Cosmos Invictus: A true Sci-Fi Collectible Card Game (Canceled) project video thumbnail
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By Pegnio
£3,304 pledged of £20,000 goal
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About

Cosmos Invictus is an engaging sci-fi strategic collectible card game (CCG) that's full of tactical elements not found in traditional TCGs or other online CCGs. We call it a "strategic CCG" because you must carefully position your Mechs in formations to counter your enemy. The game offers customizable spaceships, Pilots and Events that can alter the course of battle. It is true, pure, hard sci-fi... without magic.

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Choose your faction and embark on an epic fight to determine the fate of humanity. Engage in intense, strategic battles as a Captain with a customizable Spaceship. Go head-to-head with other players in the PvP BattleZone arena, face off against the computer in PvC missions, or scout out challenges for profitable rewards. Will your vision for humanity come to light... or disappear into oblivion?

  • Forge your destiny: Join one of two rival factions and fight for humanity’s future! 
  • Assemble an epic arsenal: Acquire and choose from countless Mechs, Pilots, and Events to create powerful decks.
  • Choose your battles: Duke it out in the PvP arena, complete mission-based battles against the computer, or fight in one-on-one duels.
  • Experience remarkable Sci-Fi illustrations: From the cards to the menu select screen, discover unique hand-drawn art.
  • Strive for greatness: Complete daily challenges to receive special rewards such as cards and upgrades.

What Makes "Cosmos Invictus" Unique

First of all, players are Captains of their own spaceship. Everyone starts with the same spaceship but can eventually purchase more powerful ones using in-game currency. All spaceships have a starting level of HP (hit points) and max energy plus module slots. Players can install modules to upgrade their vessel according to their preferences. Also, spaceships counter-attack the first Mech that attacks them and are not “sitting ducks” like heroes are in other CCGs!

In Cosmos Invictus, every action a Mech takes (attacking, defending against an attack, having a Pilot attached) requires fuel. When out of fuel, the Mech is “out of action” for one turn and then returns to the battlefield. This allows players to get their opponents to burn the fuel of more powerful Mechs to take them out temporarily

Pilots attach to Mechs to make them more powerful (think combined stats and abilities). Pilots with no special abilities can 'eject' and return to the Spaceship for re-deployment. All Pilot cards are available to play independent of the player's hand.

Deploying cards requires Energy from the spaceship. Energy goes up every turn until it reaches MAX capacity. Upgrade modules can improve the Spaceship’s energy output. Each Battledeck includes a Formation that allow Mechs to inherit special abilities and stats modifiers. Strategic/tactical choices are available with each formation, including viable strategies for attacking or defending. Spell-like cards (Events) that make the best of Pilots and Mechs will be about 10-15% of the available cards. The same goes for the fewer (and rarer) Mechs that have abilities that trigger when the card is player or destroyed.

Players can melt and create cards, but only the ones they own. If they have the “blueprint” of a card they can create it – but if they don't, they need to find/win a copy and then they can create the card. It will also be possible to use cards from an enemy faction by paying a penalty. It will not always be worth it, but using enemy Event cards can surprise your opponent and turn a battle on its head!

In the 25th century, Earth has undergone drastic climate change – and its resources have been depleted – forcing humans to evacuate the planet to colonize the rest of the solar system.

But they soon discover that our solar system had been visited and explored by alien races long ago. Non-human monuments and relics found on the surface of far-distant moons and planets, along with scattered remains of advanced technology, made it clear that Mankind was not alone in the universe.

Alien races were drawn to Earth in search of Rare Solar Elements (RSEs) – incredibly energy-rich elements that do not exist on Earth but can be found throughout the rest of the solar system. RSEs are the power source for alien tech – and it is believed they will eventually enable humans to unlock the secrets of interstellar travel and explore the galaxy beyond the bounds of our solar system. The discovery of RSEs and alien tech has changed everything – galvanizing the human race as nothing ever had before. As a result, humanity split into two rival factions that soon clashed over how best to exploit these new discoveries.

The discovery of RSEs and alien tech has changed everything – galvanizing the human race as nothing ever had before. As a result, humanity split into two rival factions that soon clashed over how best to exploit these new discoveries.

