About & Roadmap

How Thrackdown got here

Thrackdown started on my own gaming table and has grown through a lot of tinkering, rewriting and playtesting.

It’s still very much a work in progress. This is where I’ll keep track of where the game came from, what I’m trying to do with it, and where I’d like to take it next.

About Me

I’m Chris, the person behind Wargame Geeks and Thrackdown. I’ve been playing wargames of one sort or another for almost 30 years, and over that time I’ve also run plenty of RPGs, narrative campaigns, a few games of my own and helped run several gaming clubs.

The games I’ve always enjoyed most are the ones that leave you with a story afterwards. Fighters improve, get injured, pull off something ridiculous or become memorable for entirely the wrong reasons. I’ve run a lot of narrative campaigns over the years, and that mix of tabletop tactics, progression and unexpected moments has had a huge influence on what I want Thrackdown to be.

Chris, creator of Thrackdown and Wargame Geeks

How Thrackdown Started

Thrackdown actually began as something much smaller. I was trying to strip a campaign-style skirmish game down into something we could run as a quick drop-in, drop-out experience at conventions for Crossfire Gaming Club. The idea was to give people something fun they could sit down and play without much preparation, while also giving us an excuse to get them over to the table and talking to the club.

That experiment went better than I expected and picked up a few awards along the way. More importantly, it taught me a lot about what worked when you put a skirmish game in front of someone who hadn’t spent hours learning it beforehand.

Rather than keep cutting pieces out of an existing style of game, I decided to start again and build one around those lessons.

That was really the point where it started becoming Thrackdown.

The aim from the start was to keep the number of dice rolls down, make turns move quickly, and concentrate on the things people actually remember afterwards: the desperate shot that somehow worked, someone refusing to go down, a weapon failing at exactly the wrong moment, or a fighter completely misjudging a jump. Those are usually the stories we end up talking about after a game, and I wanted Thrackdown to create plenty of them.

It has now been in development for more than two years, with a lot of that time spent testing, rewriting and running games through Crossfire Gaming Club. By the time I released it into Open Alpha, it was already a complete playable game rather than an early rules sketch.

What it needs now is more people playing it without me at the table.

That’s the reason for the Open Alpha. I want to find the rules that only make sense because I wrote them, see what different groups do with the factions and campaign system, and work out what still needs changing before Thrackdown becomes the finished game I’ve had in my head for the last couple of years.

Why Thrackdown?

Thrackdown is a made-up name, but there's quite a lot packed into it.

Thrack is an old English word meaning to burden or load. It also appears in Scots as a form of thratch, meaning to struggle or writhe, sometimes in the throes of death.

Both meanings seem rather appropriate for a world built on industrial exploitation, where civilisation has collapsed and the people left behind are fighting over whatever they can salvage.

There's a bit of throwdown in there too. At the end of the day, it's a skirmish game, and sometimes the best way to settle an argument in the wasteland is with a length of rusty pipe.

If you're curious, I've written a bit more about the name and some of its other meanings.

Read: Why Is It Called Thrackdown?

A few things I’m sticking to

The rules will remain free

I want people to be able to try and play Thrackdown without having to buy a rulebook first, so the core rules and faction rules will stay free to download and use. I’d eventually like to produce a proper printed rulebook with commissioned artwork, expanded lore and a more polished presentation, but that would be an optional way to support the game rather than something you need in order to play.

Use the minis you already have

Official Thrackdown miniatures are planned, but they won’t be required. Like a lot of wargamers, I’ve built up a collection of models from different games over the years, and I wanted Thrackdown to give people another reason to get those miniatures back onto the table. If you’ve already got a model that looks right for a fighter, use it. The rules are deliberately designed to leave that choice up to you.

Keep development open

Most of the early testing has been done through Crossfire Gaming Club, but one of the reasons for releasing Thrackdown as an Open Alpha is to get it played by people who don’t have me standing beside the table explaining things. I’ll keep publishing changes through the changelog and dev blog, including the reasons behind larger updates where useful, so playtesters can see how the game is developing and where their feedback has made a difference.

About the Artwork

Thrackdown doesn’t have its final artwork yet, but that’s something I’m starting to build out as the game develops. I’m working with artists to help establish the look of Nova Eden and its factions, with some of the first pieces already in progress.

For now, you’ll see a few spaces around the site reserved for artwork that will be added over time. I’d rather leave those areas empty than fill them with temporary images that don’t represent what I want the finished game to look like.

If you’re an illustrator interested in working on Thrackdown, you can find more information on the Work with us page.

The Plan

Where I’d like to take it

Thrackdown will stay free to play, but there are a few things I’d eventually like to produce around it. The main ones are a proper printed rulebook, an official miniature range and terrain designed specifically for Nova Eden.

A printed rulebook

The rules will continue to be available online for free. A physical book would give me room for more artwork, background and faction lore, as well as putting everything together in one place for people who prefer having a book on the table.

Miniatures

I’d like every unit in the six factions to eventually have an official miniature. They’ll always be optional, but it would be great to properly realise the characters and factions I’ve been developing.

Terrain

Terrain is a big part of how Thrackdown plays, so I’d also like to build out scenery specifically for Nova Eden. I already design terrain through Wargame Geeks, so this is one part of the project I’m particularly looking forward to.

Roadmap

Where Thrackdown is going

I don't have fixed dates for each stage yet. Thrackdown is something I'm developing alongside everything else I do, and I'd rather move things forward when they're ready than set dates now that I may have to change later.

We're here
Open Alpha

The game is fully playable, and right now the focus is wider playtesting.

  • ✓Core rules and all six factions are available
  • ✓The Warband Builder supports roster building and campaign play, and includes the Battle Companion for tracking games
  • ✓Three introductory games teach the rules step by step
  • …Ongoing playtesting, balance changes and rules updates
  • …More faction artwork and background added as it is completed
Next
Beta

Once the larger Alpha issues have been worked through, I'll start locking down the parts of the game that are working and concentrate more on refinement.

  • …Settle the core rules based on Alpha feedback
  • …Expand campaign play and add more scenarios
  • …Finish the custom faction rules and tools
  • …Continue balancing units, equipment and progression
  • …Begin putting together artwork and layout for a printed rulebook
Launch
First full release

The aim is to eventually crowdfund a physical release of Thrackdown.
Everything in it will be optional: the downloadable core and faction rules will always be free.

  • …A fully illustrated printed rulebook
  • …The first waves of official Thrackdown miniatures
  • …Terrain designed specifically for Nova Eden
Future
After release

I already have plenty of ideas for things I'd like to add after the first release, but I don't want to get too far ahead of myself while the core game is still being tested.

That could include new scenarios, campaign content, miniatures, terrain and eventually new threats and challenges for Nova Eden.

For now, the priority is getting the game in front of more players and making the existing rules as good as I can.

Want to talk?

Questions, feedback, press, or retail enquiries: the Discord is the fastest route, or reach Wargame Geeks directly by email.