Update 24: A look at the big map

Hello everyone.  It’s been a good fortnight for Princes of the West.  What have I been up to?

  • Checking in on proofreaders and playtesters ahead of their May deadline.
  • Working on the maps and guidebook
  • Unpacking the first printed rewards!

The proofreading and playtesting team have been wrapping up their work and I’m incredibly grateful.  I’ve ended up with … around 700 issues to respond to!  These aren’t all errors or mistakes and very few of them were gameplay problems, but I’m grateful for all the time that has been spent by keen supporters checking my work, both minimising the mistakes that could cause problems for you when you play the books and getting the pages looking their best.

My plan is to begin the editing in corrections and changes in May – so I should have begun by next update.

The original A2 map design I made was just a bit too short for the map design, so I spent a bit of time on a large ipad doing a digital tracing and drawing to extend the map eastwards.  I was pretty happy with that, so I pushed on with the design and ended up with a great-looking design that is nearly finished.  Rather like the map for The Reeking Metropolis, I’m including a gazette of locations on the map itself, with grid references for some of the important ones.  There’s also going to be at least one in-world advertisement filling in gaps and adding to the lore.  Perhaps I can bury a clue in there too?

I also drew up a map for Dartmoor, which is going to be one of the smaller maps in the pack.  Whereas in the first one I had three gamebooks to map and offered three A2 maps, this time I have a single – massive – volume, so there’ll be one A2 map and three smaller ones covering different regions or sections of gameplay – I won’t say more right now.

I’ve also been writing the booklet that will accompany the maps and that has given me the giggles, I can tell you.  The in-world creator of these guides seems to be a bit clueless about the political situation, though reliable on where to find cheap coalgas for the velosteam.

In my previous update I mentioned the arrival of the first printed rewards – the Adventurer’s Log.  The delivery of these was far from simple but I got my hands on 300 copies after ten days or so.  They look great and the responses I’ve had really vindicate my decision to put time into producing them.  In a way, they act as a little ambassador for the whole project, giving an idea of the sort of quest content in the four books so far.

What’s next?

Throughout May, the 100 Endings Book Club, hosted by Duncan Thomson on Discord and Reddit, are holding a playthrough of Steam Highwayman.  I mean to be participating in a couple of AMA (ask-me-anything) sessions as well as hanging out on both forums to advise, hint, tease and generally enjoy my books through other players’ eyes.  You’re all welcome to join in – and if any of you are desperately keen to join in but haven’t actually got copies yet, let me know and I’d be willing to split your bundle.

And on the project?

  • Continue the map pack and guidebook
  • Complete the big map
  • Begin correcting the text of Princes of the West

Next update due: 8.5.26

Update 21: Proofreading and Playtesting Underway – Extras in digital production

We have a team of around fifteen keen playtesters and proofreaders currently at work, already exploring Devon and Cornwall through the passages of Steam Highwayman: Princes of the West.  It was a great feeling to have other eyes – and enthusiastic ones at that – on the text again, after many months of solo endeavour.

What’s the point?  Well, along with getting some feedback on macro gameplay like difficulty and pacing, I hope to squash as many of these as possible…

The dreaded broken link – every gamebook enthusiast’s nightmare.  In a book of 2251 passages with almost 10,000 links, there is a lot of opportunity for mistakes.  

The proofing and playtesting window is two months, which gives me time to work on all the other parts of your reward bundle.  This week I have been working on the Adventurer’s Logbook

That means revisiting Highways and Holloways and writing out a Hints and Achievements list like I did for Smog and Ambuscade.  It’s not a quick job but it’s very enjoyable – I get to enjoy reading all the quests I wrote in 2018, many of which I’ve forgotten.  I mean to do something better than a simple printed list – perhaps a table layout for one or more dates or ticks to say, yes, I achieved this on this date during my fourth playthrough or something…  It’s not quite certain yet.  For the sake of originality, I was looking at a fun paper size (eg long and slim, like DL) and maybe ringbound, but due to cost of both postage and printing, I’m more likely to go for a stapled A5 booklet at the moment.  But we’ll see.

