FIST is a TTRPG about paranormal mercenaries doing the tough jobs no one else can (or that no one else wants) during the Cold War.
Latest Updates from Our Project:
JULY UPDATE
10 months ago
– Sun, Jul 13, 2025 at 12:44:27 PM
Hey everyone! This'll be a short update, we just wanted to share the table of contents from the expansion to FIST's core rulebook, titled SUPPLY DROP.
SUPPLY DROP's development is going well (knock on wood) and we're slowly arriving at a slim-but-dense volume that expands the world and gameplay of FIST from something best suited for short campaigns and oneshots to a framework supporting long-term play. SUPPLY DROP is also the most heavily playtested project CLAYMORE has done so far, which has been a factor in its long development - but it's imperative we slow roast this one to perfection.
As you can see, a good portion of the book is dedicated to theory, by which we mean discussions of FIST's themes and the intent behind its design. We don't want to inject too many bolt-on rules/subsystems/supersystems into what is at its core a very simple game, so we've instead spent the last few years collecting feedback from folks for whom the game didn't quite click and devising "theory articles" to address their concerns. It's true you can't please everyone, but your biggest critics often have stupendously useful, trenchant insights about the areas where your design fails. On top of that, we're trying to widen the game beyond its default campaign mode by taking inspiration from video games - what's an action game without a robust PvP mode and a co-op wave-based mode a la CoD Zombies and Halo's Firefight?
We'll update you more as we go. Please note that SUPPLY DROP will probably have less pre-release material available than our other projects. We want to get this book just right, then drop it, simple and clean. Until then, we appreciate your continued patience and support!
All the best, CLAYMORE
ART UPDATE
11 months ago
– Fri, Jun 13, 2025 at 03:11:16 PM
Hey all! Just thought we'd post some new, fully illustrated pages while MANDELBROT SET wraps development. Please note that this book has not yet been sent to editing, so the text in these screenshots may not reflect the final, retail version of the adventure.
That's all for now! We'll keep you posted on the exact date pledge manager emails will be sent out. Also: please don't be alarmed if you see print copies of MANDELBROT SET for sale soon - we need to sell things we make as we make them to stay afloat as a business! Rest assured, finishing the box set is still our end goal and you will get all those goodies in due time. In the meantime, thank you for following along!
Best, CLAYMORE
MAY UPDATE
12 months ago
– Thu, May 15, 2025 at 08:31:13 PM
Hey all! We're pleased to report that we've arranged with BackerKit to open up the pledge manager before we charge shipping. This means you can expect to receive a BackerKit email this summer which will direct you to a page where you can enter your shipping address, upgrade your pledge, etc. You'll be getting another email prompting you to pay shipping later in the year. This flexibility works well for us: with the TTRPG industry plunged into uncertainty by recent economic goings-on, charging shipping right before we actually ship will let us avoid underestimating shipping costs later this year (which would screw us over) or overestimating them (which would mean overcharging you for shipping, something we'd really like to avoid). We'll be sure to let you know when the first pledge manager email has been sent out.
Until then, sink your teeth into this teaser for CRY HAVOC...
All the best, CLAYMORE
APRIL UPDATE
about 1 year ago
– Wed, Apr 30, 2025 at 03:49:54 PM
Hey folks! We've got some good news and bad news. Given the state of things lately, everyone's a little stressed out... so we'll start with the good.
MANDELBROT SET is undergoing intensive playtesting and we're currently about 1/3rd of the way through a full campaign. We've noticed some key areas lacking, for which we're writing more content:
Zone mechanics will be explained and revised. We'll be adding a spread to address how people, items, and information can get into and out of an exclusion zone which is largely disconnected from traditional spacetime.
OGHMA, the primary antagonist of the campaign, will be expanded with further characterization and advice for referees to portray the misaligned AI system.
We'll also be dedicating a spread to explaining how the module's time loop mechanic works, to make running it easier on referees.
Various smaller elements are also being reworked so the module runs better — we've prototyped less confusing and fiddly traversal rules, as well as clearer guidance on the module's special gadget, the F-KIT.
A FIST operative kitted out and ready to enter the Zone.
This new content will push MANDELBROT SET significantly past its original target page count of 64 pages, making it more expensive to print, but we think we'll be able to eat that additional cost in order to deliver a high-concept adventure that feels intuitive to play. Once our big, final playtest is wrapped, we'll move to proofreading and editing, then a final release. Please note that you may see physical copies of MANDELBROT SET appear for sale where TTRPGs are sold before the box sets are delivered - that's us selling our new releases as we build up to the box set, which helps keep the lights on and provide our Kickstarter backers with a better bundled product.
CRY HAVOC has entered active development. Since MANDELBROT SET's complexity and weirdness have made it prone to development hell and scope creep, we're aiming to keep CRY HAVOC a nice, simple adventure about liberating an island from occupying corporate soldiers. You can expect a fairly linear story compared to MANDELBROT SET and a higher difficulty level tuned to advanced play. Your team will be able to learn all-new traits from local trainers and slowly prop up the local rebels in their efforts to recapture key locations from the invading profiteers.
