🧾 Project Update: Survey Smoke Test + Next Beta Progress!
about 1 month ago
– Thu, Jul 23, 2026 at 04:54:20 PM
Titan Hunters, Rally!
We have some updates from the climb.
First, the pledge manager smoke test is going out! That means about 5% of backers will receive their surveys in the next couple of days. We’ll use that small batch to make sure everything is working properly, all the options are showing up correctly, and the process is smooth before we send surveys to everyone else.
First, the pledge manager smoke test is going out! That means about 5% of backers will receive their surveys in the next couple of days. We’ll use that small batch to make sure everything is working properly, all the options are showing up correctly, and the process is smooth before we send surveys to everyone else.
Once we confirm everything looks good, the rest of the surveys will go out, ideally next week.
And I'm happy to report… there are two surprises waiting for you in the surveys... hope you like them :)
I’ll give you all a chance to discover them on your own, but once folks have had a little time to poke around, I’ll post another update with additional details.
📚 Next Beta Update
Work on the next beta is going great and exhausting!
The “problem child” — hrm, Relic Hunter, hrm — turned out even better than I hoped. It ended up being a lot of work in the best possible way, and while our superstar graphic designer Matteo was getting it formatted, I charged through the work on the Planeshift Summoner. That class is now over with Matteo as well, which means the next beta is going to be a big one.
🏔️ What’s Coming in the Next Beta
The next beta will include all 12 Titanbound classes, plus all the major class support content that goes with them:
- spells
- weaves
- threads
- relics
- summons
- class tables
- and all the extra tools needed to actually run them at the table
All told, this beta is going to clock in at around 200 pages.
It’s a huge chunk of the book, and I honestly can’t wait to hear what you all think. When we send it out, I’ll include a link to the Discord as well, so you can come tell us what’s working, what you love, what needs a tweak, and which class immediately caused trouble at your table.
Shall we have another class preview now? We shall.
A Closer Look at the Planeshift Summoner
Shall we have another class preview now? We shall.
A Closer Look at the Planeshift Summoner
This class has gone through a lot of development, and I’m really happy with where it has landed. It’s not a traditional “pet class,” or even a normal summon class, where you stand safely in the back while another creature fights for you. Instead, the Planeshift Summoner does something much stranger: when you summon a creature, you switch physical places with it.
The creature appears in your mortal world, and you are pulled into the strange and endless realm (the Endless Wilds) it came from. For a few rounds, your party fights alongside the summon instead of you. Then, when the summon ends, you return, and it goes home (unless... well, see below).
You aren’t adding another full combatant to the party. You’re deciding what kind of presence the party needs right then. Do they need a protector? A predator? A scout? A chaotic little menace? The Summoner becomes a class about choosing the right creature for the moment.
The Four Starting Summon Types
At early levels, Planeshift Summoners choose from four summon categories: Guardian, Hunter, Scout, and Trickster. Each category fills a different role.
Guardian Summons
Guardian summons are called when the party needs protection more than raw power. These creatures are sturdy, loyal, and hard to move. They block passages, shield allies, punish enemies for getting too close, and help the party survive when things get dangerous. A Guardian might be a mastiff, a shield beetle, a porcupony, a stoneback tortoise, or something even stranger. They usually don’t hit as hard as Hunters, but they are much better at standing between your friends and danger.
Use a Guardian when you need to hold the line.
Hunter Summons
Hunter summons are predators. They are faster, more aggressive, and more dangerous than most other summons, but they are not built to protect the party. They chase, ambush, leap, bite, tear, and pursue. A Hunter can deal more damage than the Summoner normally could, but that power comes with risk. Hunters are easier to isolate, surround, or bring down. A Hunter might be a wolf, starfang, honey badger, rift leaper, moon stalker, great griffon, or rift drake.
Use a Hunter when something needs to die quickly.
Scout Summons
Scout summons are for movement, discovery, and survival. They fly, climb, swim, leap, track, spot hidden paths, hear danger coming, and help the party cross terrain that would otherwise be impossible. They are not strong combatants, but they can completely change how the party approaches a titan, ruin, cavern, or battlefield. A Scout might be an owl, fox, wayfinder hare, giant bat, cliffstrider gecko, mistwing manta, far-eye moth, cloud ray, or horizon drake.
Use a Scout when you need to find the way forward.
Trickster Summons
Trickster summons are agents of chaos. They distract, mislead, steal, confuse, hide, escape, and turn an enemy’s certainty against them. They don’t hit as hard as Hunters, don’t protect like Guardians, and don’t explore as reliably as Scouts, but they can create openings no other summon can. A Trickster might drop an enemy’s weapon, mimic someone’s face, vanish into shadow, create a false target, or force a foe into an embarrassing mistake at exactly the wrong moment.
Use a Trickster when the best plan is making sure your enemy’s plan falls apart.
Bonds Make It Personal
One of my favorite parts of the class is the Bond system. Summoned creatures are not disposable minions. They are beings from another plane who choose to answer your call. If a creature survives, contributes, and remains long enough, it can form a Bond with you.
Over time, a bonded creature can grow stronger, develop new traits, and become a recurring companion. But there’s a cost: if a bonded creature dies, it is gone forever. It's dead.
That means summoning is not just tactical. It’s emotional. You might start by calling “a Guardian,” but after enough adventures, that porcupony, shield beetle, or rift drake becomes yours. When you call, it answers.
Stranger Summons at Higher Levels
As the Summoner grows, more unusual options begin to open up. We’re currently building the class so the early game focuses on the four core summon types, while later levels unlock more specialized categories such as Mystic and Siege summons.
Mystics bring supernatural support, strange senses, wards, and healing. Siege summons are built for breaking objects, structures, vehicles, and terrain.
Turn to the Undead
Turn to the Undead
There’s also a darker, optional path: calling not from the Endless Wilds, but from the Endless Depths, a plane of restless dead and forgotten things. This creates an Undead Summoner variant with a very different feel and a much more dangerous bargain.
The Planeshift Summoner has become one of the most distinct classes in Titanbound. It feels tactical, weird, dangerous, and very different from a standard fantasy summoner. Instead of commanding a pet or magical being from the back line, you’re opening a door between worlds, stepping through, and trusting that whatever comes through in your place will protect your friends until you return.
Thank you again for your excitement and continued support. The surveys are moving, the beta is growing, and Titanbound keeps getting closer to your hands.
Onward and Upward,
Geoff
Onward and Upward,
Geoff



