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	<title>Development Diary &#8211; NEON HOPE</title>
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	<description>A storytelling game in a glitched utopia</description>
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	<title>Development Diary &#8211; NEON HOPE</title>
	<link>https://neonhopegame.com</link>
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	<item>
		<title>Development Diary #5: Defining the Visual Style of the Future</title>
		<link>https://neonhopegame.com/development-diary-5-defining-the-visual-style-of-the-future/</link>
		
		<dc:creator><![CDATA[Torben Ratzlaff]]></dc:creator>
		<pubDate>Fri, 01 Aug 2025 08:52:11 +0000</pubDate>
				<category><![CDATA[Development Diary]]></category>
		<guid isPermaLink="false">https://neonhopegame.com/?p=1222</guid>

					<description><![CDATA[Hi everyone!This is Torben, the game’s Art Director and Graphic Designer, and I would like to take you on a journey through the visual design process of NEON HOPE. I will show you how we found our unique art style and how current technology trends informed our vision of the future. The Challenge Compared to [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>Hi everyone!<br>This is Torben, the game’s Art Director and Graphic Designer, and I would like to take you on a journey through the visual design process of NEON HOPE. I will show you how we found our unique art style and how current technology trends informed our vision of the future.</p>



<figure class="wp-block-image size-full"><img fetchpriority="high" decoding="async" width="1920" height="646" src="https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_torbenratzlaff_de.jpg" alt="" class="wp-image-840" srcset="https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_torbenratzlaff_de.jpg 1920w, https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_torbenratzlaff_de-600x202.jpg 600w, https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_torbenratzlaff_de-768x258.jpg 768w, https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_torbenratzlaff_de-1536x517.jpg 1536w, https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_torbenratzlaff_de-1320x444.jpg 1320w" sizes="(max-width: 1920px) 100vw, 1920px" /></figure>



<h3 class="wp-block-heading">The Challenge</h3>



<p>Compared to Dominik and Francesco I joined the project rather recently in January 2024. Having followed the game’s development at our local board game development events for over two years at that point.</p>



<p>Starting my work on the project I had two major challenges:</p>



<ol class="wp-block-list">
<li>Defining a graphic design style for layouts, icons and texts that fits the theme and mechanics, has a high clarity and readability, and enough flexibility for future changes and additions.</li>



<li>Selecting an art style for the over 300 illustrations required and finding one or multiple artists that are capable of producing such a large amount of images in a consistent and reliable way – while staying within a budget that we could afford.</li>
</ol>



<p>Furthermore, we wanted to distinguish NEON HOPE from other games of the same genre or in a similar setting. Therefore we were in need of a fresh approach while still offering something familiar for players to latch onto.</p>



<h3 class="wp-block-heading">Design Style</h3>



<p>While taking place in the future, NEON HOPE as a piece of science-fiction media is meant to be a reflection of today’s world. We wanted to project current trends into the future, aiming to comment on the present while putting an interesting spin on it.</p>



<p>At the same time we wanted to create an innovative setting mix of dystopian Cyberpunk with utopian Solarpunk in an attempt to explore a more hopeful and approachable version of the future. This proved somewhat difficult as the Cyberpunk setting is loaded with all kinds of expectations, tropes, and media coverage – especially the success of the Cyberpunk 2077 videogame has created a certain expectation for the aesthetics of the genre.</p>



<p>In order to establish our own take on the setting we set out to build it up from a different angle. Classic Cyberpunk has its roots primarily in the 80&#8217;s. Showing a dark future with highrise skyscrapers and dark alleys which are tinted in neon-lights from the ads overhead. Computers and other technical devices are blocky and shine in chrome. It is a world that clearly was inspired by how people back then imagined a dystopian future, where unstopped capitalism and violence ruled supreme.</p>



<p>So we asked ourselves: what would a Cyberpunk future based on the 2010’s and 2020’s look like? A technological era defined by the mobile internet, smartphones and minimalist technology. With corporations hiding behind colorful logos, bright facades, and their lofty claims for a better world.</p>



<p>The visual design of the game’s cards is our attempt to answer that question. Taking inspiration from contemporary app and web layouts with graphical shapes, minimalist layouts and playful icons. This has the added benefit of high readability and clarity. Unobstructed by embellishments this gives the game a very modern feel.</p>



<figure class="wp-block-image size-full"><img decoding="async" width="1920" height="914" src="https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-layoutinspiration.jpg" alt="" class="wp-image-1236" srcset="https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-layoutinspiration.jpg 1920w, https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-layoutinspiration-600x286.jpg 600w, https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-layoutinspiration-768x366.jpg 768w, https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-layoutinspiration-1536x731.jpg 1536w" sizes="(max-width: 1920px) 100vw, 1920px" /><figcaption class="wp-element-caption"><em>Looking back on some of the app and website layouts I designed in the past I think the influence on NEON HOPE is quite obvious.</em></figcaption></figure>



<p>This also strengthens the idea that the card’s graphical elements are indeed a user interface. One which overlays and thereby creates the impression of an augmented reality. How we as players perceive the world is unavoidably shaped by the lens through which we perceive it.</p>



<p>In terms of actual layouting the game’s cards were already in a pretty good state when I joined the project. The limited space available on each card acts as a moderator for each card’s complexity: If it does not fit on the card it won’t fit in the game. I primarily streamlined existing elements, adjusted their arrangement, and tried to give the illustrations as much space as possible.</p>



<figure class="wp-block-image size-full"><img decoding="async" width="1920" height="1060" src="https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-layoutdevelopment.jpg" alt="" class="wp-image-1237" srcset="https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-layoutdevelopment.jpg 1920w, https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-layoutdevelopment-600x331.jpg 600w, https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-layoutdevelopment-768x424.jpg 768w, https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-layoutdevelopment-1536x848.jpg 1536w" sizes="(max-width: 1920px) 100vw, 1920px" /><figcaption class="wp-element-caption"><em>The card layouts went through many iterations. This process had many twists, turns, and deadends and was not as straight forward as it might appear from the images above.</em></figcaption></figure>



<p>For texts and icons I took heavy inspiration from contemporary smartphone applications<strong> </strong>of which I have designed and developed several in the past. Realizing that proven solutions for keeping readability and clarity on limited smartphone screens could also be applied to playing cards.</p>



<p>All design elements are built on the idea of opposites. Combining straight lines and harsh angles with rounded corners and circles. Once again pointing at the<strong> </strong>contradictions at the core of the world we try to visualize.</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1058" src="https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-icondevelopment.jpg" alt="" class="wp-image-1235" srcset="https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-icondevelopment.jpg 1920w, https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-icondevelopment-600x331.jpg 600w, https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-icondevelopment-768x423.jpg 768w, https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-icondevelopment-1536x846.jpg 1536w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><figcaption class="wp-element-caption"><em>Icons are one of my favorite parts to design in new projects. Trying to squeeze all the required details and information into a tiny space while keeping them uniform and clear.</em></figcaption></figure>



<h3 class="wp-block-heading">Selecting an Art Style</h3>



<p>Contrasting with the geometric shapes and flat coloring of texts, icons, layout elements, the illustrations are intentionally rough, organic, sometimes even messy. Highlighting one of the core conflicts in classical Cyberpunk: technology vs humanity.</p>



<p>The particular style we chose has an additional benefit: it is budget conscious and makes it easier to combine illustrations from different artists. The roughness of the illustration style also makes pieces of different artists appear more similar. Hiding differences in the clutter if you will.</p>



<p>We realised early on that the 300+ illustrations we needed for the final game are of wildly varying importance. From illustrations representing your character which follow you through the whole campaign to a generic door in an office building you see once for 5 minutes.</p>



<p>All cards need an illustration but will receive very different amounts of attention. Therefore an illustration style was needed that could scale in complexity while maintaining a similar level of perceived quality. A style that is a bit rougher by nature will have a way easier time blending between those ranges of complexity than a style that is highly polished.</p>



