All-new stand-alone expansion + Reprint!! Build your team, unite their power and fight to victory in furious tactics battles!
Latest Updates from Our Project:
Cards charging THIS WEEK, plus more progress!
11 months ago
– Mon, Jan 15, 2024 at 12:00:13 PM
Hello wonderfully patient robot fans! It is once again high time for me to update you on how our big robot game is coming along (tldr; it's going good but the game is still noticeably not out yet)
The time has finally come to lock in your shipping and add-on charges ON JANUARY 17th (happy anniversary!). You're going to be charged $9, $20 or $29** depending on your tier and location.
These shipping prices are static unless you pass a weight threshold - Feel free to add more small add-ons without increasing your shipping costs! You will save money if you planned on getting stuff later!
** (we are still waiting for final shipping estimates from our fulfiller, but I'm pretty sure these numbers should be correct enough. I am hoping we will have these numbers this week before cards are charged.)
Progress!
Bug fixing!
As reported last time, the game's files are in finished and in also in a state of time dilation. We did a ton of testing at PAX Unplugged (last update) and OrcaCon (last weekend), and that led to me doing a lot of tightening up design and balance. Now I've used my background in ~*Video Game QA*~ to make a spreadsheet for all the incredibly granular things , typos, bugs, and clarifications so the games will be as clean as they can be!
Scenario Book!
One of the major lingering aspects of this project has been the AEGIS2 Scenario Book, a 52 Page book of alternate game modes, lore, and production pics. Over Christmas, I made a ton of progress on this and the majority of scenarios are tested and ready to be laid out in book form.
Here's a preview of the chapter list:
Chapters 1 - 10 are a 2-player campaign where you face off in various circumstances, drafting new robots each time. These chapters can also be played independent of the campaign if you just want to try out the wacky scenarios!
Chapters 11 - 20 are a mix of solo, co-op, 2, 3, and 4-player scenarios that can be played whenever! They're great to tackle if you have a specific player count or experience you're aiming for on Game Night.
Not to mention the immense pile of incredible design and concept work found in it too!
New TabletopSim Demo!
It's been a very long time since we've updated our TTS demo due to the cards constantly changing, but we finally have a new run of cards up there! (Solo and AEGIS1 reprint content is still outdated on TTS)
FEEDBACK: And make sure to tell us if you do, so we can take your feedback!! There's a feedback form in the mod but you can also message me here, on Discord @ZephyrWX, or via email with any notes you have, big or small.
KABUTO SUMO TWO-MO
Another game I worked on is hitting Kickstarter this week! If you're a fan of stand-alone expansions to novelty combat games with cool characters (you are, or you wouldn't be here?), you'll get a kick out of KABUTO SUMO: SAKURA SLAM.
As part of Brieger Creative, I did a bunch of testing and development work on this game's new content, including some design on the game's team-building Swarms expansion, where AEGIS knowledge really came in handy. I thought some of you might find this cool!
AEGIS'll Be Out Soon
As usual, don't be a stranger. Message me with questions, concerns, or challenge me to an AEGIS match on TTS any time.
Thank you!
Fight and Unite
Shipping Charges SOON! PAX Unplugged! RULEBOOK!
about 1 year ago
– Fri, Dec 01, 2023 at 05:00:05 AM
Hey everyone, it's update time once more. I write this from the sky as we return to Philly for this year's PAX Unplugged. See you there?
Right next to Copper Frog, Mythwind, CoolStuffInc and Snapship Tactics, right up front!
We have never-before-released holiday promo cards for you with cool art by Maung Thuta! (This card comes in the AEGIS1 Reprint and Upgrade Pack - this version is just a little pinker). Naturally any backer can have one as an apology for the game not being out yet.
You can also check out our buddies' game; TERRAFYTE - a sick dueling spaceship game - at our booth all weekend!
SHIPPING UPDATE
We're going to charge your cards for shipping soon! And lock orders!
We have weights, item counts, and costs figured out, and have taken seasonal cost fluctuations into account. That said, we're trying to make sure we don't charge you and then get a final bill that's much higher than expected.