Perhaps something like this – this was the DL layout.  Either way, the list of achievements is a great way to advertise the book.  What can you do in a Steam Highwayman adventure?  A lot more than defeat some fantasy monsters, rob a dungeon and defeat a wizard, that’s for sure, in both variety and length.  These lists of achievements don’t tell the whole story of the adventures in the books – both the prose and the gameplay are needed for that – but they give a great flavour.

What next?  In the next fortnight I mean to…

  • Complete the Adventurer’s Logbook

And that will be plenty to get done!

Next update due: 27.3.26

Update 20 – A Complete Internal of Princes of the West

Since the last update I completed the formatting of the interior of the book.  It is a whopper – currently at 2251 sections and 426 pages.  This took me so long for a couple of reasons:

– To maintain consistency, I’m using the same format and software as for the previous Steam Highwayman books.  These were completed on a copy of Microsoft Publisher 2007 on a laptop belonging to my wife that was bought in either 2007 or 2008…  Once I’m into the swing of things, there are no problems with memory, but I have to treat it fairly carefully to avoid crashes, battery issues and so on!

– I also go through each page manually, editing the layout of the options, spacing the passages in the columns and choosing and fitting spot illustrations (some call them ‘fillers’ but Russ always called them ‘spots’) to make up the space and break up the wall of text.  This is also a chance to edit and improve, either editing my writing or fixing links, filling in the shops and changing values for balance.  To complete the 2251 passages, this took around 10 days – something like 60 hours.

What then?  I have made a first stab at a new Character Sheet (or 3 sheets including the Devon Music Tour) to account for some changes in mechanics.  These are still not finalised.  Then I looked at refreshing the introduction and rules, but, to be honest, I was pretty frazzled by that stage!  These rules may need a bit more attention – and also some inputs.

One of the particular inputs I am thinking about is the fight rules.  I have two alternate fight systems – smalls changes to the essential rules – worked out with help from a backer who knows these books almost as well as I do – and I’m intending to share them with you and with anyone who wants to playtest, to see whether they actually improve the gameplay.

So my plan is to share the electronic interior of the book with any of you who want to proof it or playtest it – in fact, you should have already had my invitation to participate by email, and if not, please check your spam…  This leaves a lot still to do, but it means I can shift mode away from the very focussed writing, editing and formatting into the production of some of the other rewards.  Specifically, I will take a look at the large maps and get them printed as the next phase of the project.  They take a long time to fold, so the sooner I have them, the better!  Then I’ll move on to look at the logbook and a refreshed Companion, and also find time to produce the Harvest of Death and Dark, Satanic Mills that I promised you.

I also get to do some drawing – like the image of the Red Tiller above – perhaps reminiscent of the Blue Anchor in Helston?

Exciting times!

Next update due: 13.3.26

Update 19 – Live Free or Die

I’ve managed to work three long days in the last fortnight – last Tuesday and then this Monday and Tuesday just past.  That put the formatted document of The Princes of the West at around 70% complete: I have reached passage 1500 and there are not yet 300 pages.

During the process of pasting in the 800 or so passages, I’ve made countless small edits.  Some are responses to comments made by two of you – Andreas and Oliver – from as long as a year ago.  Some are edits to systems that I intended to fix months ago and left hanging.  For example, as I have reached each beer passage, I’ve checked the possible rumours against a long list.  The list was originally thirty rumours long, but when I wrote the smuggling module, I had to include another twenty or so rumours.  These needed dropping into the most-appropriate pubs – and logging, so that each was hearable the right number of times – normally in two or three different pubs.

I even invented a new item (something I really try not to do any more) to help give colour to the velosteam repair system, which has felt a bit repetitive.  But the rarer or top-level engineering components were too tricky to get hold of – the titanium alloy particularly – and I wanted to create something that could be bought in a workshop of forge, so that mending your own velosteam was once again the cheaper option.

But today I’ve just sat down (7:37pm) to write this update for you.  My eldest three are in bed (wait – Emmanuel has just returned to the living room and is swaying towards me without looking me in the eye – he is hoping I will let him lie down on the sofa) – and the baby is with Cheryl getting to sleep.  Today I have done my best not to think about being productive at all.

I’m trying to re-learn how to sabbath!  