<h3 class="wp-block-heading">Finding Artists</h3>



<p>With a general idea of the required art style and our budget in mind we started searching through the web for weeks. Thankfully Dominik took on most of this special kind of treasure hunt, looking through Instagram, ArtStation, online forums and other art communities. Compiling a list of over 400 illustrators that might be relevant for our project.</p>



<p>Going through all of them I selected around 120 from which I took fitting artworks and arranged those on a huge canvas. The position of their works on the canvas marking their assumed strong suit (characters, environments, abstract etc.) and their style fit in general (center/green = best fit).</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1403" src="https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-artistoverview.jpg" alt="" class="wp-image-1238" srcset="https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-artistoverview.jpg 1920w, https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-artistoverview-600x438.jpg 600w, https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-artistoverview-768x561.jpg 768w, https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-artistoverview-1536x1122.jpg 1536w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><figcaption class="wp-element-caption"><em>There are so many amazing artists out there. Each of them will bring their unique perspective to a project and they are all worthy of our attention.</em></figcaption></figure>



<p>We originally had planned to hire several illustrators to split the large amount of work. But after working with Robert Herzig on the first test illustrations we knew he was the one for the project. He created almost all illustrations for the marketing prototype and the Kickstarter Campaign and we are very happy to have him on board.</p>



<p>Fortunately Robert has also agreed to work with us for the whole project and we will continue this collaboration for future projects. Which allows us to ensure a consistent art style and quality throughout the world of NEON HOPE.</p>



<p>That’s it for now. Wishing you all a hopeful future!</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1080" src="https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-outro.jpg" alt="" class="wp-image-1244" srcset="https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-outro.jpg 1920w, https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-outro-600x338.jpg 600w, https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-outro-768x432.jpg 768w, https://neonhopegame.com/wp-content/uploads/2025/08/devdiary5-outro-1536x864.jpg 1536w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /><figcaption class="wp-element-caption">Lead the Way, illustration from an Asim action card (by Robert Herzig).</figcaption></figure>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Development Diary #4: How the Corporation works against you!</title>
		<link>https://neonhopegame.com/development-diary-4-how-the-corporation-works-against-you/</link>
		
		<dc:creator><![CDATA[Francesco Grothe]]></dc:creator>
		<pubDate>Sat, 21 Jun 2025 09:47:35 +0000</pubDate>
				<category><![CDATA[Development Diary]]></category>
		<guid isPermaLink="false">https://neonhopegame.com/?p=1150</guid>

					<description><![CDATA[Hi everyone! This is Francesco again and today I want to look into what the corporation does in NEON HOPE – and how we use an innovative concept to design our encounter decks. Providing not only dangerous threats to players, but also a high level of choice in how to deal with them.  Winning and Losing [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>Hi everyone! <br>This is Francesco again and today I want to look into what the corporation does in NEON HOPE – and how we use an innovative concept to design our encounter decks. Providing not only dangerous threats to players, but also a high level of choice in how to deal with them. </p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="646" src="https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1.jpg" alt="" class="wp-image-1004" srcset="https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1.jpg 1920w, https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1-600x202.jpg 600w, https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1-768x258.jpg 768w, https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1-1536x517.jpg 1536w, https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1-1320x444.jpg 1320w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></figure>



<h4 class="wp-block-heading" id="h:Winning-and-Losing">Winning and Losing</h4>



<p>The main conflict in almost all board games is how to win the game. In most competitive games, all players have the same goal and whoever accomplishes it first (e.g. scoring 7 points) or best (e.g. highest score after 10 rounds) wins. Losing is usually implicit: you lose if someone else wins. In a cooperative game, however, the game itself is your opponent and its goal is opposed to yours. Therefore, cooperative games usually have explicit loss conditions.&nbsp;<br>Their main conflict is:&nbsp;<strong>Can you win before the game makes you lose?</strong></p>



<p><strong>NEON HOPE has two loss conditions:</strong></p>



<ul class="wp-block-list">
<li><strong>The Surveillance reaches the final threshold.</strong><br>(At the end of the round the Surveillance increases automatically by 1 per character.)</li>



<li><strong>One character exhausts by reaching 0 Endurance.</strong><br>(Whenever you have no cards in hand your Endurance is reduced by 1. Then you pick up cards equal to your remaining Endurance from your discard pile to form a new hand. Therefore, there are two ways to lose your cards: You either play them to enhance your tasks, or lose them by suffering Stress. 1 Stress discards 1 card.)</li>
</ul>



<p>Both, Surveillance and Stress, are also caused by all different kinds of effects. As a rough comparison, you can think of the Surveillance as time and Stress as health. The increasing Surveillance ensures that you need to act quickly, while Stress lets Enemies and other dangers pose a serious threat.</p>



<p>Thematically Surveillance represents the megacorporation&#8217;s ability to completely overpower you, if they ever become fully aware of your activities. While Stress represents the physical and mental strain your character can endure before breaking down.</p>



<h4 class="wp-block-heading" id="h:The-Goal-Spectrum">The Goal Spectrum</h4>



<p>Let’s take a closer look at the main conflict: Can you win before you lose? The players can distribute their assets (actions, cards, support markers) into winning or not losing. I like to think about that distribution as a spectrum, where at one end the players put everything into fulfilling their objective,accepting Stress and Surveillance. At the other end the players try to prevent as much Stress and Surveillance as they can.</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="2560" height="588" src="https://neonhopegame.com/wp-content/uploads/2025/06/Goal-Spectrum-scaled.png" alt="" class="wp-image-1156" srcset="https://neonhopegame.com/wp-content/uploads/2025/06/Goal-Spectrum-scaled.png 2560w, https://neonhopegame.com/wp-content/uploads/2025/06/Goal-Spectrum-600x138.png 600w, https://neonhopegame.com/wp-content/uploads/2025/06/Goal-Spectrum-768x177.png 768w, https://neonhopegame.com/wp-content/uploads/2025/06/Goal-Spectrum-1536x353.png 1536w, https://neonhopegame.com/wp-content/uploads/2025/06/Goal-Spectrum-2048x471.png 2048w, https://neonhopegame.com/wp-content/uploads/2025/06/Goal-Spectrum-1320x303.png 1320w" sizes="auto, (max-width: 2560px) 100vw, 2560px" /></figure>



<p>At the extremes the play experience is one-dimensional, the pacing is off and the game becomes either too fast or too slow. However, in the middle area the players make constant progress in the story, while at the same time interacting with enough threats the corporation throws at them. Naturally, it is important for me and Dominik to design NEON HOPE in a way where players naturally gravitate to the middle of the spectrum. Our most potent tool to enable this is the encounter deck.</p>



<h4 class="wp-block-heading" id="h:The-Encounter-Deck">The Encounter Deck</h4>



<p>The encounter deck is my favorite mechanic from my favorite cooperative games (Arkham Horror: The Card Game &amp; Pandemic). How does it work? At the end of the round each player draws 1 card from an encounter deck that presents them with some form of challenge or punishment. The mechanic enables &nbsp;emergent storytelling and scales well with player count – and as a designer it gives you endless opportunities to create unique experiences for each episode.</p>



<p><strong>In NEON HOPE you will face three different types of encounter cards:&nbsp;</strong></p>



<ul class="wp-block-list">
<li><strong>Dilemmas </strong>force you to make a choice between two or more immediate effects. Afterwards they are discarded.</li>



<li><strong>Enemies </strong>appear at your location. They attack you (dealing Stress) when you reveal a Skull from the Grid. Also at the end of the round they increase the Surveillance by 1 if they are at your location. By fighting them you can force them to retreat (removing them for 1 round) or deal damage to defeat them for good. </li>



<li><strong>States </strong>are placed in a global zone called The Network and have an ongoing negative effect. They are discarded when enough hacking cubes are placed on them. You can Hack them to place hacking cubes. Though, at the end of the round 1 Hacking Cube is placed on them automatically.</li>
</ul>