Gaia Unity (named after the Ancient Greek Earth mother goddess) is the Earth-wide alliance dedicated to gathering the space-born resources needed to restore humanity's homeworld. Gaians – derisively called Old Earthers by their rivals – think it is foolhardy to flee into space and abandon their home planet. It’s better, they say, to use this alien tech and the energy sources of the RSEs to repair the damage done to Earth – regenerating the planet and allowing it to remain the home of the human race for many more centuries. In addition, a reborn Earth would be a safe and secure base from which to start exploring the galaxy. It has been argued that Earth is the birthplace of the human race – that it would be wrong and ungrateful of her children to abandon Earth to die from the damage they have caused her.

 

The High Frontier Alliance, a coalition made of the first generations of colonists who have established off-world communities throughout the solar system. Gaian estimates of the High Frontier plan claim that their calculations are based on only 5% of the human race being saved from the Earth's eventual extinction, which has given rise to the Gaians' contemptuous nickname for their enemies – the Five-Percenters. The High Frontier Alliance sees things differently. Consisting of the children of those who fled the polluted and overcrowded Earth, they look outward to the promise of the stars beyond our solar system – not backwards to a sick and dying planet. To them, these new resources are the means to eventually travel to those distant stars and terraform worlds into new homes suitable for human life.

Both factions believe they are correct, and that humanity's best chance of survival lies in their possession of RSEs and alien tech. Both believe their rivals are dangerously misguided. To the High Frontier, the Gaians are nostalgic fools – clinging to the skin of a dying world when it's obvious that the future of humanity's best and brightest lies in the stars. To the Gaians, the High Frontier Alliance is comprised of callous and irresponsible fanatics who are willing to abandon most of Earth’s population in order to pursue their selfish dreams. Both sides know they only have one chance. The RSE resources will be completely used up – either by the Gaians' plan to terraform the Earth, or by the High Frontier's goal to develop interstellar travel. The battle is on for humanity's future.

The goal of Cosmos Invictus is to help your faction win the war against your enemies. This can be accomplished by attacking your opponent's Spaceship until their Hit Points reaches 0. You will be able to achieve this through a combination of Spaceship weapons, launching Mechs (the game's battle units), and playing Events and Pilot cards (who attach to launched Mechs).

The game has three types of cards: Mechs, Events and Pilots.

Mechs

Mechs are the battle units of the game. So what’s a Mech? Basically, it is a powerful autonomous combat unit, most of them humanoid in shape and tougher than hell in combat. They can operate in zero-g and be customized a number of ways: there’s a bunch of different varieties that have been put into production. These things would never have been possible if RSEs had not been discovered – and as a result they represent the cutting edge of mankind's technological advances. While they can fight on their own based on your commands, you can also team them up with a pilot to make them even more deadly. Mechs cost Energy points to be launched in space (as shown on the top left corner of the card) and have 3 additional important stats:

  • Attack: The base strength that the Mech uses to attack and counterattack.
  • Defence: How much damage your Mech can take before it gets destroyed.
  • Fuel: How much fuel your Mech can keep on board at any one time. Almost everything your Mech does costs fuel, so you always want to keep an eye on this number. When Fuel hits 0 then your Mech goes to refuel in your Spaceship, if there is no available refuel slot it gets destroyed! After one turn the Mech returns to combat... if there’s an available slot. Otherwise it gets destroyed, so keep an eye on your refuel slots!
  • A few (and more rare) Mechs have special abilities that trigger when played or when destroyed so be on the look-out for these Mechs that pack a punch!

Attack, Defence, Fuel, and Energy Cost are the basic stats of every Mech, but some Mechs represent the cutting edge of development and have their own special abilities that will be noted on their card.