I don't think that'll happen, but you can't help but be anxious when dealing with a five digit shipping bill, so thank you for bearing with me. The scope of this campaign is a lot bigger than our first one.
But yes...
WE'RE GOING TO CHARGE YOU AT THE START OF THE YEAR, THIS IS THE WARNING
For shipping, and any add-ons you purchased on BackerKit.
Shipping costs:
Domestic $59-99 Tiers: Expect shipping between $9 and $15
Global$59-99 Tiers: Expect shipping between $15-20
A majority of backers are on the All-in Pledge, which will be:
Domestic All-In: $18-25
Global All-In: $25-30
Nothing wallet shattering, the game is quite physically dense and compact, so costs are not randomly going to be $100. Costs went up a little from our campaign estimates due to fluctuating shipping prices and increased amount of content. (Also we're still discounting shipping for y'all since the true costs are $23-45)
Note:At the start of the campaign, I thought BackerKit would send you a confirmation on being charged shipping, but no, it just charges you when a button is hit, so that was my bad for not understanding their system.
!! Also take this time to correct your address if you've moved because orders will be locked in 30 days !!
Q: WHEN AM I GETTING MY GAME????!!!!
A: After we get all our files approved, the game will go to print, go on a boat for six weeks, and then you'll get your games a week or two after that. For those in Europe, probably a couple weeks after that.
PRODUCTION UPDATES
My plan was to have all files ready for hand-off to our printer before the con, but we're still finalizing:
Box interior
Kickstarter die
Solo Expansion packaging
The Rulebooks (see below!!)
That's it!
Then there is the season 2 scenario book, which is written and now needs to be laid out. That can be delivered separately from the other files, however.
"It's still not done yet?"
This is what I say to myself every day too, but man we're close. I did a final count and the deliverable for this game is literally...
1000 JPEGS!!
(Later combined into pdfs and etc)
I was even inspired to make this hellish image of the game's file production "pipeline", where raw art and graphics (black) are combined and processed together to make final files (blue). Luckily all of this is done, and a majority has been fixed and streamlined by now.
So a handful of minor remaining files is music to my eyes. We probably didn't have to go back and spruce up AEGIS1 as much as we did, but this stuff lives forever. We'll do a full list of all the aesthetic patch notes sometime soon.
Let's look at some new production pics:
Everything is looking good and so close to being finished!
AND YOU CAN HELP! (RULEBOOK COMMENTS!!)
I've been updating the rulebook for the past year pretty regularly, so I think it's in pretty good shape. What do YOU think though?
This file is up for comment and some people have already given a lot of great feedback. Let's finesse it and catch them typos. Does anything about the game confuse you? Say so. Something sound dumb? That's valid feedback! We wanna hear from you!
Once this one's looking sharp, the AEGIS1 rulebook comes next, and it's 90% the same.
Onward to the Holidays
Thank you all for your continued patience! Always feel free to reach out to us here or on our Discord.
Fightand Unite
The Fall Update
about 1 year ago
– Wed, Oct 25, 2023 at 11:41:22 AM
Hello everyone! Sorry for the delay on this update, we've been busy and working hard tying this game up and I was confident it'd be mostly all wrapped by now. However, we're entering a state of time dilation where the last 10% is truly as hard as the first 90%. Polish polish polish!
This BIG update ideally should have been three or more updates, but since I'm working on all these assets more-or-less simultaneously, it's hard to structure them out for individual highlight articles. Enjoy the tower of content!
Are we shipping this month as initially pitched? (No we're still finishing the game)
2 NEW PRINT&PLAY DEMOS!
Component showcase! Cards! Trackers! Punchboards! Promo Cards! NEW cards!
ART!
Shipping Update
(This is the same info as last time)
Are we shipping this month?
Answer: No! Sorry again! We're tying up the last bits of the game now, though this is pushed our ship date back to probably January. We will be sending files to the factories imminently soon though, and shipping will take place shortly after that. Continue to stay tuned!