<h4 class="wp-block-heading" id="h:Functions-of-an-Encounter-Card">Functions of an Encounter Card</h4>



<p>Let us look into NEON HOPE’s encounter card design and how that relates to the goal spectrum: Each encounter card fulfills a function – trying to make you lose or stop you from winning. To explain our design philosophy, I want to introduce three terms that describe an encounter card’s function:</p>



<ul class="wp-block-list">
<li><strong>Punch:</strong> Hits you with a negative effect, but does not slow you down.</li>



<li><strong>Wall:</strong> Stops you until you deal with it.</li>



<li><strong>Thorn: </strong>Presents a decision. Deal with it and lose time or endure it and suffer a negative effect.</li>
</ul>



<p>Here is one example for each category (<em>Punch</em>,&nbsp;<em>Wall</em>,&nbsp;<em>Thorn</em>):</p>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/profiling-corp-loyalist-advance-surveillance.avif" alt="" class="wp-image-1157"/></figure>



<ul class="wp-block-list">
<li><strong>»Profiling«</strong> is a prime example of a <em>Punch </em>– you can choose between Surveillance or Stress, but you cannot avoid both.</li>



<li>The <strong>»Corp Loyalist«</strong> is a typical <em>Wall</em>. Because of his <strong>Confrontation</strong> ability you can not move away from his location until you defeated or retreated him. In most situations you have to move eventually to fulfill your objective. Therefore, he must be dealt with if you want to win.</li>



<li><strong>»Advanced Surveillance«</strong> is a <em>Thorn </em>as it gives you a choice. It will increase the Surveillance by 2 in the following round (and is then discarded, as States receive 1 Hacking Cube automatically). That is twice as much as Profiling does. However, you can try to Hack it to avoid the Surveillance altogether.</li>
</ul>



<p>While&nbsp;<em>Punches&nbsp;</em>and&nbsp;<em>Walls</em>&nbsp;have a specific function, they still give you a choice:&nbsp;<strong>»Profiling«</strong>&nbsp;explicitly and the&nbsp;<strong>»Corp Loyalist«</strong>&nbsp;implicitly, as you can take care of him temporarily by retreating or take him out permanently if you defeat him. By giving the players multiple ways of dealing with an encounter card, we want to avoid frustration (<em>“I couldn’t do anything!”</em>) and at the same time give room for different strategies.&nbsp;</p>



<h4 class="wp-block-heading" id="h:Putting-it-Together">Putting it Together</h4>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/they-are-watching-you-freelance-security-officer-data-de-anonymization.avif" alt="" class="wp-image-1158"/></figure>



<p>By design most&nbsp;<em>Punches&nbsp;</em>are Dilemmas and most&nbsp;<em>Walls&nbsp;</em>are Enemies. However, all three card types can have the&nbsp;<em>Thorn&nbsp;</em>function.</p>



<ul class="wp-block-list">
<li><strong>»They are Watching You«</strong> lets you choose between suffering Surveillance or drawing an Enemy.</li>



<li>The <strong>»Freelance Security Officer«</strong> does not have the <strong>Confrontation </strong>ability. Therefore you can move away from her instead of dealing with her. But then you risk suffering Stress from her attacks or Surveillance at a later point.</li>



<li><strong>»Data De-Anonymization«</strong> is similar to the previously mentioned <strong>»Advanced Surveillance«</strong> in that you can simply suffer 3 Stress or try to avoid it by Hacking it three times. Any combination of these is also possible. </li>
</ul>



<p>It&#8217;s important for us to have a high density of&nbsp;<em>Thorns&nbsp;</em>in an encounter deck. A typical encounter deck is 25%&nbsp;<em>Punches</em>, 25%&nbsp;<em>Walls&nbsp;</em>and 50%&nbsp;<em>Thorns</em>. This distribution enables players to decide how carefully or recklessly they want to play. At the same time, it guarantees that the game does not end up at one of the extremes – stalling out with too many&nbsp;<em>Walls&nbsp;</em>or feeling non-interactive because of too many&nbsp;<em>Punches</em>.</p>



<h4 class="wp-block-heading" id="h:What-about-Leads-">What about Leads?</h4>



<p>Leads are cards specific to one episode which you interact with to fulfill the objective. Naturally, they are&nbsp;<em>Walls</em>, as you need to clear them to progress the story.</p>



<p>A Wall has the risk that their combination of attribute and difficulty could be hard to succeed at for your character. Then it can feel like you cannot do anything (except going for a lucky shot) and your experience becomes frustrating.</p>



<p>To prevent this, we applied the philosophy of&nbsp;<em>Thorns&nbsp;</em>to Leads using a game mechanic that gives Leads multiple ways of approaching them: threat and secondary Hack tasks.</p>



<p>Let me explain this by comparing a fictional simple version of&nbsp;<strong>»Strangers in the Dark«</strong>&nbsp;(left) with the actual version that is in the game (right).</p>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/strangers-in-the-dark.avif" alt="" class="wp-image-1159"/></figure>



<p>The left version simply requires the characters to perform the Investigate task against difficulty 5 three times to remove all 3 Secrets. This can be a moderately challenging endeavour for a character with high Perception, but could be frustratingly hard for a character with low Perception.</p>



<p>The actual version of&nbsp;<strong>»Strangers in the Dark«</strong>&nbsp;on the right has only a difficulty of 2, but has a threat value of 5. Meaning that reaching 2 is enough to remove a Secret but you must suffer 1 Stress unless you reach 5 or higher. But that is only the case, if you do not Hack the card beforehand. By succeeding at Hacking you can place a Hacking Cube on the threat icon to deactivate it. Therefore, turning the task into a simple Investigate with difficulty 2.</p>



<p><strong>»Strangers in the Dark«&nbsp;</strong>presents you these options:</p>



<ul class="wp-block-list">
<li>Investigate with a high value to reach 5 or more.</li>



<li>Investigate with 2 or more and suffer 1 Stress.</li>



<li>Hack the card first and then Investigate it without suffering Stress.</li>
</ul>



<p>By having multiple options on encounter cards and Leads we are enabling different strategies and character builds. Your character could for example be focused on playing quickly, rushing through an Episode, before the Surveillance catches up with you. Or you could take more time, Hacking every State and Lead, collecting Resources, and purchasing powerful Tools to overpower the episode in the late game.</p>



<h4 class="wp-block-heading" id="h:Let-Us-Know-Your-Thoughts-">Let Us Know Your Thoughts!</h4>



<p>Encounter decks are used in many cooperative games. I hope this article gives insight into our focus of designing them for NEON HOPE. Do not hesitate to leave a comment, if you have any questions!</p>



<p>And let me know:<br><strong>What is your favorite game that has an encounter deck?&nbsp;</strong><br><strong>Tell us in the comments!</strong></p>



<p>Have a great week!&nbsp;<br>Until next time!<br>Francesco<br>(Lead Game Designer)</p>
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		<title>Development Diary #3: Mastering the Grid – or How NEON HOPE’s “Die” with Memory Works</title>
		<link>https://neonhopegame.com/development-diary-3-mastering-the-grid-or-how-neon-hopes-die-with-memory-works/</link>
		
		<dc:creator><![CDATA[Francesco Grothe]]></dc:creator>
		<pubDate>Mon, 28 Apr 2025 07:29:37 +0000</pubDate>
				<category><![CDATA[Development Diary]]></category>
		<guid isPermaLink="false">https://neonhopegame.com/?p=1031</guid>

