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One Deck Dungeon: Relics of the Forge

Created by Asmadi Games

One Deck Dungeon returns with a brand new full expansion! The Forge hungers for fuel, and it will reward your efforts with great power if you satisfy it.

Latest Updates from Our Project:

Spring Update! Relics Gameplay Progress
over 1 year ago – Thu, May 22, 2025 at 12:31:33 PM

Greetings, friends and dungeon associates!

The World.

Before I get into gameplay things, I want to briefly touch on tariffs. The landscape in that regard has changed rapidly and repeatedly over the past few months, and I expect the next few months to probably be similar. Simply put, there isn't a lot of value in us trying to guess where it'll be when we ship until we are printing games. We will navigate it as best we can, based on the terrain that is in front of us at that moment. My hope remains that we will wind up in a place with a low, stable number that can be planned for.

The Game!

And now, the fun part of the update! Gameplay!

Over the past several months, I've been iterating on the Forge concept and the Relics concept, specifically focused on evolving the "two tier" system I referred to in the previous update.  At that time I anticipated making a set of simple relics and a set of advanced relics. But when I got down to it - the simple relics weren't particularly interesting enough to justify their existence. So instead - there will be two versions of the Forge, and the Forge will be required when playing with Relics (or a hybrid deck including Relics). One side of the Forge can be used *without* a Relic. Good for first plays, teaching plays, or hybrid games that want to stay simple. The other side will be used for normal play with Relics.

Why have a Forge without Relics? Because it allows fueling the forge to happen from skill, spell, and hero effects, dungeons, and encounters. If I were to constrict fuel generation *purely* to the Relics themselves, they wouldn't feel quite as integrated into the set as a whole. This allows for what we want - a set built around the Forge!

The Basic Forge has 4 slots, and these slots will only be filled with Fuel tokens. When it fills, there will be a Flare (negative effect), and it will empty. The Relic Forge has 9 slots, and they will be filled with a mixture of Fuel tokens and whatever your chosen Relic forges there.

For example, lets look at the current version of the Prism Talisman. Relics each have three effects. One that can be used during an encounter (color coded like normal skills), one used before an encounter (colored like a Heroic Feat), and one that happens when the Forge flares (colored red).



ABSORB lets you send 1 or 3 dice from your pool to the 9 slots by using the keyword forge. As a reward for forging 3, you get a black die equal to the highest die you sent.
REFRACT lets you use those stored dice. Returning two lets you swap those stats for an encounter or gain a heroic die - great for a Peril or Foe you're not set up to tackle! It replaces those dice with fuel tokens.
RAINBOW BURST happens immediately when the forge becomes full. It rolls all the dice stored in the forge - all 6s get exiled, but you can choose other die to keep in your pool. The rest go back, and fuel tokens are removed.

This trio of effects give you a little puzzle as to how to approach the game. You might build your hero out with one dominant stat and try to swap it often, or maybe focus on storing dice individually to gain the heroic die from Refract instead. Maybe you try and trigger Rainbow Burst at opportune times to get an extra die. Overall, you'll need to decide each game how to use your chosen Relic to best exploit its abilities, and that (we hope!) is fun to figure out :)

One other thing you may notice is that the 2P version of the Prism Talisman is designed to be used by both players together. Having two different "mini-relics" operating on the small dice pools of 2 players was not working at all, and so we decided to go with a shared relic model instead. 4P games will have two relics, each shared between a pair of players.

Here's the Ancient Tome, which operates in a wildly different fashion - you can use it to gain blue dice each encounter, but if you don't spend time studying, you'll be in trouble! If you do study, though, the rewards are significant...
 


We have working prototypes for 11 Relics, and we're testing and balancing them right now. We expect that testing to continue through June - and ideally we'll get to stream some of those tests now that things are coming together. This concept and flow for Relics is one we're getting more confident in by the way, and once we lock in the rules, layout of the cards will begin. The Relics cards will be text-dense and not require a lot in the ways of art, just templating to make it all clean and easy to read.