When will my cards be charged by BackerKit?
Answer: 30 days after we tell you they will! We'll make sure to send out notifications and announcements here, via email, etc so you know ahead of time. The shipping price will be between $10-20 for the majority of y'all.
Whatprogress has been made on shipping?
Answer: We're still exchanging emails on fixing SKUs and prepping the product for eventual fulfillment, so as soon as the games exist and hit the fulfillment center, they'll be shipped within a day or two. This is all going smoothly and essentially the bottleneck is just us being perfectionists, on top of the games being very large, content-wise.
THE CHART
Today's chart doesn't look much different from August's, despite working on this game daily for two months. This is because I forgot about a bunch of incidental assets that ended up needing editing, redoing, or creation from scratch! This includes:
Reference cards
Deck cover/contents list cards
Machineless Commander cards
All of AEGIS2's standees
Typesetting, typesetting, typesetting.
We've also been continuously combing through cards, playtesting, and making lots of adjustments to graphics, balance, and design. Lots of plugging away on the rulebook in tandem with this too, with error-checking happening all throughout. Lots of content to put the finesse on.
We've also finished the sexy process of
eg figuring out deck sizes, exactly how many card slots are dedicated to reference cards and etc, and how that relates to manufacturing processes like card sheet sizes. We managed to optimize the box contents a little bit, which will help with various costs and bloat!
Print & Play Updates! (and card previews)
Last month we gave you Ainer vs Stell! Thank you for your questions and feedback, after that and a bunch of PAX West playtesting, we made some changes!
Ainer was functioning too efficiently as a turtle durdle defensive team, so we cut the power of some of his ranged attacks a bit. We also made all of his various self-launching push attacks into single-hit moves for the sake of clarity and rules edge cases.
We also redesigned Ark-Infinity a bit! He's still very strong and can now deal up to infinity damage to himself and others. Have fun!
Stell meanwhile was born perfect. I think we fixed some typos and did some minor balance adjustments on her combined robots.
So here's an updatedAiner vs Stell! Face off! Or just look at the neat cards!
We also have another 1v1 demo for you here - Kaiju Ashla vs Falsetto
Kaiju Ashla is the 10th prebuilt team in the box, out of 10, and is the most complex by far. The team is a bit chaotic and combines three of AEGIS2's main new mechanics:
Rolling the Star Die (normally only in Starpoint Mode, but Ashla's breaking the rules here!)
Triggering multiple combine abilities!
Emerging your combined robots from across the board!
Ashla herself also lets your cheat around combine requirements. There are many decisions you can make here on any given turn. The other teams were designed with accessibility in mind, but I know there are some Spirit Island players out there who love processing a million possibilities, so this one's for you!
When in doubt though, just roll a 6 and drop your five-letter bot into your opponent's Start Zone. Reject options and smash.
On the other end, we have FALSETTO THE ROBOT KING. Probably my personal favorite of all the new characters. Falsetto's team plays AEGIS like an RTS, generating turret drones around the board. He can also Emerge his higher-end robots just like Ashla! Attack each other with surprise dinosaur robots! That's what AEGIS is truly all about.
Checkout KaijuAshla vs Falsetto below!
* both of these PnPs are mainly usable if you own AEGIS1 already, and you can use components from that for various pieces.
Asset Previews!
As of this update, the major remaining tasks are:
Finishing box/packaging graphics
Finishing the rulebooks
Finish the promo die's design
The AEGIS2 Art/Scenario Book
Everything else is done!!!!!!!!!!!!*
*(I'm sure some other incidental problems and revisions will arise, but we're almost there!)
So let's look at some cool stuff.
Energy Trackers!
Each box comes with 9 or 10 of these, and they're double-sided, representing each of the game's 38 characters.
Each tracker features a blurb that tells you who the character is and what they want in life. I really like our cast and the personality they bring to the game, and outside of flavor text and the rulebook opener, this is the main way we deliver our narrative to y'all out of the box.
Choose your fighter!!
ReferenceCards!
