Apex Legends - par Glass Cannon Unplugged - livraison juin 2024

Tout se joue sur le KSE ou la remise sur bundle/all-in

Pour le coup sur Frostpunk c’était le cas

Bon il n’attire pas énormément les foules ce jeu.
J’espère que ça ira côté finances pour la prod…

Disons qu’à plus de 48H de la fin, ils en sont à 3.6K backers pour 673K$. Avec les deux derniers jours, ils peuvent peut-être aller chercher entre 700 et 800K$. Ça resterait un bon résultat pour ce type de jeux compétitif. Je ne pense pas qu’ils s’attendaient à faire un score à la Frostpunk avec celui-ci. Pour cela, je pense qu’ils comptent plus sur leur prochain Dead By Daylight.

Euhh c’est pas un crowdfunding déjà passé par level 99 ???
Ou j’ai raté un truc ?!
Edit : Après vérif tu as confondu dead by daylight et Dying light :smiley:

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Oui exactement. Je pensais Dying Light et j’ai écris Dead By Daylight :stuck_out_tongue:

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4731 contributeurs et 830k€, avant PM, ça va encore.

PM prévu pour début septembre…

Update #21 - Development, testing and Gen Con matchups

Dear Legends!

Here we are with a brand new monthly update for Apex Legends™: The Board Game. Get your gear and prepare for a fresh batch of exciting news!

Here’s what we’d like to cover in this month’s update:

  • the development progress on the game
  • the production progress on the game
  • the creation progress on our pledge manager
  • Gen Con demos and tests report

Let’s start with the big stuff—the development, testing, and production status for the game!

Game Development

It’s been nothing but blood, sweat, and tears for our developers this month, but thanks to some extremely valuable feedback from testing we’ve been able to make considerable headway regarding the following:

  • All 13 Legends are available for you to test and review in the Playtest Workshop. Their design is complete and they have already entered the balancing stage.
  • We tried out a vast array of Game Modes, Special Features, and Maps through public beta tests. These include the Gun Run Special Feature for Team Deathmatch, and the Heat Shield feature for the Battle Royale, to name just a few. They were received with great enthusiasm, but still require some tuning. We plan to make them available as soon as possible in the Tabletop Simulator Playtest Workshop, which you may find on our Discord server.
  • If you’re gung-ho about participating in the tests and leaving your mark on the final game, make sure to join the ranks of our community right away at GCU Community and Redirecting...

We are still polishing the Core Rules and Match Settings, wasting no time to prepare a Core Rules version that we could share with you, so that you could leave your comments and concerns regarding the way the game works. That’ll be super helpful in improving them further before we’re ready with the final version.

While progress is evident, challenges persist. There are still some game modes left for us to work on. Right now we are in the midst of redesigning Control Point, Boss mode, and Assassination. Our goal is to ensure that these game modes are finely crafted, offering you a fulfilling and engaging experience, and providing you with hours of enjoyable playtime.

Simultaneously to playtesting the game on TTS, we’re also trying out the physical version of the game. While the Tabletop Simulator serves as an invaluable tool for making content for the game and playtesting with a wide range of testers, we know that the most important thing is that the game should provide a comfortable physical gaming experience. This has led us to transition into testing the physical prototype, with a specific focus on enhancing the ergonomic aspects of the game’s components, trying to tackle issues such as:

  • Does the setup provide enough room on a standard table for all the components?
  • Is the font on the cards big enough?
  • Are the 3D buildings and the map comfortable in use and won’t move during gameplay?

As we’re playing and testing the game, we’re figuring out the answers to all sorts of questions such as these. We’re aiming at ensuring that both the level of gameplay and the quality of comfort will be at their highest levels when the game finally arrives on your tabletops.

