Crypt X contains 51 beautifully illustrated puzzle cards, in addition to a wide range of unusual items found within the missing professor's mysterious file...
In Crypt X you'll be attempting to decipher various notes and objects from the missing professor's file, trying to work out what it all means.
Attempt each puzzle one at a time, or assemble your team of puzzlers.
To solve the puzzles in Crypt X, you'll need to spot patterns, crack ciphers and use the myriad items found in the professor's file. You might also need to cut, fold and get creative to find a solution...
Below are a couple of examples of the types of puzzle you can expect from Crypt X. See if you can crack the code hidden in these puzzle cards.
If you think you've got the answer figured out, use the Crypt X app to check your answer!
These have been designed as 'dummy puzzles' using the artwork of a couple of the finished cards but not the precise puzzles themselves, so we can show you how the puzzles work without spoilers!
Exclusively available to Kickstarter Backers, the Adventurer's Postcard is a special standalone ultra slim puzzle box designed to fit through your letterbox just like the Sub Terra Backer Packs. If Crypt X does really well, we willl be able to unlock some alternate art postcards!
Every self respecting archaeologist will have a trusty notebook to jot down their findings in whichever cavern, tomb or temple they find themselves excavating. The Archaeologist's Notebook is a high quality faux leather bound notebook with textured paper, the best for taking notes and feeling really clever.
We've produced this Deluxe Map with the help of Johanna, our illustrator, to highlight some of the monuments of Ancient Egypt that inspired our work on Crypt X. The Deluxe Map will be an oversized archival quality version of the smaller map printed inside the journal notes. The Deluxe Map will be rolled and packaged inside a poster tube for safe transit.
Check out the previews below to see what people have to say about their experience in Crypt X! More previews coming throughout the campaign.
More reviews incoming!
Throughout the Kickstarter campaign we will be running a competition open to everyone regardless of whether you backed the project, because any excuse for more puzzles is a good one.
Keep an eye out for three hidden codes which combine to make a four-digit number.
There will be a single code in each of the following places:
- The Main Video
- The Campaign Page
- The Project Updates
Once you have found all three codes, head over to the super secure university server and enter the pin. Those who enter the pin correctly will be entered into a draw for a massive box of puzzle goodies that inspired our work on Crypt X.
[UNIVERSITY SERVER ACCESS PENDING]
For Crypt X, we've once again recruited the logistical muscle of two of the tabletop industry's most well-regarded partners, Spiral Galaxy Games and Quartermaster Logistics.
Both the Spiral and Quartermaster teams have been added as collaborators on this campaign, so they can respond to your questions directly.
QM's team will be handling the United States, Canada, Australia, New Zealand, South America and other territories in the Americas and Australasia.
Spiral's team will handle everything else.
For those of you wondering how Brexit shennanigans may affect your pledge, fear not! We'll be using a back up fulfillment centre in Germany should things go sideways. You'll still get your pledge customs free if you're in one of the defined customs friendly zones.
- Rest of Europe includes all continental European shipping destinations not in the EU including Iceland
- For rest of world rates, higher rates are for Russia, Brazil etc due to much higher fulfillment charges and bounce rates
- Brazilian backers must include their CPF taxation ID to receive their pledge, Russian backers must direct their pledge to a business address to receive their pledge.
We've run a few campaigns now, and we've had some big successes and some failures too. That range of experiences has given us a lot to work with, a lot to learn from, and a lot to build on.
This campaign will be the second where we implement our 'ITB Guarantees', where we make a public commitment to the best possible service to our backers, supporters, and fans around the world.
Team ITB has been working on Crypt X since 2018, playing a whole range of puzzle tabletop games, puzzle books, video games, escape rooms and more, trying to distill down what makes a great puzzle game. Since Rose joined us full time in 2018 as a developer, we've been steaming ahead turning these ideas into a tightly woven narrative puzzle experience.
Rose has done an incredible job of tieing together a fantastic, dramatic narrative threaded through over 50 carefully engineered puzzles inspired by dozens of escape games, escape rooms and puzzle books, as well as an unreasonably large pile of reference books.