Schedule

So, given all that, where are we? We're much closer than our last update, but not quite done yet. Playtesting and balance are crucial to this game and set working properly. Our goal is to go to print this summer, and right now that seems pretty attainable. We will of course monitor the continuing tariff shenanigans, and plan accordingly when the time comes.

A big Thank You all for your patience and the many kind words shared in public and in private with us. It has been an extremely difficult year for the entire games industry (and frankly the world). Supporting the people you care about and/or the people who make the things you care about goes a long way. We want to make cool things for you, and the more we can focus on that, the better!

Next Update

Aside from streams, which we really want to resume in June, my plan is to move to Monthly updates at this point. Expect one in late June. Hopefully the Relic cards will look a bit nicer than what's above by then :) 

Where we are, and where we are going! Dates, art, game design
over 1 year ago – Tue, Feb 25, 2025 at 02:08:59 PM

Hey friends, I'm sorry it's been a while since we updated, it has been an eventful couple months both in the real world, and in the game world. Before I get into specifics, which I will below, I'm going to share the date news - we're not ready for print yet, and my estimate is that we'll go to print (meaning everything is approved/we press "print button" at factory) in late June.

This is obviously not where I planned to be! We wanted to go to print in December, to be ready for a summer 2025 release. Here's where we're at with parts of the game:

Art

Art is going very well! Almost all illustration for the game is complete, and what's left is iconography updates and small pictures for the Relics cards. Here's three more baddies that'll be standing in the way of your dungeon crawling adventures:


We've also got many more new unseen foes + perils, but we'll leave some of them to your future imagination and discovery. Overall, we're super excited about how all the art came out! Relics of the Forge is going to be a very cool looking set. The bosses in particular are fantastic.

Game Design

So here's where the trouble comes in, and sadly, this falls squarely upon me (Chris). We've now tested Relics at Gen Con, a lot of in person and streamed games, and at PAX Unplugged. It works okay, but it's not as good as it could be, and we're over our complexity budget for first plays. I took a few weeks after PAX U to digest how demos there had gone - PAX has many more casual gamers + demo-seekers than we saw at Gen Con, and it became very clear to me that we need a better onboarding system/set of mechanics for Relics of the Forge both as an expansion, and as a stand-alone product. Simply put, new players were going to have trouble.

This does not mean that we're going to strip down the fun complexities that make using relics interesting. Instead, what I've been working on for the past month+, and what I'm hoping will be ready to show in a couple weeks, is a two-tier system for Relics and for the Forge. The large Forge card will be double-sided, and the relic you choose will dictate which side of the Forge you use (in a 2P game - you'll need to pick relics for the same side). The version of the Forge you've all seen in demos and streams will be the "advanced" (it won't be called that) side, and the other side will be more streamlined, with less bookkeeping and upfront rules complexity.

The goal of the two-tier system is to get new players on the ground rolling (dice) as quickly as possible, while preserving the wild relics fun that we built last year. I'm pretty confident in the solution I've got cooking, and hope to show it to you all in a stream in a couple weeks! 

I was hoping to have the system ready to show before making this update, but enough time has passed that I just needed to share where're at now. Again, sorry for the slowness, and I'm very sorry the game isn't ready when I wanted it to be, and when you all wanted it to be. It's been a pretty garbage time to get creative work done, but I'm pushing through as best i can. I thank all of you for your patience - and if this timeline isn't something you're interested in waiting for, we always give full refunds to anyone who asks. Just send an email to [email protected] and we'll process it promptly.

Tarriffs

We'll deal with whatever chaos comes as it comes. It's a shameful situation that we've all been put in, and that's really all there is to say.

Production

We've got good quotes for production, and anticipate no issues with getting the game made once we have files ready. 

Pledge Manager Next Week, and introducing The Spinner
almost 2 years ago – Mon, Dec 02, 2024 at 04:45:04 PM

The pledge manager has been cleared by BackerKit - but since I will be traveling this week to PAX Unplugged, we've been advised not to open it up wide until I'm home and able to answer questions/deal with any issues. So we will be opening it on Tuesday, December 10. I'll be doing a test of a small number of backers probably Monday, but you should receive a welcome email to the pledge manager either Monday or Tuesday of next week.

