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Week 7: SpellChemists at Halves

Halves week is here! After six weeks of development, we brought SpellChemists to the stage and into the hands of first-time players. See how handmade elemental clay pucks added personality to spell-casting, catch highlights from our Wednesday presentation, and step inside Friday’s playthrough as players tested preset builds and helped shape what comes next.

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Week 4: Shaping the Arena and Visual Identity

Elemental terrain arrived in the Arena this week! We explored maps built around crossfire, islands, and corridors, then tested how their layouts could keep players moving. Meanwhile, our visual world began taking shape through stylized rune pucks, a clearer art direction, and the first steps toward bringing Swift from a 2D concept into 3D.

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Week 3 Quarter

Quarter gave *SpellChemists* its first big moment in front of faculty. We introduced the Foundry, Arena, RFID connection, and tournament plan, then came away with new questions about information, physical interaction, and why the game belongs on the Board. Those conversations also inspired our next experiment: 3D-printed characters with interchangeable parts.

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Week 2: Shaping the Core Game

With the Board foundation in place, it was time to build the game. This week, we mapped the journey from Foundry to Arena, defined our rigs, spells, and elemental reactions, and put the first combat loop through three paper prototypes. See which ideas survived playtesting

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Week 1: A New Start

How do you keep a physical game piece from changing identities while it sits still? In our first development update, we dig into the noisy Board glyph readings behind *SpellChemists* and introduce the stabilizer built to tame them. Follow our first technical challenge as unreliable signals become a steadier foundation for future physical interactions.

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