					<description><![CDATA[Hello everyone!&#160;Here is Francesco again. Previously I talked about the&#160;progression system, and last week Dominik &#38; Richi Anna previewed the&#160;“A Hopeful Cause” expansion. Today I’m diving into a cornerstone of NEON HOPE’s game design: the Grid. What is the Grid? Whenever you perform a task, you must reveal one modifier from the Grid to modify [&#8230;]]]></description>
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<p>Hello everyone!&nbsp;<br>Here is Francesco again. Previously I talked about the&nbsp;<a href="https://www.kickstarter.com/projects/hopefulgames/neon-hope-cyberpunk-meets-solarpunk/posts/4365059" target="_blank" rel="noreferrer noopener">progression system</a>, and last week Dominik &amp; Richi Anna previewed the&nbsp;<a href="https://www.kickstarter.com/projects/hopefulgames/neon-hope-cyberpunk-meets-solarpunk/posts/4366844" target="_blank" rel="noreferrer noopener">“A Hopeful Cause” expansion</a>. Today I’m diving into a cornerstone of NEON HOPE’s game design: the Grid.</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="646" src="https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1.jpg" alt="" class="wp-image-1004" srcset="https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1.jpg 1920w, https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1-600x202.jpg 600w, https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1-768x258.jpg 768w, https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1-1536x517.jpg 1536w, https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1-1320x444.jpg 1320w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></figure>



<h4 class="wp-block-heading" id="h:What-is-the-Grid-">What is the Grid?</h4>



<p>Whenever you perform a task, you must reveal one modifier from the Grid to modify your attribute and find out if you succeed or fail. It is basically the die of NEON HOPE or its “random number generator” if we are talking jargon.</p>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/11c48fd93106c2c542db511a00ff7f55_original.avif" alt="" class="wp-image-1033"/></figure>



<p>The Grid’s distinctive features come from how it is constructed: At the beginning of the game 19 modifiers are shuffled and 16 of them are arranged in a 4&#215;4 grid. The remaining 3 modifiers are set aside into a zone called the Archive. Whenever a modifier from the Grid is revealed, it stays revealed until all 16 modifiers have been flipped. Only then the Grid is reset. Reshuffle all modifiers (including the ones in the Archive) and place 3 new ones into the Archive.</p>



<p>The number modifiers in the Grid range from -3 to +3. There are also the Epic Win (you immediately succeed and get an additional Impact), the Epic Fail (you immediately fail and activate Enemies), and 3 Skulls (you get -1, reveal an additional modifier, and activate Enemies).</p>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/517814577bf25044df162cfa5f686fad_original.avif" alt="" class="wp-image-1034"/></figure>



<h4 class="wp-block-heading" id="h:Why-is-the-Grid-a-Good-Fit-for-NEON-HOPE-">Why is the Grid a Good Fit for NEON HOPE?</h4>



<p>The Grid was chosen over other methods to generate random numbers for two reasons:</p>



<ul class="wp-block-list">
<li><strong>Fairness:&nbsp;</strong>As you reveal almost all modifiers, the extent of fortunate and unfortunate outcomes is limited. You could be unlucky and reveal the Epic Fail, a -3, and another -3 during your first turn. But now these modifiers are out of the equation for a while and your future actions are inevitably going to succeed more likely.</li>



<li><strong>Predictability:</strong>&nbsp;As modifiers are revealed, you get an idea of which modifiers are still in the Grid. Players can use this to their advantage. For example: a Grid where all remaining modifiers are negative should be approached with different strategies than one that just has been reset.&nbsp;</li>
</ul>



<p><strong>These features support the theme of NEON HOPE and the style of play we want to encourage.</strong></p>



<ul class="wp-block-list">
<li>NEON HOPE promises that there is hope in the face of despair. Even if it is tough right now, things will get better in the future. This is supported by the fairness characteristic.</li>



<li>The Grid’s predictability supports the idea that you&#8217;re going up against a man-made system that does not behave completely randomly, but can be predicted to some degree, especially in a future where data is abundant.</li>
</ul>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/c9d7841bee1a5aad5d66f6ab94d86769_original.avif" alt="" class="wp-image-1035"/></figure>



<h4 class="wp-block-heading" id="h:What-is-the-Point-of-the-Archive-">What is the Point of the Archive?</h4>



<p>So why do you need to set aside 3 modifiers every time the Grid is reset? Pretty early on, we found that while we wanted a certain level of fairness and predictability, going too far in that direction can make the game less exciting. With the Archive, we are making sure that even when revealing the final modifier from the Grid you never fully know what it will be. This can lead to games in which you can be lucky or unlucky. Both leading to memorable stories.</p>



<p>We tried setting aside more or fewer modifiers into the Archive, but quickly landed on three as the perfect number. Predictable enough to feel rewarding for players who pay attention, yet random enough to create occasional difficulty spikes.</p>



<h4 class="wp-block-heading" id="h:The-Probabilities-of-the-Grid">The Probabilities of the Grid</h4>



<p>Because the Grid is a novel method of determining a random number, I think it&#8217;s interesting to look into the probabilities. Below you can see a chart showing the cumulative distribution function for the standard Grid. The x-axis shows the difference between your modified attribute and the difficulty of the task. The y-axis shows your chance of success. (The extra modifiers from potentially revealing one or more Skulls are also factored in.)&nbsp;</p>



<p><em>Let’s consider this example: You have 2 Technology and attempt a Technology task with difficulty 3. The difference is -1. Therefore your chance of success is 41.5 %. Assume you use an Attribute Marker to get +2, then your chance of success increases to 66.5 %.</em></p>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/a167e6e349c79b674289a039179d6888_original.avif" alt="" class="wp-image-1036"/></figure>



<p><strong>One key takeaway from this chart: You will have an above 50 % rate of success, if your attribute matches the difficulty.&nbsp;</strong>This was an important foundation for our design. We wanted it to be a fine choice to attempt a task this way. As we knew from playtesting: especially inexperienced players regularly took actions at +/- 0. And we wanted to reaffirm their assumptions, by making actions like this more or less a good choice.</p>



<p><strong>The other main takeaway: There is no magic number!&nbsp;</strong>Up to a difference of +3, every extra point gives you an extra 12.5 % chance of success. (Because of the Skulls the chances are not perfectly linear when the difference is -1 or lower.)&nbsp;</p>



<p>At its foundation the Grid is a simple system. But the complexity comes from the changing nature of the Grid. For example: after revealing all modifiers but one -3, both -2’s, and both +1’s the chance of success looks like this:</p>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/48c20789d5f8ff62a80b533221de1669_original.avif" alt="" class="wp-image-1037"/></figure>



<p>If you have a difference of -1 in this example, it would not make sense to use an Attribute Marker to go to +1, as the chance of success remains at 40%. You really want to perform tasks with a difference of +2 or even go to +3 to have a 100% chance of success. Because the probabilities change dynamically you are incentivized to employ different play patterns.</p>



<p>Of course, players are not expected to calculate probabilities. However, in playtesting it was common for many players to keep track of how many bad modifiers were left in the Grid. They would then play it safe if many negative modifiers remained, or take higher risks if there were still a lot of positive modifiers left.</p>



<h4 class="wp-block-heading" id="h:Enemies-and-the-Grid">Enemies and the Grid</h4>



<p>Enemies are tightly linked to the Grid. Namely, you activate Enemies, after a Skull has been revealed. This means all Enemies at your location attack you and then 1 Enemy moves to your location.</p>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/1fb8c0a9c57ceebe74bb5335e80933bc_original.avif" alt="" class="wp-image-1038"/></figure>



<p>This makes them less predictable than if they always attacked at the end of the round. At the same time, the nature of the Grid ensures that the amount of skulls you reveal over the course of a game is not too random.&nbsp;</p>



<p>From a thematic point of view, this provides a feeling of suspense and opportunity. You can absolutely try to ignore the »Freelance Security Officer« while investigating the »Hidden Basement«, but it does not come without risk. Gameplay-wise the possibility of Enemies acting between your actions means: the player’s plan A can quickly turn to plan B or C. We included this disruptive element consciously into the game, because NEON HOPE characters have access to all their cards right from the start. Therefore, we balanced the reliability on the character side with the unpredictability on the Enemy side.</p>



<h4 class="wp-block-heading" id="h:Interacting-with-the-Grid">Interacting with the Grid</h4>



