Latest from the Creator
Mike Hayes
26 days ago
32 - A New Year update
Hello Vaulters, and happy new year! This update shares progress since the last update and looks forward into the new year. No action is required.    PAX Unplugged The entire...
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Mike Hayes
2 months ago
31 - The Vault is in Pre-production!
This is a big update, Vaulters: the Vault is in pre-production at the factory! Details below. No action required, unl...
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Mike Hayes
4 months ago
30 - October Progress Report & First Look at our functional prototype
This update shares ongoing Vault of Miny Things development, including testing a functional mockup of a content-complete Vault in actua...
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Mike Hayes
5 months ago
29 - Progress Report and New Delivery ETA
This update shows some of the significant challenges and progress with the Vault, and announces a further revision of the estimated delivery date: Spring 2025. It explains th...
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Tinkerhouse Games
6 months ago
28 - Let's look at some print proofs
Hello everyone, this is Tinker Chris here to talk a bit about printing and manufacturing. There is no action needed in this update. — I've been busy getting everything finaliz...
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Tinkerhouse Games
7 months ago
27b - Locking Orders
The plan was to start the lock process last Friday, but that did not happen. We figure everyone received a little extra time for any last minute changes. That said we plan to pu...
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Hey there, I know address have been locked but I have had some huge life changes and need to change my shipping addresses. Is there any way to do that, or am I hosed...

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When I submitted my pledge I wasn’t able to add all the ‘pouches’. Is there a way I will be able to purchase these still??

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PROJECT UPDATE
Mike Hayes
CREATOR
26 days ago

Project Update: 32 - A New Year update

Hello Vaulters, and happy new year! This update shares progress since the last update and looks forward into the new year. No action is required.   

PAX Unplugged
The entire Vault team made the trek out to PAX Unplugged and we were delighted to meet so many current and new backers. It was a delight to chat with folks and, when they enthused over the art, then turn to Marshall and reveal that he was (and is!) the artist. 

Not in frame: the feature-complete playtest Vault

For real, it’s just a huge shot in the arm of good vibes to talk directly with the people we’re building Vault for. Players. New DMs. Veteran DMs. Anybody who wants to have minis on the table, but doesn’t want to spend a million years painting, a million dollars collecting, and a million cubic feet of space storing. Not to mention a million hours searching for the right mini! Buoyed with enthusiasm and dry-throated & ravenous from singing the Vault’s praises all day, the team headed out to a well-named and well-regarded Philadelphia pub. 

The extended TinkerHouse family

There was much rejoicing, and much planning–because not only had we met with oodles of Vaulters, we had also met with the many manufacturing reps that come to shows like PAX. This trip was about generating awareness and pre-orders but it was also about face-to-face time with the folks responsible for making and assembling the Vault, and future Vault expansions. 

We’re not nearly ready to share those future plans but we do have updates on the ongoing pre-production process.

Pre-Production Update
Last month we talked about the back-and-forth about the plastic connector elements, and the design of the doors. Those elements are confirmed locked in and ready to go. However, some standee and terrain elements we thought had been accepted as final were kicked back to us once they got down to the engineers responsible for building the dies used to score each sheet. This was frustrating because those particular files had been handed over many months ago, and the issues were only being raised now.

Tinker Chris labored over the holidays to correspond with our manufacturer & their technician team, and then reconfigured and rebuilt the files they had trouble with. As of this point in time they have not responded with any further issues and we are being told that we should be receiving electronic artwork proofs soon.

So what remains? The box exterior artwork. The box exterior has been low-priority considering the mass of components that go into it. We’ve created all of the artwork for the box with placeholders for the images that still need to be created. With packaging you end up running into the chicken and egg conundrum, where you would need the product to create the images for the outside of the box. Typically you would wait for manufacturers samples and take pictures of those. In order to speed up this process, we have (as part of our process) created the components in Blender. This has been quite the ordeal over the holidays as some of these components didn’t quite automate with our process so some hand tooling was required. Now that we have the components built we just need to stage and light everything in Blender so that we can constantly output the images that we need. We expect that to take a couple of weeks to do and then we can finalize the artwork and send it to the manufacturer.

We will keep folks updated as we continue to lock down elements. As ever: thank you for your continued support!

Sincerely,

Mike, Chris, Lane, and Marshall

For your edification, here is a video of die cutting: https://youtu.be/mnTD-W5kWBs?t=719
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PROJECT UPDATE
Mike Hayes
CREATOR
2 months ago

Project Update: 31 - The Vault is in Pre-production!

This is a big update, Vaulters: the Vault is in pre-production at the factory! Details below. No action required, unless you have not yet completed your backer survey. This is a crucial step; please check your email and complete the form.

