Running a pre-order campaign during SPIEL 2024: Results and costs

As an indie publisher, taking on SPIEL is more than just setting up a booth—it’s a full-scale mission. For us at Tablescope, this year’s experience was especially significant as we showcased our photo-assisted tactical shooter Light Speed: Arena while a pre-order campaign was running. It was basically our first time selling something. This short article […]
Design Diary – Computer Vision, Board Games, and Flawed Assumptions

In May this year, we made available a new free print&play of the game Light Speed, supported by our computer vision software. Light Speed is a real-time tabletop shooter in which players physically orient cards to aim at enemy spaceships. In the original version, the battle resolution was handled with rulers and counters, while now […]
Tablescope to Ground Control: a Retrospective Update After a Year Since our First Fair

In one of the latest articles, Jamey Stegmayer describes his experience with publicly sharing information about a creative process and how this can produce side effects. On the one hand, writing a blog about how your game takes shape can be an extraordinary medium for creating and engaging the community even before the game hits […]
Results and Costs of 4 Fair Events: Play, Maker Faire, Romics, Spiel

‘How did the trade shows go?’ This is a question we have been asked on several occasions after returning from our tour of four events in 45 days. In my previous article, I tried to answer the question by listing the 10 most important lessons we learned from these experiences. Today I focus on the […]
10 Lessons Learned from Exhibiting at 4 Fair Events in 45 Days

Over the past month and a half, we have taken our prototypes to four different trade shows. Play in Modena, Maker Faire in Trieste, Romics in Rome, and finally Spiel in Essen were the scenarios where we stress-tested our prototypes for the first time on a larger scale. In this post I have collected some […]