Revised Stretch Goals and Updated Campaign!
One of the benefits of being the game designer, artist, and publisher means that I can be flexible when I need to be. I can change something if I think it will make the final product better and it’s something that many people are asking for.
I am absolutely devoted to making this game a fantastic and stunning gaming experience. For that reason, I have decided to change some of the stretch goals and revise the campaign.
The first thing I want to say is that while we may make component changes, your pledge level will stay the same! (I should mention that the MSRP of the final retail edition will be $70 now, instead of $60). Please take a look at the new stretch goal list. Some of the stretch goals have been removed, and a few more have been added. Some will be revealed at a later time.
I’d like to introduce you to a board that we played on during development (altered a bit from the original, of course):
I found myself missing this expansive board. It definitely has its advantages. The interesting thing is that this is about the same size (as far as number of spaces) as the current system tiles. It has some mechanical differences from the tiles, but it includes some exciting thematic prospects.
The upsides to this board are many:
- Setup is easier.
- The play area is cleaner because of a victory point track.
- It’s big and looks fantastic on the table.
- It allows for interesting tactical decisions.
- There are more possibilities for linked events because all of the planets are "in play".
Of course, the board cannot be set up randomly, but there are exploration tokens on the smaller planets to mix things up. Additionally, the replayability will come from the events and the way that players use action cards. You will also be able to place new expansion planet tiles on the map (and, if we reach one of our stretch goals, the planet Corzar)!
This board continues to fit our vision of the game, and that is making memorable planets with character. We are keeping with the eight basic planets because we want to focus on telling a story about those places. You’ll notice that there are two types of planets: inhabited (big) and uninhabited (small). On this map, inhabited planets count as only one space. This has allowed us to keep the map at relatively the same number of regions, while keeping the focus on the inhabited planets.
I love that this harkens back to the design of the map in the original Empires of the Void, and that it includes the old obstacles and wormholes! I would absolutely love to be able to include this in the game. It would replace the tiles, and because it is more expensive I’ve added it as a stretch goal. I definitely think we can reach it!
Updated Player Board
I’ve also tweaked the player boards to make them match the graphic design of the euro-size cards. You’ll notice something new on them: technologies. Technologies were planned for the expansion, but I’ve decided to include them in the base game. They give special powers, and give you another way to spend goods.
Coming Next Time
Later this week I’ll be posting more videos about the gameplay with an emphasis on the exciting events and situations that can happen in the game to create emergent story.
Thank you for backing and for joining us on this journey!