Sins of Our Mother Full Release

Sins of Our Mother Full Release

Fear, heretic, for the majestic mother descends to liberate us from our shackles! Sin, and ascend, for we are her hammer, nail, and timber. We are the pieces of our own fleshly paradise. Blessed be the one true queen.

I'm proud to announce that Sins of Our Mother is complete after over a year of development! The final word count comes in at around 50,000 words, with almost 200 pages of content.


Backers, please look for your Backerkit survey email. Once you finish filling out the information and locking in your order, you'll receive your digital rewards shortly after via email.

Digital rewards depend on your pledge level, but can include: DRM-free PDF, Wallpapers, and Class Pack PNGs for Printing.

New Art

I also commissioned three new pieces of art in the last month to go with the narrative dungeons: Rebellion in Saint Rose City, Hospital of Quiet Minds, and Race of the Silver Tower.
Writing and playtesting these dungeons was some of the most fun I had all project. Each one offers something unique, and I encourage Backers to check these out as soon as possible.

Retrospective

Sins of Our Mother has been a monumental undertaking, and the timeline shows. I've reinvented Sins not once, but twice. The first time was when the five subclasses transformed from into their own, unique classes. I think this was for the best, as it fit better with Sins' goal of radicalizing traditional D&D design.

Layouts also changed significantly. Backers might remember the early prototypes from the campaign. Those are long gone. Same with the early access layouts. Although I have experience with cards, book layouts were a beast in their own right. I worked with graphic designers (and even read The Elements of Typographic Style) to further hone Sins' layout design. I strongly believe this final version better represents Sins of Our Mother and what it aims to accomplish. I hope you feel the same way! Here's a quick look at how the layouts have changed (the oldest being on the left).

The two biggest changes were ditching the boxes, and moving from three to two columns. More subtly, the fonts changed to serif, the background became whiter, and gained crack marks to evoke marble.

Thank you all so much for your patience with me as I worked to finish Sins of Our Mother. I think the wait was worth it. As always, I'm open to feedback, and eagerly await your responses!

What's Next? & Tariffs

I don't know! I've given Sins my everything, and challenged myself at every step to exceed my abilities in terms of design, layout, and writing. I hope it shows. I need to take a short break, step back, and examine what Catacolyte wants to accomplish.

The new tariffs hit Catacolyte incredibly hard, as I partnered with Eastar Games Manufacturing in China to produce the Class Packs. I'm following through with production to ensure Backers get what was promised, but this new trade policy was incredibly disheartening for me as an indie designer. Catacolyte might switch to purely digital goods going further, but I will still be looking into more sustainable ways to offer physical products.

Best Wishes to All the Queen's Faithful,
Ashton Baker, Creator of Catacolyte Games
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