<p>During playtesting we quickly found that players love the Grid. However, sometimes for different reasons. While some were enthralled with the implications of the dynamic probabilities, others liked that the sting of revealing the Epic Fail is always accompanied by the knowledge that you will not see it again for a while.</p>



<p><strong>We leaned into different aspects of the Grid with these two Base Game characters:</strong></p>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/f1825afb6255d206cd4f639545b5fc8f_original.avif" alt="" class="wp-image-1039"/></figure>



<p>Deniz Yılmaz has many cards that&nbsp;<em><strong>Analyze modifiers</strong></em>, meaning you can look at unrevealed modifiers from the Grid, put one away into the Archive, and shuffle the rest back into the Grid. This lets you potentially avoid the worst modifiers by archiving them. At the same time, it gives you some knowledge about which modifiers remain in the Grid. I have witnessed situations where the players were able to deduce the last 2 or 3 modifiers due to previous&nbsp;<em><strong>Analyze</strong>&nbsp;</em>effects.&nbsp;</p>



<p>We found that his playstyle speaks to analytical players who enjoy paying close attention to the Grid. Quite fitting for our [Analyst] character. <img alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" consent-original-src-_="https://s.w.org/images/core/emoji/17.0.2/72x72/1f642.png" consent-required="378" consent-by="services" consent-id="770"/></p>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/04/6f3e5ab1d98b491a9165becde37e8943_original.avif" alt="" class="wp-image-1041"/></figure>



<p>In contrast, Larx Krajewski is a bit of a hothead. Their cards often have the&nbsp;<em>Reckless&nbsp;</em>keyword, which means you must reveal not one but two modifiers. However, you can turn that into your advantage by triggering powerful effects if you reveal a Skull. And these effects activate regardless if you succeed or fail.&nbsp;</p>



<p>Larx is often loved by players who like a risk-reward style of play. These players still pay attention to the Grid, but usually only have eyes for the Skulls.</p>



<h4 class="wp-block-heading" id="h:Let-us-know-what-you-think-about-the-Grid-">Let us know what you think about the Grid!</h4>



<p>This is all for now. The Grid is a centerpiece of NEON HOPE and it was exciting to crunch some numbers with you. I hope you got a good understanding why we chose the Grid, instead of going for a more conventional randomness mechanic.&nbsp;</p>



<p><strong>I would love to hear how you feel about the Grid in theory and in practice (in case you have already played the demo).&nbsp;</strong></p>



<p><strong>Maybe you even have an idea for future mechanics that use the Grid in an interesting way?</strong></p>



<p><strong>Let us know in the comments!</strong></p>



<p>May you reveal lots of Epic Wins!&nbsp;<br>Until next time!<br>Francesco<br>(Lead Game Designer)</p>
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		<title>Development Diary #2: First Look at the Characters from the “A Hopeful Cause” Expansion</title>
		<link>https://neonhopegame.com/development-diary-2-first-look-at-the-characters-from-the-a-hopeful-cause-expansion/</link>
		
		<dc:creator><![CDATA[Dominik Schönleben]]></dc:creator>
		<pubDate>Thu, 24 Apr 2025 07:25:30 +0000</pubDate>
				<category><![CDATA[Development Diary]]></category>
		<guid isPermaLink="false">https://neonhopegame.com/?p=1020</guid>

					<description><![CDATA[Today&#8217;s update is in two parts. First Dominik will give you a quick overview of the general design intentions behind the “A Hopeful Cause” expansion and what content you can expect. Afterwards Richi Anna will give you a first look at the four new playable characters. Let’s go! (Note: All cards shown in this article [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>Today&#8217;s update is in two parts. First Dominik will give you a quick overview of the general design intentions behind the “A Hopeful Cause” expansion and what content you can expect. Afterwards Richi Anna will give you a first look at the four new playable characters. Let’s go!</p>



<p><em>(Note: All cards shown in this article are still in playtesting and might receive changes. All art shown is placeholder and will be replaced for the final game. Your pledge enables us to commission real artists to make a 100% AI-free game.)</em></p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="646" src="https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_dominikschoenleben.jpg" alt="" class="wp-image-1146" srcset="https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_dominikschoenleben.jpg 1920w, https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_dominikschoenleben-600x202.jpg 600w, https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_dominikschoenleben-768x258.jpg 768w, https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_dominikschoenleben-1536x517.jpg 1536w, https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_dominikschoenleben-1320x444.jpg 1320w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></figure>



<p>Hey folks!&nbsp;<br>I’m Dominik, the Lead Narrative Designer at Hopeful Games. Today I want to share some thoughts on how Francesco and I designed the first expansion for NEON HOPE.</p>



<h3 class="wp-block-heading" id="h:Why-Launch-with-an-Expansion-"><strong>Why Launch with an Expansion?</strong></h3>



<p>One thing we knew pretty early from our experience with similar games: If we wanted to offer character customization (or deck building), we needed to give players enough cards to provide meaningful choices. Though we also knew that this would be very hard to achieve within the limits of a Base Game.&nbsp;</p>



<p>There is an upper limit of how many cards we can add, before the Base Game becomes too expensive. We also could not take away cards from the campaign, as we did not want to compromise the story or replayability.</p>



<p>So an expansion with more characters was the only way to provide both: a self-contained Base Game with a full story campaign – and an established card pool, offering veteran card gamers enough variety to explore.</p>



<p>Our character system revolves around eight primary traits. Meaning, each Character has only access to the cards that share one of their two traits. An example would be Felina, who is an [Influencer] and [Insider]. With the expansion, we are adding four characters to offer a new combination of these eight traits. The newly introduced Matthéo M’Baye is an [Insider] and [Analyst]. This gives him the ability to not only&nbsp;<strong>Analyze encounter cards</strong>, as featured in Felina, but also the ability to&nbsp;<strong>Analyze modifiers</strong>&nbsp;as seen in Deniz. (Both abilities return with a new twist, but Anna will tell you more about this below.)</p>



<h4 class="wp-block-heading" id="h:What-s-more-More-Replayability-"><strong>What’s more? More Replayability!</strong></h4>



<p>There were a lot of ideas for the first expansion. But after a quick discussion we quickly landed on one key design goal: We wanted this expansion to add as much replayability to the game as possible.</p>



<p>Four new characters were a good start to provide replayability, but that was not enough for us. We also wanted to make the Base Game something you could enjoy for at least 10+ playthroughs, always discovering something new on your next run. In the end we landed on two additional features:</p>



<p><strong>Alternative Encounter Cards:</strong><br>During testing we saw that changing encounter cards was the most impactful way to change the flow and feel of an episode – and to add new and unexpected challenges. Therefore, we are adding new encounter sets that can be used to replace the existing ones. Every episode in the Base Game will have at least two encounter sets that can be replaced.</p>



<p><strong>The Nemesis Set:</strong><br>The Nemesis set is actually an idea that came from two of our primary playtesters: Christopher and Malte. They had voiced two requests:</p>



<ul class="wp-block-list">
<li>After playing NEON HOPE for literally hundreds of hours, they felt that the challenge of the game was not “spicy” enough, even if they played on the highest difficulty.&nbsp;</li>



<li>They were looking for more storytelling moments that are unique to their playthrough.</li>
</ul>



<p>Both of these topics are addressed by the Nemesis set. It is a set of 10 encounter cards that represent unique foes and challenges. When starting a campaign you can draw one (or more) of those cards at random and it becomes your Nemesis. Your Nemesis will follow you through the whole campaign, replacing one of the regular difficulty cards in the encounter deck. Many of the Nemesis cards are especially designed to force you to adapt your strategies or character builds. Let me show two examples:</p>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/656d467b17cf72a6827444b0fb6875a1_original.avif" alt="" class="wp-image-1025"/></figure>