At the same time, we’re hard at work implementing the solo and co-op game modes:

  • All 6 Legends are already fully playable, with their automas undergoing thorough testing. Based on tester feedback, we’ve simplified and accelerated the automa activation system, by e.g. abandoning the concept of using a die to randomize its potential actions, opting for one activation card listing all its behavior instead;
  • We’re working on balancing the effect of the charge system for the automa by increasing the strength of its weapon-based actions, improving its movement action and the ways in which it activates its abilities, as well as establishing limits with regard to charging;
  • We’re adjusting the movement and object interaction systems, as well as the way each Legend ability works in the game, based on some of the automas’ more wacky and unexpected behavior encountered during testing;
  • We’re implementing tons of other important improvements, such as the automa’s ability to heal itself, the way it makes use of Supply Bins or what happens when it encounters a ‘danger zone’ (like an ability’s area of effect) etc.

As you can clearly see, we’ve moved from the design stage and are now fully immersed in developing and balancing the solo and co-op modes. Here’s some of the stuff that’s still on the ‘to do’ list:

  • completing the final version of the rulebook;
  • balancing the amount of actions available to a given automa, so that it properly corresponds to the specific features of the character it automates;
  • improving and balancing the automa’s weapon cards;
  • testing automa behavior in situations that are challenging with regard to movement;
  • decreasing the amount of time one needs to handle the automa and improving the clarity of their actions with regard to ergonomics;
  • making sure no random situation prevents the automa from acting.

Our Authors and Developers simply can’t get a break, but we’re reporting significant progress on all fronts and so far it’s all going according to schedule. One important goal that we’ve set for ourselves is to be able to show you the final version of the game at the Essen Spiel fair in 2023. That’s where we’re planning to get a final round of feedback before we carry out the last potential improvements and lock in the material content of the game, so that we can move on to translating it to other languages and get it ready for printing.

Manufacturing Update

This month marks the completion of two very important processes. The first one is sculpting all the plastic 3D elements for the game and bringing them up to the standard required to pass them onto the manufacturer. We’ve already sent all the files for the game’s 3D objects to the manufacturing plant to make sure that there aren’t any issues left to tackle with regard to mass producing them through injection molding. This is not at all about whether it’s doable (as our sculptors are professionals and we know very well what’s possible and what’s not), but whether the detail on the models is the right size, ensuring that its visible, and that the more delicate parts of the miniatures retain their shape and durability. So far, we haven’t been asked for any relevant alterations, which means that our next step is to pass the final 3D files on to the licensor for final approval. After that, we’ll be ready to demonstrate to you the minis in all their pre-production prototype glory, as produced by the manufacturer for the game—which is a huge step forward from demo versions prepared in-house. Once these are approved by the licensor, we will be able to begin the production of injection molds. As you can see, the process involves a whole lot of stages, and we keep going back and forth from approval to approval—but that’s simply the way it goes when working with licensed products.

Bloodhound’s Eye of the Allfather effect - development

Bloodhound’s Beast of the Hunt effect - development

Bloodhound with both effects - finalized

The second important step completed in August is illustrating the game components. This means we’re done with all the graphical work related to the appearance of the printed components that go in the boxes—all the buildings, rooftops, boards, and other 3D elements (from the Core Box, Full Team, as well as the Board Expansion)! The next step will be to prepare a layout of all the assets for the print sheet (together with the manufacturer) and—you guessed it—sending them to the licensor for approval. That’s right—everything needs to be verified by the ever vigilant eyes of our partners, so that the game is a 100% visual representation of the world of Apex Legends™. Once we get the approval—just as with the miniatures—all the printed assets will be made into a prototype by the manufacturer, so that the next round for verification and approval deals with the physical components for the game.

Rocks and bushes - concepts

Rocks and bushes - development

Rocks - painting

Bushes - painting

Working on proper die cut lines of 3D bushes for mass printing.

Some of the perhaps less spectacular, but not at all less important work on the game has to do with designing the boxes—including their interiors—preparing the component trays (yes, they will hold all cards in their sleeves!), arranging the components before and after they’re pressed into the trays… very meticulous, painstaking work, which requires us to establish the precise number and dimensions of the plastic and cardboard components. Right now we’re strictly dealing with the essentials here, but once the components are approved, these will allow us to arrive at the final size and layout of all the elements that make up the game.

Now that we’ve covered what’s most substantial, let’s move on to some administrative matters.

