For those who have been keeping an eye on our Facebook and Twitter, you’ll have noticed that Copper Frog Games is proud to be selling Pigment both online and in various stores around the country. We aim to be in wider distribution by the end of 2018, and will ideally even be doing a second printing of Pigment late this year.
Looking back, it was a wild ride. From a 150+ percent Kickstarter campaign in October-November, to debuting at PAX East 2018 in the Indie Megabooth, to shipping out hundreds of games to backers all over the world, Pigment was a resounding success in our books. We’ve received great feedback on the Kickstarter page comments, and are planning on incorporating feedback into future print runs of the game (especially for the stretch goal-unlocked solo mode). People are playing and sharing this game with their friends, families, and gaming groups, and that alone makes it worth the work.
Some things could definitely have gone better, but we are taking what we learned in this campaign forward into our future game projects. For instance, I totally forgot Chinese New Year shuts down the factories in China for a good two weeks in February, though we still shipped on time; the looming trade issues between the US and China led to last-minute shipping rate increases that in turn led to a delay on acquiring art for our next project; PAX East cost us far more than anticipated due to a lack of a sponsored booth, though it was still a treat to meet lots of new fans of Pigment and be able to sell at the show. Despite these setbacks, Pigment shipped both on-time and approximately on-budget. For a first-time project creator, that’s hugely important, and we have our fans to thank.
The Mysterious Art Director
In addition, I wanted to put out a special thank-you to an uncredited asset to Pigment. As members of the Massachusetts game design community, I first met Breeze Grigas when we were both still college students, and he was looking for feedback on his combining robot strategy game, A.E.G.I.S. While he has moved on from Massachusetts to greener pastures on the west coast, he has been an integral part of getting Pigment released. In fact, he was the first person I called when I realized that the mechanics and components felt like a game about a color bazaar; it was in that phone call that the name “Pigment” was first uttered.
Most importantly, when I was injured in a bad car accident last summer, putting my other game projects’ timelines in jeopardy, Breeze is the one who suggested I launch the Pigment campaign first once I healed up, as it was small, light, and accessible to a wide audience. He offered art direction services to Emily Hancock, our fantastic illustrator, and his name also graces the rulebook as a Patron of the Arts. We shared a booth at PAX Unplugged 2017, where Breeze and the rest of Zephyr Workshop showed AEGIS, and Copper Frog Games demoed Pigment mid-Kickstarter, and it was a fantastic experience for both of us. He even had a promotional “Painted Ainer” commander card drawn by Emily at that show, as a joint advertisement for both AEGIS and Pigment. In short, without Breeze Grigas, Pigment would still be hand-cut cards in old sleeves in my design box. I know he’ll try to underplay his importance, but he is a truly great designer and collaborator, and I hope to release a full project alongside Zephyr Workshop in the future.
Until then, keep an eye out on CopperFrogGames.com for information on our newest title, coming to Kickstarter Summer 2018.
Pigment is coming to a close, but it’s not the end. For now, long live Chiseled!
Sincerely and with thanks,
Copper Frog Games LLC