<p>The&nbsp;<em>Berlin Firewall</em>&nbsp;forces you to rethink your approach to the support mechanic. How valuable is it to collect Attribute Markers or Hope, if this State will turn them off in a crucial situation? This will also have an impact on what cards you upgrade. As Get Support actions just get less valuable with the Berlin Firewall looming to come out at some point in every episode.</p>



<p><em>Pushing the Goal Post</em>&nbsp;can be really rough. It forces you to overcommit on each and every action you do. So suddenly cards that reward you for over-succeeding or which have a lot of Impacts (but no attribute bonus) get worse. So over a campaign it becomes more valuable to invest in cards that get high attribute bonuses when leveled up.&nbsp;</p>



<p>The Nemesis set also introduces one difficulty even harder than the “Hopeless” difficulty, where you are challenged to add as many Nemesis cards as you dare!<img alt="😀" class="wp-smiley" style="height: 1em; max-height: 1em;" consent-original-src-_="https://s.w.org/images/core/emoji/17.0.2/72x72/1f600.png" consent-required="378" consent-by="services" consent-id="770"/></p>



<p><strong>Meet the Characters from the Expansion</strong></p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="646" src="https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_richiannahaarhoff.jpg" alt="" class="wp-image-1147" srcset="https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_richiannahaarhoff.jpg 1920w, https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_richiannahaarhoff-600x202.jpg 600w, https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_richiannahaarhoff-768x258.jpg 768w, https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_richiannahaarhoff-1536x517.jpg 1536w, https://neonhopegame.com/wp-content/uploads/2025/04/kickstarter_section_theteam_richiannahaarhoff-1320x444.jpg 1320w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></figure>



<p>Hi everyone!<br>I’m Richi Anna, and I’m the Lead Designer of the four additional characters for the “A Hopeful Cause” expansion. Today, we’re giving you a sneak preview of those characters.</p>



<p>The characters from the Base Game establish a baseline for what the mechanics of NEON HOPE are and how they work. They were also designed with the intention to represent known archetypes and to give players an easy entrance into the game. By necessity, this means their strategies and mechanics have to be fairly straightforward. They also can’t be too specialized, so that no matter which combination of characters you pick, you’ll have a great time with your first campaign playthrough.</p>



<p>The expansion characters give us a chance to go a bit more “wild” and show off the full width and depth of the design space. We can create characters built around more niche game mechanics (Giulia Caparelli), or use established mechanics in new and exciting ways (Matthéo M’Baye). We can also break the established pattern of what Character Tools and stat lines are “supposed” to look like (Veeron5), or create a character that breaks playstyle expectations (Jan-Peter Grunwald).</p>



<p>When designing these characters, Dominik and Francesco provided me with the character’s names and backstories, and a very rough idea for their mechanics, but otherwise gave me almost completely free reign. The result is four characters that (by their own admission) Dominik and Francesco never would have designed that way themselves, but still fit nicely into the wonderful game that they’ve created.<br>But enough introduction. Let’s get started!</p>



<h4 class="wp-block-heading" id="h:Matthe-o-M-Baye"><strong>Matthéo M’Baye</strong></h4>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/96434d33787283d5161e840ffa50b28e_original.avif" alt="" class="wp-image-1026"/></figure>



<p><em>Matthéo is a young black Frenchman, pushed by his middle-class family into a government job. As a welfare review specialist his job is to investigate social security fraud. A well paid job with a solid pension. But Matthéo has long had doubts about his career. Instead of helping to keep an overburdened social system running, he was just making it worse for those already struggling. Maybe it was time to turn the tables and investigate those in power instead?</em></p>



<p><br>Matthéo presented an interesting design challenge: As an [Analyst] and [Insider] character, he has access to effects that Analyze modifiers&nbsp;<em>and</em>&nbsp;encounter cards, so leaning into that was an easy choice. But I did not just want to give him more cards that simply give him an Analyze effect as a reward for succeeding at a task. So, I came up with alternate uses for the Analyze keyword, allowing him to use those effects as an integral part of his action, rather than “just” a side effect.</p>



<p>As another sub-theme of his character, he has cards that make his actions stronger depending on when during his turn he uses them. I’m a huge Columbo fan, so having an action card called “Just One More Thing”, that gets stronger when it’s the last thing you do on your turn, was an idea that I had very early in the design process. I’m glad I was able to find a place for it in Matthéo.</p>



<h4 class="wp-block-heading" id="h:Giulia-Caparelli"><strong>Giulia Caparelli</strong></h4>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/7d400c3f82cb56605156c32260e1fe51_original.avif" alt="" class="wp-image-1027"/></figure>



<p><em>Giulia is an older Italian woman, who spent her life as a digital rights lawyer. She has witnessed the erosion of the right to digital self-determination in the last decades. Her fight for the public had never come with a lavish expense report – but she always felt good, when she won a case for the foundation she worked at. Though she had never expected to one day collect the evidence herself.</em></p>



<p>Like all expansion characters, Giulia is much more specialized, or “gimmicky”, than any of the base game characters. In her case, the gimmick revolves around the Retreat mechanic: She has an easier time retreating enemies and states, and gets bonuses for doing so. She also has some unique ways of supporting other players that bend the rules of what the game normally allows. (She is a lawyer, after all!)</p>



<p>Giulia was the first character I started designing, and she took a surprising amount of time to get right! With specialized characters like this, it’s always a challenge to make their mechanics feel impactful enough without making them overpowered, and to preserve their strong mechanical identity without making them too situational. But when you pull it off (and I’m confident to say that we did), you get a truly unique character!</p>



<h4 class="wp-block-heading" id="h:Veeron5-Veronika-Ono-"><strong>Veeron5 (Veronika Ono)</strong></h4>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="700" height="656" src="https://neonhopegame.com/wp-content/uploads/2025/06/9f7232a73fa7f28963d303563efddff6_original.png" alt="" class="wp-image-1028" srcset="https://neonhopegame.com/wp-content/uploads/2025/06/9f7232a73fa7f28963d303563efddff6_original.png 700w, https://neonhopegame.com/wp-content/uploads/2025/06/9f7232a73fa7f28963d303563efddff6_original-600x562.png 600w" sizes="auto, (max-width: 700px) 100vw, 700px" /></figure>



<p><em>Veronika was always hanging around her mother’s small shop. Her single mother barely made enough by repairing electronics, giving them a new life. Veronika soldered her first microchip before she was seven. And built her first robot, when she was 12. She loved showing the things she built to the world. So at 16 she started her own channel, making streams about repairing gadgets and how to make your own. She had learned from her mother that everything can be rebuilt, machines, relationships and maybe even society.</em></p>



<p>We settled on the core mechanical idea of Veeron5 (her unique stat block and character tool) very early, but experimented with a few different versions of when and how she changes her stats. Ultimately, we settled on the version you see above, where you are not only allowed, but&nbsp;<em>required</em>&nbsp;to flip her character tool whenever you focus. This creates an interesting restriction to play around, but rewards players who master the timing of when to focus.</p>



<p>Veeron5 is a character who starts out quite weak, but builds up momentum faster and stronger than anyone else. Once you start collecting Attribute markers, Tools, and Followers, her cards are some of the strongest and most flexible cards in the game!</p>



<h4 class="wp-block-heading" id="h:Jan-Peter-Grunwald"><strong>Jan-Peter Grunwald</strong></h4>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="700" height="655" src="https://neonhopegame.com/wp-content/uploads/2025/06/3668d7325a0d82a0cecaa5d74096a52c_original.png" alt="" class="wp-image-1029" srcset="https://neonhopegame.com/wp-content/uploads/2025/06/3668d7325a0d82a0cecaa5d74096a52c_original.png 700w, https://neonhopegame.com/wp-content/uploads/2025/06/3668d7325a0d82a0cecaa5d74096a52c_original-600x561.png 600w" sizes="auto, (max-width: 700px) 100vw, 700px" /></figure>