A lot of the time I spend revising things comes down to reducing text and making the game easier to learn and play, and answering common questions before players have to ask them. AEGIS is a pretty dense game in terms of keywords, icons, and interactions. Here are a couple before and after comparisons between 2018's ref cards and the new ones:
Punchboards!
Each box comes with four of these, holding 100 robots total. The task here was building out the standee files (and excavating/fixing the jank ones I built 5 years ago - honestly this is the source of most of my suffering), and figuring out which reminder tokens are most needed across the 32 slots we have for those.
Many AEGIS2 bots inflict the Blaze, Rust, and Quell status effects, we there are a bunch of those. There are 8 double-sided drones, with an indicator in the corner of half of them so you don't confuse them with your opponent's. Lots of small touches and considerations.
A quarter of the damage counters have Energy Boost counters on their backs, and we put a little green bip on the fronts of those ones to indicate that so finding them is less annoying.
AEGIS1's punchboards are mostly unchanged in the reprint. Some robots feature updated artwork on their standees.
StandeeSorting: The biggest minor change across both boxes is that the robot standee numbers are upside-down. This is so you can put those standees in the tray upside-down and use them for sorting purposes. There are still 10 slots in the tray to sort your standees. AEGIS1 & 2 also have different colored standee bottoms so you won't get them mixed up.
There are a lot of standees just by nature of the game's design, so we're trying my best to mitigate the sifting!
!!CARDS !!
Since the last update, we tied up all the promos and Machineless Commander cards. There are around 40 cards in this category across the two boxes. So much content! (That I underestimated the time to finalize prior to the last update!)
MachinelessCommanders
These are pilots you can equip onto any basic robot, pending requirements. AEGIS2 has five, who we profiled last time. (Well actually, eight counting the promo commanders). AEGIS1's core five each attached themselves to a different Class (A/E/G/I/S), whereas these new kiddos can attach onto one of two Classes, and are generally more specialized with their abilities.
They're also all co-created by backers!!!
While Rayla is specialized in continuously setting enemies on fire after they take damage, Quintus lets your robots short-range warp to different spots instead of moving! Both commanders take advantage of non-conventional strategies and team builds. Let your imagination run wild!
All five of these characters also have combine abilities, and most of their commander abilities carry upwards upon combining!
AEGIS2Variant Cards!
Both AEGIS boxes have a 10-card Variant expansion that gives you alternate versions of cards in the box, featuring new abilities and art. If you're at the $59 tier and haven't added this to your pledge, I would! It's only 8 bucks!
Here are two from AEGIS2's Kaiju Variant Expansion:
Aktel-9000 gets meaner! All Kaiju Variants feature the Emerge ability, letting you jumpscare your opponents at crucial points. To make sure that isn't obscene, all of them also have special combine abilities that are interesting, but not too powerful... Except for this one! Aktel's normal combine power is very strong and lets you shoot off all the abilities of its components, while its Kaiju version lets you pick two instead - But! You can then keep using its components' attacks. A very novel combined bot that rewards you for when/how you choose to build it!
Meanwhile, Ika-Saur gets nicer! Due to some story events, you can see that Sigaea's biggest kaiju gets a muzzle put on it via everyone's favorite ocean queen from AEGIS1. It gains a new Commander Ability that's a combination of her two previous ones. When an ally is damaged, like herself or one of her Saur Drones, you can choose from a menu of powerful options to retaliate with.
AEGIS1 CompiledPromos!
AEGIS1's reprint (and the Upgrade Pack) includes a set of 10 compiled convention, holiday, and tournament promos, rebalanced - with some previously unreleased content!
Check it out:
Like Province Infiltrator Ixa! AEGIS1 was missing a generic "goes on Intel bots" Machineless commander, and now here she is! Her design was prompted by AEGIS Tournament winner EpicImpulse a while ago, and she combos with various debuff and control-focused I-types. No damage? No problem!
The character herself is one of our main characters, Ixa, putzing around all disguised-like after the end of AEGIS1's Five Nations War. What's she up to? What's her face look like?
