IN:FLUX is a sci-fi tabletop game set on Earth where 4 factions fight over the future of humanity.
The game involves 2–4 players that fight for control of a map. Take control of a unique faction with its own objectives, and team up to deter other players from winning.
- Enjoy a streamlined user experience and focus on strategy
- Master your favourite faction with a modular and unique experience every time
- Easy to learn rules with a very well implemented economy and battle system
- Revel in the refined rules based on work with reviewers and extensive play testing
Players expand across the map and compete for territory. A simple rule set allows for easy continuous play, and the reference sheets mean you don’t have to interrupt your game to search through the rulebook. The game has an economy which is simple enough to ensure the players focus on the unique strategy of each faction. Modular map tiles, quick playtime, 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. In a multiplayer game, there is a lot of diplomacy and many shifting unofficial alliances that develop in the end game.
What's in the Box?
The finalized version of the game will have the following components:
Core Game Mechanics
We had the game reviewed in two stages. After the first set of reviews of version 1.0, we made some more changes:
- 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 for game objectives
- Faction Objectives — each faction now has a unique objective which is counted on the reference sheet (eg. The Neonoans goal is to build an interstellar beacon to contact aliens in order to unite humanity)
- 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 creates competition for space and adds to the strategy
- 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.
The finalized version of the game has improved gameplay — certain flaws were corrected without changing the core game components. We’ve tested it already, and you’ll definitely want to try it for yourself! It’s faster and easier to play while unique abilities add to the complexity. The economy doesn’t push the game to a conclusion, players’ strategies do.
Check out the screenshots from the VR app currently in development:
Imagine the video below told as a VR story from inside the spacecraft:
Collectible Concept Art Merchandise
The concept art developed for the game is part of the campaign!
We’ve designed a selection of high-quality collectibles for you to enjoy.
Host the ultimate board game night with a set of your very own IN:FLUX coasters, complete with high quality designs of the printed characters.
Impress your friends with sci-fi T-Shirts with choice of design.
Collect posters signed by the artist and show how much of an early adopter you are!
Decorate your laptop or bumper with vinyl stickers of your favourite faction characters.
Reviews and Previews
Unpaid Review of IN:FLUX V 2.0 — October 2018, Lost Loot Games
Paid Preview of IN:FLUX V 2.0 — October 2018, Board Game Brawl
Board Game Brawl has been working on an paid preview and it will be done shortly. We'll post it here as soon as it's done.
Let's Play — September 2018, Teaser Video by Cognodome
The video below is a quick "Let's Play" video we made to show the combat system. There's a lot more to the game, but this gives a quick idea of the combat system in the game.
Unpaid Preview of IN:FLUX V 1.0 — June 2018, JBSTotalGaming
Unpaid Review of IN:FLUX V 1.0 — June 2018, Two Off the Top Gaming Blog
Shipping to be charged post-campaign via BackerKit
IN:FLUX the game has the following shipping fees: CA — $0 | USA — $0 | UK — $5 | EU — $5 | AUS — $15 | NZ — $15
Signed Posters have the following shipping fees: CA — $10 | USA — $10
T-Shirts have the following shipping fees: CA — $5 | USA — $5
Coasters (both for sets of 2 and 4) have the following shipping fees: CA — $10 | USA — $5
Vinyl stickers (both for single stickers and set of 4) have the no shipping fees: CA — $0 | USA — $0
Note about shipping: We tried our best to make the prices as competitive as possible without taking a loss on shipping. These prices are based on estimates made using the actual prototypes.
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. Hang tight for one more review and preview to be posted on the page after launch.
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.
Challenge 4 — VR development. The company founder is able to make simple VR narrative apps using Unity3D. The first one is currently in alpha.
Risk 1 — Currency risk. The game is being sold in Canadian dollar (CAD), but most of the company's partners will be paid in US dollars (USD). To mitigate this risk, we've assumed a lower exchange rate for all the estimates we made. We'll also transfer the funds for US suppliers into USD as soon as we get it. We've confirmed we'll be able to pay our main supplier (PandaGM) in Canadian Dollars, which will greatly reduce currency risk.
Risk 2 — Paying partners/suppliers. We are committed to paying 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
- (35 days)