<p><em>As a young man, Jan-Peter was part of the Havelland tech boom. He was a product manager and working on financial technologies promising a better future. But the crash came: His colleagues lost their jobs, his boss went to prison, and his boss’s bosses just got richer. Looking for redemption he dropped out. Now he lives down the river, where community is more valued than shareholder value. Here he sits outside his trailer working on his anarcho-futuristic manifesto.</em></p>



<p>Jan-Peter Grunwald was a lot of fun to design. My favorite character from the core game is Larx, whose high risk, high reward playstyle I find very appealing. Jan-Peter allowed me to create a character that leans even further into that kind of playstyle. If you prefer playing it safe, this is&nbsp;<em>not</em>&nbsp;the character for you. Jan-Peter’s cards reward you for attempting tasks even when you are likely to fail, or shuffle revealed skull modifiers back into the grid in exchange for extra impact. And when the gamble does not pay off, he fails forward, shrugging off the consequences and collecting extra Hope and other bonuses along the way.</p>



<p>Jan-Peter Grunwald was also a lot of fun to design from a thematic standpoint. He takes a lot of the worst impulses of corporate culture and throws them back in the megacorps’ faces. I always like to picture him yelling “Move fast, break things!” as he punches a security guard or throws a brick through a window.</p>



<h4 class="wp-block-heading" id="h:What-s-next-"><strong>What’s next?</strong></h4>



<p>We hope this gives you a good insight into what is included in the “A Hopeful Cause” expansion. And how our goal was to extend the Base Game in the most meaningful way possible for fans of strategic card games – which we include ourselves in.</p>



<p><strong>We would love to hear which expansion character you are most excited for?</strong></p>



<p><strong>If you have any questions or want to know more about a specific character:&nbsp;</strong><br><strong>Let us know in the comments!</strong></p>



<p>Stay hopeful!<img alt="💚" class="wp-smiley" style="height: 1em; max-height: 1em;" consent-original-src-_="https://s.w.org/images/core/emoji/17.0.2/72x72/1f49a.png" consent-required="378" consent-by="services" consent-id="770"/><img alt="🙏" class="wp-smiley" style="height: 1em; max-height: 1em;" consent-original-src-_="https://s.w.org/images/core/emoji/17.0.2/72x72/1f64f.png" consent-required="378" consent-by="services" consent-id="770"/><br>Dominik &amp; Richi Anna</p>
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		<title>Development Diary #1: The Progression System of NEON HOPE</title>
		<link>https://neonhopegame.com/development-diary-1-the-progression-system-of-neon-hope/</link>
		
		<dc:creator><![CDATA[Francesco Grothe]]></dc:creator>
		<pubDate>Fri, 18 Apr 2025 11:17:00 +0000</pubDate>
				<category><![CDATA[Development Diary]]></category>
		<guid isPermaLink="false">https://neonhopegame.com/?p=1000</guid>

					<description><![CDATA[Hey everyone!&#160;I’m Francesco, Lead Game Designer at Hopeful Games. And I’m here to showcase NEON HOPE’s progression system. Why is the Progression System so Important? NEON HOPE is a campaign-based game where you play one character over the course of multiple episodes. Advancing your character during the campaign is not only something players expect, but [&#8230;]]]></description>
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<p>Hey everyone!&nbsp;<br>I’m Francesco, Lead Game Designer at Hopeful Games. And I’m here to showcase NEON HOPE’s progression system.</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="646" src="https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1.jpg" alt="" class="wp-image-1004" srcset="https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1.jpg 1920w, https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1-600x202.jpg 600w, https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1-768x258.jpg 768w, https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1-1536x517.jpg 1536w, https://neonhopegame.com/wp-content/uploads/2025/06/kickstarter_section_theteam_francescogrothe-1-1320x444.jpg 1320w" sizes="auto, (max-width: 1920px) 100vw, 1920px" /></figure>



<h4 class="wp-block-heading" id="h:Why-is-the-Progression-System-so-Important-">Why is the Progression System so Important?</h4>



<p>NEON HOPE is a campaign-based game where you play one character over the course of multiple episodes. Advancing your character during the campaign is not only something players expect, but is also a large part of the fun for many of them. For example, it can feel very rewarding when you easily defeat an Elite Enemy later in the campaign that gave you a lot of trouble in the first episode.</p>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/7c60ddbc250f326057d7507778ebd10d_original.avif" alt="" class="wp-image-1003"/><figcaption class="wp-element-caption"><em>Felina with a LVL 3 Action card and an [Insider] Tool.</em></figcaption></figure>



<p>In NEON HOPE, the progression system is also especially important, because it is where almost all of the character customization takes place. One of our core design goals is to offer a great experience to players who do not want to construct a deck. You should be able to pick a character, immediately start playing and have a great time. However, we believe these players still enjoy tinkering with their characters, they just do not want to sit down to theorize a character build before the campaign begins. Therefore, we moved almost all customization to within episodes. Only a singular choice must be taken before the first game: Which of my two Character Tools am I using?</p>



<p><em>(There are advanced rules to construct a deck for those players who love to theorize character builds. But it is not required even for the harder difficulties.)</em></p>



<p><strong>To summarize, we had two core requirements for our progression system:</strong></p>



<ul class="wp-block-list">
<li>Progression must feel significant.</li>



<li>Progression must allow you to choose which aspects your character should grow.</li>
</ul>



<h4 class="wp-block-heading" id="h:Level-Ups-and-Resources">Level Ups and Resources</h4>



<p>How is this realized? After each episode each character…</p>



<ul class="wp-block-list">
<li>levels up 2 Action cards</li>



<li>earns 2 additional starting Resources</li>
</ul>



<p>The &#8220;A Better Humanity&#8221; campaign consists of 5 episodes, meaning in the final episode each character will have earned 8 level-ups, and 8 starting Resources.</p>



<p>Each character comes with 8 Action cards and each Action card has a LVL 1, LVL 2, and LVL 3 version. Meaning in the last episode your deck could consist of eight LVL 2 cards, or four LVL 3 and four LVL 1 cards, or everything in between. It turned out to be a great number – high enough to make you feel a lot stronger than at the beginning, yet leaving enough room to focus on certain aspects of your character.</p>



<p>Resources are spent to purchase Tools, at the beginning or during the course of an episode. Each character has 8 Tools in their Tool kit. With 8 starting Resources you could buy 2-3 Tools right at the beginning of the final episode and purchase 2-3 more while playing. That again proved to be a good balance between fulfilling a power fantasy and providing customization needs.&nbsp;</p>



<h4 class="wp-block-heading" id="h:Action-Card-Level-Up-Versions">Action Card Level Up Versions</h4>



<p><strong>Let us look at some level up paths for Felina’s Action cards.</strong></p>



<p><em>(The current illustrations are placeholder art, but we will show sketches for Felina’s cards soon in an upcoming Dev Diary from my co-founder Torben.)</em></p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="700" height="329" src="https://neonhopegame.com/wp-content/uploads/2025/06/5ca60cd9cc82d06b271979b2fd4d1da9_original.png" alt="" class="wp-image-1005" srcset="https://neonhopegame.com/wp-content/uploads/2025/06/5ca60cd9cc82d06b271979b2fd4d1da9_original.png 700w, https://neonhopegame.com/wp-content/uploads/2025/06/5ca60cd9cc82d06b271979b2fd4d1da9_original-600x282.png 600w" sizes="auto, (max-width: 700px) 100vw, 700px" /></figure>



<p>I want to show you&nbsp;<em>Anonymous Tip</em>’s progression path first. Because it is simple yet effective: You get an additional +2 attribute boost for your first level up, and an additional Impact for your second level up. As a cherry on the top, you get extra flexibility on the LVL 3 version. This serves as a benchmark on what kind of increase in power level you can expect from leveling up an Action card.</p>



