Kodecco Games
⚠ DEVELOPMENT LOG — ONGOING

A survival board game about outlasting the horde. This is the record of building it — the design decisions, the failed prototypes, and everything still being figured out.

Read the Journal Get Alerts
5–8Players
45mPlaytime
v4.0Prototype
60+Playtests
// 01

Mission Brief

The essentials — swap in your real rules summary once they're locked.

SURVIVORS

2–4 players choose who holds the line each round.

SUPPLY

Success requires stockpiling supply cards before the horde arrives.

FAILURE STATE

Running dry triggers the next disaster sequence — the tension engine of the game.

ESCALATION

Each round the horde grows — placeholder text for how difficulty ramps.

// 03

Roadmap

Where the project stands, and what's coming next.

PHASE 1

Concept & Core Loop

Defined the horde mechanic and core survival loop. Completed.

First draft of Carrier concept artFirst Draft
Idealisation phase concept artIdealisation
Support kits built from Midjourney assets found on itch.ioSupport Kits
Border design and early zombie draftsBorder & Zombies

Midjourney was still pretty new back then, and I was curious enough to test it out on these early concepts — some of these backgrounds and assets are AI-generated because I simply couldn't paint scenes like this myself yet. It is what it is; just part of the trail that led to where Carrier's art is now. Our early playtests also ran WAY too long — each game dragged on forever, and that's when we knew we had to go back to the drawing board.

PHASE 2

Paper Prototype

First playable version built and tested with friends. Completed.

Printing cards at homeHome Printing
Cards sleeved with TCG sleevesSleeved Cards
Cards printed at a local print shop with glossy and matte finishesPrint Shop Finish
Introducing character cards with public and secret rolesCharacters Intro
Secret role card fromSecret role card from

This is also around when we started moving away from Midjourney and began drawing things ourselves — squeezing in art sessions during whatever free time we had. We still cut corners where we could (outfits especially), but from here on, the art was ours.

PHASE 3 — ONGOING

Balancing & Playtesting [OVERHAUL]

Overhauling the game's mechanics — optimizing systems and cutting redundancies, not building a whole new game. Running structured playtests to tune difficulty and pacing along the way.

V3 Characters (Public Roles)Characters
V3 Secret RolesSecret Roles
V3 EncountersEncounters
V3 Special ConditionsSpecial Conditions

We're deep in balancing right now — tightening up Characters, Secret Roles, Encounters, and Special Conditions. Some of it is trimming redundancy, some of it is fixing confusing naming, and some of it is just making sure every card earns its place in the deck.

PHASE 4 — ONGOING

Art & Component Design

As our design skills grow, we're moving further from the original Midjourney/AI-assisted art — toward asset packs from itch.io, and eventually hiring dedicated pixel art artists.

Refined survivor art directionArt Direction
Visual overhaul of the horde enemiesHorde Overhaul
Old box render with early unrefined artOld Box Render
New box design with new art, angle 1New Box (v1)
New box design with new art, angle 2New Box (v2)

Art is getting more refined with every pass — the survivor and horde designs are both being pushed further through repetition, and the box art has been completely redone from the old placeholder render to a real, finished design.

PHASE 5

Publishing / Crowdfunding

TBD — placeholder for launch plans.

Publishing and crowdfunding details coming soonComing Soon

Update placeholder — swap in a real photo and launch details once they're confirmed.

// 04

Dev Journal

Entries documenting the build — origins, mechanics, art, and playtests.

Too Many Characters A V3 playtest made it obvious — we kept expanding the character roster, and it just turned redundant. Read entry →
Survivors vs. Carriers Secret roles are now grouped under two simple sides, Survivors and Carriers, each with a name banner and a fresh pose. Read entry →
The Origins of Carrier A behind-the-scenes story about how Carrier began — what inspired it, our design goals, and where it's headed. Read entry →
We're Coming Back, Soon. A mini retrospective on the break, and what's next for development. Read entry →
🃏
Designing the Horde mechanic Placeholder entry — write up how the horde escalation system came together. Read entry →

"Every playtest tore the game apart a little more — and a little closer to what it needed to be."

— Playtest Notes, Session #7

Stay in the Loop

New journal entries and playtest calls, sent when there's something worth reading.