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Refining the Crash Site Experience

  • M
  • Oct 7, 2025
  • 5 min read


It’s been several months since my last update, and what a year it’s been so far. Between long nights of testing, months of reflection, and an ever-growing shelf of inspirations, Crash Site has evolved into something far more refined and exciting than I ever could’ve imagined when I first started building it.


Finding the “Fun Factor”

Over the last year, I’ve hosted dozens of playtests—both online and in-person—to stress test mechanics, balance difficulty, and most importantly, to find the fun. Playtesting is where Crash Site really came alive. Every group brought a different dynamic to the table, revealing moments that were either perfectly tense or missing that spark. Piece by piece, session by session, those sparks started catching—and the gameplay loop began to shine.


Stepping Back to Move Forward

Earlier this year, I took a couple months off from development. At the time, I worried it might slow progress, but it ended up being one of the best decisions I’ve made for the project. Coming back with fresh eyes helped me spot dozens of tweaks, inconsistencies, and missed opportunities that I never would’ve caught otherwise. More importantly, it reignited my drive to see this project through. I’m hungrier than ever to bring Crash Site to crowdfunding by Fall 2026—and this time, it feels closer than ever to being the game I’ve always envisioned.


Learning from the Greats

This past year, I dove deep into the dungeon crawler genre. Not just as a designer, but as a fan. My growing collection includes Oathsworn, Gloomhaven: Jaws of the Lion, Frosthaven, Gloomhaven: Buttons & Bugs, The Dark Tombs Trilogy, Tidal Blades 2, Into the Dark Dungeon: Silver Mine, Spire’s End Rangitaki, and most recently, Rove by Addax Games.


I’ve finished full campaigns and content offerings for Oathsworn, Jaws of the Lion, Spire’s End Rangitaki, and The Dark Tombs Trilogy, and I’m close to wrapping up Buttons & Bugs, Tidal Blades 2, and Into the Dark Dungeon. Each one offers something special: an idea, a rhythm, or a design choice that taught me more about what makes a dungeon crawler truly click.


One major takeaway? Card play is king. Not necessarily deckbuilding, but the tactile joy of interacting with a small, evolving hand of cards that change state—flip sides, enter cooldown slots, and/or unlock new abilities. That sense of momentum and interactivity is something I’ve now woven deeply into Crash Site’s DNA.


Building Better Worlds

Simply moving figures and rolling dice for damage isn’t enough anymore. Modern players crave dynamic systems—ones that make every turn meaningful and every choice matter. To that end, I’ve tweaked the player dashboard to be far more interactive. Operatives are now constantly managing, cycling, and manipulating their Skill Cards, Items, and Upgrades mid-combat.


A new addition is the Upgrade System: each core character now has two unique Upgrade paths they can unlock mid-battle by completing specific goals. Once unlocked, players can choose to activate it immediately or hold off for the right moment. Combine that with the newly reworked Skill Card System, where players can swap Skills during combat for 1 Action Point (unless on cooldown), and the result is a far more tactical, engaging experience.


Add in a thoroughly tested Item library, and the early missions of Crash Site now feel exciting right from the start. Each player will begin with 6 Skill Cards, 1 Upgrade Card, and a couple starting Items, with plenty of opportunities to evolve their toolkit as the campaign unfolds.


Inspiration and Accessibility

Another major inspiration this year came from Awaken Realms’ Lands of Evershade campaign, which brilliantly used “Secret Sheets” to create interactive environments for both combat and exploration. I loved that sense of discovery so much that I began designing Crash Site’s world around it; ditching the spiral-bound production headaches entirely. Each map stage, or Secret Sheet, is its own fully illustrated 8.5x11” page filled with interactions and story hooks that bring the environment to life in both exploration and combat.


My goal is to make these sheets available in print-and-play format, so players around the world can enjoy Crash Site even without a massive box or expensive components. The final retail version will, of course, include upgraded materials and premium miniatures, but the gameplay experience, which is the heart of Crash Site, will always be the same, no matter the format. Accessibility is key, and I want this project to reach as many players as possible.


From Prototype to Polished Experience

Looking back at early versions of Crash Site, it’s almost hard to believe how far it’s come. What started as a rough, abstract roguelike with placeholder components and janky systems has evolved into a fully realized, story-driven campaign with distinct Operatives, asymmetric abilities, and thematic locations that all tell their own stories through the Mission Book.


The game now feels alive and more complete in ways it never did before: characters have personality and tactical depth, environments feel dangerous and reactive, and the world’s grim tone feels woven into every encounter. It no longer feels like a simple prototype; it’s a robust experience packaged into a compact footprint.


Standing Out in a Crowded Market

It’s no secret that the board game crowdfunding scene (especially for dungeon crawlers) is crowded and noisy. Every week, new projects emerge, many of them ambitious, polished, and well-funded. Finding a niche within that noise can feel nigh impossible.


But that’s where Crash Site truly shines. It’s not just another fantasy dungeon crawler. It’s a sci-fi survival story that blends advanced military precision with primal chaos. The premise alone sets it apart: futuristic superhuman operatives crash-land on a savage, overgrown Earth that’s been abandoned for millennia, where they are forced to survive against evolved wildlife and mutated remnants of humanity.


Mechanically, Crash Site distinguishes itself through line-of-sight rules tailored for ranged combat, a flexible hex-based movement system (rare for sci-fi games), and a streamlined setup and teardown process that makes it easy to get to the action fast. Even in prototype form, I’m designing everything with accessibility and efficiency in mind: tight footprints, quick resets, and intuitive systems that invite repeat play without the bloat.


And perhaps most importantly, Crash Site is built for collaboration. The story isn’t one player reading chunks of text and the rest listening (and most likely zoning out.) Instead, it’s a shared, interactive experience. Players make consensus-driven decisions that affect not only the story, but also the overworld map and future scenarios. Every mission becomes a true team effort, filled with tension, table talk, and meaningful choices.


What’s Next

This fall will be packed with playtesting sessions for those in the New Jersey area, and Tabletop Simulator testing will resume in just a couple of weeks once the new components and updated rules are uploaded. I will be making an announcement on social media for the latter.


If you’ve playtested Crash Site before, I sincerely thank you. Your feedback has been instrumental in shaping this project into something special. If you haven’t yet, stay tuned. There’s never been a better time to jump in and experience what’s coming.


Thanks for reading, Operatives. See you at the rendezvous... and stay frosty.


-Matt


 
 
 

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