Pilots

While Mechs are fully capable of fighting with nobody in the cockpit, they are even more deadly with a human at the controls. Unfortunately, there are not enough pilots to have one in every Mech, but if there were enough humans to go around we probably wouldn't be having this war. When you want to get a pilot into the action you will need to use Spaceship Energy just like you would when launching a Mech. Unlike a Mech though, you don't launch a pilot onto a battlefield position. Rather, you "attach" them directly to a Mech that has already been launched, costing that Mech one fuel point in the process. We use the term "attaching" because the pilot has to plug their neural core directly into the Mech’s control mesh. That isn’t an easy process, so unless your enemy forces a detach, that pilot is attached to the Mech for the rest of the battle. If the Mech gets destroyed, most of the Pilots can eject and return to the spaceship ready to be re-deployed.

An attached pilot essentially becomes one with their Mech, adding a bonus on top of the Mech’s base stats. The pilot’s Attack and Defence values are additive, and any special abilities the pilot has will become available to their Mech.

Events

Events are the wild card in your arsenal. These are one-offs that can range from little boosts that help your forces along the way, or powerful game changers that shift the tide of battle altogether. Events require spaceship energy, like all other card to be used, the required energy is outlined on the top left corner and the detailed description of the impact can be seen on the card with more details available when you right-click on the card.

Battledecks

When you start your career, we’ll give you a basic squad to command, but over time you’re going to recruit new troops and get rid of others. You can’t bring everything into battle at once, so you’re limited to 5 Pilots and 25 Mechs/Events in any given Battledeck. You also can’t have more than 5 of any one kind of card, and you can only have 1 copy of a Special card in any Battledeck.

To create a new Battledeck go to the Inventory tab and hit that green ‘New Battledeck’ button. That new space that opens up on the right is where the cards will appear as you add them to your Battledeck. Just tap cards from the list and they’ll add to your Battledeck. Blue cards are Gaia Unity, red cards are High Frontier Alliance. If you want to dump a card back into inventory just tap on it from within the Battledeck and it will shift out.

Keep in mind that Formations are Battledeck-dependent so it’s often best to pick your formation first, then build your Battledeck out with cards that work well in that formation.

Formations

When you create a Battledeck, you also pick the formation you want that Battledeck to launch in. So what is a formation?

Formations are two things: The positions your Mechs can take on the battlefield, and the bonuses associated with those positions. When you launch a Mech you specify a position for it to occupy in your formation and it will remain there until it is destroyed, has to refuel, or you move it. Moving a Mech from one position to another will cost that Mech one fuel point and can only be done once per turn.

Notice that different positions have stat modifiers that affect the occupying Mech’s attack and defence scores. These scores are different for each formation, and will impact what the Mech is capable once it’s deployed on the battlefield, so make sure you match your Mechs with their best positions. Another thing to consider with positions is the special abilities associated with some positions.

The real power in formations however, is in the bonuses and penalties associated with a given slot.

Forge

The Forge screen is where you melt or transfer cards from your arsenal and, if you have enough Rare Solar Elements (RSE’s), forge new cards to bring into your Battledecks. We call reassigning Mechs "melting" because all inactive material has its RSE’s removed for reallocation. They’re too valuable to leave in some Mech gathering dust in the corner. Clicking on a card in the Forge screen will bring up that card’s description, along with what you’ll get from melting it and how much it will cost to acquire a new one. Apart from Mechs you can transfer cards and gain RSEs or recruit Pilots & Events using RSEs.

Spaceship

Your spaceship is your command centre. It’s the heart and soul of your forces, and it’s also the place you fight your battles from so don’t get blown up. Feel free to blow up your opponent though. In fact, that’s the whole point. When your opponent’s spaceship is gone, the battle is over. Your Hangar is where you’ll see your current spaceship, as well as any other ships you may have acquired along the way. They all have pretty much the same structure, but they have different strengths and weaknesses

Now, the first ship we’re going to give you is the best one we’ve got available, which is a fancy way of saying no one else wants it. She’s got limited upgrade capability and mediocre firepower, but she runs and will win you some battles if you use her correctly. Show us what you can do, then we’ll talk about an upgrade.

Every spaceship is unique. There’s a bunch of different models out there but you’re only ever going to get one of each. You may be good enough to collect them all, but I’ll be damned if we let you hoard them.

