28,200
doing. 
And so I told, I asked and I 

450
00:29:28,200 --> 00:29:31,520
suggested to Carl if he was OK 
with you know, kind of like 

451
00:29:33,080 --> 00:29:36,360
rewriting some bits of the 
setting here and there to make 

452
00:29:36,360 --> 00:29:39,320
it. 
You know, obviously Mark Borg is

453
00:29:39,760 --> 00:29:44,560
one of probably the greatest, 
the biggest inspiration for 

454
00:29:45,120 --> 00:29:50,400
Frontiers Come, but not make it 
a complete hack somehow of the 

455
00:29:50,400 --> 00:29:52,680
game. 
So that changed a bit then and 

456
00:29:52,680 --> 00:29:58,520
then when we had like a final 
PDF, the challenge there was how

457
00:29:58,520 --> 00:30:01,600
do we present, like how do we 
physically make this book? 

458
00:30:01,600 --> 00:30:06,960
How do we present this book to 
the world and the challenge 

459
00:30:06,960 --> 00:30:13,000
there in terms of like my, my 
our idea here, me and like I 

460
00:30:13,000 --> 00:30:16,520
talked, obviously talked with in
house designers and Carl was 

461
00:30:16,520 --> 00:30:18,800
always part of the conversations
obviously. 

462
00:30:19,120 --> 00:30:23,600
And we were like, how can we 
create something that at the 

463
00:30:23,600 --> 00:30:28,880
same time feels and looks 
premium but also beat up at the 

464
00:30:28,880 --> 00:30:32,720
same time And roughed up like 
that was that was kind of like 

465
00:30:32,720 --> 00:30:36,720
what drove us in terms of the 
concepts or to find the the 

466
00:30:36,720 --> 00:30:44,240
final product here because we 
frontier scum, you know, being 

467
00:30:44,240 --> 00:30:48,680
frontier scum, a 19th century 
ish, you know, acid western 

468
00:30:48,680 --> 00:30:53,040
trip. 
It kinda made sense that the 

469
00:30:53,040 --> 00:30:57,040
book looked kind of like 
unfinished somehow or beat up. 

470
00:30:57,840 --> 00:31:01,240
But also we don't want, we 
didn't want to present something

471
00:31:01,240 --> 00:31:05,000
to to our players in our readers
that you know, looked like shit,

472
00:31:05,360 --> 00:31:07,880
Obviously so. 
It's a fine line, you know. 

473
00:31:08,760 --> 00:31:12,160
So what can we do here? 
And we had lots of it. 

474
00:31:12,160 --> 00:31:16,040
Like one of I remember one of 
the ideas was doing like a 

475
00:31:16,040 --> 00:31:19,160
leather cover, kind of like 
looking looking like an old 

476
00:31:19,160 --> 00:31:22,000
Bible somehow, you know, this 
old Bible. 

477
00:31:23,160 --> 00:31:27,200
But the problem there was that 
the book is only 60 pages. 

478
00:31:27,560 --> 00:31:31,800
So in terms of the the thickness
of the book is is not it's, it's

479
00:31:31,800 --> 00:31:35,080
not. 
We didn't have much to work with

480
00:31:35,200 --> 00:31:37,600
in terms of the thickness of the
book. 

481
00:31:37,840 --> 00:31:41,720
So it would look a bit odd. 
It would look, it would probably

482
00:31:41,720 --> 00:31:44,880
look like a restaurant menu with
that, with that thickness. 

483
00:31:47,560 --> 00:31:48,640
You know what I mean? 
Yeah. 

484
00:31:48,640 --> 00:31:52,280
So we had, yeah, we had to think
about something else and doing 

485
00:31:52,280 --> 00:31:57,200
like the exposed binding with 
like a crude stamping on top of 

486
00:31:57,200 --> 00:32:04,920
the rock, I think it turned out 
pretty cool and and well we did 

487
00:32:04,960 --> 00:32:08,400
won a nanny for it. 
So I think it's validated out 

488
00:32:10,800 --> 00:32:15,600
there at large. 
When did you all decide on the 

489
00:32:15,920 --> 00:32:21,720
Like Magazine esque aesthetic 
for Frontier scum? 

490
00:32:21,720 --> 00:32:26,200
Because that's a very like. 
There was already a part of it 

491
00:32:26,200 --> 00:32:31,560
when when I received the first 
PDF and that was an absolute, 

492
00:32:32,320 --> 00:32:37,760
you know, factor in me wanting 
to to publish Frontier SCOM. 

493
00:32:37,760 --> 00:32:39,480
It was already presented like 
that. 

494
00:32:39,480 --> 00:32:45,000
Then Carl drew it. 
I mean, Isaac is is is also 

495
00:32:45,000 --> 00:32:48,280
really, really good and is a 
genius with compacted tight 

496
00:32:48,280 --> 00:32:53,360
layout. 
But Carl in terms of like layout

497
00:32:53,360 --> 00:32:57,280
and graphic design is just 
unbelievable. 

498
00:32:57,280 --> 00:32:59,000
He's really, really, really 
good. 

499
00:32:59,320 --> 00:33:02,840
And so it was when when I first 
saw From Tears come, it was 

500
00:33:02,840 --> 00:33:06,440
already with that aesthetics. 
And that was definitely a factor

501
00:33:06,440 --> 00:33:09,880
in me wanting to to publish it. 
That makes a lot of sense. 

502
00:33:09,880 --> 00:33:11,680
It is. 
It's like in a really amazing 

503
00:33:11,680 --> 00:33:14,000
presentation. 
And yeah, I think it also hits 

504
00:33:14,000 --> 00:33:17,120
that very like unique. 
And I, I and I obviously, you 

505
00:33:17,120 --> 00:33:23,120
know, I'm for all that I have 
said for the past half an hour 

506
00:33:23,120 --> 00:33:26,520
or so. 
Obviously for me like design, 

507
00:33:27,120 --> 00:33:31,080
text and art, they're all 
equally important. 

508
00:33:31,080 --> 00:33:37,720
It's it's not like the text is, 
is is the most important thing. 

509
00:33:37,720 --> 00:33:41,040
And then layout, you know, it's 
everything combined contributes 

510
00:33:41,040 --> 00:33:44,840
to the experience of reading and
playing and immersing yourself 

511
00:33:45,120 --> 00:33:47,800
in that setting in that world, 
in that book. 

512
00:33:47,800 --> 00:33:52,560
So that's all for me, equally 
important. 

513
00:33:52,560 --> 00:33:56,720
So when somebody sends me stuff,
if they just send a text, I'm 

514
00:33:56,720 --> 00:34:03,160
usually not, you know, I need 
to, I need to understand the 

515
00:34:03,160 --> 00:34:06,520
vision that someone has in terms
of aesthetic, the aesthetic 

516
00:34:06,520 --> 00:34:09,760
vision that somebody has for 
that, for that project, for me 

517
00:34:09,760 --> 00:34:13,040
to kind of like feel it somehow 
and feel the connection to it 

518
00:34:13,040 --> 00:34:17,000
and feel and feel excited to to 
be a part of it. 

519
00:34:17,000 --> 00:34:22,120
So, So yeah, I think that's 
definitely a factor in in 

520
00:34:22,120 --> 00:34:29,199
everything, in everything we do.
So I mean specifically about 

521
00:34:29,199 --> 00:34:32,440
Frontier Scum as well and you 
talk about the text when 'cause 

522
00:34:32,440 --> 00:34:34,639
I know Brian Yacha did a lot of 
the setting writing for that 

523
00:34:34,639 --> 00:34:38,639
too. 
Was that all prior to to the the

524
00:34:38,639 --> 00:34:41,719
original draft getting to games 
omnivorous or was that kind of 

525
00:34:41,719 --> 00:34:46,679
like a with you guys as well? 
Or was that mostly Carl and 

526
00:34:46,679 --> 00:34:49,760
Brian with the setting stuff? 
No, the setting stuff was was 

527
00:34:49,760 --> 00:34:52,080
Carl and Brian mostly and they 
already had it. 

528
00:34:52,800 --> 00:34:55,600
You know they already had the 
version of it in the first in 

529
00:34:55,600 --> 00:34:58,640
the first draft that that that 
that they sent. 

530
00:34:59,080 --> 00:35:06,280
But then we kind of like rewrote
some bits and parts to to to to 

531
00:35:06,280 --> 00:35:10,160
adapt to to our editorial lines 
basically that that's what it 

532
00:35:10,160 --> 00:35:12,080
what it was. 
Yeah, I think. 

533
00:35:13,120 --> 00:35:15,960
And you just had a a Kickstarter
happened not too long ago. 

534
00:35:15,960 --> 00:35:19,520
Tides of rot. 
So and not only you know similar

535
00:35:19,520 --> 00:35:21,840
to kind of what you do with Dead
Robots and PJS and Regnant, 

536
00:35:21,840 --> 00:35:25,080
there's a an album that comes 
with it but also just as a 

537
00:35:25,080 --> 00:35:30,480
stunningly beautiful looking alt
kind of like Red Ink Frontier 

538
00:35:30,480 --> 00:35:31,920
Scum. 
So what was the impetus to 

539
00:35:32,240 --> 00:35:35,960
reprint it and then to want to 
put the the album out with it, 

540
00:35:35,960 --> 00:35:39,760
as well as this kind of this 
exclusive variant for it? 

541
00:35:40,520 --> 00:35:47,040
So this was all this was was, 
was Carle ideas, To be fair. 