On a Friday?  Some of you might ask.  Or, what’s that?  I’m trying to take one day in seven off – a day without work.  After all, if it worked for Almighty God, it should work for me.  But the challenge for me is that a Sunday is typically a work day – I might rise at five, finish preparing a sermon before breakfast, feed the family, help get the children ready, travel to church, prepare for the service, run the service, preach, pray with and for church members or visitors for a couple of hours after church and then close up (if it’s my turn) around three or four in the afternoon.  We typically head over to my inlaws’ house then for some child-friendly tv and a family meal.

My Saturdays often include planned activities or jobs to do as well, so Friday has become the day when I can permit myself to achieve nothing – that’s the key.  To tell myself that it is alright if, one day in the week, I aim to get nothing done.  I might still prepare three meals (as lightly as I can!), change six or seven nappies, but if I limit the housework to ‘fill and turn on the dishwasher’, then I can both enjoy being with my family and even get some relaxation time for myself.  Which today meant enjoying a couple of glasses of merlot, playing my new 12-string guitar (a gift from the church for my recent 40th birthday), a lot of lego with the boys, lots of cuddles and stretches with Raphael, my youngest, who is learning to take steps, and enjoying a good book.

Another birthday present (along with the wine and the guitar) was a book voucher.  I headed to Foyles in Charing Cross on Saturday – a rainy, tourist-thronged afternoon – and bought a copy of the Stranger Things Choose Your Own Adventure, which has already disappointed me (although I’m new to the franchise) and something far more predictably pleasurable – a volume of Ursula K Le Guin’s Orsinian stories, called Orsinia: Revolution is in the Air.

Now Ursula is a bit of a friend of mine.  A one-sided friendship, perhaps, but I enjoy her company enough to re-read everything I have by her.  I have a bruised copy of The Dispossessed with a letter from a good friend folded into it after I lent it to him twenty years ago (it came back about a year later) and I have a school paperback copy of A Wizard of Earthsea and I have a hardback copy of Tales from Earthsea that I began transliterating into the feanorian tengwar in coloured ink, right on the page, and a Gollancz paperback of Always Coming Home, which reads to me like a dream I might have had.

I wasn’t really aware of Orsinia, although as soon as I saw the title I recognised that China Mieville probably was when writing about the third city in The City and the City.  And I’m about four-fifths of the way through the novel, Malafrena, which is the first part of the collection.  It reads a lot like The Dispossessed, but set in a fictional nineteenth-century central Europe – in a sort of Ruritanian cardboard kingdom that the Steam Highwayman is on the very cusp of taking a flight to.  In fact, I have felt like I am reading set in my own ‘world that never was but should have been’.  There isn’t really much steampunk in Orsinia, but it has all the ingredients, just as my world has – social inequality, rural and urban tensions, industrial revolution, a growing labour movement, high society, free agent adventurers…

Cheryl asked me how I was finding it.  I said, a bit slow, and it is.  The first fifth of the book is the coming-of-age for three cousins of the rural gentry – it reminded me quite a lot of Tolstoy – and a large part of the book is relationships, rather than directly-propounded philosophy or social ideation, like The Dispossessed.  But slow is exactly what I’ve needed – although I read quickly – because it means my mind is resting, having to focus on descriptions of rural life or quasi-european court social interactions, because if I were to skip on until the action, I would be writing off a very large amount of the book.

I do wonder who else has read it.  Any of you out there?  Anyone fancy a try after this strange recommendation?

I intend to finish the paste-up by my next update.  I won’t be on schedule to fulfil by end of February, but I think I will be able to share an electronic version with keen proof-readers and playtesters.  Watch your inboxes!

By next update I intend to:

– finish formatting passages 1501-2263

– complete the introduction, together with rules for new systems

– complete the end paratexts – adventure sheet, beer list, Devon music tour, codeword list etc

Next update due: 27.2.26

Update 18: Continuing to format

January has shot by – and progress is good.

– I paid Ben for the finalised internal illustrations.  I’m now only holding funds for the printing of the books and the extras.