Before fighting it is strongly advised you equip your Spaceship appropriately. Each Spaceship has 1-4 slots for modules. These can be weapons, shields, engine (energy) and "special" modules (that affect your own or the enemy Mechs). Only one module of each type can be fitted and each module has an impact on your spaceship stats so make your choices depending on your game strategy. Keep in mind that if you don't have a weapon on your Spaceship you can't attack the enemy nor can you counter-attack enemies when on the defence!

Combat

When entering combat, the player who goes first is determined randomly, the one who gets detected goes 2nd. When the battle begins the Pilot cards are drawn first and positioned at the bottom left of your screen. Pilots can only attach to Mechs that have been launched in space. Each player's deck is shuffled and then the top 3 cards are drawn. The player who goes 2nd gets an additional card (so they have 4). Each player can change any of their initial cards with randomly selected ones only once. Your cards are positioned into the bottom right of the screen, this is going to be your "hand" area.

At the start of each turn, each player's Spaceship Energy is refilled & increased by 1 (starting from 1 and until it reaches the Spaceship's max limit) and draw a card from their deck. The Spaceship Energy can be used to play cards or use your Spaceship weapons. The Energy cost of each card is shown on the top left corner and the Energy cost of each Spaceship module is shown above them. To play a Mech card just click on it from your hand and into the formation position that you want it placed. The Mech will launch and inherit the position abilities and stats modifiers. Mechs can't attack on the turn they've launched (unless they have an ability that permits them to do so). You can attach a Pilot to a Mech in space, even one that has just been launched if you have the available energy and the Mech has enough fuel. Event cards are played by clicking on them and then selecting a target depending on the Event card description.

To attack the enemy with a Mech or your Spaceship, simply drag that card onto the target you want to attack. Each Mech can only attack once per turn unless it has the ‘Agile’ bonus from its spot in the formation (see Formations for more detail). Any Mech that is able to attack or move will be outlined in green.

Note that if the enemy has a Mech on a Shield slot in their formation, that Mech is the only viable target on the board. It must be destroyed or forced to refuel before you can target any other Mechs or the spaceship.

When you attack the opponent also launches a simultaneous counter-attack. Both you and the target will receive damage at the same time. The only exception is if the enemy has the ‘Fast’ ability, in which case it will deliver damage to you first. Once damage has been applied, any Mech whose Defence drops below 0 will be destroyed. If a Mech isn’t destroyed, it will lose 1 Fuel point following the attack/counterattack, and if Fuel drops to 0 it will retreat to the Spaceship for refuelling.

Your turn ends either when you hit the ‘END TURN’ button, or when the timer runs out.

 

Founded in 2015 and based in London, Pegnio is a young and ambitious game development studio dedicated to delivering addictively fun collectible card games (CCG) to mobile devices and desktop systems. The team at Pegnio is highly passionate about CCGs and aims to redefine the experience for players by combining stunning art with gameplay and strategic features not usually found in other CCGs. Understanding how frustrating some CCGs can be, Pegnio’s goal is to improve on the genre and create games that are exciting and engaging in both single-player and multiplayer modes.

The creation of Cosmos Invictus has gone across borders and continents, uniting the creativity of people and producing something really amazing. Overall people coming from more than 20 countries have worked on the project and including suppliers the list expands to 23 counties and still expanding!

Key Team Members

 

Cosmos Invictus is all about space combat and Mechs play the most important role in the battlefield so expect to see the best and meanest Mechs ever created!

A global team of amazing artists are hand drawing every single one of the cards especially for Cosmos Invictus and the results are amazing! Every Mech is unique in many ways, from stats and abilities down to the colours and drawing as each one is created to be fighting in space and according to each faction's capabilities.

Our aim is to launch Cosmos Invictus with over 150 cards and over half of them will be Mechs. The remaining ones Pilots and Events to ensure both factions can fight and win with their resources.

We started working on Cosmos Invictus about 2 years ago because we wanted to create an engaging sci-fi CCG that is full of strategic elements not found in traditional TCGs or other online CCGs. After conducting tons of research and travelling around the globe, we discovered how engaging traditional trading card games were – and we decided to bring this kind of entertainment to CCGs by creating games that players will find addictive and fun to play. With a focus on gameplay and strategy rather than encouraging players to spend money, our goal is to deliver an accessible and fun game to players around the world.