542
00:35:48,160 --> 00:35:53,360
So Carl really liked what we the
collaboration we did with with 

543
00:35:53,360 --> 00:35:58,640
Johann and Pele for putres and 
Pregnant for the more portic LP,

544
00:35:58,640 --> 00:36:02,880
right. 
So that was such a big moment 

545
00:36:02,880 --> 00:36:06,840
for for for me personally and 
for all of all like the the 

546
00:36:06,840 --> 00:36:10,800
people that that are close to to
us here at that to me at get 

547
00:36:10,800 --> 00:36:14,600
games on the universe. 
So we started the company in 

548
00:36:14,600 --> 00:36:18,400
2020 and a few months off like 
in the summer or something or 

549
00:36:18,400 --> 00:36:22,760
like you know discussing with 
with Johann and Pele like do 

550
00:36:23,040 --> 00:36:25,560
should we do like Mark Borg LP 
and stuff. 

551
00:36:25,560 --> 00:36:31,240
So with such a huge moment for 
me personally, because I was, I 

552
00:36:31,240 --> 00:36:34,240
was one of the original backers 
of of Mark Barks. 

553
00:36:34,240 --> 00:36:37,840
So I was such a fan of the game,
you know what I mean? 

554
00:36:38,720 --> 00:36:39,360
And I. 
Missed it. 

555
00:36:39,360 --> 00:36:41,760
I had a very big life event 
happening at the time, so I was 

556
00:36:41,760 --> 00:36:44,160
like, how did I miss this game? 
This is perfect for me and I 

557
00:36:44,160 --> 00:36:46,680
went back and I was like oh I 
had other stuff happening like I

558
00:36:46,880 --> 00:36:52,520
the the flail cover is is is. 
You don't have that. 

559
00:36:52,680 --> 00:36:55,040
You don't have. 
That I don't it's it's near the 

560
00:36:55,040 --> 00:36:58,240
top of my grail list as well so.
I think I have. 

561
00:36:58,240 --> 00:37:00,760
I have, I have mine there. 
I have mine somewhere. 

562
00:37:01,160 --> 00:37:04,720
I think I have mine. 
But yeah, I was it was, I was 

563
00:37:04,720 --> 00:37:07,400
such a fan and I started, you 
know, I started talking to you 

564
00:37:07,480 --> 00:37:11,000
and then they accepted and you 
know my life changed with Mouse 

565
00:37:11,000 --> 00:37:12,720
Reacher and Mark Borg in the 
same year. 

566
00:37:12,720 --> 00:37:15,920
It was just insane, you know, 
having a new publisher and then 

567
00:37:15,920 --> 00:37:19,440
by the end of the year doing LP 
with Mark Borg and releasing 

568
00:37:19,440 --> 00:37:23,720
Mouse Reacher, like that's when 
I decided to go full time with 

569
00:37:23,720 --> 00:37:25,960
this. 
So I was, I was back then I had 

570
00:37:25,960 --> 00:37:30,000
the job and I quit the job after
year one with the starting the 

571
00:37:30,000 --> 00:37:31,600
company because it went really 
well. 

572
00:37:32,040 --> 00:37:35,600
And Carl was really excited 
about the idea of doing an LP 

573
00:37:35,600 --> 00:37:40,760
because musically we had some 
similar tastes somehow here and 

574
00:37:40,760 --> 00:37:44,120
there with with some bands that 
we both liked. 

575
00:37:44,520 --> 00:37:51,000
And he was really into the whole
LPRPG concept and he was really 

576
00:37:51,280 --> 00:37:54,680
a fan of Mark Borg. 
Obviously he he, he won a lot of

577
00:37:54,680 --> 00:37:58,200
Venice with Mark Borg doing the 
digital content and digital 

578
00:37:58,200 --> 00:38:01,520
stuff for the game. 
So he was like, you know, do you

579
00:38:01,520 --> 00:38:04,480
want to do an LP for Frontiers 
government? 

580
00:38:04,480 --> 00:38:05,840
I was like, sure, let's do it by
now. 

581
00:38:07,040 --> 00:38:13,080
And he wanted to do your His 
original vision was doing like a

582
00:38:13,080 --> 00:38:18,120
splatter crawl kind of thing 
with lots of glory art and 

583
00:38:18,120 --> 00:38:24,120
splashes of blood and and the 
LP, the vinyl itself will look 

584
00:38:24,120 --> 00:38:27,960
like it's just like a splatter 
of blood or something or blood 

585
00:38:27,960 --> 00:38:32,520
stain. 
So that was kind of like his his

586
00:38:32,520 --> 00:38:39,800
vision for this. 
And and I think that when we 

587
00:38:39,800 --> 00:38:47,280
were doing the final adjustments
to to the print ready files for 

588
00:38:47,280 --> 00:38:51,920
Frontiers come, he showed me 
like a version with just red ink

589
00:38:52,440 --> 00:38:54,120
of the book. 
And I was like oh, maybe we 

590
00:38:54,120 --> 00:38:57,000
should, you know, we should, we 
should keep this for later. 

591
00:38:57,000 --> 00:39:00,200
So when when the LP came up, I 
was like, oh, maybe do you want 

592
00:39:00,200 --> 00:39:02,080
to, if you want to go back to 
that idea. 

593
00:39:02,080 --> 00:39:07,720
And we published like a limited 
Sprint run of the book with in 

594
00:39:07,720 --> 00:39:10,920
red ink and you change a little 
bit of the art and it's going to

595
00:39:10,920 --> 00:39:16,520
be a fun thing to have. 
So that was mostly mostly it. 

596
00:39:16,520 --> 00:39:19,760
It's it's something that we 
think it's interesting. 

597
00:39:19,840 --> 00:39:23,640
It's very artsy somehow and I 
think it's it's nice to have 

598
00:39:23,640 --> 00:39:27,320
like a different to have a print
run of the book that is not just

599
00:39:27,320 --> 00:39:30,040
the cover that is different, but
it's actually different 

600
00:39:30,040 --> 00:39:34,960
throughout somehow and also 
create something that matched 

601
00:39:35,000 --> 00:39:38,200
the vibes of of the vinyl of 
Tides of Rod. 

602
00:39:38,200 --> 00:39:43,680
So all of those factors together
drew us to to to making this. 

603
00:39:44,120 --> 00:39:46,840
So yeah, that was, I think that 
was it. 

604
00:39:47,800 --> 00:39:51,640
As soon as I saw the the 
Kickstarter and saw even just 

605
00:39:51,640 --> 00:39:54,960
like the images that were there 
with like the red and how like, 

606
00:39:55,080 --> 00:39:57,680
I mean because we we played 
Frontier Scum on stream like a 

607
00:39:57,680 --> 00:39:59,360
bunch of times. 
I've read it a bunch. 

608
00:39:59,360 --> 00:40:02,520
It's a fantastic game. 
So I know like the art pieces 

609
00:40:02,520 --> 00:40:04,120
that are in it. 
And when I see one that's like 

610
00:40:04,120 --> 00:40:06,000
the head is just like a red 
splatter. 

611
00:40:06,000 --> 00:40:10,160
And all this stuff and even even
the color of the red is it just 

612
00:40:10,160 --> 00:40:15,600
seems to like fit so perfectly 
that it's one of those things 

613
00:40:15,600 --> 00:40:17,400
like as soon as you see it 
you're like, of course this is 

614
00:40:17,400 --> 00:40:19,720
the thing like this is exactly 
how this thing should be. 

615
00:40:19,720 --> 00:40:25,280
So it's really cool to see. 
Something that's done so well 

616
00:40:25,280 --> 00:40:28,280
and then another variant of it 
that's you know seems to be done

617
00:40:28,280 --> 00:40:30,080
equally as well. 
So it's it's what we. 

618
00:40:30,080 --> 00:40:33,080
Haven't decided yet. 
And this is a confession that 

619
00:40:33,080 --> 00:40:34,720
I'm making now. 
What We haven't decided. 

620
00:40:34,720 --> 00:40:37,880
It is how we're going to present
the cover of this of this 

621
00:40:37,880 --> 00:40:40,080
edition. 
So we shall see. 

622
00:40:41,840 --> 00:40:44,880
I don't think we are just doing 
like a red ink version of it. 

623
00:40:45,040 --> 00:40:47,240
We are probably doing something 
else with it. 

624
00:40:47,280 --> 00:40:49,480
I don't. 
We we we're not sure yet. 

625
00:40:49,480 --> 00:40:53,840
We'll we shall see. 
Going to change up the the, the,

626
00:40:54,120 --> 00:40:57,440
the material of the cover or 
just the the images and stuff, 

627
00:40:57,760 --> 00:41:00,000
we'll see. 
I we, I don't know we haven't 

628
00:41:00,000 --> 00:41:01,920
decided yet. 
It's exciting like we're 

629
00:41:01,920 --> 00:41:04,520
probably going to decide next 
week on what to do. 

630
00:41:04,520 --> 00:41:10,120
It's we also have to you know to
consider the limitations of of 

631
00:41:10,120 --> 00:41:12,720
the printers we work with. 
They, they are, you know, 

632
00:41:12,720 --> 00:41:16,000
they're capable of doing a lot 
of stuff, but sometimes they say

633
00:41:16,000 --> 00:41:18,600
no, this is Andrea, we cannot do
this. 

634
00:41:19,080 --> 00:41:23,320
It's or we can, but it costs 
like €15 per book or whatever. 

635
00:41:23,320 --> 00:41:25,600
And they're like, OK, like let's
not do that. 

636
00:41:27,000 --> 00:41:29,360
So we haven't decided yet. 
We haven't decided that we're 

637
00:41:29,360 --> 00:41:31,960
going, we're looking into it 
next week probably. 

638
00:41:32,320 --> 00:41:34,400
It's almost like we have 
everything pretty much done. 