– I’ve spent four days and several late-night stints formatting the book – so far, I’m up to passage 722.  This is essentially a long, careful paste-up, as I take sections of 100 passages from my gdoc and paste them into Microsoft publisher, and then work through them in order, checking lineation, reformatting bold and italic fonts, which I use a lot, adding in a lot of invisible tables and setting in the minor and major illustrations.  I think I’m now about ⅓ of the way through this long and painstaking job.

– Rather than correct the rumour engine from the outside, I’ve been correcting it as I go through the formatting: each time I reach a beer or other rumour passage, I can select which of the rumours to link in from a list of nearly 60.

– Likewise, as I’ve reached shops and places to trade, I’ve logged the items to be bought and sold so that everything needed can be accessed somewhere.  Prices are high in parts of Cornwall, cut off behind the Imperial blockade – but there’s money to be made if you know where to offload your loot!

– I’ve checked the codewords to passage 700, but there are more to do.

– I’ve checked the inter-book links and written a missing link that takes you on a railway journey to London.

The plan is to continue working at this pace until the book is formatted.  It’s taking longer than I had hoped because the book is … longer than expected.

But being so careful as I go does have the benefit of giving me the chance to comb my way through the passages.  I’ve made plenty of corrections as I’ve gone along – typos, bad links, duplications and so on – but also edited and improved the clarity of the writing in some places and, I think, improved the game in a few minor ways.

It’s been pleasant to re-read sections that I wrote a long time ago and enjoy the story from the inside as well.  There is a broad distribution of sections across the map too – passage 300-399 in one area and 400-499 in another – so it’s a bit like travelling across the region as well.  Coupled with memories from our trip to Cornwall and Devon in September, I’ve really been in the saddle in my mind.

What next?

– I’ll be continuing to format the document!  This is probably another 10 days work – so it may be March before I’m ready to send or share it with proofreaders.

Next update due: 13.2.26

Update 17: Formatting and Fitting Cornwall In

A happy new year to each of you faithful backers!  Thanks for your support and patience through 2025 🙂  Here’s a New Year and an approaching end to this project.  What have I done and what is still to do?

Since last update, I:

– recovered from the flu.  Thanks for all the messages of sympathy and support, the prayer and wishes for our recovery.

– completed the massive item survey which lists every instance of each item used in Princes of the West.  There are 321 unique items so far in the series and keeping them in order is an ever-growing challenge!  Some are one-use quest items, gained in a single location and tied to a specific event, while others are useful for both quests and trade, can be collected in different places and have importance differences in prices or availability tied to the story of your adventure.  I have tried not to bloat the book with more stuff for the sake of it, but a certain amount of crucially Cornish and Devonian content has crept in…

– completed two black-and-white internal maps for the book.  These are adapted from the large map that flew as a background in the adverts and videos for my Kickstarter, but it has taken some time to get them right.  It goes like this.

Every gamebook needs a map, but an open-world gamebook needs one even more.  While I, the author, know exactly where I am at any given time, feedback from readers tells me that navigating the world of Steam Highwayman is both challenging and rewarding – but certainly a big job.  Very well.  That means that a map has to be clear and unambiguous.

A black-and-white version of the large map (which is not completely finished) would be hard to read – least of all, due to the need to shrink it.  In fact, the shape of Devon and Cornwall is also an issue – I struggled for a long while before landing on the current solution – which is an idiosyncratic re-arrangement of the Cornish peninsula, proudly skewiff.  I hope it doesn’t end up being too confusing to navigate with.

I took the outline from the big map, chopped it up, relabelled the towns and other crucial locations and then sent it back over to the ipad for bordering…  Then I did the same for Devon, which didn’t need spinning by 45 degrees and added in a few scrawled notes for flavour.

I think they are what I need.  Legibility is key – a map that fits on a 10” x 8” page simply can’t hold as much as a big A2 spread – and that means that there is certainly a benefit to ordering the big maps beside their beauty.  Some more playtesting will, I hope, reveal whether there are other changes that need to be made or more information that should best be added.

– completed a skill survey to see which attributes are tested most frequently and to try to balance their difficulty.  This is not my speciality but I have had some good advice in the past which is getting baked into this stage.

