Two Big Projects — and One Beta Test Coming Soon

Hey there,

This week, I’ve been working on two very different projects at the same time — both exciting in their own ways, and both still very much in progress. One is close to what we’ve done before. The other is something new, and a bit different from what I’ve done before.

Neither is ready to launch yet. There’s no landing page to send you to today, no countdown. But I wanted to take a moment to share where things are, and what might be coming soon — because I think both could be worth your time when they’re ready.

Photo Tour Returns With More to Explore

Right now, we’re developing two new expansions for Photo Tour:

  • Photo Tour: Expeditions
  • Photo Tour: Alaska & Yukon

These aren’t just “more places.” They introduce new ways to play — new mechanics that build on the original structure and give players more choices, more movement, and more moments that feel like discovery. Both are designed to keep the heart of the game — that quiet sense of travel and wonder — while giving returning players something new to explore.

As always, the artwork is one of the biggest parts of this process for me. Before board games, I was a landscape photographer — and I guess that instinct still drives most of my decisions. I want every card to feel like it belongs in a nature magazine, or pinned to your wall. But that kind of art is slow and expensive, and as a small publisher, we need to be smart about how we approach it.

That’s why we’ve developed a focused style. I usually bring in multiple artists, give them detailed references, and ask them to concentrate on details where they matter most—the focal points—while keeping the rest of the image clean and simple. This approach gives us a much better rate per illustration, shortens production time, and still results in components that feel rich and inspiring on the table.

Right now, we’re in that creative stretch where sketches start turning into full scenes. It’s one of my favorite phases of making a game — when a written note and a photo reference suddenly become something you want to hold in your hands. And little by little, it starts to feel real.

In about a month, we expect to hit an important milestone — fully finished prototypes for both expansions. Once that’s done, we’ll shift into final prep for a new Kickstarter campaign, which we’re aiming to launch around mid-June. The plan is to include both expansions and a reprint of the core game, so anyone who missed the first campaign can still jump in.

Something New: A Print-and-Play Club

The second project is something very different — a digital experiment I’ve been thinking about for a long time.

It started with two thoughts. First, the obvious one: tariffs. It’s hard not to notice how vulnerable small publishers are when so much depends on physical goods crossing borders. One policy change and the whole plan shifts. The second reason was more personal: I wanted to make something that felt a little faster, a little lighter, and more flexible. Something you could build, evolve, and share week by week.

That’s how the idea for a Print-and-Play club began.

The plan is to launch with four games:
three that you might already know — Pacific Ocean, Habitopia, and Synthesis — plus a brand-new sci-fi title we’ve been quietly working on in the background.

Each game in the club will have its own season, lasting about 3–4 months. During that season, members will get a new gameplay drop every week — not just visuals or bonus fluff, but actual playable content: new cards, mechanics, twists, and small pieces of story that give each session a little more context and energy.

The idea is to keep things moving. You don’t have to wait months for an expansion — there’s something new to try every week. And because each season is self-contained, it’s easy to jump in when it works for you.

We’re also adding a light community layer — hosted on Discord. It’s a place to download files, share results, complete small creative challenges, and track progress with XP. Not gamified in a pushy way — more like a quiet campfire for people who like experimenting with small games and ideas.

If it flies, the long-term plan is to release 3–4 brand new games into the club each year, each with its own seasonal content

The first test season — for Pacific Ocean — is almost ready. We’ll open a free beta in about two weeks, with a limited number of seats.


🦊 Foxed Up #005 — Game Shelf Tetris

This week, Finn’s trying to make room for just one more box. Grizz… has thoughts.


Thanks for reading — and for giving me space to share what’s still in progress.
I’ll be back soon with more details, and likely a few links if you’d like to be part of what’s next.

Take care,
— Eugene
Founder, Timashov Publishing
timashov.games