639
00:41:34,400 --> 00:41:37,560
It's going into production in 
early January. 

640
00:41:37,560 --> 00:41:39,400
We have pretty much everything 
done. 

641
00:41:39,400 --> 00:41:43,080
The music is done, just need 
some mixing music. 

642
00:41:43,080 --> 00:41:50,960
Is is is going to be a fun ride.
Interesting, very different from

643
00:41:50,960 --> 00:41:54,480
what we did with Putras and 
Sregnant and Electric Micro Up 

644
00:41:54,480 --> 00:41:57,680
even. 
It's very different but it was 

645
00:41:57,680 --> 00:41:59,640
different. 
Also it was a collaboration with

646
00:42:00,680 --> 00:42:07,560
with with Alex Figuedo which who
who is a good friend of mine is 

647
00:42:07,560 --> 00:42:12,920
a Venezuelan music musician and 
producer who lives in in 

648
00:42:12,920 --> 00:42:18,480
Brussels currently and and he 
played he he he was one of the 

649
00:42:18,480 --> 00:42:22,680
musicians that played in that 
rubble jungle and electric 

650
00:42:22,680 --> 00:42:29,200
mangrove but now he he's like 
the lead producer for for this 

651
00:42:29,200 --> 00:42:32,200
record for for ties of rod. 
So it will sound a bit 

652
00:42:32,200 --> 00:42:34,280
different. 
It will sound more unpolished, 

653
00:42:34,280 --> 00:42:37,160
more raw, more in the face. 
You know what I mean? 

654
00:42:37,160 --> 00:42:42,840
Less produced somehow, But 
that's mostly an aesthetic 

655
00:42:42,840 --> 00:42:46,360
option to go with the game. 
So yeah, I mean, that makes 

656
00:42:46,360 --> 00:42:50,960
perfect sense for tides of rock,
frontier scum, like, yeah. 

657
00:42:52,880 --> 00:42:56,000
It's a nice like I'm so happy 
with Tides of Rock because it's 

658
00:42:56,520 --> 00:43:00,400
such not your conventional 
western adventure or setting 

659
00:43:00,400 --> 00:43:07,440
like it's whalers whaling town 
lots of rain there's floods 

660
00:43:08,520 --> 00:43:13,320
there's it's it's really really 
different from your typical like

661
00:43:14,080 --> 00:43:21,160
desert setting or whatever which
is the conventional way of you 

662
00:43:21,160 --> 00:43:23,720
know representing westerns and 
western stuff. 

663
00:43:23,720 --> 00:43:26,280
So I'm really, really excited 
for for this one. 

664
00:43:26,280 --> 00:43:29,680
I think it's fantastic and I 
think that's that's also what 

665
00:43:29,680 --> 00:43:33,880
what like going back to the to 
our to the agenda games on 

666
00:43:33,880 --> 00:43:37,840
universe that we somehow, you 
know think of of games as a form

667
00:43:37,880 --> 00:43:40,120
of art or an artistic 
expression. 

668
00:43:40,440 --> 00:43:44,400
And I think games are really 
unique. 

669
00:43:44,760 --> 00:43:48,840
Not only fantastic but 
interesting, but unique mediums 

670
00:43:49,360 --> 00:43:56,440
to explore and advance the the 
horizons of certain genres. 

671
00:43:57,120 --> 00:43:58,840
You know what I mean? 
In certain archetypes. 

672
00:43:58,840 --> 00:44:03,760
So if you have like the western 
genre or the sci-fi genre or 

673
00:44:03,760 --> 00:44:09,400
whatever, then movies can 
contribute to expanding those 

674
00:44:09,400 --> 00:44:12,920
genres in certain ways. 
And you know, literature too. 

675
00:44:13,480 --> 00:44:18,320
And games also do that in very 
specific and and very unique 

676
00:44:18,320 --> 00:44:21,200
ways. 
And I think, you know, Frontier 

677
00:44:21,200 --> 00:44:27,720
Scum is actually a very cool 
interpretation of or a different

678
00:44:27,720 --> 00:44:30,280
vision of what an Western can 
be. 

679
00:44:30,960 --> 00:44:35,200
And obviously that could also be
the case. 

680
00:44:35,200 --> 00:44:39,320
You know, you could also do a 
movie with that vibes, the 

681
00:44:39,320 --> 00:44:42,120
Frontier scum vibes. 
But I think that you know games 

682
00:44:42,120 --> 00:44:46,600
are very unique mediums in 
expanding these and and giving 

683
00:44:46,600 --> 00:44:52,160
new life to certain established 
genres and and and I think we're

684
00:44:52,160 --> 00:44:57,080
very happy to be to be a part of
of it's exciting to to people. 

685
00:44:58,320 --> 00:45:01,480
Yeah, I mean, I think that makes
a lot of sense like lending, 

686
00:45:01,560 --> 00:45:04,600
like giving people the ability 
to like voice their own story 

687
00:45:04,600 --> 00:45:06,800
within a given genre. 
Absolutely. 

688
00:45:06,800 --> 00:45:09,800
He's going to, like, push that 
genre beyond, like, I think the 

689
00:45:10,600 --> 00:45:14,360
Hollywood esque cliches that we 
all come across. 

690
00:45:15,400 --> 00:45:18,960
Mm hmm. 
I had a question and I totally 

691
00:45:18,960 --> 00:45:20,520
blanked. 
Ryan, you asked a question. 

692
00:45:22,680 --> 00:45:25,600
Well, your other big release 
faults of Arm talk about genres,

693
00:45:25,600 --> 00:45:28,320
talk about something like 
totally different than than 

694
00:45:28,320 --> 00:45:33,800
Mouse Rider and and Frontier 
Scum, How did we're basically 

695
00:45:33,800 --> 00:45:35,760
like just going through the 
catalog being like so how did 

696
00:45:35,760 --> 00:45:36,840
you do? 
This how did. 

697
00:45:36,840 --> 00:45:38,480
You do that. 
But how? 

698
00:45:38,760 --> 00:45:40,480
So how did you do Vault Savar? 
Like what? 

699
00:45:40,480 --> 00:45:42,520
What what? 
What? 

700
00:45:42,520 --> 00:45:46,040
What brought Leo to you guys? 
And what was the decision to to 

701
00:45:46,040 --> 00:45:49,640
turn those scenes into this 
beautiful blue book? 

702
00:45:50,480 --> 00:45:56,440
I was, I I I was. 
There was a moment I think in 

703
00:45:57,000 --> 00:46:03,080
2021 late 2021 maybe that I was 
like looking for new stuff to 

704
00:46:03,080 --> 00:46:10,200
release the year after and and I
was like you know what is out 

705
00:46:10,200 --> 00:46:17,840
there that that I the idea being
you know what is out there that 

706
00:46:17,840 --> 00:46:21,320
we could kind of do the same 
thing as we did with Mouse 

707
00:46:21,320 --> 00:46:24,760
Raiders. 
So what is a nice game that 

708
00:46:24,760 --> 00:46:30,280
doesn't have a very, that 
doesn't have a very known 

709
00:46:30,400 --> 00:46:37,000
physical format but it's a nice 
game in digital format, in PDF 

710
00:46:37,000 --> 00:46:40,920
format. 
So how you know how what is out 

711
00:46:40,920 --> 00:46:48,680
there And and and I I found 
Vaults of ARM online and and I 

712
00:46:48,680 --> 00:46:54,640
thought OK this is a really 
really really cool game that is 

713
00:46:54,640 --> 00:46:57,560
kind of scattered in different 
genes and stuff. 

714
00:46:57,560 --> 00:47:03,840
So maybe you know Leo would 
would accept us publishing like 

715
00:47:03,840 --> 00:47:08,400
a proper deluxe version of this 
with Gontijo doing the graphic 

716
00:47:08,400 --> 00:47:13,120
design. 
So Gontijo, yeah, the first time

717
00:47:13,120 --> 00:47:16,840
Gontijo worked with us with with
the Haunted Almanac and then it 

718
00:47:16,840 --> 00:47:20,080
was such a wonderfully put 
together book that I was like, 

719
00:47:20,080 --> 00:47:22,920
OK, let's let's continue with 
Vaults of Iron and let's have 

720
00:47:23,360 --> 00:47:26,040
Quantizio do Vaults of Arne as 
well. 

721
00:47:26,040 --> 00:47:31,080
And then again we went into like
product design and how are you 

722
00:47:31,080 --> 00:47:34,120
going to present this. 
And the idea, you know, it was a

723
00:47:34,360 --> 00:47:36,680
it's the setting is a blue 
desert. 

724
00:47:37,200 --> 00:47:45,160
So obviously having a very blue 
book made sense and and we 

725
00:47:45,160 --> 00:47:48,040
wanted to do something special 
with the cover which we hadn't 

726
00:47:48,040 --> 00:47:53,840
done before And the idea of 
creating this BA relief with the

727
00:47:53,840 --> 00:47:57,280
with the cover, it's actually, I
don't know if you if you realize

728
00:47:57,280 --> 00:48:00,800
this, but if you look at at the 
cover, just the relief, right. 

729
00:48:02,160 --> 00:48:06,080
It's actually a topography of a 
desert. 

730
00:48:07,880 --> 00:48:11,280
Yeah, it definitely. 
It definitely like re like reads

731
00:48:11,280 --> 00:48:13,920
like it's a topographical map, 
yeah. 

732
00:48:14,080 --> 00:48:16,600
Exactly, yeah. 
Incredibly. 

