Thanks to your support we're able to create Escape the Nightmare in all of it's horrible glory. We're delighted to have the chance to bring you the game and from what we've seen at conventions and from reviewers over the course of the campaign are confident that it'll be something really quite special. Once again, thanks for your support :)
If you have happened by the project after it's completion, do not despair! You can find information on our progress both in the official updates here and on the game's 3DTotal site. The pledge button will be updated to allow you to get the game for yourself the moment it is available.
This is what we had to say about the game during the campaign:
"The theme! The theme comes across fantastically, you're not scared, but it is tense, it is super tense. It's like 'I need, I need, I need this card. Is it in the nightmare pile? Can somebody not trade with me? Can somebody not talk to me? Does someone have to lie to me?' And you're like 'Come on! You're part of the team.' You're getting excited. You're like frantic and I love that. I love that. I freaking love that." - Bower's game corner (see below for full review)
You and your friends are trapped in a nightmarish dreamscape of clashing realities. Worlds of delirium, death, mutilation, monsters and more whirl around you as you try to find your bearings. Amidst the chaos a hideous jailer swirls the maelstrom keeping you disoriented and contained. Deeper in the darkness, something stirs.
- Frantic trading action. There are no turns, so you need to swap cards as quickly as you can. Trade well to defeat the wardens before you're caught.
- Thematic mechanics. Every time you receive a card in trade it affects you. There are mutilation nightmares that stop you using particular limbs, delirium nightmares that force you to rhyme and sing and an isolation nightmare that requires people to ignore your cries for help.
- Customisable experience. With two play modes, six difficulties and eleven nightmare types you can easily adapt the game to any group. Play a slower paced game that allows for some mistakes and involves singing and hugging or have a heart pounding race against the clock with only deadly serious effects - the choice is yours.
Blue Peg Pink Peg (0:35-0:39)
"[Escape the Nightmare] produces remarkable tension."
"I’d have to say I think it is a very good game. I am also still amazed at how incredible the art is. I could get lost in the art for hours."
Bower's Game Corner (Video embedded below)
"When I watched the Kickstarter video and when I watched the rules I was like 'this sounds super dumb' but upon playing it you know it was just, you want to play it over and over and over again. It's just so much fun. So Escape the Nightmare, currently on kickstarter. OUT. STANDING. Outstanding game. Highly recommended."
Creaking Shelves (Two reviewers)
Matt "This game is good. The feeling of tension and panic it creates is all encompassing. I can’t quite believe it myself, but it makes the tension of Space Alert feel like a casual slow burn experience, and whereas that game ends with 10 minutes of tedious “paperwork”, this ends in a flash and is up and running again almost as quick."
Chris "I liked this game even more that Matt"
"Coming out of a game is that same feeling as leaving the cinema after watching a really good horror film, you’re not sure why you put yourself through that stress but you know that you enjoyed it."
"3DTotalGames has a great track record, and Escape the Nightmare is no exception. It’s a fun little game that’ll grind your nerves into the ground."
What the game is actually like to play:
We've confident in the game that we've created and are delighted to share it with you before you back.
Escape the Nightmare has been made possible by the contribution of 21 artists. We've brought the work of these artists together before in the form of our Sketching from the Imagination series and are delighted to work with them again.
Depictions of nightmares contain some unsettling images. In particular the depictions of mutilation may not be suitable for children. There's also some mild nudity, which seems less important but we respect that there are some cultural differences in this regard. Please share art from this project responsibly.
When the campaign ends a workometer will go up indicating what must be done to put the game into production. Once it's ready the game will be manufactured in China and freight shipped to our office in the UK. From here we will send the games to individual backers.
Shipping is only £2 per order (even if the order has multiple games). Escape the Nightmare isn't heavy so the savings generated by a more involved shipping plan going to multiple fulfillment centers would be minimal. Having a simpler plan that we've got more direct control over greatly reduces the risk of delays to the project.
For those of you that haven't backed one of our projects before the workometer updates tend to look like this:
We update once every two weeks come rain or shine until the project is finished, even if the update is just "No news, still waiting on such and such to do a thing." If that's too many updates you can safely unsubscribe, if we do something particularly critical (such as finalising addresses for shipping) we'll drop you a message.
"Thank you for making this the least stressful kickstarter I have backed thus far. Great comms and a great product :)" - Feedback on communication for our second game.
Risks and challenges
The list of things that can go wrong during the finishing, manufacturing and shipping of a game is a varied and exciting one. Simply recording everything that could go wrong would cheerfully overwhelm the rest of the page. However our years of experience in book publishing and our more recent experience with games publishing has given us the tools and experience we need to tackle these problems as they emerge.
As a card game this is a much simpler project than many of our others, which means that there's less to go wrong. Our track record on Kickstarter is that we've never failed to deliver a project, sometimes things do go wrong and there are delays, but when that happens we own it and fix the problem as soon as we're able. Check out our 404 Campaign if you'd like to see 112 updates reporting our triumphs and missteps in delivering a board game in exacting detail. Back this project and you too will have the opportunity to hit unsubscribe once you realise the wish for communicative creators was one of those "evil genie" deals.Learn about accountability on Kickstarter
- (29 days)