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The Humbling

Three hours. Two players. Day 3, one room from the Antechamber. A session that kicked me off my high horse and handed me the most valuable design feedback yet.

I was over-prepared and over-confident going into today. I'd spent the past week documenting systems, formalizing game language, building a cover page, printing reference cards, designing a QR code prototype. The table looked good. The documentation looked good. I had convinced myself the game was in pretty solid shape.

It was not in pretty solid shape.

The full playtest setup — Blue Prince board game spread across a dining table with all components, reference cards, and printed documentation
The setup, before anyone arrived. It looked impressive. That feeling did not survive contact with players.

The setup

Mike O. came back for his second session. He has never played the video game — he was interested enough after today that he asked me to show it to him when we were done. Chris L. was new — no video game experience, no board game context, coming in completely cold. The plan was to run them co-op for the full session while I observed and took notes.

Campaign Sheet printed and ready at the table
The Campaign Sheet — Tomorrow Room bonuses, Studio Additions tracker, and notes section, all printed and ready.
Four Archived Keychain boxes lined up with gold coins and fruit tokens
The Archived Keychain boxes — new since Session 1. The moment Mike noticed them on the table, he was already thinking about how to get to them.

I'd also done some work that morning most players would never see: spray painting 20 padlock tokens black and the Shovel gray on the front porch before they arrived. This is what prototype development looks like at this stage — half graphic design, half craft project.

Padlock tokens and shovel being spray painted black and gray on a workbench outside
8am prep. Rust-Oleum, a workbench, and a lot of small plastic locks.

How it went

They played for over three hours. They got through three full runs. They reached Day 3, opened the Antechamber, and ended one room away from the win. I watched pages of notes pile up as question after question surfaced that I thought I'd answered in the documentation.

Mike and Chris leaning over the board together during co-op play
The co-op energy was real. These two figured things out together.
Mike and Chris studying the card decks at the start of a run
Day 2 setup. By this point they had a rhythm, even if they were still confused about coins.

The session was rough in a lot of places. The glossary had missing entries, unclear descriptions, and no indication it was alphabetical. The Darkroom had too much text and unclear blind draw instructions. The Campaign Sheet confused both players. Chris thought steps didn't reset between days. Nobody knew what coins were for until deep into Run 2 — and even then, neither of them had a shop to spend them in.

Two smaller moments worth noting that didn't make it into the written notes. Mike drew the Running Shoes, consumed them immediately, then looked up and asked where the discard pile was. There isn't one — used cards go back to the bottom of the deck — but that was never spelled out. He wanted a designated physical location on the table for used cards. Small thing I hadn't considered, but a real gap.

Chris drafted a room with 2 dirt tokens and asked "does that mean I dig twice?" Obvious to me with all the VG context in my head — not to him. What followed was more telling: he stacked both dirt tokens on top of each other on the tile. That's not confusion about the rule. That's the tile telling him there isn't room for two separate tokens. The room tiles feeling cramped with multiple tokens was a known design issue. This session put a face on it.

Full board state on Day 3 — Room 46 visible at top, estate built out with 20+ rooms
Day 3 board state. Room 46 is visible at the top. The Antechamber is just below it. They got there.

Where it worked

Not everything was rough. Some things worked exactly as designed — and a few things landed harder than I expected.

What worked The Archived Keychain was the hit I hoped it would be. When Mike saw it available in the Music Room, he said out loud — loud enough for me to write it down verbatim — "I WANT THAT ARCHIVED BOX." When they finally opened it and drew the Secret Garden Key, there was genuine excitement at the table. That's the moment I built that mechanic for.
Hands holding an Apple item card and Running Shoes special item card at the table
Item cards in hand. The physical format makes each draw feel like something.
Player reading the Five Books reference card during play
The Five Books reference actually got used. That's a win.

The QR code prototype landed even bigger than expected — and it was Mike's own idea from a previous session, so there was a personal stake in it working. When he flipped a tile over mid-game and scanned it with his phone, the Hallway landing page pulled up immediately. He scrolled through it while the board sat in front of him.

Mike reading the Hallway room landing page on his phone during the session
Mike reading the Hallway page mid-game. You can see the room header clearly on his phone.
Wide shot of Mike with phone showing QR landing page, board visible in background
Room 46 visible in the corner of the board. The QR scan happened naturally, without prompting.

They both stated out loud that they liked to dig. The digging mechanic — dirt tokens, Shovel, Kennel, Closet — created genuine decision tension and they leaned into it every time. The Drawing Board cool-off mechanic worked in practice and was understood immediately once they saw the handwritten label beside the board.

