November 19, 2025

Dev Log #1 - Community Update & What Comes Next

Table of Contents:

  1. Introduction

  2. Community Survey Results

  3. Setting Introduction

  4. Season 1 Overview

  5. Game System

  6. Closing Words

1. Introduction

Hey everyone!
Our community survey wrapped up a while ago and we shared the results on the birthday live stream back in August, but I'm sure most of you haven't seen it. Here for reference: https://www.youtube.com/watch?v=0jj5TK-CuzI

I wanted to take a moment to share the results in written form, outline where we’re heading, and show you what we’ve been working on behind the scenes.

2. Community Survey Results

First off: thank you to everyone who filled out the survey. Your answers were incredibly helpful, and they confirmed a lot of what we hoped, and revealed some exciting new insights.

“Build your own world, but keep it classic.”

The overwhelming response was:

  • You want us to develop our own worldbuilding

  • As long as it remains rooted in classic fantasy, sword & sorcery, and familiar archetypes.

Good news: that’s exactly the direction we’re taking. The setting is designed to stay accessible, readable on the tabletop, and compatible with all your fantasy collections.

The core principles that guide the worldbuilding for us are:

Familiar enough to feel at home. Fresh enough to spark adventure.

Most of you collect BOTH wargaming and RPG bundles

The overlap is strong, and it makes me super happy that you're enjoying our work on both fronts.

Because of that, we’re doubling down on a cohesive, cross-tier bundling: units, monsters, heroes, and civilians that all belong to the same regions, cultures, and factions.

Most anticipated & most printed categories

In all groups, the top three were identical:

  • Heroes & characters

  • Core units

  • Monsters

These three categories will continue to be our priority and the backbone of each release.

Terrain enthusiasts, don't worry - those aren't going anywhere. Here are some work-in-progress previews for the first Season:

Humor is appreciated

The majority confirmed they do enjoy varied intensity of humor and charm, as long as it doesn’t overshadow the fantasy feel.
Perfect: we’ll keep the tone as is - somewhat lighter and fun. There are lots of grimdark creators out there and we don't want to fall into the same trope.

Strong support for “Seasons”

This was one of the clearest results in the whole survey.
Short, three-month thematic seasons were very strongly appreciated, with many comments saying it helps planning, printing, and immersion.

Seasons will be the core release structure.

3. Setting Introduction

The world we are developing is firmly classic sword & sorcery: steel, spells, monsters, lost ruins, ancient empires, frontier towns, and faction conflicts.

The big cosmological idea/threat is the Veil, a boundary that separates worlds and periodically shifts in a mysterious cycle. This has caused migrations, lost cultures, and strange phenomena. But the day-to-day life, adventures, and battles remain grounded in classic fantasy tropes.

Humans are newcomers, arriving by sea after their old homeland fell to the Veil’s fading. Many settled along the coast in a culture reminiscent of medieval Venice, relying on trade, ships, oaths, and politics.

Other factions will be introduced through upcoming seasons, but here is a short summary of their core design ideas:

  • Orc Tribes: survivors of past Veil corruption, brutal but sentient, scarred yet adaptable. Celtic attire inspiration.

  • Elder Fey Courts: eerie elves/fae, tied to natural cycles, Wild Hunt aesthetic inspired by The Witcher's Aen Siedhe.

  • Dwarves: oathbound wardens of the deep paths, stone/rune culture, memory-keepers. Can't go wrong with the classics, but we might lean less on the art-deco aesthetics for a bit more design freedom.

  • Revenant Lords: vampires, liches, ghosts, undead aristocracies. Can't help it - we just love vampiric motifs here in Europe.

  • The Skyward Order: neutral peacekeepers. The go-to faction for Player Characters, inspired by Dragon Age: Origins Grey Wardens.

  • Veil Horrors: mind flayers, oozes, aboleths, strange horrors appear not as just another faction but as the truest sign of the Veil’s unraveling. Gives us a lot of room to go nuts design-wise.

  • Dragon Legacy: draconic empire that existed in a past Cycle: dragons were once a ruling civilization, worshipped as gods, who bent nations to their dominion. You know what this means? BIG DRAGON MODELS.

Backward Compatibility

All previous miniatures from Chapters and Tales remain fully compatible with the new setting.
The new world is designed to work with, not against the past releases - heroes, adventurers, monsters, townsfolk, undead, beasts, and more can slot naturally into the Veil-fractured world without retcons or contradictions.

Your existing collection is still part of the world, and we will do our best to make it fit cohesively.

4. Season 1 Overview

Season 1 focuses entirely on the Human faction.

The humans are newcomers to this land, refugees from a dying world whose Veil had already failed. Their homeland fell to the horrors of a broken Cycle: undead tides, storms of magic, and the collapse of reason itself. The survivors fled across the sea on vast fleets, guided by prophecy, desperation, or both.