733
00:48:16,640 --> 00:48:19,160
Stylish. 
And maybe I'm completely wrong, 

734
00:48:19,160 --> 00:48:21,560
but I remember when they did the
review of it, you even even on 

735
00:48:21,560 --> 00:48:26,560
the PDF cover you put that same 
texture like into the PDF cover 

736
00:48:26,560 --> 00:48:29,000
too, so you could still see the 
the lines and everything on that

737
00:48:29,000 --> 00:48:31,640
as well, yeah? 
It was, it was a hard chart like

738
00:48:32,000 --> 00:48:35,680
because it doesn't really exist,
right. 

739
00:48:35,680 --> 00:48:37,480
Like that. 
So it's like, should we put it 

740
00:48:37,480 --> 00:48:39,960
in the PDF or not? 
And it's like in the end, you 

741
00:48:39,960 --> 00:48:41,920
know, Contiguous said, yeah, 
let's do it. 

742
00:48:41,920 --> 00:48:44,320
And I'm like, OK, sure, sounds 
good. 

743
00:48:45,480 --> 00:48:50,080
But yeah, that that was, that 
was basically the story behind 

744
00:48:50,080 --> 00:48:52,080
Vault so far. 
And I really liked the game. 

745
00:48:52,080 --> 00:48:55,320
I contacted Leo. 
She was really pleased with with

746
00:48:55,520 --> 00:48:57,760
with the whole thing and he he 
said yes. 

747
00:48:57,760 --> 00:49:01,600
And we started working on it. 
And then, you know, I did a lot 

748
00:49:01,600 --> 00:49:04,680
of editorial work with with the 
book because I had to. 

749
00:49:04,680 --> 00:49:07,640
You know, one thing is having 
this presented in different 

750
00:49:07,640 --> 00:49:10,080
scenes. 
Another thing is having this, 

751
00:49:10,400 --> 00:49:13,680
you know, in a coherent book. 
So I had to change a lot of 

752
00:49:13,680 --> 00:49:19,760
things around and I had to 
create a new structure somehow 

753
00:49:20,080 --> 00:49:25,320
for for all of this content. 
And yeah, I think it's it's, it 

754
00:49:25,320 --> 00:49:27,280
looks it, it's really, it's a 
nice book. 

755
00:49:27,280 --> 00:49:30,440
It's almost sold out again 
actually we only have like 40 

756
00:49:30,440 --> 00:49:36,360
copies left and it's after after
this round sells. 

757
00:49:36,360 --> 00:49:40,320
We're not sure if we're doing 
more to be honest that maybe we 

758
00:49:40,320 --> 00:49:44,520
are, you know maybe in a year or
two, but we're not, not for the 

759
00:49:44,920 --> 00:49:49,840
near future. 
And and we when this sells out 

760
00:49:49,840 --> 00:49:55,200
we we will have sold 2000 copies
of this book which for us is is,

761
00:49:55,520 --> 00:49:58,440
you know is, is is a 
considerable printer. 

762
00:49:59,360 --> 00:50:01,760
Have you ever thought about 
like, doing another collected 

763
00:50:01,760 --> 00:50:05,720
edition of Because like I know 
that Leo on his Patreon has like

764
00:50:05,720 --> 00:50:09,600
a ton of other like PDF scenes 
because I have all of them. 

765
00:50:10,360 --> 00:50:12,760
Have you ever thought about 
doing another like kind of like 

766
00:50:12,760 --> 00:50:14,320
the estate? 
Almost, but like just I guess 

767
00:50:14,320 --> 00:50:16,600
single creator under the 
collection? 

768
00:50:16,720 --> 00:50:20,000
There have been, there have been
talks about it. 

769
00:50:20,400 --> 00:50:25,200
And so maybe that's a 
possibility, yeah, But maybe 

770
00:50:25,240 --> 00:50:28,160
later towards next year. 
So I know I'm. 

771
00:50:28,320 --> 00:50:32,920
Only asking for me, you know. 
I'm like, listen, I need to get 

772
00:50:32,920 --> 00:50:37,840
that walls in, you know? 
I have like there's there's a 

773
00:50:37,840 --> 00:50:43,080
bunch of projects coming. 
Next there's, let me see, 1/2, 

774
00:50:44,240 --> 00:50:49,280
34567. 
We have like 8 or 9 projects 

775
00:50:49,800 --> 00:50:54,360
before that to be released. 
So it's a bunch of stuff in the 

776
00:50:54,360 --> 00:50:58,000
works. 
So could you give us like any 

777
00:50:58,000 --> 00:51:01,720
kind of sneak peek in, like what
the future of Games Omniverse 

778
00:51:01,920 --> 00:51:03,680
looks like? 
So we have. 

779
00:51:05,120 --> 00:51:13,240
So we have two more manifestos, 
Zinn's in print right now. 

780
00:51:13,240 --> 00:51:17,760
So they will probably be 
available early next year and 

781
00:51:17,760 --> 00:51:23,000
these will be the last two 
iterations of or interpretations

782
00:51:23,160 --> 00:51:26,080
of this, the manifest. 
So it will be the last two 

783
00:51:26,080 --> 00:51:31,480
scenes in the collection and 
they will be by two designers 

784
00:51:31,560 --> 00:51:35,960
that live reside in Portugal, 
which I think is interesting, 

785
00:51:35,960 --> 00:51:37,440
which I think is very 
interesting. 

786
00:51:38,840 --> 00:51:50,640
So it's I when at some point in 
the company's path, like maybe 

787
00:51:50,640 --> 00:51:55,760
two years into having started 
games on reverse, I thought that

788
00:51:55,760 --> 00:52:00,920
we somehow should use 
manifestos, the manifestos 

789
00:52:00,920 --> 00:52:04,720
collection to feature and 
highlight emerging game 

790
00:52:04,720 --> 00:52:09,600
designers or people, you know 
have an opportunity to publish 

791
00:52:09,600 --> 00:52:13,800
something. 
Not just because most of of of 

792
00:52:13,800 --> 00:52:18,120
the people that that did that 
did stuff for us was like kind 

793
00:52:18,120 --> 00:52:20,920
of like self published or 
creators that did start us from 

794
00:52:20,920 --> 00:52:22,400
their own. 
So we thought that, you know, 

795
00:52:22,400 --> 00:52:29,160
maybe it would be cool if we 
give them some space, you know, 

796
00:52:29,160 --> 00:52:32,440
to do their own thing and not 
having to worry with physical 

797
00:52:32,440 --> 00:52:34,200
production. 
And you know, you know what I 

798
00:52:34,200 --> 00:52:41,080
mean, So, so these, so we have 
two new manifestos coming soon. 

799
00:52:42,320 --> 00:52:48,960
Then we have two books coming in
March, maybe March, April which 

800
00:52:48,960 --> 00:52:51,960
I cannot talk about business, I 
cannot talk about. 

801
00:52:54,320 --> 00:52:57,920
And then we obviously in April 
have Tides of rods coming April,

802
00:52:57,920 --> 00:53:04,720
May, June, some some some time 
somewhere in that time frame the

803
00:53:04,720 --> 00:53:09,000
new Frontier scum. 
Then we I want, I want to do a 

804
00:53:09,000 --> 00:53:11,520
new I Yeah. 
Well I'm going to announce it 

805
00:53:11,520 --> 00:53:14,880
here why not. 
Amazing. 

806
00:53:15,000 --> 00:53:23,320
So there's I want to do a new a 
new Undying Sense bottle C 

807
00:53:23,840 --> 00:53:29,160
setting, right? 
So I wanna do, I wanna do a new 

808
00:53:29,160 --> 00:53:33,000
one and I've already written it 
and now Kevin is starting the 

809
00:53:33,000 --> 00:53:35,440
illustrations and let's see how,
how long that takes. 

810
00:53:35,440 --> 00:53:39,320
But we're aiming for a new 
Kickstarter somewhere in the 

811
00:53:39,320 --> 00:53:45,520
spring maybe next year for this.
And it's going to be like an 

812
00:53:45,520 --> 00:53:52,360
Arctic ice setting, basically, 
so like a nice desert or a nice 

813
00:53:52,360 --> 00:53:55,560
wasteland. 
So it's going to be like the 

814
00:53:55,600 --> 00:53:58,280
nine cents in bottled sea with 
the hexes, right? 

815
00:53:58,800 --> 00:54:02,520
But it's going to be like, I 
think it's the, the current 

816
00:54:02,520 --> 00:54:06,160
title is like the Frostlands or 
something, the Frostlands or 

817
00:54:06,160 --> 00:54:08,720
something Frostlands. 
So we still need to work on it. 

818
00:54:08,720 --> 00:54:13,120
But yeah, so we also have that 
coming. 

819
00:54:14,160 --> 00:54:19,800
We are thinking about new mouse 
Ritter content and there's 

820
00:54:19,800 --> 00:54:23,040
another secret projects that I 
cannot talk about. 

821
00:54:23,040 --> 00:54:24,960
So yeah. 
For the ones you can't talk 

822
00:54:24,960 --> 00:54:26,560
about, honestly, like, I'm so 
stoked. 

823
00:54:26,560 --> 00:54:28,160
I'm like, oh, what's coming up, 
dude? 

824
00:54:29,880 --> 00:54:31,800
Well, that sounds like a sounds 
like you have a really good 

825
00:54:31,800 --> 00:54:36,320
year. 
A lot of fun logistics work. 

826
00:54:36,360 --> 00:54:40,200
You know, yeah, it's always, I 
cannot stand still. 

827
00:54:40,200 --> 00:54:43,160
Like I always tell people, OK 
now I'm going to, you know, I'm 

828
00:54:43,160 --> 00:54:46,240
going to calm down and just 
going to think about life for, 

829
00:54:46,320 --> 00:54:50,160
you know, a couple of weeks or a
month or so and, you know, and 

830
00:54:50,160 --> 00:54:52,760
then there's, you know, I can 
never do it. 