Pledge Manager Update

Launching our own Pledge Manager (PM) requires us to transfer the complex system which handles the entirety of what a crowdfunding campaign has to offer onto the new platform, in its entirety. What this means is that we need to include all the products (e.g. the Core Box as one separate product and the Loba Expansion as another), all the pledges (e.g. the Gamer Pledge, which contains the Core Box and the Loba Expansion products), and all the bundles (multiple pledges in one). We then multiply the whole set for each language version, and thus end up with a staggering amount of available products, each as a separate item for the PM. It’s like walking a tightrope, really, as a mistake with one product can have a huge impact on a score of others.

As we are writing these words, we strongly feel that we’re not 100% ready to launch the platform, which is why we’ve decided to postpone the PM launch to early September, so that we can use the extra time to further test and correct all of the products on offer. We will be announcing the opening of the PM in a separate update here on the official page for the campaign, but each of you will also receive a direct invitation to the contact email submitted through your Kickstarter profile.

Before that happens, however, and before every single backer gains access to the PM platform, we need to perform a smoke test. What this means is that we’d like to gradually invite about 100-200 of you to a test version of the PM, kindly asking you to process your pledges. This test run will allow us to conclusively pinpoint any remaining bugs before the PM becomes open to everybody. So please don’t be surprised if you receive an email with an invitation to sign up for the platform sometime early September, before we officially announce it being open in a dedicated update. If you get one, it means that you’re among the happy few selected for the test group :slightly_smiling_face:. Whenever in doubt whether the email is really from us, please make sure to contact our Customer Support directly at: Customer Support - Glass Cannon Unplugged While all orders made during the smoke test will be genuine, rest assured that there is no possibility of losing access to your pledge or your credits by participating. Should you still encounter any problems with your order, we will be at your full disposal.

Pledge and Product Structure

In the process of working on the PM and negotiating contracts with publishers for the localized language versions, as well as with the retail distributors for the game retail, we’ve received some overwhelmingly positive feedback in support of the changes we had made to the production line for the project during the Kickstarter campaign. Both the language partners and the distributors wholeheartedly endorsed the idea to transfer the gameplay content from the Full Team Expansion to the Core Box itself, as well as to merge the two Squad Expansions and to move the dioramas into two separate boxes—the first one offering the dioramas for the Core Box Legends, and the second one the dioramas for the Squad Expansion Legends.

Since this is the exact product structure that you have expressed support for during the campaign, we’ve decided to go with it and publish the Core Box for the game just as described above, which means that the Full Team Expansion will no be longer be available as a separate product, as its content is now part of the Core Box, while the Squad I and Squad II Expansions merge into a single Squad 1 Expansion, containing all the 6 Legends from both previous products. The dioramas will be made available as 2 boxes, 6 dioramas each—the first one for the Core Box Legends, and the second for the characters from the Squad 1 Expansion.

This change is relevant only to the 312 backers who have supported us with the Core Pledge. The product with 4 Legends and 4 dioramas which was part of it no longer exists. All the other pledge levels are fully compatible with the new product line (e.g. the Full Team Pledge is now simply the new Core Box, with a corresponding, separate Diorama Expansion). So how do we make it up to all of you who chose the Core Pledge? We’d like to have you enter our PM platform as Gamer Pledge level backers, offering you the new Core Box with 6 Legends and the entire gameplay content from the Full Team Expansion. All of you who are interested in ordering the dioramas will obviously have the option of adding the desired Diorama Expansion to their pledge. We apologize for any inconvenience, but we are certain that the new Core Box with 6 Legends and all the content from the Full Team Expansion is a much better offer at a very favorable price. But in case you are not interested in this sort of arrangement, we’re offering a full refund, no questions asked!

That’s about it for administrative stuff. We left the tastiest bit for the very end, so read on to find out about the reception Apex Legends™: The Board Game received at the most important boardgaming event the US has to offer!

Gen Con

Gen Con has always been a touchstone for tabletop innovation. This year’s edition was nothing short of spectacular, not least because it offered us the chance to meet a lot of our supporters face to face, which we all know to be much better than the usual back and forth of an online exchange. To witness firsthand the excitement and hype generated by our latest offering was both humbling and exhilarating. Our stall was there not only as a means of showcasing a game, but it also allowed us to forge countless new friendships and connections.