<p><strong>Of course, the power of a card can come in different flavors:</strong></p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="700" height="328" src="https://neonhopegame.com/wp-content/uploads/2025/06/82e66478310a5bf9da1ebfd59427dcd7_original.png" alt="" class="wp-image-1006" srcset="https://neonhopegame.com/wp-content/uploads/2025/06/82e66478310a5bf9da1ebfd59427dcd7_original.png 700w, https://neonhopegame.com/wp-content/uploads/2025/06/82e66478310a5bf9da1ebfd59427dcd7_original-600x281.png 600w" sizes="auto, (max-width: 700px) 100vw, 700px" /></figure>



<p>Let’s consider&nbsp;<em>Fieldwork</em>: looking at the jump from the LVL 1 to the LVL 2 version, here the raw numbers do not change at all. Instead, the effect is improved. The LVL 1 version of&nbsp;<em>Fieldwork</em>&nbsp;is already very powerful, allowing you to investigate with 3 total impact, but comes with a hefty drawback: you need to draw an encounter card. The LVL 2 version softens the drawback a lot by giving you the choice between 2 cards and can turn it even into an advantage by allowing you discard the nastier encounter card. The LVL 3 version builds on this and offers even more additional Impact.&nbsp;</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="700" height="329" src="https://neonhopegame.com/wp-content/uploads/2025/06/7ec71fc268e9b716ec74fceb7a029948_original.png" alt="" class="wp-image-1007" srcset="https://neonhopegame.com/wp-content/uploads/2025/06/7ec71fc268e9b716ec74fceb7a029948_original.png 700w, https://neonhopegame.com/wp-content/uploads/2025/06/7ec71fc268e9b716ec74fceb7a029948_original-600x282.png 600w" sizes="auto, (max-width: 700px) 100vw, 700px" /></figure>



<p><strong>As my final example, I want to tell you how&nbsp;</strong><em><strong>Stay Undercover</strong></em><strong>&nbsp;was developed.</strong>&nbsp;Here, we actually came up with the LVL 3 version first: A card that allows Felina to approach Enemies differently. As the character with the lowest Courage and only one other Fight card, we wanted Felina to have at least one card which handles Enemies.&nbsp;<em>Stay Undercove</em>r lets you shuffle an Enemy back into the encounter deck if you have double their retreat value. That works very well with Felina, as she has a variety of ways to discard cards from the encounter deck. A smart player can try to discard the Enemy before it appears again.</p>



<p>However, the complexity of this effect was a bit too much for a LVL 1 card. (And maybe even too powerful as well?) Therefore, we came up with simpler LVL 1 and LVL 2 versions of the card, and restricted the shuffle-back-effect to the LVL 3 version. This has the added benefit that it feels even more rewarding to invest into leveling up the card to gain this powerful effect, compared to if we had given it to you right from the start.</p>



<h4 class="wp-block-heading" id="h:Extra-Tools">Extra Tools</h4>



<p>With the additional starting Resources earned throughout the campaign you can buy extra Tools right from the start of an episode.</p>



<p>To get an impression of what you can expect from a Tool, let us consider two Insider-Tools:</p>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/a5918cce326c1869235830ddc3c89518_original.avif" alt="" class="wp-image-1008"/></figure>



<p><em>Insatiable Curiosity</em>&nbsp;gives you one additional Investigate action on each of your turns. It is what we call a&nbsp;<strong>Value Tool</strong>. The extra action is good regardless of which of Felina’s strengths you decided to focus on. It might not be the best buy in all game situations, but it is always solid.</p>



<p><em>Reliable Source</em>&nbsp;on the other hand has an effect that is only triggered when you discard a card from the encounter deck, usually by effects that let you analyze the encounter deck. We call that a&nbsp;<strong>Synergy Tool</strong>. These Tools have effects that synergize with your Character Tool or with some of your Action cards.</p>



<p>By offering you both kinds of Tools you have the choice to heavily specialize in an aspect of your character or stay flexible by leaning more into Value Tools. The cool thing is: Your choice can change from episode to episode! You get more starting Resources after each episode, but you do not have to use them to buy the same Tools you bought before. Experimenting with your build or adapting to the requirements of the episode are both encouraged.</p>



<h4 class="wp-block-heading" id="h:What-the-Progression-System-is-not">What the Progression System is not</h4>



<p><strong>One thing we avoid in NEON HOPE’s progression system are dictated choices.</strong></p>



<p>Characters come with 2 different Character Tools. This usually means they have 2 gameplay styles they can specialize in. In Felina’s case they are:</p>



<ul class="wp-block-list">
<li>Get many Attribute Markers and use them for powerful effects.</li>



<li>Analyze the encounter deck and discard the biggest threats.</li>
</ul>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/1ea05d21f2e8a40af90b2ff98b6341d0_original.avif" alt="" class="wp-image-1009"/></figure>



<p>The level up versions of your Action cards should work well with both Character Tools. If the LVL 2 or LVL 3 card would only go along with one Character Tool, your choice of leveling up cards would be dictated by the choice of your Character Tool.&nbsp;<em>Fieldwork</em>&nbsp;for example let’s you analyze the encounter deck, which works great with the&nbsp;<em>Cybernetic Retina</em>, but also goes great with the extra Atribute Markers from&nbsp;<em>Insider Source</em>: because you are performing a task with up to 4 potential Impact you want to boost your chance of success with as many Attribute Markers as you can.</p>



<p><strong>As a small reward for everyone who made it this far, I want to show you all of Felina’s Action cards and Tools. Here you go:</strong></p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="700" height="655" src="https://neonhopegame.com/wp-content/uploads/2025/06/e26535f664f7a6b20247150ba3c9c7a6_original.png" alt="" class="wp-image-1013" srcset="https://neonhopegame.com/wp-content/uploads/2025/06/e26535f664f7a6b20247150ba3c9c7a6_original.png 700w, https://neonhopegame.com/wp-content/uploads/2025/06/e26535f664f7a6b20247150ba3c9c7a6_original-600x561.png 600w" sizes="auto, (max-width: 700px) 100vw, 700px" /></figure>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/68699e1e99605d90692912b55712dd9a_original.avif" alt="" class="wp-image-1014"/></figure>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="700" height="655" src="https://neonhopegame.com/wp-content/uploads/2025/06/350900fa25c765f80e813620a44e4616_original.png" alt="" class="wp-image-1015" srcset="https://neonhopegame.com/wp-content/uploads/2025/06/350900fa25c765f80e813620a44e4616_original.png 700w, https://neonhopegame.com/wp-content/uploads/2025/06/350900fa25c765f80e813620a44e4616_original-600x561.png 600w" sizes="auto, (max-width: 700px) 100vw, 700px" /></figure>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/64055e0df84ed1668e9934ac28ba5f1a_original.avif" alt="" class="wp-image-1016"/></figure>



<figure class="wp-block-image size-full"><img decoding="async" src="https://neonhopegame.com/wp-content/uploads/2025/06/40d2a720c28a3770e738a8f5de23297f_original.avif" alt="" class="wp-image-1017"/></figure>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="700" height="329" src="https://neonhopegame.com/wp-content/uploads/2025/06/640a693db2146a5055924ca17060b50f_original.png" alt="" class="wp-image-1018" srcset="https://neonhopegame.com/wp-content/uploads/2025/06/640a693db2146a5055924ca17060b50f_original.png 700w, https://neonhopegame.com/wp-content/uploads/2025/06/640a693db2146a5055924ca17060b50f_original-600x282.png 600w" sizes="auto, (max-width: 700px) 100vw, 700px" /></figure>



<p>And this is it for the progression system! We are excited to see how you engage with this system, what campaign builds will be developed for each character, and how you enjoy it. We believe the flexibility of this system will provide a lot of opportunities for you to experiment in meaningful ways. Enabling you to progress through the campaign in a way that you enjoy.</p>



<p><strong>Please let us know in the comments, what topics you would like us to discuss for the next Dev Diary! Or which Character Tool of Felina you think has the most potential for an interesting build.</strong></p>



<p>Until then, may you never run out of Hope or Resources!<br>Yours,<br>Francesco</p>
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