831
00:54:52,760 --> 00:54:56,880
There's so much, you know, so 
many exciting creators to work 

832
00:54:56,880 --> 00:55:01,280
with and so many exciting stuff 
and projects and things that I 

833
00:55:01,280 --> 00:55:04,520
start, you know, I start to get 
a bit nervous of not doing 

834
00:55:04,520 --> 00:55:06,560
anything. 
So I always have to you know 

835
00:55:06,560 --> 00:55:13,160
have like 7 or 8 projects in the
works in different stages so. 

836
00:55:13,160 --> 00:55:16,720
I mean that's the future but 
there's also like the the 

837
00:55:16,720 --> 00:55:17,840
current thing that's happening 
right now. 

838
00:55:17,880 --> 00:55:20,440
You've got you've just released 
a book really recently and and 

839
00:55:20,440 --> 00:55:22,800
we just talked about Balta Barn 
with with Guntijo. 

840
00:55:23,600 --> 00:55:27,560
You just dropped the job which 
is written by oh look at that, 

841
00:55:27,560 --> 00:55:32,760
it's written by you. 
So first of all, my goodness the

842
00:55:32,760 --> 00:55:34,880
graphic design in this is 
absolutely stunning. 

843
00:55:35,160 --> 00:55:41,320
But what what made you want to 
do like a a a heist game and and

844
00:55:41,320 --> 00:55:43,600
I guess just talk about the the 
job a bit if you could. 

845
00:55:44,400 --> 00:55:47,600
Of course, yeah. 
Contigo made an excellent, 

846
00:55:47,600 --> 00:55:53,600
excellent job with that, and it 
was mostly, if not all of it his

847
00:55:54,160 --> 00:55:58,200
his vision there and so. 
Because honestly, my original 

848
00:55:58,560 --> 00:56:03,680
idea was to do something like 
Ocean's 11 aesthetically so much

849
00:56:03,680 --> 00:56:09,040
more like early 2000s or you 
know, like I remember seeing all

850
00:56:09,040 --> 00:56:13,160
those movies like Italian Job in
Ocean's 11 that came out like 

851
00:56:13,840 --> 00:56:18,880
approximately in the span of a 
decade like late 90s, early 

852
00:56:18,880 --> 00:56:23,400
2000s. 
And and and then I talked to 

853
00:56:23,400 --> 00:56:26,080
Conti and it's like, Oh yeah, 
but I want to do like a 60s 

854
00:56:26,080 --> 00:56:27,360
aesthetic. 
It's much nicer. 

855
00:56:27,360 --> 00:56:31,000
And I was like sure go for it. 
Like I I trust you, you know, I 

856
00:56:31,000 --> 00:56:33,360
trust. 
I trust your taste, your vision,

857
00:56:33,360 --> 00:56:36,160
your work. 
So absolutely do do whatever you

858
00:56:36,200 --> 00:56:43,120
you want with this. 
And and yeah, so these days I 

859
00:56:43,120 --> 00:56:46,280
started the company with the 
idea that was going to publish, 

860
00:56:46,280 --> 00:56:49,320
you know, I was going to publish
my stuff and other people stuff,

861
00:56:49,320 --> 00:56:54,800
but mostly my stuff. 
And I found that what I think 

862
00:56:54,880 --> 00:56:59,160
I'm basked at is actually 
working in collaboration with 

863
00:56:59,160 --> 00:57:05,600
other people to get something, 
you know, to the point of of 

864
00:57:05,600 --> 00:57:08,960
turning something, you know, 
rendering it really special 

865
00:57:09,960 --> 00:57:13,360
somehow in terms of working with
them in collaboration, in terms 

866
00:57:13,360 --> 00:57:17,040
of product design, game design. 
So that's what I like to do the 

867
00:57:17,040 --> 00:57:21,240
most these days actually is work
with other people and see their 

868
00:57:21,240 --> 00:57:25,160
vision through and and and 
collaborate with them to create 

869
00:57:25,160 --> 00:57:28,080
something really, really unique 
and special. 

870
00:57:28,720 --> 00:57:33,600
And so for the the the past the 
past few years I haven't been 

871
00:57:33,720 --> 00:57:38,080
that much of of an author 
actually I did the 17th century 

872
00:57:38,080 --> 00:57:44,040
minimalist game I'm I'm the main
game designer for stuff like a 

873
00:57:44,040 --> 00:57:48,880
Nine Sands and Bottled Sea. 
But mostly I was publishing, you

874
00:57:48,920 --> 00:57:54,000
know, I was, I was working at 
Games of Nieves, publishing 

875
00:57:54,000 --> 00:57:55,920
other people's works and their 
vision. 

876
00:57:58,000 --> 00:58:02,160
So I kind of at some point I was
like maybe, you know, I should 

877
00:58:02,160 --> 00:58:05,400
do a game. 
I should do another game at some

878
00:58:05,440 --> 00:58:08,160
point. 
And I was, I was seeing a lot 

879
00:58:08,160 --> 00:58:12,360
of, I was revisiting a lot of 
these heist movies and and heist

880
00:58:12,360 --> 00:58:15,360
series. 
I remember seeing Lupine as well

881
00:58:15,760 --> 00:58:19,240
and it was like you know maybe 
there's a game here. 

882
00:58:19,240 --> 00:58:25,720
There's a game to to be designed
here and and and I also wanted 

883
00:58:25,720 --> 00:58:33,600
to experiment because as I said 
Games Omniverse is known for 

884
00:58:33,600 --> 00:58:39,720
being most or for sitting mostly
in the OSR and Sr. sphere 

885
00:58:39,720 --> 00:58:43,800
somehow. 
So we publish games that are 

886
00:58:43,800 --> 00:58:50,320
somehow either retro clones or 
compatible with retro clones or 

887
00:58:50,560 --> 00:58:55,120
they fit in that creative space 
somehow, where you're kind of 

888
00:58:55,120 --> 00:58:58,920
reinventing the traditional 
approach to role-playing games, 

889
00:58:58,920 --> 00:59:01,200
right? 
And our settings are kind of 

890
00:59:01,200 --> 00:59:04,120
like system agnostic. 
And the idea of doing something 

891
00:59:04,120 --> 00:59:09,560
system agnostic I found is very 
much something that is almost 

892
00:59:09,560 --> 00:59:15,960
exclusive to the OSR. 
Because the OSR and the NSR, the

893
00:59:15,960 --> 00:59:18,960
games are so compatible with one
another that you don't really 

894
00:59:18,960 --> 00:59:22,040
need to explain the game. 
You can just create an adventure

895
00:59:22,040 --> 00:59:28,480
or or a setting that people will
understand vaguely how to how to

896
00:59:28,480 --> 00:59:30,200
play it or how they should run 
it. 

897
00:59:31,880 --> 00:59:35,920
So that was that's you know 
games of Nervous and most of the

898
00:59:35,920 --> 00:59:40,000
stuff we published you know is 
within that that framework or 

899
00:59:40,000 --> 00:59:43,840
that structure. 
But I wanted to to experiment. 

900
00:59:43,840 --> 00:59:49,240
I I I remember I was reading a 
lot of like more narrative games

901
00:59:49,240 --> 00:59:54,600
like Fiasco or Dredd or Tent 
Candles. 

902
00:59:55,200 --> 00:59:59,760
So these games that are that 
they have a very different 

903
00:59:59,880 --> 01:00:02,920
approach to role-playing games 
into the playing experience 

904
01:00:03,200 --> 01:00:07,720
where it's much more the 
so-called play to find out and 

905
01:00:07,720 --> 01:00:10,720
the emergent fiction things 
where nothing is predetermined 

906
01:00:10,720 --> 01:00:15,440
right? 
Like there's not a setting, a 

907
01:00:15,440 --> 01:00:19,200
pre written setting or adventure
to be explored, but everything 

908
01:00:19,200 --> 01:00:25,120
kind of like emerges during. 
During gameplay and the way the 

909
01:00:25,320 --> 01:00:28,720
the way the game works and the 
tools it offers to both players 

910
01:00:28,720 --> 01:00:31,960
and to GM is to kind of like 
create that world while you're 

911
01:00:31,960 --> 01:00:35,120
playing. 
So I wanted to to also 

912
01:00:35,120 --> 01:00:41,760
experiment or to do something 
that in that space, let's say in

913
01:00:41,760 --> 01:00:49,440
that in that creative RPG space.
So I kind of I was like I I 

914
01:00:49,440 --> 01:00:53,600
tested for a while and I came up
with with with the design for 

915
01:00:53,600 --> 01:00:57,680
the current design for the job, 
which is like, OK, it has a 

916
01:00:57,680 --> 01:01:01,760
bunch of narrative elements and 
you easily identify them for 

917
01:01:01,760 --> 01:01:08,000
games like Fiasco or Apocalypse 
World, even games like that. 

918
01:01:08,160 --> 01:01:12,520
It has a a a bunch of of tools 
that that are directly inspired 

919
01:01:13,200 --> 01:01:15,680
by those games. 
But I always had a problem 

920
01:01:15,680 --> 01:01:20,080
playing those games that somehow
I lacked some structure in the 

921
01:01:20,080 --> 01:01:22,360
games. 
Somehow. 

922
01:01:22,360 --> 01:01:26,360
Some, some sometimes I had some,
you know, creative blocks. 

923
01:01:26,360 --> 01:01:30,240
I didn't know the you have to be
constantly improvising, right? 