And here's a fun one that no one's ever seen! A toy for the holidays, featuring the very first art Maung Thuta ever did for us. Joining a series of other, similar convention promos, this one got COVID'd. It features the ability to use the Actions of its components, and gains more Actions the more it's damaged, making it very versatile. What ridiculous strategies can be built around this lil Megazord figure?
AEGIS1Errata!
On top of the aforementioned 10 promos, we mechanically adjusted 20 cards in AEGIS1. This set of 30 is the AEGIS 2018 Upgrade Pack. Some adjustments are rebalances, while others are bigger redesigns.
This cool dinolad was very underused, so we just cut all its attack costs in half, therefor also making its accuracy better. Our new philosophy is that Tier 3 bots should be able to actually win games on their own, and this reflects that, though this one is still much better with allies in play.
And here we have a pretty significant buff/redesign. Mika originally could only copy a small suite of keywords from enemies, but now he can copy anything! For some content moving forward, we just let things be strong and versatile, rather than preemptively restricting them.
ROBOT ART!!
Contact us!
Again, sorry for the two month absence here. We are generally reachable and active on Twitter and Discord, and I do regularly answer messages here, as well as emails. Never be afraid to reach out!
PAX UNPLUGGED IS SOON!
We'll see you in Philly? Hope so!
Cards! Playable Games for You!! The Final Commanders!
over 1 year ago
– Wed, Aug 23, 2023 at 01:31:40 PM
New Update time! Last we saw each other, I said I'd do a new update ahead of Gen Con. That didn't happen, as Gen Con is a sort of a black hole that absorbs all time in the surrounding month. We did a lot of valuable 6-player playtesting with AEGIS2's stretch goal content there though!
Are we shipping this month as initially pitched? (No we're still finishing the game)
Print&Play demo! (Woo!)
A look into our production process! (Interesting!)
The Final Five Backer Commanders (Cool!)
A NEW* AEGIS GAME YOU CAN PLAY! (Online)
We continue to move towards total graphic/game design completion for the major parts of the game.
Shipping Update
Are we shipping this month?
Answer: No! Sorry! We underestimated the amount of content we had to build post-Kickstarter, so that took a bit. Now it's getting closer and closer to done and it's all very cool. Stay tuned. We'd still like to ship this game to you before the end of the year. I'll continue to keep you updated on how possible that is.
Whenwill my cards be chargedby BackerKit?
Answer: 30 days after we tell you they will! We'll make sure to send out notifications and announcements here, via email, etc so you know ahead of time. We're still working on final shipping quotes.
Print & Play Some Robots!
To tide you over, we've put together a little printable version of the Ainer and Stell teams y'all unlocked via stretch goals. Those of you who own the first game can play on that board or the one provided, and proxy some standees. When testing, we use plastic game pieces or LEGO bricks.
Even if you don't play, let us know if you catch any typos or confusing wording!
The Game-Making Process
The biggest hurdle with making AEGIS is assembling the 100+ unique robot cards. It's very time consuming and kind of a weird process that we concocted many years ago, and since it's a big factor in delaying the game, I thought I'd talk about this step-by-step. You know, for all you would-be publishers out there.
1. THE SPREADSHEET
AEGIS is built out of a 5-sheet Excel file - robot stats, attacks, passive abilities, and an index - that compiles into one huge sheet with 78(!!!) columns. It has formulas that look like this:
Built by Cassandra Clark back in the day, it's quite a feat of engineering for a silly board game. The only reason we need something this elaborate is because each AEGIS card has around 35 graphic and text elements that can change. Follies of my youth - design a game with simpler cards.
2. THE TEMPLATES
Most professional tabletop games are made in a program like Adobe InDesign or Affinity Publisher, where you use a feature called DataMerge to pull content from a spreadsheet and put it all onto a card in various spots. AEGIS has three templates for 1, 2, and 3-attack robots. These have differing positions, icon sizes and font sizes.