Meanwhile, I'm finally ready to show off our test version of the newest hero, the Spinner. She's a meteor-shotput mage, which I am confident is a phrase not used before! Our illustrious artist Crowbar was inspired by the Olympics this summer, and this concept was born:



The Spinner accumulates dice (meteors!) spinning around her, until its time to launch them at unsuspecting foes. To use her effectively, you'll need to manage the ebb and flow of her armada of meteor-dice. Still some balancing to be had, but she's a lot of fun! 

If you're at PAX Unplugged this weekend, we're in Booth #3133, and we'll be showing off Relics along with Good Puppers Too, Innovation Ultimate, 1001 Odysseys, and our brand new concept - Mystic Curling Club (Magical Curling, with Witches!). Hope to see some of you there, and excited to finally have the pledge manager set to open! 

Progress, PAX Unplugged, Surveys
almost 2 years ago – Tue, Nov 26, 2024 at 09:22:06 AM

I wanted to share a quick update with you all on where things are at in the World of Dungeon. I hope all of you are having a good Fall - it's been pretty rough here but we're pushing through. 

Surveys / Pledge Manager

First off, apologies that the surveys + pre-orders haven't gone up yet. I just completed the backend work and submitted it to BackerKit for review, so those will start happening as soon as we get approval. We will not be using the Charge Shipping Later option, it's a logistical nightmare.

The Pledge Manager should be pretty simple, but if anything's weird or you have questions, just post a comment and we'll sort it out :)

PAX Unplugged: Booth 3133

Next week we will be at PAX Unplugged, showing off many cool things! We will of course have a prototype copy of Relics of the Forge, and also Good Puppers Too (the new expansion), Innovation Deluxe, 1001 Odysseys, and the sneak preview of Mystic Curling Club (dice-curling, with magic!).

Come say hi if you're there!

Game Progress

Our plan when we started the campaign was to wrap artwork and design in December, that was probably too ambitious, but also things have moved slower due to a lot of non-game factors. I'm very sorry for that, but things are back on track and more work is happening. Art's taking a bit longer than expected, but it is coming out very good.

Let me introduce you to one of Relics' bosses, the Arm Horror:



Why have one weapon when you can have six? And don't forget about that shadowy mandible. It's here to bring you bad times all around. Better roll well! 

On the gameplay side, we've been scheming up the other relics (especially the ones from the Relic Riddles!) and will be testing them out at PAX next week. We also hope to get back to some gameplay/dev streams in December. 

Happy Thanksgiving to all who are feasting this week, Happy Random Week in November to the rest of the world!

Working on Stuff, Pledge Manager Dates, Plushies, and PAX U!
almost 2 years ago – Tue, Oct 22, 2024 at 07:30:32 AM

Hello friends! We have been catching up on a lot of stuff since the campaign completed, but I wanted to check in with you all about our timelines and progress.

Pledge Manager: Will be opening the first week in November. I need to do some backend things with regard to shipping, we will be trying out BackerKit's "charge shipping later" feature which will allow us to set shipping prices when we get them at the completion of production (in the Spring). Freight/etc prices are wild right now but should come down after the holidays. The quotes I have right now are not what anyone wants to be paying!

Work, Streams, Adventures: Took a couple weeks off of thinking about Dungeon to re-clear the brainspace after the campaign ended, but I'm back to scheming and development this week. We will do a couple streams in November to show off things as they're built. In particular, we'll have cool art to show :)

PAX Unplugged: We have a large booth at PAX U in December, and will have a prototype of Relics on hand to show off to people! If you're attending, you can come see it. Their Expo Map hasn't been released yet, but we're right in the middle of the hall. Frankly, it seems like they built the whole thing around us, the center of the gaming universe. Very kind of them!

Plushies: The campaign for Floral Frolic's cool plushies ends TODAY - if you backed our project and back theirs before it ends, you'll get the free Foxfire pin! Also, they're cool people and plushies are fun. 

Thank you all again for your support! We can't make games without people to play them, as it turns out, so you all are a very important part of the process. Happy random warm-wave in October week, if you're up in the Northeast like we are.