924
01:01:30,240 --> 01:01:34,520
And sometimes it's not, it's not
easy to do. 

925
01:01:34,520 --> 01:01:35,800
So I had some problems with 
that. 

926
01:01:35,800 --> 01:01:40,520
So I I I wanted to do something 
that was halfway between, you 

927
01:01:40,520 --> 01:01:43,400
know, the traditional or the 
more traditional approach and 

928
01:01:43,400 --> 01:01:48,000
the more narrative approach. 
And my way of doing it was 

929
01:01:48,000 --> 01:01:53,080
creating this, this game. 
The job that what it does is the

930
01:01:53,080 --> 01:01:56,880
game is played in two phases and
the first phase, which takes 

931
01:01:56,880 --> 01:02:01,440
about an hour, an hour and a 
half is basically the players 

932
01:02:01,600 --> 01:02:06,440
creating their own module. 
So the the what the game does is

933
01:02:06,480 --> 01:02:12,560
OK, you give your players just 
the smallest of brief, like the 

934
01:02:12,560 --> 01:02:17,080
object they're stealing, the 
location you know the object is 

935
01:02:17,080 --> 01:02:20,960
AT, and then just a bunch of 
vague complications, right? 

936
01:02:20,960 --> 01:02:26,600
Like security cameras or alarms 
or security staff, you know, 

937
01:02:26,600 --> 01:02:29,800
something like that. 
And then you just let your 

938
01:02:29,800 --> 01:02:34,720
players, you allow space for 
your players to actually create 

939
01:02:34,720 --> 01:02:37,000
the module that you're running 
after. 

940
01:02:37,000 --> 01:02:39,760
So they plan the heist. 
They have to plan the heist. 

941
01:02:39,760 --> 01:02:43,600
They have to write down like 12 
scene the scenes, right? 

942
01:02:44,000 --> 01:02:48,840
And the scenes can be you know, 
character A approaches the the 

943
01:02:48,840 --> 01:02:52,720
security staff and tries to 
convince them that they should 

944
01:02:52,720 --> 01:02:57,000
be allowed in. 
OK, scene 1, scene two player B 

945
01:02:57,000 --> 01:03:01,680
somersaults from a helicopter 
into whatever like the location 

946
01:03:01,680 --> 01:03:07,320
and and tries to break into the 
roof via a rope or something 

947
01:03:07,320 --> 01:03:09,920
like that, right? 
And then you, you write these 

948
01:03:10,120 --> 01:03:15,280
1212 scenes and then you 
actually hand the plan to the GM

949
01:03:15,320 --> 01:03:18,520
and the GM runs, runs it for 
you, right? 

950
01:03:18,840 --> 01:03:22,680
Obviously the game then gives 
you a lot of tools, a lot of, a 

951
01:03:22,680 --> 01:03:28,960
lot of like tools to complicate 
the narrative, to create chaos 

952
01:03:28,960 --> 01:03:31,840
and unpredictability in the 
narrative. 

953
01:03:32,160 --> 01:03:34,960
And then the IT uses a a dice, 
right? 

954
01:03:34,960 --> 01:03:39,200
A dice, a stack of dice. 
So when when players fail 

955
01:03:39,200 --> 01:03:41,760
actions, they have to stack 
dice, and when the tower 

956
01:03:41,760 --> 01:03:43,600
collapses, the tower of dice 
collapses. 

957
01:03:43,600 --> 01:03:48,160
Stuff can, bad things can can 
happen, and then if the tower 

958
01:03:48,160 --> 01:03:50,560
collapses the third time, the 
game ends, so you can actually 

959
01:03:50,560 --> 01:03:52,040
lose. 
It's a role-playing game that 

960
01:03:52,040 --> 01:03:59,840
you can lose, that you can lose.
So these were the this is what 

961
01:03:59,840 --> 01:04:03,840
was going through my mind when I
when I designed or when I came 

962
01:04:03,840 --> 01:04:08,360
with this with this idea was to 
create something that is new, is

963
01:04:08,360 --> 01:04:11,640
narrative, has different 
mechanics from what, you know, 

964
01:04:11,640 --> 01:04:15,240
our customers and our readers 
and our players are accustomed 

965
01:04:15,240 --> 01:04:20,240
to. 
But somehow it but somehow 

966
01:04:20,640 --> 01:04:25,720
offering at the same time some 
tools for a more structured 

967
01:04:25,920 --> 01:04:29,120
game, because that's kind of 
like how I approach games and 

968
01:04:29,120 --> 01:04:30,920
how I like to run them and 
approach them. 

969
01:04:31,360 --> 01:04:36,120
So yeah, that's that's that's 
that's what went through my my 

970
01:04:36,120 --> 01:04:39,040
head and doing it. 
Yeah, I I think that jaws 

971
01:04:39,040 --> 01:04:40,920
fantastic and I really, I really
love that structure. 

972
01:04:40,920 --> 01:04:44,840
I do also think it was funny, 
like talking about being very 

973
01:04:44,840 --> 01:04:48,200
inspired by Oceans 11, that kind
of like highest thing, and then 

974
01:04:48,200 --> 01:04:51,400
being like, no, let's take it 
back to the 1960s, which is when

975
01:04:51,400 --> 01:04:54,400
the original Oceans 11 came out.
Exactly Frank Sinatra. 

976
01:04:54,400 --> 01:04:57,640
That was like, okay cool. 
Yeah, yeah, it's true. 

977
01:04:57,640 --> 01:05:01,120
And The Italian Job too. 
The Italian Job is also remake 

978
01:05:01,120 --> 01:05:02,960
from the 6th. 
So there were two moments. 

979
01:05:03,600 --> 01:05:06,600
There were two moments like the 
60s were really big in heist 

980
01:05:06,600 --> 01:05:10,480
movies and then like the 90s, 
late 90s was another period of 

981
01:05:10,480 --> 01:05:13,600
then they kind of like 
disappeared in between that and 

982
01:05:13,600 --> 01:05:17,960
from there on after, well, 
there's a bunch of like remakes 

983
01:05:18,160 --> 01:05:20,560
currently but they're not very 
you know, they're not very 

984
01:05:20,560 --> 01:05:25,160
famous. 
They didn't do too well but but,

985
01:05:25,360 --> 01:05:30,760
but yeah so that's that's that's
what I was what I was thinking 

986
01:05:30,760 --> 01:05:33,800
about when when doing. 
I mean you know this this 

987
01:05:34,240 --> 01:05:38,040
there's this famous I I think 
people nowadays don't don't 

988
01:05:38,120 --> 01:05:39,680
don't pay attention to it 
anymore. 

989
01:05:39,680 --> 01:05:45,720
But there's this theory of game 
design, right, The GNS theory, I

990
01:05:45,720 --> 01:05:50,000
think it's called the gamest 
narrative and simulationist. 

991
01:05:50,840 --> 01:05:54,200
So role-playing games are 
divided into like the gamest 

992
01:05:54,200 --> 01:05:57,120
games, the narrative games, and 
the simulationist games. 

993
01:05:59,120 --> 01:06:02,120
Game is being you're trying to 
beat the game somehow. 

994
01:06:02,120 --> 01:06:05,320
So stuff like, I don't know, 
Tomb of Horrors, right, You're 

995
01:06:05,320 --> 01:06:10,280
trying to to actually try to 
beat the dungeon somehow or not 

996
01:06:10,280 --> 01:06:12,280
get killed. 
And then there's the narrative 

997
01:06:12,280 --> 01:06:15,800
approach where you know nothing 
is predetermined, nothing is pre

998
01:06:15,800 --> 01:06:19,760
written, It's all all about 
emerging fiction and the world 

999
01:06:19,760 --> 01:06:23,080
is built as the characters 
inhabited and even the 

1000
01:06:23,080 --> 01:06:24,720
character. 
You don't create the back story 

1001
01:06:24,720 --> 01:06:26,160
for your characters in this 
game. 

1002
01:06:26,160 --> 01:06:30,360
The back story happens or 
unfolds or tells it or reviews 

1003
01:06:30,360 --> 01:06:33,040
is revealed by playing the game 
right? 

1004
01:06:33,040 --> 01:06:35,640
And then there's this 
simulationist approach where 

1005
01:06:35,960 --> 01:06:40,840
kind of like I don't know, games
like the One Ring or Blade 

1006
01:06:40,840 --> 01:06:45,000
Runner or Dungeons Dragons where
they have like very established 

1007
01:06:45,000 --> 01:06:48,960
settings and your characters 
just inhabit those settings, 

1008
01:06:48,960 --> 01:06:50,640
right? 
And with this game I tried to 

1009
01:06:50,640 --> 01:06:56,640
create something that kind of 
like touched all three genres 

1010
01:06:56,640 --> 01:06:58,280
somehow. 
So you have the game is where 

1011
01:06:58,280 --> 01:07:00,640
you're actually trying to 
survive and beat the game by 

1012
01:07:00,640 --> 01:07:03,800
completing the heist. 
You have the narrative approach 

1013
01:07:03,800 --> 01:07:07,240
because nothing is pre written, 
nothing is predetermined when 

1014
01:07:07,240 --> 01:07:10,320
you start the game, but you also
have a little bit of simulation 

1015
01:07:10,320 --> 01:07:13,040
is me in a sense, because 
actually the players kind of 

1016
01:07:13,040 --> 01:07:16,000
like write their module 
beforehand somehow. 

1017
01:07:16,360 --> 01:07:20,760
So I kind of like try to you 
know inspire myself in all these

1018
01:07:20,760 --> 01:07:23,800
different tropes and genres to 
create something that I thought 

1019
01:07:23,800 --> 01:07:26,960
was was unique. 
And you know, I have no idea if 

1020
01:07:26,960 --> 01:07:29,640
this game is going to be well 
received or not. 

