# Ziggurat Update: Now With 73% More Regret and Rendering Time

**URL:** <https://dungeondive.quest/t/ziggurat-update-now-with-73-more-regret-and-rendering-time/652>\
**Category:** Creators & Designers\
**Created:** [June 18, 2025, 5:53am UTC](https://dungeondive.quest/t/ziggurat-update-now-with-73-more-regret-and-rendering-time/652 "2025-06-18T05:53:27Z")\
**Posts on this page:** 10\
**Page:** 1

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**Author:** ![modius](https://dungeondive.quest/user_avatar/dungeondive.quest/modius/32/92_2.png) [@modius](https://dungeondive.quest/u/modius)\
**Post date:** [June 18, 2025, 5:53am UTC](https://dungeondive.quest/t/ziggurat-update-now-with-73-more-regret-and-rendering-time/652/1 "2025-06-18T05:53:27Z")

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Turns out making videos is hard. Who knew?  
(You did, @dungeondive. You absolutely did.)

In what may be the most ambitious “I’ll just learn it as I go” project since someone lit a torch and walked into a tomb, I’ve been teaching myself how to make videos - so I could show off Ziggurat’s latest shape without subjecting potential fans to a wall of patch notes.

The result is a setup tutorial and a full “teach ‘n’ play” of the Monolith tutorial quest, starring Vixen the Wildwood Wanderer, some questionable tactical choices, and suspiciously sentient shrubbery.

If you’re curious about how the game plays these days - or just want to see what happens when a wannabe board game designer points a camera at their own creation - here’s what I’ve put together:

[![](https://dungeondive.quest/uploads/default/original/2X/c/c5e323dc28d2fda555483f064b6c6f9b7e5dee0a.jpeg "Ziggurat: How to Setup the Game") ](https://www.youtube.com/watch?v=80T8dVI8q1o)

[![](https://dungeondive.quest/uploads/default/original/2X/0/0de459186ea340aa00ea80b31970eb18e9657b13.jpeg "Ziggurat: The Monolith Tutorial Playthrough (Part 1)") ](https://www.youtube.com/watch?v=EDYRWGzsq0k)

[![](https://dungeondive.quest/uploads/default/original/2X/b/b70cfdd4af11e2c07c70c3c40d77eb1580de5d61.jpeg "Ziggurat: The Monolith Tutorial Playthrough (Part 2)") ](https://www.youtube.com/watch?v=nzwBJ7MISbk)

It’s all still a work in progress - Ziggurat continues to mutate - but these should give you a good sense of where it’s at now. Feedback, questions, and knowing looks from experienced content creators all welcome.

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**Author:** ![Dungeondive](https://dungeondive.quest/user_avatar/dungeondive.quest/dungeondive/32/106_2.png) [@Dungeondive](https://dungeondive.quest/u/Dungeondive)\
**Post date:** [June 18, 2025, 2:25pm UTC](https://dungeondive.quest/t/ziggurat-update-now-with-73-more-regret-and-rendering-time/652/2 "2025-06-18T14:25:32Z")

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I think you’ve got a good design here. Lot’s of stuff to like!

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**Author:** ![denouement231](https://dungeondive.quest/letter_avatar_proxy/v4/letter/d/e47c2d/32.png) [@denouement231](https://dungeondive.quest/u/denouement231)\
**Post date:** [December 2, 2025, 4:41am UTC](https://dungeondive.quest/t/ziggurat-update-now-with-73-more-regret-and-rendering-time/652/3 "2025-12-02T04:41:16Z")

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I wish I had more time to watch the videos. What is the biggest obstacle for completing the game for you? I feel like I’ve been watching you work on it from a distance for a few years now.

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**Author:** ![modius](https://dungeondive.quest/user_avatar/dungeondive.quest/modius/32/92_2.png) [@modius](https://dungeondive.quest/u/modius)\
**Post date:** [December 2, 2025, 4:59am UTC](https://dungeondive.quest/t/ziggurat-update-now-with-73-more-regret-and-rendering-time/652/4 "2025-12-02T04:59:37Z")

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I’m getting close – am finalising components for a “blind play test” box as we speak 😉

- Rules complete (pending blowback from players)
- Content complete (too much content.. am paring back what might go into a base box)
- Graphic design – Ongoing (but looking great)
- Balancing, refining etc – Ongoing (I will need help here)
- Art – undecided.. mix of AI and human right now (would love to do get it all illustrated but I’m way past the ability to recover costs already)

I love it… but its a bit quirky. I have no idea how it will land, even amongst divers.

 ![IMG_4295](https://dungeondive.quest/uploads/default/original/2X/a/a0cdef3c962a166073b11008c5ac164cc2adc788.jpeg)

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**Author:** ![modius](https://dungeondive.quest/user_avatar/dungeondive.quest/modius/32/92_2.png) [@modius](https://dungeondive.quest/u/modius)\
**Post date:** [February 11, 2026, 6:50am UTC](https://dungeondive.quest/t/ziggurat-update-now-with-73-more-regret-and-rendering-time/652/5 "2026-02-11T06:50:42Z")

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![image](https://dungeondive.quest/uploads/default/original/2X/4/48922564bd649a85fafce7a47a22c9feba05ac98.jpeg)

> [@modius](#):
>
> I’m getting close – am finalising components for a “blind play test” box as we speak 😉

The moment I declared myself “close,” the finish line retreated into the mist.

