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AUGUST 2026


Rise of the Living Bread card game box resting on some of the cards from the game: tea, cake, ants, and the cherrying
A memory game that's lost the plot

Imagine your lunch developed adorable survival instincts.


When our hefty TTRPG project, Whitefroth (coming soon), reached the stage of playtesting and proof-reading, it felt like the right time to put our brains on ice for a bit.


A big thinky project like Whitefroth took a lot of thought, and while it was lovely to finally put down the laptop and pick up the sketchbook (well, for me anyway - Chris is a digital artist, so his laptop stayed firmly open, but you get my drift), that didn't mean the game designing stopped. It simply took a different form for a while.


We'd spent quite some time typing and editing. Now it was the turn of flipping and shuffling.

A small but ever-so-fun project for us, here's the story of how Rise of the Living Bread came to be - a memory game, from scribble to table.



 

Flipping Cards


I mentioned in one of our previous updates the sheer amount of card flipping that was happening for a while. That's where it all started: a full 50 cards turning, shuffling and swapping.


We knew the sort of gameplay we were aiming for: something pick-up-and-play, with rules that stick, no grand explanation needed, competitive, satisfying, and built around memory. We had been approached about games inclusive for those with dyslexia, visually driven and easy to recall once learned, and we wanted to mindful of this when creating our new game.


It became an exercise in inventing a new card rule, adding it in, trying it out, timing it, and seeing what happened. Rinse and repeat. The broken ideas came back out, the better ones stayed in, and slowly the deck was distilled into something busy enough to stay tricky, but not so much that it became overwhelming.


It was an entirely enjoyable process, and quite an unusual one for us because it was completely abstract; the mechanics came first.


 



Alternatively...


So, what on earth should this little game actually be about?


The couple of overthinkers that we are, this probably became the trickiest part of the whole project.


We have so many themes tucked up our sleeves. Honestly, loads. Some of them I still hope will become future projects, so I'll keep those to myself for now, but what I can tell you is that Chris's use of the word "alternatively..." became so frequent it was basically a song, a vocal stim, or some kind of mad catchphrase.


The themes ranged from abstract nonsense to deep lore, journeys, and exploration. You might wonder how on earth you squeeze a grand adventure story into such a simple game mechanic. Turns out, you can, though I'm just not sure it's recommended.


Eventually, we had to tell ourselves to calm down and choose the one theme that actually suited the game, rather than forcing complications where they simply weren't needed. It needed an idea that would make people smile before they'd even read the rules. A picnic where the sandwiches have developed survival instincts felt exactly the right amount of ridiculous.




The front of the box for the card game Rise of the Living Bread
Your sandwich developed survival instincts. Rude.

 Rise of the Living Bread


And so, we arrived here.


With artwork inspired by the likes of Adventure Time, allowing Chris to embrace his animation roots and Adobe Fresco, alongside gameplay we hope would earn a nod of approval from Taskmaster; Rise of the Living Bread became exactly the sort of game we wanted to make.


It all begins with what should have been a perfectly ordinary picnic... until the sandwiches decide they've had enough and make a run for it.


Players search the gingham blanket, trying to round up four runaway sandwiches before anyone else. Of course, the rest of the animated picnic has other ideas. Wasps buzz in, ducks waddle through, ants get involved, and before long you'll be second-guessing every card you were certain you'd memorised.


It's quick to learn, satisfyingly chaotic, and full of wonderful moments where someone confidently declares, "I know exactly where that sandwich is!", only to discover it scarpered three turns ago.


We promise that if you're the first player to find four runaway sandwiches, you'll feel entirely smug. And rightly so.



 

Tabletop Scotland


Rise of the Living Bread will be making its convention debut THIS WEEKEND at Tabletop Scotland, 4th-6th of September, at the Royal Highland Centre, Edinburgh.


It will be available online soon after - pre-order your copy here now!


We are so excited for the picnic panic to commence.

 

Chat to you next time!

 

Katie


Team Toad x

 


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AUGUST 2026


Pull up a lily pad; it's time for another wee update from the Toad table.


We're in one of those wonderfully messy stretches of game design where things are being made, tested, painted, abandoned, reconsidered, and occasionally covered in sand.


So, here's what we've been up to.


A desk at Toad HQ. there's a cutting mat, a sketchbook labelled "Whitefroth art", cans of energy drink, a cup of tea in a mug that says "I'm an artist, bitch", biscuits, paper, and the edge of an open laptop
on the Toad's desk: hydration is key

 

Whitefroth, Our Island Horror TTRPG, Is (Still) Cooking


We know, we know. We keep mentioning Whitefroth, and it's still not sitting on the shop shelf. Here's the thing: the reason it's taking a while is also the reason our excitement for the project has been growing and growing. Whitefroth has to look worth the wait, not just play well.


So instead of picking one art style and running with it, we've gone and picked about four.


Chris has been working digitally, building out the more graphic side of things. Katie has been drawing and painting by hand - brushes, ink, mess. There's photography going into it too. And, in probably the most "us" development yet, we've been pouring sand onto a scanner bed to see what happens. Apparently, that's how you make an island horror game.