1021
01:07:29,920 --> 01:07:33,680
So far I've know, you know a 
handful of people that played it

1022
01:07:33,680 --> 01:07:36,320
besides me, that really enjoyed 
it. 

1023
01:07:36,320 --> 01:07:40,480
So we shall see. 
The, the challenge is I, I know 

1024
01:07:41,000 --> 01:07:44,680
personally, I know how to have a
lot of fun with this game. 

1025
01:07:44,680 --> 01:07:48,920
The challenge as a game designer
is can you convey that to other 

1026
01:07:48,920 --> 01:07:50,880
people, right. 
That's that's that's a 

1027
01:07:50,920 --> 01:07:51,920
challenge. 
You never know. 

1028
01:07:52,040 --> 01:07:55,520
You never know, Yeah. 
You know what's interesting? 

1029
01:07:55,520 --> 01:07:58,240
I'm not a big Me and Hunter have
talked about this before. 

1030
01:07:58,240 --> 01:08:00,480
I'm not a big heist guy. 
Hunter's a big heist guy. 

1031
01:08:00,520 --> 01:08:04,200
I love a good heist. 
Dude, but my my problem with 

1032
01:08:04,200 --> 01:08:06,560
heist is always kind of. 
It always kind of feels like 

1033
01:08:07,080 --> 01:08:09,120
you're at the whim of the GM, 
you know what I mean? 

1034
01:08:09,120 --> 01:08:11,640
Like at any point they could be 
like, well, that was a drip wire

1035
01:08:11,640 --> 01:08:13,320
or Nope, you were on camera or 
whatever, like. 

1036
01:08:13,320 --> 01:08:16,120
So I always feel like it feel 
always feels kind of contrived, 

1037
01:08:17,800 --> 01:08:20,439
but the job feels very different
because of those two. 

1038
01:08:20,439 --> 01:08:24,200
Kind of like the start, the the 
phases of the game and how it is

1039
01:08:24,200 --> 01:08:25,560
will be gamified and stuff like 
that. 

1040
01:08:25,760 --> 01:08:28,040
And that's what I was most 
excited for because I remember 

1041
01:08:28,040 --> 01:08:30,200
when I first got it, I think I 
even said to Hunter I was like, 

1042
01:08:30,200 --> 01:08:31,920
this is the highest game. 
I'm actually really excited for 

1043
01:08:31,920 --> 01:08:34,880
this one, feels. 
It does feel like Ocean's 11. 

1044
01:08:34,880 --> 01:08:37,279
It feels like we're making a 
plan and actually going with it 

1045
01:08:37,279 --> 01:08:39,920
as opposed to just being like, 
OK, you go out the door, hope 

1046
01:08:39,920 --> 01:08:42,080
nothing happens, OK, you go in 
the next door. 

1047
01:08:42,080 --> 01:08:46,960
So yeah, I mean, the graphic 
design as well is just, you 

1048
01:08:46,960 --> 01:08:49,479
know. 
Yeah, I think, I think the first

1049
01:08:49,479 --> 01:08:52,279
phase of the game is everything 
where you're actually you're 

1050
01:08:52,279 --> 01:08:56,479
inviting or you're asking 
players to write kind of like 

1051
01:08:56,479 --> 01:08:59,120
write their module, write what 
they're going to play. 

1052
01:08:59,120 --> 01:09:03,640
In the second in the action 
phase, it it's it's mostly has 

1053
01:09:03,640 --> 01:09:08,520
22. 
There's two advantages, the 

1054
01:09:08,520 --> 01:09:12,680
first one being, you know you as
the GM of the game, you actually

1055
01:09:12,680 --> 01:09:16,399
receive something, receive a bit
of structure to play this game 

1056
01:09:16,640 --> 01:09:19,560
afterwards. 
But it's also it, it's also a 

1057
01:09:19,560 --> 01:09:22,520
very immersive element for the 
players as well, because it 

1058
01:09:22,520 --> 01:09:24,800
really feels like you're 
planning a heist. 

1059
01:09:25,720 --> 01:09:29,000
You're not only just planning 
the module for the GM to run, 

1060
01:09:29,240 --> 01:09:32,080
you're actually as the 
character, kind of planning the 

1061
01:09:32,080 --> 01:09:34,040
heist. 
And that feels that, you know, 

1062
01:09:34,040 --> 01:09:38,680
at least with my groups it felt 
really it it felt like something

1063
01:09:38,680 --> 01:09:42,319
unique, something you don't see 
often in in in games, which I 

1064
01:09:42,319 --> 01:09:44,840
think it was cool. 
Let's see what they received. 

1065
01:09:45,279 --> 01:09:49,600
I really appreciate like when we
like when designers and careers 

1066
01:09:49,600 --> 01:09:53,399
bring these moments into like 
TTRPG is that maybe not 

1067
01:09:53,399 --> 01:09:56,240
traditional moments where you're
not like actively like, but 

1068
01:09:56,240 --> 01:09:58,360
you're like sitting and planning
and there's like a there's 

1069
01:09:58,360 --> 01:10:00,920
another element to playing this 
game where you get to do it 

1070
01:10:00,920 --> 01:10:03,520
collectively. 
I really very much enjoy things 

1071
01:10:03,520 --> 01:10:06,840
like that and I and I agree. 
I think like the players, it 

1072
01:10:06,840 --> 01:10:08,840
allows them to like buy in a 
little bit more and kind of get 

1073
01:10:08,840 --> 01:10:10,640
excited about this plan that 
they're creating. 

1074
01:10:10,960 --> 01:10:13,400
Incredibly, yeah. 
It's like instead of creating 

1075
01:10:13,400 --> 01:10:17,880
characters, you know there, that
moment when you sit for like an 

1076
01:10:17,880 --> 01:10:22,400
hour or half an hour in most of 
the games, creating characters. 

1077
01:10:22,400 --> 01:10:25,560
In this game I got rid of 
character creation entirely. 

1078
01:10:25,560 --> 01:10:29,240
It's like characters don't have 
stats, don't have anything, they

1079
01:10:29,240 --> 01:10:31,760
just have 4 special abilities. 
That's it. 

1080
01:10:32,080 --> 01:10:36,720
So I replaced character creation
with module creation somehow. 

1081
01:10:36,800 --> 01:10:40,520
That's like the innovation that,
but I think it works out for 

1082
01:10:40,520 --> 01:10:44,880
this case because I wanted to 
do, I really wanted to do a game

1083
01:10:44,880 --> 01:10:54,120
like this that is inspired by 
movies like Cube or Platform or 

1084
01:10:54,120 --> 01:10:56,000
the exam. 
You know, these very like 

1085
01:10:56,000 --> 01:11:00,960
dystopian, dystopian places 
where people are trapped and 

1086
01:11:00,960 --> 01:11:05,640
need to navigate like a 
dystopian situation and they're 

1087
01:11:05,680 --> 01:11:09,240
you know, and normally is the 
government that or that there's 

1088
01:11:09,240 --> 01:11:13,360
an estate or military facility 
that somehow is trapping them 

1089
01:11:13,360 --> 01:11:17,400
there or whatever. 
And I I I think I want to create

1090
01:11:17,400 --> 01:11:22,480
a game for that, but I'm I have 
no idea how to do it, so I have 

1091
01:11:22,480 --> 01:11:24,280
to think about it. 
Well, don't worry. 

1092
01:11:24,280 --> 01:11:26,040
We'll buy it. 
So yeah, yeah. 

1093
01:11:27,280 --> 01:11:30,800
Secret. 
Project #3 for next year, you 

1094
01:11:30,800 --> 01:11:33,120
know, and not only that, I mean 
the design, the game, 

1095
01:11:33,120 --> 01:11:39,080
everything, but whoever your 
printers are do a damn good job 

1096
01:11:39,080 --> 01:11:41,640
because the the texture on this 
too. 

1097
01:11:41,640 --> 01:11:44,280
Just the actual print of the 
book is absolutely stunning for 

1098
01:11:44,280 --> 01:11:49,160
anyone that doesn't have it like
this, kind of like shiny bits on

1099
01:11:49,160 --> 01:11:52,320
the matte cover. 
It's absolutely gorgeous. 

1100
01:11:52,320 --> 01:11:55,520
It's just every little detail is
just taken all the way to the 

1101
01:11:55,520 --> 01:11:57,560
end. 
So it's just it's so good, yeah.

1102
01:11:58,040 --> 01:11:59,720
Thank you. 
Yeah, we wanted to do something 

1103
01:11:59,720 --> 01:12:07,320
special with the cover and we 
want and so we added like a UV, 

1104
01:12:07,320 --> 01:12:13,320
not not a UV, it's a varnish, A 
glossy varnish to just the like 

1105
01:12:13,320 --> 01:12:15,800
the the diamond there. 
So it kind of shines, right. 

1106
01:12:16,040 --> 01:12:17,560
So it differentiates from the 
rest. 

1107
01:12:18,000 --> 01:12:21,120
And it's interesting because 
these these things are not what 

1108
01:12:21,120 --> 01:12:24,000
make a book particularly 
expensive to be honest. 

1109
01:12:24,000 --> 01:12:26,760
You just have to be creative and
know the right printers 

1110
01:12:26,760 --> 01:12:30,040
basically. 
It's it's not a, it's not a 

1111
01:12:30,480 --> 01:12:33,320
sometimes you. 
The problem is you don't. 