3. THE EXPORTING PROCESS
Once our templates and spreadsheets are ready to go, you slam the DataMerge button and you end up with dozens of somethings that look like this:
Wowee what a mess. From here, I do a skim through all the cards to see if anything broke. Then I run two scripts built by Greenbrier Games like 7 years ago to fix all the html tags, which changes the font colors and inserts the in-text icons. Trivia: the tiny diamond in our robots' names is actually the letter W in Wingdings font. How does the script change that? I have no idea. Just like our lore, we're dealing with mysterious lost technology here.
4. CLEANING UP
Now is the fun part where I have to go through every card and format the text so that it fits. AEGIS has a lot of keyword abilities, and making sure the correct ones are clearly spelled out while also not being 5pt font is an art. This is a bulk of the work.
Some robots in AEGIS2 also have cool attacks that are spelled out in text - however this is not effectively inserted via the DataMerge process. So I have to adjust all of them manually, including the expanded text box graphic. This is terrible lmao and there's little way to streamline this. However all these abilities are very cool and you'll enjoy them, so it's worth it.
5. ART!!!!!!!
In AEGIS1, we did most of the art via DataMerge, where a robot image is placed on a chosen background, and then I wiggled them a bit until they looked good. In AEGIS2, I've elected to just do this process on all 110 cards manually, because it's not art if you're not suffering. It's also because a lot of our new art has more dynamic poses and wilder visual effects, so I wanted to make sure all of them wre done justice.
This allowed me to get creative with special frames and breaking the borders a bit, allowing for some more spicy compositions:
AEGIS2's gonna look pretty nice y'all.
New Commanders: THE FINAL FIVE
As you know, eight lovely backers here helped co-create new some new homies for you to play as in AEGIS2. These characters are in every AEGIS2 box. This specific set of five are all Machineless Commanders, meaning they have no robot of their own - you stick 'em on a basic bot of your choice, and that bot gains some special abilities in addition to everything else it normally does.
All this artand lore is subject to minorlychange as we do final adjustments and to align with the backers' visions.
BLAZEBRINGER - RAYLA
Estranged daughter of Sigaea's most infamous mercenary. She's made a name for herself by being a dazzling, talented, and hirable Tournament fighter. She's hired as a stand-in fighter so often that she sometimes ends up double-booked against herself. Truthfully, she just wants a normal job.
In-game, she'll give any Basic Assault or Intel robot the ability to set any enemy ablaze after an enemy takes noncombat damage. She'll never let the fire go out!
TIMEJETTER - QUINTUS
Born in a Sigaea 500 years in the past, this experimental pilot is brought into the present due to Uptinea's spacetime tampering. His dialect is so unique in present day that nobody can understand him. Actually, he can't understand them either. That hasn't stopped him from becoming quite the celebrity in the tournament, however.
In-game, he'llequiponto any Basic Evasive or Support robot and allow your team to teleport up to 3 spaces instead of moving normally, and give your combined robots a speed boost too!
HERO BREAKER - HEROBREAKER
A powerful fighter and fan of Empyreal Realm (even though he's never lived there), he seeks to defeat every SIGEA Tournament fighter just to take their egos down a notch. He thrives on your infamy!
In-game, he'll let any Basic Assault or Guard robot deliver a finishing blow to enemies attacked by a nearby ally! Upon combining, he'll also let another ally attack for free! It'ssmackdown time!
ROBOT CULTIST - ILEZ-IZEL
A reclusive-yet-friendly former Iris Dominion officer whose mask catastrophically malfunctioned, granting fragmented and forbidden knowledge of the relic robots' true nature. Now a worshipper and guardian of sentient machines, especially the Kaiju that have recently awakened.
In-game, once piloting any Basic Evasive or Intel robot, Ilez will reduce the cost to combine for each blazed, rusted, or quelled enemy in play. This includes reducing the costs of Emerge! Ritual summon your favorite robots from the depths!
EVERYDAY HERO - SALARY RIDER
Defending the defenseless from clock out to clock in! Speeding atop her strange invention that she calls the "wheel", this mild-mannered Sector Authority office lady fights the petty and white collar crime that's flourished during the Tournament.
