Kodecco Games
Learn how to play Carrier key art Characters — public roles key art Allegiances — secret roles key art Supplies and Encounters key art
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A survival board game about outlasting the horde.
Trust no one at the table.

5–12Players
45mPlaytime
v4.0Prototype
60+Playtests
// From the workbench
Read the Journal →
// 01

Game Components

What comes in the box — secret allegiances, playable characters, and the threats and supplies waiting out in the field.

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Coming Soon

We're still hard at work on this part of Carrier, refining the mechanics and art before it's ready to share. What you're looking at right now is a placeholder standing in for the real content. Expect balance passes, visual polish, and playtesting feedback to shape what eventually goes here. We didn't want to leave this section empty while everything else comes together. Check back soon — this page will be updated as soon as it's ready.

// 02

Developer Logs

Entries documenting the build — origins, mechanics, art, and playtests. Tap a title to preview it.

  1. One Job Each: The 4.1 Character Rework — cover art

    Too Many Characters ended with a promise to cut the roster down. Here's the actual rework: eighteen characters, one mechanical job per faction, and abilities that cost something instead of running out.

    Read more →
  2. Full Character Rework Notes — cover art

    The complete 4.1 record: why every character got repainted, the shift from usage counters to cost and timing, the new MARK mechanic, and every ability rewrite for all eighteen characters.

    Read more →
  3. Encounters, Combat, Sabotage & Survival — cover art

    Combat now comes down to face-down cards and tiered weapon math — reveal, tally the damage against the horde's threshold, and hope no one on the strike team is a Carrier hiding a -3 Sample sabotage.

    Read more →
  4. Shared Inventory, Turn Orders and Pre-Draw Actions — cover art

    Encounter draws kept colliding with mid-turn trades and surprise Carrier reveals. We rebuilt the turn around a strict Pre-Draw Action Window and a Shared Group Inventory, so every action resolves before a card is drawn.

    Read more →
  5. Cutting the Bile — cover art

    Zero-friction setup and the 89-card overhaul — the box went from 198 cards and minutes of sorting to a 30-second setup.

    Read more →
  6. Daybreak, Nightfall & The Anatomy of a Character Card — cover art

    Consecutive superpowers were breaking the game. We introduced a cycling Day/Night round structure and dedicated phase indicators on every character card to pace the power curve and eliminate mid-game timing chaos.

    Read more →
  7. Too Many Characters — cover art

    A V3 playtest made it obvious — we kept expanding the character roster, and it just turned redundant.

    Read more →
  8. Survivors vs. Carriers — cover art

    Secret roles are now grouped under two simple sides, Survivors and Carriers, each with a name banner and a fresh pose.

    Read more →
  9. The Origins of Carrier — cover art

    A behind-the-scenes story about how Carrier began — what inspired it, our design goals, and where it's headed.

    Read more →
  10. We're Coming Back, Soon — cover art

    A mini retrospective on the break, and what's next for development.

    Read more →
// 04

Roadmap

Where the project stands, and what's coming next.

PHASE 1

Concept & Core Loop

Defined the horde mechanic and core survival loop. Completed.

First draft of Carrier concept artFirst Draft
Idealisation phase concept artIdealisation
Support kits built from Midjourney assets found on itch.ioSupport Kits
Border design and early zombie draftsBorder & Zombies

Midjourney was still pretty new back then, and I was curious enough to test it out on these early concepts — some of these backgrounds and assets are AI-generated because I simply couldn't paint scenes like this myself yet. It is what it is; just part of the trail that led to where Carrier's art is now. Our early playtests also ran WAY too long — each game dragged on forever, and that's when we knew we had to go back to the drawing board.

PHASE 2

Paper Prototype

First playable version built and tested with friends. Completed.

Printing cards at homeHome Printing
Cards sleeved with TCG sleevesSleeved Cards
Cards printed at a local print shop with glossy and matte finishesPrint Shop Finish
Introducing character cards with public and secret rolesCharacters Intro
Secret role card fromSecret role card from

This is also around when we started moving away from Midjourney and began drawing things ourselves — squeezing in art sessions during whatever free time we had. We still cut corners where we could (outfits especially), but from here on, the art was ours.

PHASE 3 — ONGOING

Balancing & Playtesting [OVERHAUL]

Overhauling the game's mechanics — optimizing systems and cutting redundancies, not building a whole new game. Running structured playtests to tune difficulty and pacing along the way.

V3 Characters (Public Roles)Characters
V3 Secret RolesSecret Roles
V3 EncountersEncounters
V3 Special ConditionsSpecial Conditions

We're deep in balancing right now — tightening up Characters, Secret Roles, Encounters, and Special Conditions. Some of it is trimming redundancy, some of it is fixing confusing naming, and some of it is just making sure every card earns its place in the deck.

PHASE 4 — ONGOING

Art & Component Design

As our design skills grow, we're moving further from the original Midjourney/AI-assisted art — toward asset packs from itch.io, and eventually hiring dedicated pixel art artists.

Refined survivor art directionArt Direction
Visual overhaul of the horde enemiesHorde Overhaul
Old box render with early unrefined artOld Box Render
New box design with new art, angle 1New Box (v1)
New box design with new art, angle 2New Box (v2)

Art is getting more refined with every pass — the survivor and horde designs are both being pushed further through repetition, and the box art has been completely redone from the old placeholder render to a real, finished design.

PHASE 5

Publishing / Crowdfunding

Bringing Carrier to a real print run — box, components, and a crowdfunding campaign. Not yet dated.

Publishing and crowdfunding details coming soonComing Soon

Nothing is locked in yet. Before any campaign goes live we want the rules stable, the card count settled, and the production quote signed off — announcing a date before those three things are true is how good games get shipped badly. Subscribe below and you'll hear it here first.

"Every playtest tore the game apart a little more — and a little closer to what it needed to be."

— Playtest Notes, Session #7

Stay in the Loop

New journal entries and playtest calls, sent when there's something worth reading.