ALPHA

At the end of October 2017 we had the ALPHA release of Cosmos Invictus ready for internal play-testing with all the different parts we've been working merged and fully functional. They key deliverable of the ALPHA was the PvP battle system, the card interaction, the strategic elements (like formations) and the overall balance and enjoyment of the game.

BETA

Once we have completed the Kickstarter campaign with your help we should be able to complete our BETA where we plan to include both the BattleZone (our tournament arena) and most importantly the Missions which is the PvC element of Cosmos Invictus. Each Mission will have 5 chapters and provide generous rewards to the player upon completion. We understand some players want to first start with PvC and gain a 'feel' of the game before entering PvP that's why we want to provide them with an interactive way to test their skills and decks before starting playing in PvP mode.

RELEASE

With your assistance and backing we plan to release Cosmos Invictus on Steam in Q2 2018 for PC.

We believe in engaging our player and backer community to provide us with feedback, ideas, suggestions and anything that can make our game better. To make sure we have 'one place' to discuss everything we have our own Cosmos Invictus Forums prepared where you can register or sign-in using your social media account (we don't get any access to you profile, it is just used to sign-in, nothing else).

 

Once our BETA is ready, only our backers will have access to it and get the chance to experience this new game with its amazing artwork and strategic battles. We plan to have special rewards given to everyone participating in the BETA as a way of us saying THANK YOU for your time and feedback.

We have been working on Cosmos Invictus from concept to the current Alpha for over 2 years now. Initially this was done during our free-time but as the game progressed it became evident that full-time attention was needed. The project lead Kostas quit his job and focused 100% on Pegnio, the company behind the game. Everything up to the Alpha has been covered by the team's own pockets as the passion and desire for success runs really high! All money earned from our Kickstarter campaign will be invested in the completion and launching of our game on Steam. Development will not stop when the game launches, though. Instead, we see it as the beginning! We get to continue working with you, our Kickstarter backers, to create a constantly evolving game based your feedback and the results of the faction wars.

We are asking for £20,000 (roughly $26,000) to complete Cosmos Invictus and launch the game on Steam for Windows with a minimum of 150 cards available and 5 mission packs (PvC) per faction.

The majority of the funds will be used to complete Development and after paying the relevant fees and software licenses (for example Unity) the remaining funds will be used to create the illustrations needed to reach (and hopefully exceed) the 150 cards minimum we've set for the game.

 

Stretch goals will be about:

  • Adding 50 more cards to the game to reach a total of 200+
  • Porting the game to iOS and Android tablets (so players can play on the move using their existing account)
  • Adding more Mission packs (PvC campaign)
  • Providing local language versions (Spanish, Russian, Chinese, etc)

Risks and challenges

Creating a Collectible Card Game from concept to a final product is a lot of hard work! A number of similar projects have missed their estimated deadlines for a number of reasons: underestimating the complexity of software development, the time needed to create all the artwork, and the blood, sweat, and tears that go into game balance.

After many months of development, we are in a much better place as we have already released our Alpha version of the game which is FULLY playable on the PvP battle side (although we have a limited number of cards available for now).

Next steps: a closed beta in early 2018 for our backers, followed by an open beta later on. We are committing to a May 2018 delivery date because this is when we estimate most of the remaining artwork will be completed. Although we already have more than 75% of the coding done, we’ll need to work on game balance/tuning and the Player versus Computer side of things.

We have taken a number of steps to minimise risk:

* Focus on the delivery of the game we have scoped, with the number of cards, spaceships, modules and other digital accessories promised during the KS campaign.
* Stretch goals will be worked once we complete and release the game on Steam.
* We have invested our own money, resources and time to complete the game. We've been working on Cosmos Invictus for many months and gotten to over 75% ready.
* We're no strangers to software development. The game production is led by Kostas Vlassis who is an experienced Chief Technology Officer working with a number of talented developers. Every internal release is tested and play-tested to ensure it meets high quality standards.
* Work with a hand-picked list of artists and illustrators capable of producing amazing, exclusive artwork for the project.
* Invite feedback (you!) on the game design & development process.

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Funding period

- (30 days)