The Observatory and Fixed Stars book also worked cleanly. When Mike found the booklet and started using it at the table, he picked it up without confusion — the physical reference book is the right format for that mechanic. He seemed to genuinely enjoy it.

Tiles sitting on the Drawing Board labeled 'Cool Off Here 1 Round'
The Drawing Board in the wild — a handwritten card, a stack of tiles, and a rule that worked on the first try.

The surveys

Mike O. · Not really familiar with VG
Fun4 / 5
Rules clarity3 / 5
Play again?Yes, another time
Recommend7 / 10
Most confusing "How to get extra rooms / additions / how to open final levers"
Best moment "Choosing rooms that progressed run"
What would make it better "Make me want to explore more rather than get to Room 46 fast as possible."
Chris L. · No VG experience
Fun4 / 5
Rules clarity4 / 5
Play again?Yes, another time
Recommend8 / 10
Most confusing "Use of special keys wasn't immediately clear. Path to acquiring Maps, Commissary Items, Trunks not clear. Outer Rooms and Tunnels not encountered. Some room effects unclear."
Best moment "Learning the various Room effects"
Anything else "Already in notes."

Both rated fun at 4/5 and would play again. NPS of 7 and 8 for a prototype with real rough edges in a three-hour session. I'll take it.

Mike's Q7 is the traverse/explore tension written in plain language by someone who's never heard that term. He felt it. He wrote it down. That's the most direct confirmation I've had that the tension is real and not just a theoretical design concern.

After the session: Chris's dissertation

After the game ended, Chris stayed and talked. What came out was one of the more valuable pieces of design feedback I've received on this project — and it reframed something I'd been circling around without being able to name.

He said he thought about the game the way he'd think about an invitation to a game night. You know you're committing to three or four hours. The question is whether the game earns that commitment. He said this one was close. Not there yet, but close. And then he explained why.

Chris's thesis "You need to give me a reason to want to explore the other rooms. Finding the lever for the Antechamber isn't explicit — there's no obvious path to that information. Pair that with Special Keys that feel mysterious but not in a good way. You don't know what they're for or when to use them. I need breadcrumbs. Not answers — hints. Little reasons to want to go looking."

His specific suggestion: small cards findable in certain rooms, some true and some misleading, that hint at things around the estate. A note in the Security Room that says there might be a reason to explore the Secret Garden. A fragment of lore that makes you want to go somewhere you otherwise wouldn't. Exploration rewards disguised as story.

He didn't know it, but he independently described the exact mechanic that exists in the video game — notes scattered through rooms, some accurate, some red herrings, all designed to make you want to go further.

I told him I'd just removed the only lore layer I'd allowed in the game. The Alzara system — card draws, prophecy fragments, a whole mysterious narrative thread — had been cut in the name of simplicity a few posts ago. Chris's feedback is making me reconsider that decision. Not to bring Alzara back in full form, but to bring back the principle of it: a lore layer that also serves as a hint system. Breadcrumbs disguised as story. The Alzara cards might be coming back from their early grave.

The last thing he said, and it's the one I keep coming back to: the video game is exploration. This board game, right now, is traversal. You're moving through a space toward a destination. You're not wandering in search of something. He said: since you can't see what's inside the rooms (like in the VG), you need more information to make exploration feel worth it.

The image that stayed with me "I can see all these other rooms sitting beside the board. I have no idea how to get to them. We played three full runs and barely touched any of them."
Stacks of Studio Additions, Event Additions, Found Floor Plans, Outer Rooms and Fixed Floor Plans sitting beside the board — largely untouched after three full runs
Six Studio Additions. Four Event Additions. Three Found Floor Plans. Five Outer Rooms. Three Fixed Floor Plans. All of it sitting there. Three runs and they barely touched any of it.

Three full runs. The Studio Additions, the Found Floorplans, the Outer Rooms — all sitting there in plain view, labeled, clearly important, completely unreachable in practice. That's not mystery. That's a broken promise.

What's next

The glossary needs a significant pass — missing entries, unclear descriptions, no navigation aids. The coin economy needs a purpose that players can find before Run 2. The Special Keys need a path to understanding without a designer explaining them. The levers need to be findable. The explore/traverse tension needs a design response.

And somewhere in all of that, a lore layer might be the thing that solves the hardest problem: giving players a reason to want to keep going even when the route to Room 46 isn't clear.

The game works. The bones are solid. Day 3, Antechamber open, one room from the win — on a prototype with handwritten labels and spray-painted tokens. That's real. But it's not ready. Not yet.

Today's session made me realize we are always just exploring or traversing.

— QQ