Production update, fulfillment window, Aeon Trespass: Odyssey
We’ve got a lot to tell you about - news big and small all around! Let’s start with the finished look of the Machina Nymph, as we know you’ve all been waiting for this. If I’m not mistaken, she’s our largest model, well over 40mm from base to horns!
Also on the production side, all the models, both original and stretch goal, are now in full production. We will be sharing more production samples with you in the coming weeks. We’ve also produced our art cards and certificates...
...and have chosen the box variant (two-part box). The red marked space is where a cut will be made, so you have a firm grip on the lid when you pull it out. We’re still undecided about the color, we can go typical cardboard brown/grey or this lighter, almost white look. Which do you prefer?
With all Nymphs in production, the art cards/certificates/art prints ordered, the stamps create and the boxes selected, we now have a firm grasp on the remaining part of our timeline. As mentioned before, the elaborate nature of the stretch goal nymphs means their production is a bit slower - and frankly, we never anticipated we’d go on to make 6 more models!
This unfortunately means we will have a slight delay. By slight I mean shipping will probably slip into June, so about 3 weeks. We’ve debated shipping the sets in two waves since the end of the Kickstarter, but with such a small gap we decided it’d be best to wait a bit and ship complete orders - some of you may be required to pay customs fees and we’d hate it if they charged you twice.
Aeon Trespass: Odyssey
Finally, something a lot of you been waiting for. Aeon Trespass: Odyssey - now with pictures!
Ah, yes. We’ve promised you a media blowout, right? Well, here’s the first salvo! Odyssey is on track to become the biggest board gaming project we have ever worked on. We’ve reached out to dozens of artists to help us flesh out the world and create its inhabitants. To put it into perspective, we had to create 4 design bibles: one story bible, two art bibles and a game mechanics bible.
To put it into even more perspective: the final game will come with over 1000 cards, more than 100 pages of full-color rulebooks and 20+ unique miniature sculpts, with the lowest standing at about 36mm, while the largest one towering over the game board with a height over 100mm! And guess what, those 1000 cards, 100 pages means we’ll be creating hundreds of original art pieces. Hundreds. This stuff really boggles my mind when I think about it - and I’m glad I’m running the project through an Excel spreadsheets, it’s so easy to get lost in the abundance of things.
Actually, Aeon Trespass: Odyssey is a series of stories with a beginning, middle and an end, with an overarching narrative to boot. A single story is called a Cycle. Each Cycle is a full ‘campaign’ experience. It’s got its own timeline, map, tech tree and a branching narrative. We estimate a single playthrough of a campaign will take a typical group of players roughly 40-50 hours. Bear in mind, you won’t see everything in one go. Resources are scarce and you will have to make tough choices along the way. Each Cycle will also have at least two distinctly different endings.
Our first Cycle will take you to Crete, we’ve alluded as much. You will land in Knossos, many years after Theseus slew the Minotaur. Things aren’t looking good. The gods are gone and in their place - monstrous Primordials. What’s worse is that the Cretean King, Minos, is missing. You strike a simple deal - aid in his search in exchange for provisions and supplies that will allow the Argo to resume its journey.
You will soon find out things are not as they appear to be. The island is gripped by fear of the Labyrinthian cult and the geometric plague they bring. Reality itself seems to bend to the will of the Maze.
The Game Flow
It’s really too early to talk about gameplay, but what we can reveal is that it will encompass three layers: the strategic, where you plan your travels, manage resources, uncover the technology tree and build all manner of things, the tactical, where you, through the Titans, face the Primordial threat head on, and the narrative, where you will experience all kinds of adventures and interesting choices.
The transitions between those three layers will be seamless - and we make sure the layers are tightly interwoven with one another. Your narrative choices will dictate the battlefield and the opponents you face, while the resolutions of battles will inform your technological course and travel options.
The Titans are your workhorses, the mindless beasts of burden, savage and violent in the wild, made to serve the Argonauts through the application of the Antikratos Thesis. The helms keep these giants under control and allow trained pilots to temporary possess them and wage war on a colossal scale.
The Titans stand about 10 meters tall and they are definitely not human. Notice their exaggerated features and also pour over the concept boards - see how much thought goes into creating each and every one of these.
Remember. Titans aren’t your friends. They’re merciless, crazed killers. One fatal move, one malfunction in the antikratic helm, and a Titan may go berserk and that is dangerous both to the pilot and their teammates.
Against the Titans stand the Primordials, powerful and alien. The Titans are big, these monsters are bigger, tougher, stronger. Only a coordinated assault can bring them down, as they are surrounded by a nigh impenetrable barrier at all times - the Aeon Trespass field (AT for short). They also tend to evolve over time, growing even more powerful or developing new skills as a response to the Argonauts tactics.
During any given Cycle you will face a handful of these monstrosities. Thanks to our gameplay systems, these creatures may vary in each playthrough (though they will always retain a core of tactics, so you, the players, may create effective counter-strategies to beat them).
More to come
This... this is just the beginning, art, miniature, gameplay and narrative-wise. We’ve got so many cool ideas, mechanics and stories to share! The variety of monsters, titans and landscapes, the inner workings of the technology and production systems, our map and travel mechanics, our take on immersive, tactics-driven combat, transforming weapons, a unique character progression system based on uncovered memories... and this is still just a glimpse. I’m going to shut up now. Hope you like what you see so far - we’re going to maintain a steady flow of information and art as the project progresses. Thank you for reading!