Adventurers fleeing a thaw
A Designer's Diary · How the Game Was Tested

THE PROVING

Dispatches from the Playtest Table
STILLPOINT
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Every rule in this game has been thrown at a wall to see what cracks. Some cracked. This is the story of how — the parties that froze, the wave that fell, the clockwork knight that nearly ended a campaign on one lucky die — and what we changed because of it. — from the back of the Tickwarden's case

The standing wave
Round One
The Crucible

Four parties walked into Under the Standing Wave — the starter adventure, a drowned district frozen beneath a tidal wave caught mid-crash. Four parties walked four very different roads. One of them did not walk back out.

The Cautious 6/10 The Greedy 6/10 The Rules-Lawyer 6.5/10 The Murderhobos 7/10

The party that won by feeling nothing

The cautious party played it perfectly — read the Tempo, rationed their Quick, talked an Echo-wraith to rest with a dead girl's name, bathed the dying Holt in the Wellspring, and carried his frozen daughter home. They finished the adventure with zero damage, zero Hush, and zero Quick spent. And that was the problem: the game's three signature systems — the death-clock, the time-currency, the world's growing menace — never fired. Played safe, the game had no teeth. We learned that caution was winning too easily, and the doom needed to lean in.

A Lurching
The Lurching: they don't kill you. They cool you.

The party that drowned

The greedy party stripped the drowned district bare — and found, to everyone's surprise, that greed cost them nothing. The thief's Plucking almost never failed; the doom clock barely moved. The only thing that ever punished them was the GM manually spending menace tokens. Then the Tickhounds came for their hoard, the Echo named Vesh stiffened to a halt as the cold took her, and the falling wave finally, finally fell. Total party kill. An honest, spectacular disaster — and a clear verdict: greed has to punish itself, by the rules.

The duel that hung on one die

The combat party dared the Regulator — the clockwork enforcer the book begs you not to fight. It Felled the Warden, Pinned the Marcher, and very nearly ended them. They won on a single natural 1: a double-strike Perfect Beat that happened to land for maximum harm. The testers' note was blunt: "6 of 10 kills in this session were critical hits." Combat wasn't tuned — it was a dice-storm. We'd defined what a Perfect Beat does, but never reined in how swingy it made every fight.

The Great Horologe
Round Two
The Long Road

With the core rules patched, four more parties took on the whole campaign — the five-delve arc of The Book of Delves, one party each at levels 1, 3, 5, 7, and 9. They carried the game from its first frozen ruin all the way to the last candle of the world.

The Campaign Scoreboard
DelveLevelScoreThe headline
I · The Salt Road1–24/10Too lethal, and the "save the boy" ending had nowhere to do it.
II · The Feast That Never Ends2–47/10The best mechanic in the book — and a murder mystery with no printed culprit.
III · The Pleating's Heart4–66/10A genuine moral fork… with no rules attached to any of the three choices.
IV · Below the Gasp6–87/10Thrilling dread — but the boss had no stats in the adventure and stealth was impossible.
V · The Last Candle8–105/10A gorgeous finale that, mechanically, wasn't finished.

The Feast, and the murder with no murderer

Delve II's Plucking-and-greed engine was, in the testers' words, "the best thing in the book" — a target-rich frozen banquet where every grab tightened the noose, and one party hit three different endings at once through sheer emergent chaos. But the central whodunit — a frozen singer endlessly mouthing the poisoner's name — had a fatal flaw: the name was never written down anywhere. A mystery with a clue and no answer. (It's Steward Merrow now. It says so, in ink.)

A Regulator
The Regulator: a fair, terrifying wall — once we printed its stats where you'd actually look.

The recurring ghost: missing stat blocks

Across four delves, the same complaint echoed: the people you were meant to face — the cultists, the rival crew, the two champions of the finale — had no numbers at all. The capstone confrontation of the entire campaign asked the GM to invent both final bosses on the spot. That one was inexcusable, and it's the fix we're proudest of: a whole new Appendix of Antagonists, every named foe and friend statted and ready.

The finale that ended in one round

The climax scored lowest, and honestly. A tester replayed the ending two ways — and one of them resolved on the first round, because the world-deciding choice was a single narrated check with nothing standing in its way. Winning the boss fight and making the choice were entirely unrelated events. A climax should make the choice be the hard, contested thing. So now it is: each ending is a clock you race to fill while the bosses try to stop you and the candle gutters overhead.

A Wellspring
The Reckoning
What We Changed

Roughly thirty fixes came out of the two rounds. Here are the ones that mattered most — the difference between a game that reads well and one that plays.

v1.1 — fixing the engine

The table found…So we…
Plucking ran roll-high in a roll-low gameFlipped it to roll-under, with greed that compounds on every grab.
Half the spells needed a "monster saving throw" that didn't existGave every creature a save number (8 + its Hit Dice).
Level-1 parties had ~5 total hit points and died to a stiff breezeGranted maximum Grit at 1st level.
Critical hits decided 60% of kills by sheer luckMade a Perfect Beat one extra die, not an instant max-damage spike.
One warm lantern switched off the entire "keep moving or freeze" tensionScoped the Everflame so the slow cold always still creeps in.
A clever player could take infinite actions with the EchoCapped it — once per round, no bottomless loop.

v1.2 — fixing the campaign

The table found…So we…
Named foes and both finale bosses had no statsWrote a full Antagonists & Allies appendix.
The big moral choices were pure narrationTurned them into contested clocks you race to fill under fire.
The Feast's mystery had no solutionPrinted the culprit, the framing, and the trail of clues.
Skill-walls punished the exact classes the campaign assumesAdded Vigor/Wits alternatives and a "the thief leads" group-stealth rule.
The chaos-zone said "roll a random Tempo" with no table to rollPrinted the Tumult table — including a violent "Shatter" result.
A caster's mind-stat did nothingMade high Wits/Will actively harder to resist.

The honest footnoteStill Unproven

Simulations and tireless agents can find broken math, missing numbers, and rules that fight themselves — and they found a great many. But they cannot tell you whether a table of friends will laugh at the right moment, hold their breath as the wave begins to fall, or argue for an hour over whether to let the world wake. That test still belongs to you.

STILLPOINT has been thrown at the wall, hard, and patched where it cracked. The rest of the proving happens at your table, with your dice, in the cold and the quiet. Keep moving.

For the full, unromantic list of every change — every number, every section — see the errata in PLAYTEST_NOTES. This was the story. That is the receipt.

STILLPOINT · The Proving · Tested in the Cold