The story
Created through real life experiences, a lot of revisions, and friends and family supporting the process for two years.
Why make a board game?
Why make a board game?
I've always loved board games for the moments they create between the people you play with, not just the mechanics. I wanted to build one that actually captured my twenties: the ups, the downs, and everything in between. The material comes from real, lived experience: things I went through, and things I've watched close friends go through in the same stretch of life.
Who it's for?
Who it's for?
This game is for people in early adulthood or want to relive their early years. I hope they relate to it on a personal level and laugh at the satire. I think a lot of people go through similar experiences and I hope playing Quarter Life Crisis brings up memories of all the highs and lows we all experience.
The hardest part: the rulebook
The hardest part: the rulebook
The hardest part for me was the rulebook. Being able to convey what's in my head so other people understand it isn't as easy as it looks. Everyone's mind works differently and interprets things differently. It took a lot of feedback and playtesting to see where most people were getting confused, then rewriting the cards and the rulebook until that ambiguity was actually gone.
Timeline
- January 2025Started solo. I wanted to build something from scratch, mostly by myself, as a learning experience, and documented the process on social media along the way.
- Through 2025Worked with a graphic designer in Turkey and a manufacturer in China to get the game from idea to physical object.
- Early 2026First production sample arrives.
- Late 2025, back to the drawing boardMore playtesting exposed real problems: too much ambiguity in the card text and the rulebook. Rather than ship it, I went back and reworked both.
- August 2026Final revision locked in, a version that actually plays the way it's supposed to.
- Early November 2026Expected first production run of 500 units shipped to Australia.