SUPPLY DROP continues on the back burner. As we block out its material, it's spiraling into a more involved project than we expected: expanding the core FIST rules to work with long campaigns, PVP content, and a focus on base management means reckoning with design flaws in the core rules. Here are some major issues we're trying to figure out:
What's the best advice we can give to support referees running combat? This is a common snag for a lot of players, and a lot of the advice we're writing is geared towards combat theory. Right now, we're trying to adapt the OODA loop to game terms, and create several informative examples for varying edge-case situations.
How do we account for power creep? We're discovering inherent mathematical issues with longer campaigns, and it's proving a complex problem to solve. After surviving about ten missions (and sometimes sooner), FIST operatives can more or less stumble into being functionally unable to fail. Retrofitting a new set of rules onto the original is kind of like fixing a car while it's driving, but we've got a threefold approach: broader advancement options, a long-term levelling system, and domain-level play.
What supplementary material was obviously missing from the original rulebook? We're working on solo mode, other major factions, and varied premade missions. Should we have random tables for generating FIST hideouts? Should we provide a more robust tool for dealing with partials? How about a balancing key for gauging enemy and NPC power levels?
We'd love to hear your feedback on these questions in the comments here!
The bad news is that the Trump administration's new tariffs and the resulting trade war may imperil our ability to manufacture the box set as planned. This isn't something that's just affecting us — you may have heard the news that DriveThruRPG's print-on-demand prices will be rising, and that more established publishers like Paizo and Steve Jackson Games are courting indie studios (likely due to some awareness that between the worsening economy and the new trade wars, it will become harder to stay afloat for indies like us). We had planned to source a lot of our components from China, and even the US printers and manufacturers we'd looked at may raise their prices due to inflation and reliance on imported materials. We're worried right now that we might have to specifically cut or pare down metal components like foil decorations and steel/aluminum dice.
In terms of delivering in general, we've planned for this. There's a reason most of our books aren't full-color, why the game only uses the most commonly manufactured type of dice, why we've cultivated a prolific community of third-party FIST material creators. We thought the economy might tank so we designed a game that was as economically collapsible as it is scalable. Even if we're reduced to a shoestring budget by historically high manufacturing costs, we'll deliver a game that's good enough to play. Even if your budget as an RPG player tightens, FIST will keep you company in the cold. We're always trying to design things with high replayability and tinkerability, so you feel like you got your money's worth.
Those of you interested in physical fulfillment will be happy to know that we're locking in the first stages of manufacturing, storage, and logistics, as well as consolidating our currently existing inventory (for a while it's been scattered between a few locations). We think we'll be able to manufacture and deliver box sets to backers in 2025, not 2026. That'd make us a year behind schedule - not what we'd hoped, but a valuable learning experience and seemingly common for KS campaigns that go way, way beyond their funding limit and unlock a ton of stretch goals. Considering our surprise tax-based cuts to budget (compounded with the pain of recent inflation) and loss of contracted personnel, a year late ain't too bad, you know?
By the way...
It's FIST: Ultra Edition's second birthday, and we're doing something special to commemorate it: the FIST ANNIVERSARY JAM, our biggest game jam yet!
This time around, there's no theme, no ranked voting, no prizes — just four months (4/30/25 to 9/1/25) to make whatever you want that's compatible with or related to FIST, a season-long celebration of our lovely community.
Whether you're a seasoned homebrewer or this is your first time getting in the guts of game design, we'd love to see what you've got. If you're looking for resources, collaborators, answers to questions, or just a good time, come hang out with us on the FIST official Discord server, right here: https://discord.gg/G7GDdkTw34
Finally, we'd like to thank everyone for their continued interest in and support of FIST, and of CLAYMORE as a studio. We're always excited to delight you, allergic to disappointing you, and without you, we'd probably be face down in a ditch somewhere. You make us what we are.
All the best (and here's to many more years together),
CLAYMORE
MANDELBROT SET Open Beta - Happy 2025!
over 1 year ago
– Tue, Jan 28, 2025 at 03:40:47 PM
Hey everybody, MANDELBROT SET is now in open beta!
This version is pre-editing and mid-layout; there's art to add and polishing to do, and we're already noting a few clarifications and accessibility tweaks to make in that next pass, but the campaign kit is completely playable and we're very excited to get it out there.
The beta doc is free for everyone (just scroll to the "Download demo" header and you'll find the Open Beta) so we can get as much community input as possible before the final release; we'd love for you to join our Discord server (https://discord.gg/G7GDdkTw34) and tell us what you think in our #feedback channel, or feel free to leave a comment on this update.
Thanks for bearing with us for the year it's taken to get here from the alpha — here's to an overly ambitious first adventure!