That said, our demo tables did in fact turn into bona fide battlefields for the Legends, with our playtesters in high gear (Kudos to Eric, Jay, and Anthony!), and a wealth of priceless feedback offered by the players. Seeing you immersed in deep strategy, sharing laughs and duking it out was truly a testament to what GCU strives for. It’s moments like these, where community and creativity intersect, that ever drive us forward.

Thank you for making this year’s Gen Con unforgettable! Be sure to share your experiences on social media and BoardGameGeek, and here’s hoping to see even more of you at future events!

Your positive response is what encourages us best to make your Apex Legends™ game even better. We know that heading your way is a board game that offers enough innovation, variety, and legendary characters and gameplay modes to last you decades of fun and adrenaline. Expect only what’s legendary!

Happy gaming!

Jakub & GCU Team

PS. We’re experiencing a delay in shipping the Displate posters to our Displate Pledge backers, for which we sincerely apologize. Unfortunately, the license copyright bar was misprinted and we had to fix it before being able to send them out. As shown in the photo below, the issue is already fixed, so the posters should be shipped right away, in time to reach you in September.

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Nouvelle update avec l’ouverture du PM (Deadline: fin janvier 2024)…

Update #23 - Pledge Manager officially open!

Pledge Manager (PM)

Before we published this update, we made sure that all of you had received their PM invitations. You’ll find them at the email addresses that you chose in the contact info for your Kickstarter profiles. Please check your spam folders in case you missed it! If that doesn’t help and you’re still having trouble finding your invitation, please contact our support team directly at: Customer Support - Glass Cannon Unplugged

The Pledge Manager will remain open until the last day of January 2024.

HEADS UP #1: Before you begin filling out your PM orders, please familiarize yourselves with the instruction manual for the platform, available at: Glass Cannon Unplugged - Pledge Manager - Instructions

HEADS UP #2: After reading the manual, and before filling out your PM orders, please make sure to read the following two sections of this update—they describe in all the necessary detail the product structure for the PM and the language versions currently available for the game.



Click here to enter!

Pledge and Product Structure

In the process of designing the PM and negotiating contracts with publishers for the localized language versions and retail distributors for the game, we’ve received some overwhelmingly positive feedback in support of the changes we had made to the production line for the project in the course of the Kickstarter campaign. Both the language partners and the distributors wholeheartedly endorsed the idea to transfer the gameplay content from the Full Team Expansion to the Core Box itself, as well as to merge the two Squad Expansions and to move the dioramas into two separate boxes—the first one offering the dioramas for the Core Box Legends, and the second one the dioramas for the Squad Expansion Legends.

Core Box merged with Full Team Expansion

Dioramas Expansion for Core Box Legends

Since this is the exact product structure that you have expressed support for during the campaign, we’ve decided to go with it and publish the Core Box for the game exactly as described above, which means that the Full Team Expansion will no be longer be available as a separate product, as its content is now part of the Core Box, while the Squad I and Squad II Expansions have been merged into the single Squad 1 Expansion, containing all the 6 Legends from both previous products. The dioramas will be made available as 2 boxes, 6 dioramas each—the first one for the Core Box Legends, and the second for the characters from the Squad 1 Expansion. If you happen to have chosen either one of the Squad Expansions as a single add-on, the new Squad 1 Expansion will appear in your PM cart instead. If you chose both Squad Expansions, your order will now include the Squad 1 Expansion and the Diorama Expansion for the Squad 1 Expansion Legends.

Squad 1 Expansion

Dioramas Expansion for Squad 1 Expansion Legends

As you can see, this change in the product line alters the composition of the content for the game, but does not remove a single thing. It is thus relevant only to the 312 backers who have supported the project with the Core Pledge. The product with 4 Legends and 4 dioramas which was part of it no longer exists. All the other pledge levels are fully compatible with the new product line (e.g. the Full Team Pledge is now simply the new Core Box, with a corresponding, separate Diorama Expansion and Loba Expansion). So how do we make it up to those of you who chose the Core Pledge? We’d like to have you enter our PM platform as Gamer Pledge level backers, offering you the new Core Box with 6 Legends and the entire gameplay content from the Full Team Expansion. All of you who are interested in ordering the dioramas will obviously have the option of adding the desired Diorama Expansion to their pledge. We apologize for any inconvenience, but we are certain that the new Core Box with 6 Legends and all the content from the Full Team Expansion is a much better offer at a very favorable price. But in case you are not interested in this sort of arrangement, we’re offering a full refund, no questions asked!

