Honestly? I feel like a backer waiting for the game

Hey there,

You know that feeling when a project drags on so long, it stops feeling like something you’ll ever finish?

That’s where I was a month ago.

We’d been working on the new Photo Tour expansions for so long — piecing together art, mechanics, layout, dice design, and all the little things that fall between — that I almost forgot what the finish line looked like.

But then… everything started clicking.

About three weeks ago, the final pieces snapped into place. File by file, component by component, the vision started to solidify. And earlier this week, it happened:

Final files are DONE and sent to the factory.

And let me tell you, that moment never gets old.

When you’re building a game, even as the person leading the project, you don’t fully know what it will look like. You work with individual designers and artists on their own files. You guide the process. You make decisions. But the actual thing — the prototype you can touch, open, and set on a table — doesn’t exist until everything comes together at the very end.

Now that we’ve sent the files, I’m in that strange post-Kickstarter headspace where I suddenly feel like a backer myself.

Waiting. Imagining. Hoping it all turns out the way I picture it.

I can’t wait to get the prototypes.

Making Videos

No Kickstarter campaign can launch without video content. But as an indie publisher, you’re always choosing between two imperfect options:

Make more videos, which costs money and leaves less for ads (so fewer people even see the game).

Spend more on ads, but keep the video production lean.

My approach has always been simple: be minimalist with the videos, maximize the reach.

For this campaign, we’re partnering with two fantastic YouTube creators. They’ll help us cover the essentials — preview, rules, and playthrough.

We’ll also reuse content from the original campaign, since the core game is being reprinted too. Between old and new videos, we’ll have a solid lineup.

🎥 That said, if you’ve played Photo Tour and want to help… we’d love to feature your thoughts on the Kickstarter page.

Just 1–3 sentences about your experience — what stood out, how it felt to play, or who you played it with. We’ll handle the formatting, and by submitting, you’re agreeing to let us include it in the campaign.

Submit your feedback here
(Thank you — this makes a real difference.)

New Launch Date: August 26

Initially, I planned to launch in early July. Classic mistake.

I underestimated how long it would take to finish all the files, especially since we’re not just reprinting the base game, but adding two full expansions, custom dice, transparent cards, a new game board, and more.

So we gave ourselves a bit more time. The new plan is to launch on August 26. And this time, we’re on track.

I’ll spend the next few weeks doing what I always do before launch: building the Kickstarter page piece by piece. For the last campaign (DNA, Habitopia, Synthesis), I created about 50% of the page the night before launch. No exaggeration. I wrapped the campaign page at 8:30 AM, after an all-nighter with zero sleep. Just 30 minutes later, at exactly 9:00 AM, I hit “Launch.” Then I crashed for a one-hour nap, completely exhausted, before opening the laptop again to see how things were going.

This time… I’m trying a new strategy: sleep.

I’m still doing a lot myself: I learned Photoshop as a photographer, and even dusted off my old 3D modeling knowledge to make component renders. (Yes, I used 3D Studio Max version one back in university. I am old.)

But I’m also finally working with the same graphic designers who helped shape our games, trusting them to make the Kickstarter page clean, clear, and beautiful.

Let’s just say: my bank gave me a line of credit, and I decided to spend it on better rest.

Why This Campaign Matters

Like every campaign we run, this one matters a lot, not just for me, but for my family. Our funds from previous projects are mostly spoken for (covering DNA, Habitopia, and Synthesis production), so we’re counting on a strong result here to keep going.

That’s always the risk when you run a small publishing company. Every campaign is a make-or-break moment. And every backer, share, and kind word counts more than you know.

I believe in this game, and I believe in what we’ve added to it. These expansions don’t just add content. They make Photo Tour feel deeper, more alive, and more creative.

If you’re on this list, thank you for following the journey. And if you’re excited for what’s coming, I’d be incredibly grateful for your support on launch day.

Quick Note (and Apology)

If you emailed me recently and didn’t get a reply — I’m sorry.

The last few weeks were intense, and I focused on getting the work done. That meant some emails slipped through the cracks.

If you’re still waiting on something, please feel free to send a follow-up. I’ll do my best to respond quickly now that things are stabilizing.

More updates soon, including behind-the-scenes looks at the Kickstarter page, new renders, and prototype photos once they arrive.

Thanks again for being here.

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

P.S. Foxed Up #010 – Retail Therapy

New Foxed Up comic just dropped. Finn tried retail therapy. It got out of paw.
(And yes, I’ve also “accidentally” opened a delivery or two after a rough day.)

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