Production update: 

With a product of our size we had to do a ton of back and forth with the manufacturer to get an accurate quote. Not just in terms of pricing, but also for engineering. Some of the components aren’t simple or standard pieces, so we had to get sign off from their engineers that the factory could actually manufacture what we needed them to make, and at the standards we require. AS an example: for ease of use and efficiency of cost, we intend for all walls in the Vault to be connectable via a single type of plastic wall connector. In this case the challenge we faced was that the Vault contains three different wall types that need to be manufactured in three different ways and maintain the exact same thickness–thereby ensuring every wall will sturdily fit into that universal connector. 

After considerable back and forth on this and other topics we have finally received a quote that we are confident in, it has been officially signed, money has been wired, and we’ve entered the pre-production phase. Pre-production means that the factory will build all of the components in blank stock (without printing) to make absolutely sure that things function as intended. We’ve already started to receive some of these white samples already as you can see below:

White sample pieces (with black hand-inked barwork because these samples don't come with printing).

We’ve also received 3D printed versions of all of the plastic components from the factory as well–and they work great!
3D printed samples of wall connectors and standee bases.

Some Vaulters have reached out to us about final contents of the Vault of Mini Things, and now that we are moving into pre-production we can present to you the finalized component list: https://bit.ly/Vault-Contents. The final totals of standees and props in the final version of the Vault of Mini Things is 965, and they’re listed in that Google sheet. You may notice some small changes from the sheet we published earlier as we’ve had to make some decisions on components along the way, either due to factory capabilities or observations from user testing. When these decisions were made we did our best to improve on the original offering instead of making cuts. For example map tiles have different quantities because playtesting revealed that different biomes have different tile size needs. Dungeon map tiles include more of the smaller sized tiles for use as hallways or cramped dungeon rooms, while wilderness tiles come in larger sizes to reflect the great outdoors.

In the campaign we showed you walls panels featuring open door spaces, and solid wall panels featuring closed-door art. It seemed like a lot of redundancy just for the single function of “wall with door” so we decided to go with a single “door” wall panel featuring an open door void. If your game requires that panel to display a closed door, we solve that via a card featuring door art (in various styles) that can be inserted into that panel–thereby filling the door opening. The door cards insert from the top or the bottom of the walls and can be quickly and easily removed during play. How fun is that! Here are some renderings of those doors and door cards to show how it works:


Finally, in the spirit of Thanksgiving everyone who backed, late-pledged, or pre-ordered the Vault of Mini Things before the end of this month will receive the 235 additional standees, props, and map tiles stretch goals as crowdfund extras. So let anyone you know that may be on the fence that they still have a couple of days left for these bonus items. This means that those who late-pledge after December 1st will not get the crowdfund extras (but will get the discounted-below-MSRP pre-order price). 

As always: thank you for all the support Vaulters. Pre-production is a major milestone. Huzzah!

Sincerely,

Mike, Chris, Lane, and Marshall

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PROJECT UPDATE
Mike Hayes
CREATOR
4 months ago

Project Update: 30 - October Progress Report & First Look at our functional prototype

This update shares ongoing Vault of Miny Things development, including testing a functional mockup of a content-complete Vault in actual-play environments. No action is required.

Progress Report
No action is required… other than reading a bunch of text, if you’re so inclined. Vaulter, so much has happened since the last update. We’re delighted to be able to announce that the Vault itself is finally content art-complete. What this means is that all of the printed pieces that come in the Vault of Mini Things have front and back art. Marshall Short has been burning the midnight oil to get to the end of this massive art journey and he’s earned a well-deserved rest… which he’ll get to take AFTER he completes the last few remaining pieces of art for the add-ons. 

He’s just completed some gorgeous art for the Graveyard set and is working on finishing up the ruins map tiles now. It’s worth repeating: while we are still working on the final few pieces for the Graveyard and Ruins terrain add-ons, all of the artwork for the contents of the Vault of Mini Things (and the other Add-ons) are in the hands of the manufacturer. Now that they’ve got all of our files we’re able to proceed to hashing out the particular details necessary for manufacturing, and examine factory proofs with final art. In other words: we’re getting very close to being able to hit “go” on the print run. 

Graveyard Gander

It just so happens that one of the final pieces of art & engineering work coincides with the Halloween season. Let’s take a look at some of that work: the Graveyard Gate. Marshall’s art featured that classic Victorian ironwork we all associate with spooky cemeteries–probably due to Disney’s The Haunted Mansion attraction. We wanted the fine details of the ironwork to pop out–it seemed a shame to just print a black field in the void space between the bars, because it’d change something visually delicate and elegant into something clunky and plain. However, die-cutting such thin elements would be structurally unsound. So how to preserve the look without compromising quality? 

