IN:FLUX is a sci-fi tabletop game set on Earth.
The game involves 2–4 players that fight for control of a map. Each faction is unique and adds to the setting.
- Streamlined user experience for focus on strategy
- Modular and unique experience every time
- Very well implemented economy and battle system
- Refined rules based on work with reviewers and play testers
Players expand across the map and compete for territory. A streamlined user experience allows for easy continuous play. The game has an economy which is simple enough to ensure the players' focus on strategy. Modular map tiles and various factions bonuses add to the re-play value of the game.
To make it more interesting, players can upgrade their tech tree and play a bluffing game with opponents. Different technologies have different synergies.
What's in the Box?
The finalized version of the game will have the following components:
Thank You Cards
We'll also create a limited amount of thank you cards with choice of faction concept art. They're signed by the concept artist and printed on card stock without any written text inside. We'll use Backerkit to help you select an illustration for your card. We'll mail them out before the end of the year.
Preview — JBSTotal Gaming
In June 2018 we mailed some demo copies of the game to reviewers. We got an unpaid preview video from JBSTotalGaming:
Review — Two Off the Top Gaming
We also received a nice unpaid review for Two Off the Top blog, which you may read below:
Changes to Gameplay After Review of Demo Copy
- Exploration mechanic — the exploration mechanic of flipping tiles is now done all at once before the game starts
- Phases — there are now only two phases: the build phase, which happens simultaneously and the action phase, which has an initiative roll
- Command Points — reactors no longer produce currency, but instead give you command points, which cap the units and are counted on the faction reference sheets
- Faction Objectives — each faction now has an objective which is counted on the reference sheet
- Special Units — special units now give the entire stack of units a buff which doesn't effect combat, but acts like a special ability
- Combat — Players go in order of dice roll to perform one action (movement or combat) and can also take a reinforcement action if possible
- Movement — Players can usually move one unit stack the distance of one tile, if they don't choose to attack
- Claiming Tiles — The star token is used to claim tiles which created competition for space and adds to the strategy
- More Tokens — We added a few necessary tokens and got rid of some unnecessary tokens that weren't needed now that Command Points were added.
- Less math — Less math is now required to calculate income and for combat. It's really easy and much smoother.
Playtesting After Review of Demo Copy
The finalized version of the game has improved gameplay — certain flaws were pointed out and we solved them without changing the core game components. We've tested it already. It's faster and easier to play while adding to the complexity. The influx of cash doesn't push the game to a conclusion, players' strategies do. We will send another round of game prototypes out to be reviewed soon.
>> Please see the FAQ for further questions.
Shipping to be charged post-campaign via BackerKit
IN:FLUX Basic and Standard pledge levels have the following shipping fees:
CA — $0 | USA — $0 | UK — $5 | EU — $5 | AUS — $15 | NZ — $15
Faction Concept Art Thank You Cards have the following shipping fees:
CA — $0 | USA — $0
Due to limited availability we're only sending these within North America.
Risks and challenges
We understand that there are certain risks and challenges to backing a crowdfunding project. Let's think through a few of these together.
Challenge 1 — Gameplay. To ensure that IN:FLUX plays fluently, we've extensively playtested the game at several intervals. After each playtesting session, the game was analyzed and specific design changes were made. At each stage, we also eliminated design flaws.
The final game has even better gameplay. It takes into account input from the reviewers and playtesters while staying true to the contents in the campaign video. Please see the list below the review to see what's changed for the finalized game. Tune into the campaign to find out how we're making the best incarnation of IN:FLUX.
Challenge 2 — The production of the press ready version of the game. It's important to note that this game was designed by the company founder with help from a very small team. Expertise with the medium is a result of this vertical integration and will show in the final result. We've also reduced risk of design flaws by creating several iterations of the game.
Challenge 3 — The artwork. The demo version of the game has its essential artwork already finalized. We've set stretch goals to add more illustrations and fluff where required. Other than that all the necessary artwork is already finished. The game design team will work quickly to ensure perfect visual execution after the project has funded.
Risk 1 — Currency risk. The game is being sold in Canadian dollar, but all of the company's partners will be paid in US dollars. To mitigate this risk, we've assumed a lower exchange rate for all the estimates we made. We'll also transfer the funds into USD as soon as we get it to avoid a plunging Canadian $ (in case NAFTA fails).
Risk 2 — Paying partners/suppliers. We promise to pay the suppliers and partners before taking earnings out of the company. This includes: Kickstarter fees, Backerkits fees, Panda Games Manufacturing, Quartermaster Logistics, Snakes and Lattes, and Aetherworks. We have allocated as accurate estimates for each of these as possible.
Risk 3 — Import duties. We have some rough estimates for the amount of import duties that will need to be paid. We will work with our partners to ensure arrival of all games.Learn about accountability on Kickstarter
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