The problem - Santorini contains many building pieces. These building pieces are made from plastic created by a mold. Due to the number of building pieces in Santorini, producing 10,000 games worth of building blocks will take a significant amount of time.
Unfortunately, due to all the other complexities of the game, lead times, sourcing, etc, the manufacturer simply did not consider that we would require a second mold to meet our set November deadline. This was simple, human, error... with unfortunately large fall out.
The solution - Why not create another mold? That is exactly what we are doing right now. However, these molds are complex and require all sorts of machining and testing. So a mold can take 3-4 weeks to complete. Roxley ordered the tooling of a second mold Wednesday last week, the very moment we were informed of this miscalculation. The second mold will be in action as soon as it is complete.
The result - The result of this is a product delay of 3-4 weeks. There is a probability that some games will be delivered January, which is very unfortunate.
We are shipping containers as soon as they are complete. We will be shipping the first container to the USA, for backers in USA and Canada, as those games will take the longest to arrive at the fulfillment agencies. We will then be shipping a container to EU, then to the rest of the world. This will help to ensure that all backers receive their games around the same time.
Our manufacturer has been doing a stellar job. The samples we have so far are simply amazing (see below). Santorini has a lot of strange production challenges, and they have met every one of them head on. They are doing their absolute best, often answering our emails at 9pm on a work nights, all to ensure that Santorini is as good as it can possibly be for you folks. So while this mistake has broad effect, we (Roxley) must recognize that they are also human, and humans are capable of error.
Roxley and the manufacturer will also do whatever possible to try and shave off any excess time in other areas to increase the probability of a best case scenario.
Lesson learned - Ultimately, responsibility rests with Roxley, as this is our first game in which we've done plastics, and did not realize that plastic lead-times would be this much greater than print production, and therefore did not ask if a second mold would be required. In future projects, we will ensure that the manufacturer does a full analysis of plastic lead times to ensure that we tool enough molds to meet the demand set by our timeline.
To say we feel terrible about this event is a gross understatement. It is a bit disheartening when we put this much work into ensuring the product is delivered on time, only to be held up by an oversight. We absolutely apologize for any inconvenience caused by this. Roxley will continue to strive toward raising our bar of professionalism in every aspect of Kickstarter boardgame design, development, and production. Thank you for your continued support.