Recruiting the help of Oxford University Egyptology researcher Dr Edward Love who inspired us with loads of historical examples of Egyptian codes, ciphers and language quirks, we've attempted to make not only a satisfying game, but an informative and accurate one too! A great big thank you to Johanna and Roland, too - without whom the game wouldn't anywhere near as beautiful as it is!
A massive thank you to all of our early playtesters, who've helped us make this the best it can be. Thanks to:
Amy Nash, Andy Mackay, Becky Todd, Bernard, Britt Callebaut, Brooke B., Daniel Pitcock, Dave Wetherall, Donald Stanley, Eric Mazelis, Erik Cole, Frans Treur, Grant Miner, Ian Stronach, James Olson, Jens Grimmel, Jeremy Skrdla, Jing Lim, Jolien Bortier, Justin Bird, Justine, Ken Whitehurst, Kevin Beeckmans-Cop, Linda Canton, Liz Howald, Loriana Giuliani, Nic, Peter 'Pedro' Goins, Sally, Simon Westenra, Stephen Spikings, Theo Edwards, Aidan Reynolds, Benedicte Wulff, Alex Hopkins, Jiaqi Li .
Risks and challenges
We first came up with this idea over a year ago, and since then have been tirelessly researching both the thematic and structural aspects of the project. While between us, we've played dozens of puzzle games, gone through dozens of puzzle books, and completed half of London's escape rooms, we knew that for a game this ambitious, we needed something more. We recruited over 100 playtesters from around the world and got their feedback over multiple rounds of testing to ensure that the puzzles work exactly as we designed them to. Even after that, we need to make sure it all ticks like clockwork - and will be doing additional rounds of testing after the campaign before we get to print. The challenge for us is if there are lots of small edits to make, and ensuring that we get through those properly in good time. As Rose has done a spectacular job so far in this regard, we're confident that this will not affect the overall timeline projection.
ILLUSTRATION & GRAPHIC DESIGN
Anyone who's backed our projects before knows that we spend a huge amount of time working on our artwork and graphic design. Johanna has completed the artwork for 90% of the puzzles, the journal and all other assets needed to wrap up the project for print. You can see many of her illustrations throughout the campaign. That said, there's a few more to be done and there may be tweaks needed in the final proofing stage. We've put a formal timeline in place to account for this, and have allowed several 'check points' to ensure that the artwork is up to scratch and consistent with the puzzle refinements we might make. All the packaging and box design is already complete and print-ready.
A year ago, as part of the Sub Terra Documentary promised from our £300,000 stretch goal, we visited the factory in Shanghai. We inspected all the pieces of equipment and production lines, met with staff and talked through our production objectives with their team, to ensure that we know exactly how your games are made. This means we've already avoided many of the costly mistakes that can catch projects off guard, and optimised the product design to take into account the way the machines and team produce the games - meaning they'll produce them better, faster! Nevertheless, we're working closely with the manufacturer for this project, Longpack, to ensure that every tiny detail is produced according to our high standards, and so that it delivers the excellent experience you expect. We'll be keeping close communication with them until we've confirmed everything is 100% and has been checked in the fulfillment warehouses.
As an additional assurance, we're spending two weeks with the Longpack team in Shanghai and around China inspecting the factory and their suppliers in November this year.
FREIGHT & FULLFILMENT
Shipping hundreds or even thousands of games around the world is a complex project, and we've learned an enormous amount from our previous four successful campaigns. We've already calculated the plans for shipping games to 4 regional warehouses and fulfilling locally from there, as well as factoring in a realistic amount of contingency time for the not uncommon delays associated with sea freight of the games from the factory in China to the warehouses around the world. Additionally, we've optimised the product design of the game to account for shipping charge thresholds on dimensions and weight - ultimately saving you money.
Delivering a complex tabletop game Kickstarter project successfully is a challenge in itself, with a huge number of variables in play at any given time, and a large variety of places where things can go wrong. Due to the nature of this process, some things may change, but we are dedicated to making sure everyone is fully informed of any planned changes to content, the timeline or any other relevant information. We're dedicated to proving to all our backers that we are committed to excellent service.
- (22 days)