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Article Latest post PublicMay brings flowers, or tanks or maybe something else Development is in a weird place right now — good weird. There's more happening than I'd usually sit on. Units, systems, some things that are
May 1 0 likes 0 commentsComplexity belongs in the system - not in the player. PoI aims to offer depth to the player. But it is not created by obscurity or rule interactions, it is created by decisions and their consequ Article March 23 Public 0 0Bulwark WIP BASILIUS CONCORDAT – VEHICLE SYSTEM BRIEF MBT MK VII “Bulwark” Heavy Breakthrough Platform / ETC Variant “Ironsmith” Article March 17 $3 tier & up 0 0From Storm to Harrier The Storm front / right was planned to be the prime MBT of my Oathbound faction. While even the other one the Bulwark underwent a complete r Article March 17 Public 0 0Some designs refuse shortcuts It’s been quiet here for a bit, and I owe you a short explanation. The Harrier (working name: Storm) has turned into a much harder design pr Article March 5 Public 0 04 years already I have always been fascinated by armored vehicles, since I was a child of 5 or 6 years. That fascination is neither neutral nor innocent. A Article February 21 Public 0 0Why should PoI exist? What is my hill to die on? I could give you an endless list of what PoI is not. Instead, I will tell you what it is meant to be. Shorter. Sh Article January 30 Public 0 0Design Note #2 Locked
Design Note #2
January 21
Point of Impact is named hard sci-fi not because it bans advanced technology, like FTL Travel or Warships. FTL travel, interstellar states, and space fleets do exist, but primarily in the background. They are not supposed to be shortcuts or I-Win-Buttons those assets sind slow (time-consuming) costly (time and influence) and are supposed to be a kind of politically heavy infrastructure. Space combat is theoretically possible. But it's primarily for opening access and are limited by physics. But it is ground warfare that forces the outcome. Ships can arrive, threaten, and withdraw. They cannot control populations, enforce order, or end wars. Point of Impact fo Article January 21 $3 tier & up 0 0What “Hard Sci-Fi” Means in Point of Impact Point of Impact is named hard sci-fi not because it bans advanced technology, like FTL Travel or Warships. FTL travel, interstellar states, Article January 21 Public 0 0Complexity belongs in the structure — not in the action One of the core principles of Point of Impact is: The game is allowed to be complex as long as playing it is not. In other words complexity has to be done in the game design, not in the player’s head. Every rule is tested againt this paradigm. Article January 18 $3 tier & up 0 0Design Paradigm#1 One of the core principles of Point of Impact is: The game is allowed to be complex as long as playing it is not. In other words complexity has to be done in the game design, not in the player’s head. Every rule is tested againt this paradigm. Article January 18 Public 0 0Field-Notes #1 “Units rarely fight until they are destroyed. More often, they become ineffective long before that point. A competent commander watches for Article January 18 $3 tier & up 0 0