– fitted and formatted the first 50 passages into the document that will produce our print copies of Princes of the West.  This means fiddling with all the margins, the arrangements for tables in shops, dice rolls and other options, ordering the early pages for the introductions and maps and getting it ready to import the other 2200 or so passages.

That brings me to a couple of things I need to tell you!  Firstly – the book is going to be bigger than expected.  Probably nearer 400 pages than 300…  The increase in print cost is covered by your pledges and the contingency built into the funding, but it might make some of the postage costs increase.  I’m looking into this.

Secondly, I’m several months behind where I had hoped to be.  I could rush and try to get the books to you by the end of February or March, but it is very likely that they will contain errors that we will all regret.  No-one wants a big page of errata to look at on a website when they’re trying to play a paper gamebook.

My current thinking is – press ahead with the formatting of the pdf and squash as many bugs as possible; use placeholder images where necessary – although Ben has completed the illustrations, some of them need re-formatting before I can use them; get a pdf copy to any of you who would like to playtest it as soon as I can.  This is different to how I’ve done things before and it would not be a real release of an e-book – but it has a couple of upsides.  Firstly, anyone who wants to get started on the adventure can do so, importing a current character or continuing a current game.  Secondly, that means more eyes spotting problems – whether typos, broken links or other issues.  How does that sound?

I really want to do the book justice after more than 2 years of writing, so rushing it out now is not a great option.  I also need more time to complete the other pieces of the project, such as the logbook and the two standalone stories I promised you!  I thought I’d be able to write those while the book was in playtesting, but all my writing time has been taken up with finishing Princes of the West and tying up the many loose ends I had left.

So what’s next? I can answer that directly.  In the next fortnight I mean to:

– Continue importing the draft into the publisher document and making corrections where necessary.

– Triple-check (I’ve done it twice already!) the codeword list

– Check all connections to other Steam Highwayman books – written and unwritten

– Fix the rumour engine (I’ve had to write a lot more rumours since I first did this – so some need to be unplugged and some need to be plugged in)

– Write a little roadkill passage for section 51 (which turned out to be almost duplicate 😉 )

Next update due: 30/1/26

Update 16: Struck by Influenza – the Indomitable Highwayman Steams On!

A painful fortnight. Last Monday (8th December), I spent several hours planning the sequence that has given me the greatest amount of trouble in the whole book: Lundy. It is based around some real history and a couple of nice gameplay ideas that have been with me for over two years, yet I’d not completed them on account of the complexity of the idea, my dissatisfaction with my various attempts and something doggedly frustrating about the whole section. But I collated all my previous drafts, cut some pieces out of the main draft, replanned some flowcharts and prepared to write.

Then on Tuesday, I wrote solidly for around six hours, putting down more than three thousand words. And as I steamed into the final passage – which is actually a fortuitous reuniting with the Ferguson after a long velosteamless sequence – I felt a heaviness come upon me. It was the flu.

Rather than being able to celebrate that the final piece of a very troublesome draft had at last been completed, I rang up everyone I was committed to for the next few days, cancelled everything and battened down the hatches. It got me – it got my wife – it got three of my four small children. Think of sleepless, feverish toddlers who can’t say what they need or want – frustrated parents who can hardly keep their own tempers – a writer kept from his draft – a mother soldiering on for the sake of her loved ones.

It was tragic. And no choice was involved whatsoever.

In the last two days I’ve been recovering. Today I managed to renumber all the passages from that blitz last Tuesday and import them into the main draft – which now stands at a colossal 2271 passages. Then after doing that, I’ve begun the final item check – testing that each of the items is where it should be. This is prior to setting the shops right – more than 50 of them – where you should be able to offload your loot and buy supplies for mending your vel and keeping your fires stoked. As well as crucial stuff like cough medicine.

I’m considerably behind where I wanted to be: I hoped to be able to release a late-playtesting version to you before Christmas – there has already been some playtesting since April this year – and I had hoped to be well into the formatting of the main book, as well as further along in the production of the extras. Nonetheless, I’m happy with what I’ve managed to do – particularly considering the flu.

Will this effect my completion date? Realistically, I think that February would be miraculous – but I don’t think it will be long after. I will need to look back at my main project timeline with fresh eyes and book in the time for everything before I can be more specific. Ben is in the process of drawing the final spot illustrations – his main pages are finished – and the main map is close to completion too – it just needs a little more labelling.

