Sarah's Singularity (Canceled)
A light, somewhat silly tactical game for 2-6 time travelers.
Sarah's Singularity (Canceled)
A light, somewhat silly tactical game for 2-6 time travelers.
Everyone plays as a different version of Sarah, a time traveler with special abilities seeking to unscramble historical events.
Review the missions line to plan your trip, decide which of your companion cards can best help you, then secretly select your destination Time Zone while the other players make their own plans.
You might be able to complete a mission as soon as you land in that era, earning you points and getting you closer to achieving your personal objectives. Or maybe you'll rescue a stranded companion and earn a bonus token to assist you on a future mission.
If two or more players select the same destination Time Zone they cause a paradox and each finds that they are, all of a sudden, a completely different Sarah with different abilities.
In this video, designer Thomas Gutschmidt, takes you through setting up Sarah's Singularity, a couple of rounds of play, and scoring at the end of the game.
The unlocked stretch goals listed below will added to all copies of Sarah's Singularity, both the Retail and Prime Edition.
All Kickstarter backers at the $29 and $160 pledge levels will receive Sarah's Singularity: Prime Edition. This edition of the game will contain custom wooden pawns not included in the retail version. Each pawn will be screen printed on both the front and back.
After this project is complete, the only place you'll be able to obtain Sarah's Singularity: Prime Edition will be at the Retailers who have pledged on this project, the Daily Magic Games web store, and at the conventions we attend.
We are working with our German partner, Schwerkraft-Verlag to publish Sarah's Singularity in both English and German. You'll be able to make your language selection when we send out the post-project surveys.
We sent out Sarah's Singularity to reviewers around the world – US, Canada, UK, Italy, Belgium, and Australia. As theses reviewers send in their comments, we'll post them here.
First, let's hear a little from the designer, Thomas Gutschmidt, about why and how Sarah's Singularity was created.
Sarah's Singularity rewards will be sent out through Ship Naked's hubs in the USA, EU, Australia, and Canada so that backers in those areas will not have to worry about VAT or Customs fees.
We are happy to offer a Friendly Local Game Store pledge level for 12 copies of Sarah's Singularity: Prime Edition. This $175 pledge ($160 + $15 Shipping) is available only for retailers with a US address or a US freight forwarder. Remember, Sarah's Singularity: Prime Edition will not be available through regular distribution after this project is finished.
Every game we create is a discrete project with its own development schedule, its own budget for production and marketing expenses, and it's own timeline for funding, production, and delivery. We bring each project to Kickstarter to give you, our fans and supporters, the opportunity to help us put the final touches on the game and to reserve your copies at the time when it will do the game the most good, both financially and creatively.
Some say that a creator should not launch a new project until their previous project is completed and delivered. That system might work for a designer who is self-publishing a game, but for an up-and-coming company like Daily Magic Games, that system is not viable. At any point in time we are working on a dozen projects in various stages of completion. Right now, for example...
10 Minute Heist: The Wizard's Tower delivered to most backers 2 months early and is now in retail stores.
Valeria: Card Kingdoms – Flames & Frost shipped to 80% of backers for on-time delivery in August. The remaining 20% shipped in September and October. Valeria: Card Kingdoms – Flames & Frost is now in retail stores.
Food Truck Champion is shipping out to backers right now for on-time October delivery. Food Truck Champion will be in retail stores in February 2018.
Sailing Toward Osiris is at the printer and we expect to deliver it to backers on schedule, in February 2018. Sailing Toward Osiris will be produced in English, German, French, and Spanish. Sailing Toward Osiris will debut at Origins 2018 and be released to retailers in June 2018.
Crabs! completed its Kickstarter campaign successfully in August and we expect to deliver Crabs! to backers in March 2018 and to be on retail store shelves by July 2018.
Horizons had a very successful Kickstarter campaign that ended in September. Some final art and graphic design elements are being completed and our international partners are working on the translations. We expect Horizons to be delivered to backers in July 2018, debut at GenCon 2018, and hit retail stores in October 2018.