In-game, she boosts the Energy Output of her robot each time your team damages an enemy! Then when she combines, all that accrued energy will go straight to your Energy Pool! Crime never ceases, and neither does she!
Which of these 5 is your fave?
And that's all 21(!!) playable characters in AEGIS2. Look at their beautiful faces:
We've built out quite a world and cast, with the total across both boxes hovering around 40. Each one special, representing a full gamut of play styles and personalities. They look kind of like a Street Fighter roster... If only we had a fighting game to put them in.
OH WAIT WE DO
The AEGIS Fighting Game
I'm treating this as if it were new, but we've been working on this for quite a long time and have mentioned it in the past. Designer Nick Trahan made a cool 10 minute dueling game called Wildmoves back in the day, and just before Covid, we signed and have been working on and off to bring it to life as a game featuring AEGIS's cast.
It's existed in orbit of AEGIS2, but it is playable via TabletopSim, and I'm wondering what some of y'all think.
It shares some core commonalities with Pocket Paragons, but this game features a little dice placement, and varying stages to brawl on, each with different rules. This game also features all 18 of AEGIS1's characters, with the ultimate idea to get everyone in there.
Do you think we should publish it as its own $15-25 game?
We Fight Onwards
Next week we'll be at PAX West at the Indie Tabletop Co-Op booth! This one is local to us so it's not nearly as much of a time sink. I'm looking forward to testing bots and seeing some of you there!
From there, I hope to have shipping news for you soon!
Fight & Unite
New Places, Graphics, and Games (and Robots!)
over 1 year ago
– Mon, Jul 10, 2023 at 11:56:37 AM
Hey robot fam, Summer is steaming right along, and so is this game's development! We've been pretty quiet on our channels lately, and that's always a sign that we're very busy (rather than the opposite).
Specifically, this past month I've been hired to design/develop a skirmish game based on a pretty huge IP - an incredible opportunity, but very tiring. This has set AEGIS back a little bit, but it's very exciting and I think you'll all get a kick out of it if it moves forward. But now I'm back to wrapping AEGIS stuff!
Also as I mentioned last time, we will be at GenCon,mostly in the events hall. But swing by our booth next to GigaRobo (as is tradition) in the southeast peninsula of the map to say hello and grab a convention promo card.
In This Update
Shipping / Charging Cards Update
Progress and WIP Art/Graphic Assets
Robot Art Showcase
STONESPINE ARCHITECTS!!!!!
Shipping and Charging Cards
In case anyone wants to know when BackerKit will charge their cards for add-ons and shipping, it's not quite yet. We're getting our final shipping quotes now after a little delay/back&forth, and then I'll post here and send some emails ahead of time to let everyone know what costs you're looking at.
Ideally that'll be this month, so keep your eyes peeled.
While I've been busy on another game design front this month, we're still chugging along finishing the copious art graphic design that these games require (which is a majority of what's left to do anyway).
As you can see, most of the game's design is finished. In terms of graphic design:
Boards: Noah's been hard at work recently spiffing up the 6-Player Mat and AEGIS1's boards, making them more on-brand and colorful. He drew up some props to spice them up - can you ID where these parts came from?
And here's the updated 6-Player Mat:
More visually dense, but keep in mind this thing is huge.
And here are some WIPs of AEGIS1's 2p and 4p boards, compared to the old versions. Finding a balance between clarity and detail is the hardest part of doing these.
For the 2-Player Board, the 2018 version was a bit static and flat, and looked a bit 'fantasy", so I wanted to boost the detail/visual interest. We added some hills, bot parts, and grass detail. Next step is to noodle the contrast a bit and make sure it's still readable.
For the 4P board, it was also a very clean/empty in the original printing, so we're looking for ways to spice it up a bit and add some color. Maybe this plateau you're fighting on is a big technological remnant, covered in markings. This'll make the board pop from a distance! Though we'll tone it back and dust some snow on it.