I’ve become entangled in another start-up of late, which has been greedily consuming my daylight hours. Still, the Ziggurat advances - not swiftly, but with a slow inevitability.

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For those curious about graphic design tweaks, component shifts, and the general alchemy of game development, I’ve been conducting those discussions openly with my long-suffering and talented graphic designer over on the Fullasagoog forum:

> **[Production](https://www.fullasagoog.com/c/ziggurat/ziggurat-production/10)**
>
> A tavern for resting tabletop gamers

This wasn’t part of some grand transparency strategy - it just proved more efficient than endless email threads. The conversations are candid, occasionally chaotic, and sprinkled with spoilers. I may prune them later, so wander through while the doors remain ajar.

Enter at your own peril 🙂

* * *

Did I say “sprinkled with spoilers”? I should have said **spoilers abound** , they are everywhere.. you will be spoiled. That is all.

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**Author:** ![modius](https://dungeondive.quest/user_avatar/dungeondive.quest/modius/32/92_2.png) [@modius](https://dungeondive.quest/u/modius)\
**Post date:** [May 1, 2026, 2:13am UTC](https://dungeondive.quest/t/ziggurat-update-now-with-73-more-regret-and-rendering-time/652/6 "2026-05-01T02:13:34Z")

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Am stuck choosing a colour for the “Backtrack” token. It needs to stand out on the map tile so you don’t forget to check for wandering monsters on your return.

 ![image](https://dungeondive.quest/uploads/default/original/2X/2/22f4e106ba89c0964f984f8f8402899f5f107b77.jpeg)  
 ![image](https://dungeondive.quest/uploads/default/original/2X/5/54dbba5cf19f90924eeb6a5623aaa8ebbbac05d8.jpeg)  
 ![image](https://dungeondive.quest/uploads/default/original/2X/5/552a47fbc8b5f503ddefd9e44a22224a5dd14b88.jpeg)

### Best colour for the Backtrack token

_Poll ([view on site](https://dungeondive.quest/t/ziggurat-update-now-with-73-more-regret-and-rendering-time/652/6))_

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PS. a fuller discussion of all things tokens available at fullasagoog

> **[Slug and token layout for new prototype](https://www.fullasagoog.com/t/slug-and-token-layout-for-new-prototype/56/8?u=modius)**
>
> One option for Backtrack is to simply invert the colours: The combat condition tokens already have a red background, but they are a different shape, a different shade of red, and are never placed on map tiles, like Backtrack. This way, all...

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**Author:** ![Dungeondive](https://dungeondive.quest/user_avatar/dungeondive.quest/dungeondive/32/106_2.png) [@Dungeondive](https://dungeondive.quest/u/Dungeondive)\
**Post date:** [May 7, 2026, 3:07pm UTC](https://dungeondive.quest/t/ziggurat-update-now-with-73-more-regret-and-rendering-time/652/7 "2026-05-07T15:07:57Z")

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I like the yellow - stands out, and doesn’t clash.

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**Author:** ![Genghis-Pawn](https://dungeondive.quest/user_avatar/dungeondive.quest/genghis-pawn/32/161_2.png) [@Genghis-Pawn](https://dungeondive.quest/u/Genghis-Pawn)\
**Post date:** [May 7, 2026, 8:34pm UTC](https://dungeondive.quest/t/ziggurat-update-now-with-73-more-regret-and-rendering-time/652/8 "2026-05-07T20:34:12Z")

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(I would have voted for yellow – and did, initially – except it seems that’s the “base” color for all tokens? If so, and if the backtracking token is meant to be differentiated and pop-out against a sea of yellow tokens, then I say pink.)

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**Author:** ![modius](https://dungeondive.quest/user_avatar/dungeondive.quest/modius/32/92_2.png) [@modius](https://dungeondive.quest/u/modius)\
**Post date:** [May 8, 2026, 5:00am UTC](https://dungeondive.quest/t/ziggurat-update-now-with-73-more-regret-and-rendering-time/652/9 "2026-05-08T05:00:39Z")

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Thanks for the feedback – i’m in exactly the same boat.

We’ve settled on a yellow/red palette in hexagons for all map tile tokens. But these “exploration” tokens if you like are more permanent features of the map; a barrier, a point of interest, etc. Whereas the “Backtrack” token is more like an event; if you move back to that map tile you must perform a backtrack action (a bit like a roll for wandering monsters).

So I think I’ve settled on PINK too – something that stands out on the tile.

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**Author:** ![MattBarker](https://dungeondive.quest/letter_avatar_proxy/v4/letter/m/9fc29f/32.png) [@MattBarker](https://dungeondive.quest/u/MattBarker)\
**Post date:** [May 8, 2026, 10:23pm UTC](https://dungeondive.quest/t/ziggurat-update-now-with-73-more-regret-and-rendering-time/652/10 "2026-05-08T22:23:13Z")

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Pink is best

Amber and red convey warning and danger to me, so I wouldn’t use if that isn’t always the case with the back track encounter. And the yellow blends too much into the jungle. Out of the other two, purple text on pink background is easiest to read