It's slow. It is genuinely time-consuming to build a world out of that many different techniques, all stitched together into one coherent thing. But every time we lay a new piece next to the others, it's clicking in a way that makes the project feel worth it. This one's shaping up to be the most visually interesting thing we've made.


It's coming. We promise it's coming.


 

Meanwhile: We've Started Drawing a Lot of Sandwiches


As a palette cleanser from the heaviness of RPG writing, we've somehow ended up on a completely different tangent: sandwiches. Specifically, drawing them over and over. We’ve got them earmarked for a wee game project, so can’t say much more than that for now; just know that if you follow us and suddenly see an unreasonable number of sandwich illustrations appear, we’ve not been hacked and it’s all part of a thing.


Yes, sometimes game design is deep worldbuilding and complicated rules, but sometimes it's just drawing sandwiches. Now I’m hungry.



 two different projects, two very different art approaches



Tabletop Scotland 2026 Is Coming Up


In a few weeks we'll be packing up the car again for Tabletop Scotland, which as always, we're really looking forward to.


If you're heading along, come and say hello! We'll be the ones near a big toad banner and hopefully not looking too sleep-deprived. Speaking of which - the old Terror Toad t-shirts were looking a bit sorry for themselves, so new ones have been ordered. Small detail, but there's something nice about turning up to an event not looking like you fought a printer and lost.

 


So, what is happening at Terror Toad HQ this August?


Paint. Sand. Sand on paint. Sand on scanners. Sand everywhere, probably. Sandwiches. Cards. RPG writing. A convention on the horizon.


And as usual, a rather large number of ideas fighting for attention.

 

More soon! 🐸


Katie & Chris


Team Toad x


 

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JUNE 2026


Team Toad trundled back up to Scotland after a very lovely weekend at the UK Games Expo 2026.


After getting home late, we unloaded the car the next morning, headed straight into Glasgow for a Jeff Goldblum concert (which was excellent, by the way), and eventually managed to get some proper rest. I'm still a bit sleepy now, but having posted another game this morning, sent out a few feelers for future plans, and collected more RPG feedback (thanks, Jordan!), it's fair to say Chris and I are very much ready to get back to creating things.



 


Thank You


As always, we'd love to give a wee shoutout to all the attendees who came along, bought a game, or simply stopped by for a chat. You all helped make the weekend worthwhile. 😊


Saturday was particularly exciting, as we smashed our previous daily sales record (yesss!). As a small indie business, moments like that mean a lot. Every game sold helps us keep creating new things, and we're genuinely grateful to everyone who chose to take a Terror Toad game home with them.


If you picked up one of our games, please let us know if you enjoyed it!

 


Friends Old and New


Neither of us managed to make our full way around all five halls of the NEC in Birmingham, but the fair chunk that we did see was packed with delightful games, goodies, and people.


It was brilliant to spend the weekend next to our neighbours at Parthax Industries, and catch up with all the lovely folk at RookHart Games, Gamze's Games, Heartborn Studios, Lucky Fox, Roll Mighty, Dream Big Games, Knightly Gaming, Onebold Studios, and World Domination (phew!).


We also had the pleasure of meeting Loose Jaw Games, Games Night with the Dunhams, Listen in Silent Mode, The Gamer's Emporium, and Wayfarer's League for the first time.


There are definitely people we've forgotten to mention, and others we hoped to see but didn't quite manage to find amongst the madness. If we missed you, please know it wasn't intentional, and we hope you all had a fantastic weekend and a safe journey home. ❤️

 


The Sixth Doctor and Other Important Matters


On Sunday, we discovered that Colin Baker was appearing in the very same hall as us.


Terror Toad is, at heart, a deeply Whovian business, so naturally we had to go and say hello.


We're delighted to report that Colin Baker is every bit as lovely as we'd hoped, and Chris behaved himself admirably by not asking a million questions about the Valeyard. A true display of restraint.


 



Rain Frogs, Ducks, and Other Important Discoveries


Our friends at Lucky Fox are now making rain frogs, which means we finally have our very own actual Terror Toad! Thank you so much guys! We'll post a picture when he's painted in his full glory.


We also need to give a special mention to Duck Man.

Whoever you are. Wherever you are.

Thank you for our ducks.

 

Our toad on our banner with a pigeon for scale
He's a big toad now (pigeon for scale)


The Rise of the Toad


Perhaps our biggest takeaway from this year's Expo was the Toad himself. Our new banner featured him at his biggest size yet, and he received an incredible amount of love throughout the weekend.


Over, and over, and over again we heard: "You need to put him in a game!"


We may just have to make that happen.👀

 








That's all from us for now.


We'll be heading back to spooky drawings and flipping cards for the foreseeable. We’re looking forward to sharing the new stuff when the time is right.


Until then, keep croaking and creating. ❤️

 

Katie

Team Toad x



P.S.


Outside UKGE news, I'm so pleased to tell you all that our games are now officially stocked by Noble Knight Games! Pleasure to work with you, team!


Catch you all next time. 😎


 

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