I won’t be doing anything else on the project now until the New Year – I’m taking a break from the saddle – so next update is due 16.1.26. Thanks for all your support and patience – Princes of the West is going to be a gamebook for the record books.

Update 13 – You must never break the chain

That’s the chain of updates, of course.  But also, in a moment of genuine inspiration, I created a unique marker that unlocks several parts of the Smuggling Module (Q1h/Q165) – the chain tattoo that you gain, involuntarily, after completing your smuggling training with the Terror, Terence Kneebone, aboard his steam crester, the Swell Dolly.

Who is the Steam Highwayman?  A free adventurer, bound to no-one, riding wherever you will…  Until you accept something like Penrose’s ring or the chain tattoo and you become associated with a dreaming visionary revolutionary or a ruthless smuggler.

This last two weeks I’ve been working almost entirely on the smuggling module.  I thought I could write a short series of passages, but to balance out the scale of the trade network I’ve already built for firkins of brandy and the like, I have needed some size, length and openness.  In a way, I’ve rebuilt something like the open-sea module, but without as much freedom.  Yet I’ve still needed some passage extensions to the book to fit in what’s needed.

How does it work?  Well, that all depends where you are.  In Devon, you’ll simply need to find some smugglers on the North or South coast, win their trust, hire them to sail with you, head out to a rendezvous on a foreign shore or at sea, buy contraband and then bring it to a depot point, put it ashore, return to your port, head to your depot, get your contraband aboard your velosteam – provided you have your barrel panniers fitted – be lucky enough to escape the attention of the Constables, bring your cargo to a buyer, like a friendly landlord, avoid narks, get a good price and repeat.  Information regarding most of this – rendezvous points, willing smugglers, innkeepers happy to buy and places where you can hide your goods – is readily available as a series of rumours you’ll hear in pubs, freight yards or on the road.

And in Cornwall?  It’s complicated by the Imperial Blockade, which is meant to stop small craft bringing goods into Cornwall, so you’ll need to be lucky in avoiding their ships, or have money for bribes, or a fearless crew ready to fight, or perhaps a craft that can submerge…  And then, once ashore, your sale of spirits is carefully observed by the gangs answering to Bad Percy and the Terror – so you’ll need to pay a share whenever you do sell some barrels, cutting into your profits.

And of course, you’ll need to wear the chain tattoo to gain the trust of anyone in the network.

If it sounds complex, it is.  There are around thirty codewords that track your access to rendezvous and depot locations, the availability of the six different vessels you can sail with and the attitudes of the gangs towards you.  There are around thirty rumours that carry information about it all – and although the module is mostly standalone, it ties in, of course, with several of the key dynamics of the Rebellion.  After all, liquor is not the only contraband you can smuggle into Free Cornwall.

Why bother?  Wasn’t the book almost finished already?  Well, Cornwall without smuggling would be like a pasty without pastry – it would always have been a massive regret.  And to do it well, as I mentioned above, when there is now a network of around forty places wanting to buy your firkins of gin or lace scarves, I needed something semi-open.  I’ve done my best to limit the size and repetitiveness of the strands, but I’ve also accepted that the book will be massively improved by something that is at my standard of ‘good-enough’ – I don’t need to invent new mechanics to solve this.  Hence the proliferation of codewords, when instead some sort of map-based solution has occasionally suggested itself to me.

This is going to greatly alter the balance of the book.  The amount of money that can be made is large – as long as you have capital.  It increases the danger that Terence Kneebone poses and embroils you deeper in his nefarious network.  Who is the Steam Highwayman? In Cornwall, a smuggler of unlicensed brandy, steaming along clifftops with the Constables in pursuit, just as the place demands.

So since last update I have:

  • Fixed a roadside encounter with poor workmanship
  • Written a new pub in Helston
  • Completed Q11 – the orchestral airship quest.  This is a fun one reminiscent of the airship quests in Highways & Holloways.
  • Planned more than 200 passages of the smuggling module
  • Written around 70 passages of the module

And what next?  In the next fortnight I aim to:

  • Finish the smuggling module!