1112
01:12:33,600 --> 01:12:39,800
Like I I see a lot of a lot of a
lot of folks and creators out 

1113
01:12:39,920 --> 01:12:43,600
out there, but they don't 
actually go to bookstores and 

1114
01:12:43,600 --> 01:12:45,200
look at books. 
You know what I mean? 

1115
01:12:45,440 --> 01:12:47,480
Yeah, that's such a big part of 
my life. 

1116
01:12:47,480 --> 01:12:52,520
Like I go to a bookstore almost 
every week just to look at what 

1117
01:12:52,520 --> 01:12:55,840
people are releasing in terms of
covers like what materials they 

1118
01:12:55,840 --> 01:12:59,480
use finishing. 
I I do lots of videos with ideas

1119
01:13:00,000 --> 01:13:06,360
and that's that's part of of of 
that's a big part of of I think 

1120
01:13:06,720 --> 01:13:11,560
of our success in in and and our
quality in doing these kind of 

1121
01:13:11,560 --> 01:13:13,160
things. 
It's just you know going to 

1122
01:13:13,160 --> 01:13:16,120
bookstores and looking around 
and see what what other people 

1123
01:13:16,120 --> 01:13:18,400
are doing. 
Like if you go to for instance 

1124
01:13:18,400 --> 01:13:25,960
if you go to my wife is is is is
is a big fan of photography and 

1125
01:13:25,960 --> 01:13:27,800
she collects a lot of 
photography books. 

1126
01:13:28,040 --> 01:13:31,080
If you look to, if you go to 
like photography book 

1127
01:13:31,320 --> 01:13:38,440
bookstores, the quality of of 
the books, it's off the charts 

1128
01:13:39,120 --> 01:13:41,600
and the quality of the finishing
and the materials and the 

1129
01:13:41,600 --> 01:13:43,160
clothes and everything they use 
is. 

1130
01:13:43,360 --> 01:13:46,680
So I, I, I go to these 
bookstores with them and instead

1131
01:13:46,680 --> 01:13:50,760
of looking at at the books 
themselves and at the content 

1132
01:13:50,760 --> 01:13:54,440
right, I'm looking at like the 
covers and what they use and 

1133
01:13:54,440 --> 01:13:57,160
stuff. 
So it's it's a matter of of 

1134
01:13:57,160 --> 01:14:00,360
being you know of seeing what is
out there and being creative 

1135
01:14:00,360 --> 01:14:03,320
with that and asking the print 
because most printers can can or

1136
01:14:03,320 --> 01:14:08,000
a lot of them can do this. 
You just need to know what 

1137
01:14:08,000 --> 01:14:13,200
you're asking basically. 
Yeah, well, I mean that's why. 

1138
01:14:13,240 --> 01:14:15,520
That's why games I've never so 
games I've never So like that's 

1139
01:14:15,520 --> 01:14:18,880
why the the the whole, the 
manifesto that you guys built 

1140
01:14:19,000 --> 01:14:21,400
that you've built from not just 
manifestos omnivorous, but the 

1141
01:14:21,400 --> 01:14:24,560
entire vibe of the company. 
I mean it's so consistent all 

1142
01:14:24,560 --> 01:14:27,080
the way through especially 
across all the different genres.

1143
01:14:27,400 --> 01:14:33,160
You know there's this this 
through line of artistry and 

1144
01:14:33,160 --> 01:14:36,040
just like peak like like I said 
productivity and attention to 

1145
01:14:36,040 --> 01:14:39,920
detail that really makes a games
on nervous game feel like a 

1146
01:14:39,920 --> 01:14:41,920
games on reverse game. 
So it's just it's. 

1147
01:14:43,360 --> 01:14:44,440
It's. 
More again, Yeah. 

1148
01:14:44,640 --> 01:14:46,120
If you make it, we're we're 
gonna buy it. 

1149
01:14:46,400 --> 01:14:48,240
So that's that's that's where 
we're at. 

1150
01:14:48,400 --> 01:14:51,680
So, yeah, nice. 
Especially with all these 

1151
01:14:51,680 --> 01:14:53,200
projects dropping. 
Yeah. 

1152
01:14:54,160 --> 01:14:59,760
So, yeah. 
So listen, we really appreciate 

1153
01:14:59,760 --> 01:15:02,880
you coming on the show. 
This has been fantastic to to 

1154
01:15:03,040 --> 01:15:04,960
hear you talk all of these 
things. 

1155
01:15:04,960 --> 01:15:08,920
We're talking about the job, the
vinyls, everything. 

1156
01:15:08,920 --> 01:15:11,520
Where can people find all of 
this awesome stuff that we've 

1157
01:15:11,520 --> 01:15:14,360
talked about this entire time? 
So you can go to 

1158
01:15:14,360 --> 01:15:19,600
gamesomniverse.com. 
That's our website, our web 

1159
01:15:19,600 --> 01:15:27,640
store. 
You can join the mailing list in

1160
01:15:27,640 --> 01:15:33,000
the homepage there and we send, 
we don't send, we maybe send 

1161
01:15:33,000 --> 01:15:34,520
like four or five emails per 
year. 

1162
01:15:34,520 --> 01:15:36,920
So you're not getting a mail 
every week. 

1163
01:15:37,120 --> 01:15:40,000
It's just when there's new stuff
out mostly. 

1164
01:15:41,920 --> 01:15:47,560
So there's that and you can find
this obviously on on Twitter. 

1165
01:15:47,560 --> 01:15:50,280
Well not Twitter now it's it's 
called something else. 

1166
01:15:50,280 --> 01:15:51,000
It's Twitter. 
We're just. 

1167
01:15:51,240 --> 01:15:53,840
Calling Twitter. 
Just we're just calling Twitter.

1168
01:15:54,400 --> 01:15:58,120
Twitter Games on Just search for
games on Neighbors. 

1169
01:15:58,120 --> 01:16:00,840
We have a very unique name. 
So it's not like there's a bunch

1170
01:16:00,840 --> 01:16:03,120
of stuff called Games on 
Neighbors out there. 

1171
01:16:03,440 --> 01:16:07,320
So you have Twitter, you have 
Instagram, Facebook, and that's 

1172
01:16:07,320 --> 01:16:10,160
about it. 
Because you know, there's only 

1173
01:16:10,560 --> 01:16:16,080
so, so, so, so many social media
I can handle by my side. 

1174
01:16:16,200 --> 01:16:18,120
You know what I mean? 
Like I I'm not. 

1175
01:16:18,120 --> 01:16:21,600
I I don't even particularly like
social media to be honest. 

1176
01:16:21,600 --> 01:16:24,440
In in in in in general. 
So I'm like, I don't. 

1177
01:16:24,520 --> 01:16:26,480
Know if any of us really do, you
know? 

1178
01:16:26,480 --> 01:16:29,280
Yeah I love podcasts. 
I love being on shows like this 

1179
01:16:29,280 --> 01:16:31,720
but like this like social media 
is like a bit. 

1180
01:16:31,920 --> 01:16:37,200
So I'm but we try to stay active
we're we're mostly active on on 

1181
01:16:37,200 --> 01:16:39,880
on Twitter these days and we 
also have Blue Sky. 

1182
01:16:39,880 --> 01:16:43,000
We also have Blue Sky. 
I I was convinced that I should 

1183
01:16:43,000 --> 01:16:46,320
do that, and I did it so. 
Me too. 

1184
01:16:47,320 --> 01:16:51,040
The easiest, the easiest is just
join our mailing list and and 

1185
01:16:51,040 --> 01:16:55,400
you'll be and you'll be warned 
of new stuff being released and.

1186
01:16:55,840 --> 01:17:02,720
You will be warned, Games. 
Ominous. 

1187
01:17:02,720 --> 01:17:04,680
Yeah. 
Seriously. 

1188
01:17:05,000 --> 01:17:07,200
I can't tell you how excited we 
are for all the projects next 

1189
01:17:07,200 --> 01:17:08,840
year. 
We'd love to have you on again 

1190
01:17:08,840 --> 01:17:10,880
anytime anything drops. 
And thank you so much for being 

1191
01:17:10,880 --> 01:17:12,960
here again. 
I know you saying that you're a 

1192
01:17:12,960 --> 01:17:15,640
fan of ours. 
It really means a lot to us and 

1193
01:17:15,640 --> 01:17:18,520
we've been huge fan of years for
a long time, so it's been 

1194
01:17:18,520 --> 01:17:19,680
fantastic. 
I haven't getting a chance to 

1195
01:17:19,680 --> 01:17:21,760
talk to you. 
Thank you so much. 

1196
01:17:21,760 --> 01:17:24,360
It was a big, big pleasure to be
here with you. 

1197
01:17:24,560 --> 01:17:27,800
I hope I come back, you know, 
next year or whenever you. 

1198
01:17:27,800 --> 01:17:30,200
Have to, Yeah. 
You absolutely have to, Yeah. 

1199
01:17:30,200 --> 01:17:32,080
Just shoot me a message and 
we'll make it work. 

1200
01:17:32,560 --> 01:17:34,560
So cool. 
Again, thank you so much for 

1201
01:17:34,560 --> 01:17:36,080
being here. 
Yeah, and thank you everyone to 

1202
01:17:36,080 --> 01:17:38,560
chat for being here as well. 
You can find all of our stuff at

1203
01:17:38,560 --> 01:17:41,480
our link tree at Slash, the 
Weekly Scroll. 

1204
01:17:41,760 --> 01:17:43,600
And. 
And that's it for us today. 

1205
01:17:43,720 --> 01:17:45,440
Again, thank you for being here 
and we'll see you all later. 

1206
01:17:45,680 --> 01:17:46,600
Bye. 
Bye.