Sarah’s Singularity, is live on Kickstarter right now. If the funding campaign is successful, we plan to deliver Sarah's Singularity to backers in August 2018 and to have it on store shelves in November 2018.
Alchemea, by Ian Stedman and illustrated by Claire Donaldson, is a reimagining of Ian's game, Magnum Opus. It is in beta testing.
Corsairs: A Valeria Adventure, by Wouter van Strien and illustrated by The Mico, was inspired by Wouter's game Wacky Pirates. During development, Corsairs evolved into a more strategic game than the original and is in beta testing.
Spaceways, by Philip duBarry and illustrated by The Mico, is a sci-fi pick-up and deliver / area control game set in the Horizons universe. This stand-alone sequel is in beta testing.
Chocolatiers, by Isaias Vallejo and illustrated by Claire Donaldson, is a gateway game where players take on the role of chocolatiers boxing chocolates in crowd-pleasing arrangements. It is in beta testing.
Thieve's Den, by Alice Davis and illustrated by Denis Martynets, is a unique blend of card drafting and worker placement set in the world of 10 Minute Heist. It is in beta testing.
We're hoping that our track record for successfully completing and delivering previous projects will give you the confidence to support Sarah's Singularity, and that the forthright communications we present when projects do hit snags will assuage any fears that we're going to screw it all up.
By the way, if you'd like to help us with any of our alpha or beta testing, please send us an email at contact[at]dailymagicgames[dot]com.
Daily Magic Games is a designer-friendly and customer-focused publisher specializing in casual tabletop games that are easy to learn and play, yet layered with strategy and depth.
- Isaias Vallejo, Wizard-in-Chief, Game Designer, and Developer
- David MacKenzie, Conjurer and Game Developer
- Levi Mote, Alchemist, Game Designer, and Developer
- Sarah Sharp, Enchantress and Editor
- Dylan Pharaoh-Whitney, Sorcerer and Graphic Designer
We are focused on listening to what our customers have to say and making sure that we are producing the type of games you want at the high quality you demand. We are actively involved in the Comments section of each Kickstarter and keep backers up to date with plenty of updates, during and after the active campaign.
We like to make casual and gateway games in an effort to get more people to the table. Our games are easy to learn to help new players get into the game faster, but they're also layered with strategy for the more seasoned players.
We're based out of Seattle, Washington and like to focus on the growth and promotion of game design in the Pacific Northwest. We founded PlaytestNW, a playtesting event network, to help local designers meet each other and engage with playtesters on a regular basis. Our hope is that we're helping designers build better games.
Risks and challenges
Daily Magic Games is committed to delivering quality products on time. We realize that the publication of a tabletop game can be complicated and, no matter how experienced the project creators and mangers are, some problems may occur. In an effort to reduce the likelihood of delays and mistakes, we have taken several steps to prepare for success:
1. This game project, as well as the Kickstarter campaign itself, are in the hands of two well-seasoned professionals. David MacKenzie has been running successful Kickstarter projects since 2010 (Alien Frontiers started the gaming frenzy on Kickstarter), and Isaias Vallejo comes from a digital games background as Executive Producer at Big Fish Games and has designed several successful tabletop games (Sunrise City and the "Valeria" series of games).
2. We are dedicated to backer communication and feedback. Throughout every campaign, we are as transparent about the process and as open to feedback as possible without jeopardizing production and delivery timelines. Whether the news is good or bad, you can expect us to report it honestly and openly.
3. We have done significant pre-production. All the art and graphic design for Sarah's Singularity are completed with the exception of the stretch goals content. The art and design for the stretch goals content has been outlined with out artist and she'll has us on her schedule for anything we unlock.
4. We are working with international publishing partners to bring Sarah's Singularity to a wide audience, expanding our economies of scale in production and logistics.
5. We have a long history of working with our chosen manufacturer and they are prepped and ready to begin the pre-press process as soon as the files are delivered.
We hope that everything goes as planned, but if something falls through the cracks, we are ready and willing to employ every tool at our disposal to get the project back on track and running smoothly.
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