Next update due: 21.11.25

Kickstarter Update 8: Snatching a few moments on Friday night

Title explained: the four children go to bed around 7…  My wife puts the baby to bed a bit earlier and stays with him until he’s settled…  I put the older three (6, 4, 2) to bed from about 7, but it can easily take 90 minutes before they each have teeth brushed, pajamas on, stories read, milk in non-spillable cups (not the eldest – she’s happy to just sleep)- the two year-old needs a nappy – and then we talk through the ‘Story of the Day’ and pray before they are ready to be left.  Then, if I’m not too shattered – today I was filling gaps in a 60m2 concrete floor and preparing it for a latex compound pour – I can turn the computer on, check a couple of life admin things, and write you all an update.

It’s not been the productive fortnight I had hoped for, but I’ve long since learned to accept that there are ebbs and flows in my projects.  It just means that I’ll have to adapt my schedule and be hyper-efficient when I next get down to it. Still, my commitment to update you all on progress means I’m not about to hide away – or be ashamed of a slower couple of weeks.  That’s how radio silence happens, and the slippery slope of a month without an update becomes an absent creator who stops seeing their project as a priority or their backers as deserving communication!  I’ve seen it plenty of times, and you probably have too.  Nor have I been entirely away from Steam Highwayman.  So what’s been done?

– The main focus has been continuing the Quest survey in Princes of the West.  I’ve used the opportunity to edit and improve some of the quests as I’ve gone – removing a few unnecessary codewords and other variables, improving the flow of one passage into another and checking that global changes make sense.  There’s still a lot to do on this – particularly the main quest, but you’ll get a sense of the scale of the project if I tell you that there are currently more than 130 quests in the log.

– The codeword check is also still underway.

– The funds came through – at last!  I’ve not spent any yet, though…  

– I’ve followed up with a few more late backers, bringing total supporters to 322.

– There were also quite a lot of non-SH activities – a long August Bank Holiday weekend at David’s Tent (a Christian worship festival in Gloucestershire) with family and quite a lot of time renovating the floor in the space where my wife and I are setting up a home-schooling hub…  All worth doing, but it’s been writing time that has suffered.

I need to be realistic (maybe even conservative!) about the plan for the next two weeks, judging by how much floor I have to get covered, but I do have some days set aside for this work in the next week.  So maybe I’ll:

– Complete the quest log – this is now the priority

– Improve some of the quests

– Look at fixing/finishing the main quest

– Look at those fight mechanics!

– Plan a trip to Cornwall…

Thanks for following along!  Next update due: 12.9.25

Princes of the West LIVE ON KICKSTARTER!

At last, the Kickstarter for Steam Highwayman: Princes of the West has gone live! Over the next thirty days, I’ll be accepting pledges from backers who want to take part in seeing the book printed, illustrated and published – all those who want to make their own impression in the worn leather of the Ferguson velosteam, and each of those desperate heroes keen to see the flag of St Piran flying proud and free over Cornwall.

The fourth book in the series has been a joy to write and I’m really excited to share it: it’ll make a great starting-place for new players, with better game balancing, an engaging main quest and forgiving gameplay. But for experienced readers, it’ll also tie in with dozens of choices you’ve already made in previous books, allowing you to feel the consequences of your actions. Smuggle, steal, rob, defend, explore, put jam on a scone – you can do the lot! If you haven’t tried the sample yet – what are you waiting for?

Every backer in the first 48 hours can choose to receive the Adventurer’s Logbook as part of their pledge absolutely free – getting their gauntletted hands on an achievement-and- hints booklet that will allow them to track their progress through all four volumes, pointing out those corners and encounters that even the most experienced reader has yet to discover.

Not only that, but with enough support, we’ll reach stretch goals that will allow me to share a series of one-off, standalone Steam Highwayman adventures in a print-and-play or digital format, ready for you to enjoy as part of an existing playthrough or to whet your appetite while waiting for your books.

I’ll also be live on youtube from just before the launch, ready to greet any backers who join in, and sharing a read-through of part of the new book.

It’s going to be a great ride – as long as you’re involved. After all – YOU are the Steam Highwayman!