RobotCards: AEGIS's most daunting asset, where each one has manually arranged art and text formatting. We're doing a new, final export of these once all the flavor text is done. These new cards will have some other tweaks too, like the precon team being on the bottom to make your lives easier.
EPTrackers: 2018 Breeze built these files wrong, so I rebuilt them from scratch. While doing that, I was looking for ways to make them smaller (for both usability and cost purposes). This led to a bunch of experimental designs, but I don't think any feel as intuitive to use - such is the creative process sometimes.
Rulebook: The A1 and A2 rulebooks are mostly the same, built from the same file. I just need to go back and put A1's lore, glossaries, and specific game modes into their proper spots and both books should be good to go.
Punchboards: Also a minor task. Once the robot cards are finalized, I can produce new standees, and then those go on a punchboard.
TheBoxes: The major task left here is doing the interior box graphics, which will have a master list of all robots in the box, and their prebuilt teams. Luckily this is mostly a matter of making sure the text is large and readable, and then some beautifying. Here's a preview of that:
Re: the scribbles - At the moment I'm considering moving four of the backer commanders off of the Challenger team and listing them as alternate commanders for four of the other teams to make the box's content more "even" and increase the odds they'll be played, but we'll see how that goes. This is the sort of minor endgame design tweaking we're on.
Boss Cards: This month we finished the fronts and backs of these bad boys, and they look very cool. Now we're doing final testing of their suggested minion teams, and tightening up a couple other things Still very proud of this solo mode!
THE FINAL FIVE COMMANDERS
This update is actually running long, so I'm separating this big section out into to an update for later this month. Stay tuned to meet these characters!
R-r-robots!
As usual we'll cap off the update with some more of AEGIS2's robot art.
First up, the one new piece of robot art in the AEGIS1 reprint! ABB-1000 was one of the oldest pieces of art in the game and it missed the cutoff to be spruced up on the first go-around, so a while ago, Noah took a crack at it:
For reference, my beautiful old piece:
Next is the ES-Class SSM-2000 - It's hard to keep track of which robot arts I've posted in these updates vs on Twitter, but this one is always cool to see twice. It zooms and shoots missiles everywhere.
And now some GenTrigger Goodness, starting with a new IZZI. These robots dash and retaliate, and this one in particular lashes with a burning whip.
Evolving off of that is the EI-type IZZI-2000. We now have 5 EI types across the two boxes, and they're all very different. This one doesn't fly, but it's extremely mobile and can do burning tailwhips at a distance.
And here's one I've actually just forgotten to reveal up until now - Stell's EIS-type ELL-SOL. It's a Gun Dragon/Kirin! It unloads laser bullets like a six shooter, while dancing gracefully through the air.
Big Plastic Bot Update (Test Printers Wanted!)
We're sold 70+ AROZELL SOL .stls! Once we clear 100, we'll make another mini!
In the meantime, our minis man Pat Fahy has been cleaning up and finishing the model, making it print ready. We're looking for folks who have a resin printer to try out printing these pieces. If you have an FDM printer, you're also welcome to try, I'm interested to see the results!
It's pretty detailed, and we've never done minis before, so I'd like to make sure it's perfect before sending it to everyone.
Just drop me a message here, discord, or email info[@]zephyrworkshop.com and I'll send you the files.
STONESPINE ARCHITECTS
Here's a game LAUNCHING TOMORROW that you'd never assume is tangentially AEGIS-related, but it is! This is a dungeon building/card drafting game by the Jordy Adan, designer of the ever-incredible Cartographers, and yet another entry into the robust Roll Player universe.
It's good up to 5 players, quick to learn and set up, and different every time it hits the table. I'd honestly recommend it to anyone.
Back through 2021-2022 I worked on this game, adjusting/developing/redesigning it as part of my other job at Brieger Creative. We wrote a big designer diary talking about our biggest contributions, which you can read on BGG soon.
It's the first non-AEGIS game I've worked so heavily on that's headed to Kickstarter, and I'm looking forward to its rousing success!