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Leyline Press Blog — salvage union

Learning to kill your game design darlings - Salvage Union Design Blog #11

Posted by Panayiotis Lines on

One of the most important lessons I’ve learned as a game designer is to know when to kill your darlings. As much as you may love an idea, sometimes you have to just bite the bullet, take it out back, and shoot it in the head. This will make your game better, but it's a tough and painful process.

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Designing an easy to play Mech TTRPG with lots of customisation. (Design Blog #10)

Posted by Panayiotis Lines on

In this blog, we're going to be looking at the design process behind what led us to that formula and how it supported our wider design goal on Salvage Union, a post-apocalyptic Mech TTRPG.

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How to design a Salvage Union Mech (Design Blog #9)

Posted by Panayiotis Lines on

Salvage Union is a post-apocalyptic, Mech, tabletop roleplaying game with accessible mechanics.

This is a two part blog post. In the first place we will be explaining the formula we used to design and balance the 30 Mechs in the Salvage Union Core Book.

In the second post we'll be going deeper into the design decisions that led to us creating the formula and it's utility in play and for homebrew content.

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Salvage Union Launches 01/12/2023

Posted by Panayiotis Lines on

We're excited to announce that Salvage Union launches on 01/12/2023

On the day you'll be able to pick up

• Salvage Union Special Edition
• Salvage Union Core Book
• False Flag Adventure Module
• We Were Here First Adventure Module
• Rainmaker Adventure Module
• Salvage Union d20 Dice Set

We'll also have bundle discounts, digital editions and more! 

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Scrap as XP: How old school DnD inspired progression in Salvage Union. (Design Blog #9)

Posted by Panayiotis Lines on

Salvage Union is a post-apocalyptic Mech game where players assume the roles of scrap salvagers. We, as the developers, aimed to create a gameplay experience centred around the core concept of salvaging. To achieve this, we drew inspiration from the 'Gold for XP' system in early editions of Dungeons and Dragons. This system tied experience points to the discovery of gold, with each piece of gold found translating to 1 Experience Point for the player character. This encouraged exploration and strategic thinking as the goal became to explore the environments in the game to discover the gold, rather than to simply defeat the monsters. In Salvage Union, we sought to establish a similar connection between the importance of scrap and exploration.

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