Loba Expansion with her own diorama

Language Versions

The newly opened PM offers the game in the following language versions: English, French, German, Czech, Polish, Russian, Traditional Chinese and Simplified Chinese. These represent the current set of contracts that we have entered into with our publishing partners, or the versions which we are publishing by ourselves (EN, DE). We are still in negotiation regarding the Spanish version, while the Japanese, Korean, and Italian versions are most likely not going to happen. We do intend to provide a PDF with the translation of the rules in these three languages, though, or perhaps even a full localization kit, which would include all of the booklets and cards for the game. We are still in the process of determining which way to go—and, luckily, there’s still some time to make a final decision. We’re still in talks with various partners, and it should all become clear in a month, which is why we kindly ask all of you who didn’t find their language version in the PM to hold off on filling out your orders. We will certainly return to this matter in the next update, this time with a viable proposition for solving it. If you then find it to be unsatisfactory, you will of course have the option of canceling your pledge with a full refund. As the game’s publisher, we are sorry to see any of this happen, but the situation on the publishing market has become much worse and some of the partners who have originally declared that they were willing to produce a version of the game in one language or another had to call it off.

Once you read the two above sections, you are ready to log in to the PM and begin finalizing your pledges. In case you encounter any difficulties, please contact us directly at: https://glasscannonunplugged.com/customer-support/—this is a much faster and efficient method than leaving a comment on the website for the campaign, since these are likely to get lost among other posts. The support ticket on our site is a much more solid option. Thanks!

Progress on the Game

Our team is currently involved in editing, proofreading and laying out the written content for the game. The documentation is divided based on each separate product, all the boxes are getting their descriptions etc. The entirety of it then reaches our native proofreaders who are taking extra care for the text not only to properly explain the rules for the game, but also be grammatically correct and easy to understand. At the same time, our DTP studio is busy composing all the graphical assets for all game components, including boards, cards, buildings, tokens, terrain features etc. Once this process is over and the entirety of the text falls into its proper place, the final components will be sent to the licensor for approval.

All boards images ready for the Licensor approval.

All Core Box Tokens ready for the Licensor approval.

In a stroke of luck, the licensor has published a new Style Guide in early October, which means that all assets will now be accepted based on a brand new document. This should help speed up the approval process, which will no longer be in danger of being bungled up at a later stage by an even newer Style Guide.

Once we have a green light for the printed part of the game, we will be able to begin work on typesetting the manual, along with all the other books, which we will then also pass on to the licensor for approval. Never fear though! Before this happens, we will first share all the documentation with you, as we truly value any and all potential suggestions and comments that you might have after reading them. As you probably know very well, we consider quality to be the number one priority in this entire process.

We’re not too keen on publishing unfinished products here, but we also happen to know that you’d love to see what the final layout for the game’s written content will look like, so here’s a teaser of the fully laid out Legend Info Sheets, each of which will accompany their respective Legend. Please note that these are not final, as they’re yet to be proofread and approved by the licensor:



Click here to read the document!

In the meantime, we’ve also chosen the manufacturer for our game. You should know them from such products as The Witcher: Old World or Aeon Trespass: Odyssey, which ensures a high quality of all printed materials, miniatures, and component trays. The factory is already working on performing a white copy, that is a copy of the entire game without any print on the components, which is used to verify whether the theoretical assumptions regarding matters such as arranging the game’s elements inside the box are accurate. Here are some photos showing some random stages of the discussion about the Core Box:

All the components for the game as well as the entire content from all of the expansions additionally have to fit into the Legendary Storage Box, which is why its design is a challenging process in itself:

This month marks the beginning of the prototyping stage for the game’s plastic components, which—once they are ready—will also require approval by the licensor. When this is done, we can move to preparing molds for their mass production.

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