Dark Noir is steadily shaping up to be one of the coolest projects we’ve ever had the pleasure of working on, and the excitement around it is palpable. A significant part of that buzz comes from our phenomenal monster artist, Jeremey Hart Illos. His work has been absolutely stunning, capturing the essence of the dark urban fantasy world we’re creating. The art isn’t just beautiful—it’s haunting and gritty, setting the perfect tone for the game. Pair that with the sleek, moody layout we’ve developed, and Dark Noir is coming together as something truly special, both visually and thematically.
A New Milestone: Professional Editing
We’re thrilled to announce that Dark Noir has been sent out for feedback and editing by the talented Neil Kingham. If you’re not familiar with Neil’s work, you’ve likely seen his fingerprints on projects like Heart: The City Beneath (Rowan, Rook, and Decard), Fabula Ultima High Fantasy Atlas (Need Games), Koriko (Mousehole Press), Astro Inferno (Haxan Studios), and Halo: Flashpoint (Mantic Games). This is a huge step for us, as it’s our first time bringing in a professional editor rather than relying solely on feedback from our home table.
Neil’s experience and sharp eye are exactly what we need to elevate Dark Noir. We’re confident that his input will polish our work, making sure every detail aligns with the immersive experience we’re aiming for.
An Exciting Collaboration on the Horizon
Mark your calendars: Monday, August 19th, we’ll be touching base with a very special figure to discuss what could be an incredible collaboration for Dark Noir. While we’re keeping the specifics under wraps for now, I can drop a few hints—this individual has worked on some of the most iconic publications out there: Batman, Detective Comics, Legends of the Dark Knight, George Romero’s Toe Tags, Green Arrow, Catwoman, Spider-man, Savage Dragon, G.I Joe, Magic The Gathering, Dungeons & Dragons, Warhammer, Fangoria, and Rolling Stone Magazine.
We’re beyond excited about this potential partnership and can’t wait to unveil more details as we get closer to our crowdfunding campaign. This could be a game-changer for Dark Noir.
Playthroughs and Seminars
Once we have all our material back for the Dark Noir Pre-Release Sample, we’re gearing up for some exciting events. First on the agenda is hosting a first-look playthrough at our local U-Conn gaming convention in November. We’re eager to get the game in front of players and see how they interact with the world of Ironport City.
In addition, we’ll be working on setting up deep-dive how-to seminars through StartPlaying.Games. These sessions will focus on explaining Dark Noir’s unique gameplay mechanics, guiding players through the character creation process, and helping spread the word as we approach our crowdfunding campaign. It’s all about building a community around the game and making sure everyone’s ready to dive into the dark, rain-soaked streets of Ironport.
Unicorns and Pipe Dreams
While we’ve set our pipe dreams big—and intentionally so—we’ve also heard back from a few “unicorns” in terms of people we hoped would be involved with Dark Noir. Unfortunately, some were unavailable due to other commitments, but that hasn’t slowed down our momentum one bit. We’re still charging ahead, focused on making Dark Noir the best it can be. The journey has had its ups and downs, but the team’s dedication and the support from all of you keep us pushing forward.
Thanks for all the support—this is just the beginning, and we can’t wait to share more with you soon. Stay tuned for more updates as we continue to build something truly special.