Our solution is to invent a new process that sandwiches a thin printed acrylic sheet between two half-as-thick-as-usual punchboard pieces. This process shows off the ironwork while still giving the durability and heft of the rest of the terrain pieces in the Vault product line. We think the result is fantastic. Take a look: 

Original art on left, sturdy-yet-still-beautiful art on right

The Graveyard add-on also got its own wall clip style that replaces the column artwork with a physical column wall clip. How cool is that!?

Look at these Graveyard wall clips!!

We expect these final bits of terrain to be complete in the next few days, and then we move on to packaging design. That work is greatly aided by the production and assembly of a:

Functional Prototype
Through the magic of 3d modeling and 3d printing we’ve been able to produce a functional prototype of the Vault’s external box and internal organizational components. This allowed us to load up the Vault with all of the components, thereby creating a dimensionally-accurate, content-complete, fully armed and operational Vault of Mini Things for live-fire testing a real game of Dungeons & Dragons. This step is crucial because we wanted to ensure that we can physically fit all of the content into the box, but also test that the content is easy and pleasurable to actually use in a real game.

We needed a working, usable prototype in order to be able to actively use the Vault in real D&D sessions. Doing so lets us test and ultimately improve the user experience. Are creatures and props easy to find, easy to deploy, and easy to put away? What about the terrain pieces? Map tiles? What are the pain points? How can we remove or mitigate them?

The 3D printed version of the box with our physical prototype contents within! We use this for playtesting at our team campaign D&D nights.

The upper box section removed from the outer box. Note the helpful notches in the large box shells for ease of getting to the interior boxes.


The upper box components spread out. Dice tray, bases and base art inserts, standee organization boxes.


Note that this functional prototype is the most recent in a long line of, shall we say, less functional prototypes. Previous iterations showcased some flaws in our original plans, or highlighted opportunities to make things better. For example, we discovered that our concept of swappable trays for terrain was just not going to work the way we originally intended. They created failure points and expensive complexity that just weren't justified for the convenience we were trying to provide. Our solution was to instead create vacuum formed trays for terrain specific types, and nest them internally. This gives the functionality we wanted to provide (the ability to customize a Vault's "loadout" for travel) while eliminating points of cost and structural failure.

The outer box components spread out. All terrain, wall clips, large standee pieces.




Real-world Playtest
We’ve been playtesting the Vault, with Tinker Lane as Dungeon Master starting a run into the Dungeon of the Mad Mage. We figured this was the perfect adventure to test the Vault because it’s a classic dungeon environment with a myriad variety of monsters and dungeon features. It's about as perfect as an ideal test scenario for what an actual customer would experience at home with their own Vault, and we figured it'd be a good stress test for our purpose.

Boy, were we right. Tinker Lane had prepped the first three encounters, as outlined in the book, but of course the game immediately went off the rails when our party succeeded on an improbable search check to find a secret spyhole, and then used a combination of a tiny Bat familiar and Mage Hand to open a one-way secret door from the inside. Off the party went in a completely unexpected direction, and Tinker Lane had to scramble to find and deploy map tiles and creatures on the fly. The good news is, the Vault’s Creature Catalog organization system let him quickly find those unexpected creatures and deploy them to the dungeon. Honestly, it was as perfect of a “real world” use case as we could have hoped for and we were all gratified to see the Vault come to the DM’s rescue.

Here are some as-it-happened-at-the-table snapshots of the first combat encounter. Note this wasn't a photoshoot of a well-lit, well-staged engineering session; the purpose of the playtest was to do it "live" and use the Vault in real-time just as any Dungeon Master would in their home game.


There were some useful takeaways at the end of the session from both the Tinker team and our volunteer testers. We’re changing up the card sleeve material so they’re less “slippery.” We’re taking another look at the divisions within creature types so they’re more useful. We’re creating a master index of every creature (name and Tab info) and deciding how to include that in the box as a second and complementary way to find the storage location of the exact creature you need. We’re examining the user experience of post-session cleanup, and experimenting with mechanisms for keeping track of where deployed creatures came from and “saving” the game state for instant and easy deployment of all entities at the start of the next session. The test game also revealed issues witherrors in our assumptions about quantities of bases, and how those will be stored inside the Vault. But we were very please with our casino chip-inspired storage system for bases and terrain pucks.

 

We’ll wrap up this update with wishes for a wonderfully witchy Halloween, as welcomed by these wicked wretches:

Happy Halloween!


Sincerely,

Mike, Lane, Chris, and Marshall


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