They have rebuilt along the coastlines, creating a chain of trade outposts, slowly transforming into cities. Proud, inventive, and divided, they are both envied and mistrusted by the native peoples.

Culture & Aesthetic

  • Inspired by medieval Venice and Genoa.

  • City-states governed by merchant princes and noble houses, united only by the Fleet Compact - a pact of mutual defense and trade.

  • Fashion: silks, ornate armor, jewel-toned robes, sea motifs (shells, fish, ships).

We’ll share WIP renders shortly, and the first drop is already shaping up beautifully.

What you can expect:

  • Knights

  • Halabeardiers

  • Rangers

  • War-Wagons

  • Crossbowmen

  • Townsfolk, like merchants

  • Thematic heroes, leaders and villains

  • Marine terrain pieces

  • Marine and bog creatures

5. Game System

A big announcement:
We’ve officially started work on a unified ruleset. You might remember our old goal of making a Skirmish System. This plan failed once our key designer decided to pursue another career and we didn't have the proper resources and mindset to make it happen.

Now we’re developing this in collaboration with Frekie from Fleshcraft Studio, who many of you already know from his excellent design work.

This system will allow you to use the same miniatures in:

  • RPG encounters

  • Skirmish missions

  • Full Wargame battles

This is early in development, so expect dev logs and player feedback opportunities soon.

Question for you:

Do you want us to also support OPR (One Page Rules) versions for each season’s Factions?
Let us know - we’re ready to do it if there’s demand.

6. Closing Words

Thank you all again for being such a thoughtful, supportive, and energetic community.
Your feedback directly shapes what we create, and we’re excited to take these next steps together.

We hope you’ll enjoy what’s coming - Season 1 is just the beginning. We have big plans for 2026!

More updates (and WIP reveals) coming very soon!

- Maksym and The EverOn Games Team

Comments (16)

J
Jason Poirier · November 24, 2025

Yes to OPR! Also subscribe with them and would love to be able to use the collections over there.

T
The Printing Goes Ever On · November 24, 2025

Roger that!

R
Ragathiel · November 23, 2025

All of this sounds amazing, and is definitely something worth subscribing for :)

T
The Printing Goes Ever On · November 23, 2025

I'm really excited to read such positive feedback 🧡

A
Antoni Walker · November 19, 2025

Although I mostly use the "official" factions for OPR, I wouldn't mind the extra utility of having an alternate list to use the models with. If you do make custom armies, please try to make them "balanced" by using the preexisting rules rather than "custom" rules.

T
The Printing Goes Ever On · November 19, 2025

Thanks for the feedback! We're working with an OPR pro, so I think there is a high chance for balanced armies :)

R
Russell Byerley · November 19, 2025

Please do OPR rules! Especially with their new rules that they just released, its a great time to adopt new people into the hobby

T
The Printing Goes Ever On · November 19, 2025

Gotcha!

J
Ja Ankalagon · November 19, 2025

Even greatest new battle systems have one weakness: popularity. One page rules get enough popularity in my area to be able to find players, i am affraid your new system will not. Ofcourse i wish you all the best and i am happy to try your new game system, but untill it gets popular, it would be great if you could support OPR

T
The Printing Goes Ever On · November 19, 2025

That's also my concern, so that's why the extra OPR stats as a suggestion! We do plan to make it quick enough to learn so you could teach a friend quickly though :)

K
Kris Hyre · November 19, 2025

I also patron OPR and creating your faction army lists for their games would be a very nice decision.

T
The Printing Goes Ever On · November 19, 2025

Thanks for the feedback!

J
Josh Clements · November 19, 2025

This sounds awesome. I like all the design direction mentioned for the different factions and the setting idea as a whole. It would be very cool to see a system that overlaps RPG and wargaming! I'd personally be more interested in trying the rules systems you develop over getting OPR stuff. Currently I use TPGEO for RPG stuff and 5 Leagues from the Borderlands and Frostgrave, among others.

T
The Printing Goes Ever On · November 19, 2025

Wow, that's awesome, thank you so much! I'm not a huge fan of OPR rules, but I know it's strong in the indie wargaming community, which is also present here :)

G
Giver · November 19, 2025

The WIPs are looking pretty great! All sounds like a solid plan. To answer the question about OPR, I'm not at all attached to it, but of course I understand if people are. In terms of wargame design, one of my favorite ever systems of rolling hits and saves was from AD&D's Battlesystem. It used d4, d6, d8, d10, d12 for great unit variability, but was easy to learn and efficient to roll on the table. I'd be delighted if someone would revive that instead of having another game based on d6 rolls.

T
The Printing Goes Ever On · November 19, 2025

Thanks a lot! The main argument for d6s is the availability. Wargaming folks aren't that into polyhedral dice :D