Il y a deux vagues pour la campagne de 12 Sins :
une pour le reprint d’ATO + cycle 4&5 et une pour 12 sins et tous les petits add-on.
La première va être livrée courant octobre.
Il y a deux vagues pour la campagne de 12 Sins :
une pour le reprint d’ATO + cycle 4&5 et une pour 12 sins et tous les petits add-on.
La première va être livrée courant octobre.
Ça peut-être alléchant sur le papier, mais tant qu’ils n’ont pas fini de livrer leurs deux énormes jeux précédents, je trouve ça assez risqué de repartir un coup.
Plus sérieusement, difficile d’éviter la hype avec la dernière news…
As we wrap up this special edition of our newsletter, we would like to thank you again for being a part of our journey.
And as promised, we’re excited to share our second Design Diary for Enormity. Dive into Marcin’s insights and get a behind-the-scenes look. We appreciate your ongoing support and can’t wait for you to experience everything we’ve been working on.
Happy reading!
A creak of a strained girder. The flickering of artificial light burning out. A hollow clang as something gets loose in the gaping liminal space between superstructures.
Old ships are like old houses. Creaking. Cracking. Knocking. Drumming. Settling, hardly silent.
An inhuman wail echoes through its abandoned corridors.
Because just like old houses, old ships are often haunted too.
Imagine you are stranded on a derelict starship lightyears from home, with no way of going back. Imagine exploring the mysterious vessel, deck after decrepit, oppressive deck, and uncovering its disturbing secrets. Imagine it’s dark and cold, and the air is thin. Imagine you are not alone.
Enormity is your ultimate dark science fiction fantasy. It is inspired by the greats of SF literature, cinema, and games, but charts its own course into the unknown. Our games are lauded for being the biggest, the most engrossing and the best written, and Enormity is not going to be an exception. If you ever wanted to feel like an intrepid group of unlikely heroes, trying to survive in a dangerous, strange universe, facing unimaginable threats, from the technological, through the alien to the very eldritch, armed with powerful, state-of-the-art weapons – which don’t seem so powerful all of a sudden - a floodlight and a jerry-rigged scanner showing ominous blips swelling all around you, Enormity will provide you with that experience, and so much more.
We’ve spent considerable time realizing Enormity’s unique hard SF setting. When you explore the massive NASF ship, The Shepherd, you will move through diverse environments, from stylish and squeaky-clean sections of the C-Suite to the poorly-lit, dirty and suffocating backend of engineering, processing and maintenance, to completely alien biomes, where the Intruders have gained a terrible foothold, and where even the laws of physics bow to Antinomy…
The unfinished space stretches out before you like a black gaping wound. How could a starship with structural deficiencies so glaring be allowed to leave the shipyard?
And then a thought occurs to you, as dark and vast as the abyss you find yourself on the precipice of.
What if it didn’t? What if something tore these hollows later? Out there. In the void, where the Shepherd was all these years…
We’ve spent an equal amount of time designing and streamlining Enormity’s mechanics, so that they do not get into the way of immersive play, of your adrenaline-fueled descent into the bowels of the ship – and beyond – but that they still provide both challenge and depth.
Enormity is a dungeon crawler that unfolds over dozens of interconnected locations, like a true metroidvania, with hundreds of passages, rooms, secrets and shortcuts, hundreds of gear and weapons to salvage or craft, with alien ecologies that evolve in real time based on your actions.
Let’s talk about those gameplay spaces, locations of the massive NASF ship, The Shepherd. With Enormity, we wanted to take the dungeon crawling experience to the next level, to keep you constantly engaged with the exciting gameplay and emergent story.
In Enormity, there is only one board: that of the mysterious starship itself. This board is made of unique, hand-crafted locations that sprawl into a near infinite maze of interconnected sections, hidden passages, shortcuts and arenas. Even your downtime – the part of the game where you develop your characters, craft gear and make startling technological breakthroughs – happens on that very same board, in safehouse-type locations, with your actions and opportunities reflected by the equipment provided within, right there on the board page!
In gameplay terms, we achieve this by using several ring-bound Location Books that you use in tandem to expand and explore the map in real-time. That’s right. Whenever you move to your current location’s edge, providing there is a door or another type passage, you will instantly unlock another location. And another and another. You are free to explore at your own pace.
Enormity’s locations are not scenario-based. You have total freedom of where to go, how to go there, what objectives to set. Your extraction runs are limited only by the growing opposition from the Intruders, and your need to rest and expand your power base.
In other words, Enormity’s board is one giant dungeon crawling map made of dozens upon dozens of sections. Of course, there are rules that will make sure the gameplay space does not overwhelm you or your table - and that only a few of the locations remain in play at a given time. Those left behind will hide in a fog-of-war-type Veil, but can always be revisited (well, unless you chose to blow a whole section up to halt the alien onslaught, that is. In that case you will have to look for a detour…).
For true immersion, just like your characters, Intruders are not bound to their starting locations and can follow you as venture deeper and deeper into the space hulk.
Wet smacking and a low thud, as something slithers from an airduct and falls to the floor. Big and bulky, like a dog, but oily, shining in the dim light. Nothing so big could’ve squeezed through that duct!
Yet it did. It rises on all fours, chirping and hissing.
Nothing of old Earth…
This enormous, expanding and modular experience is made whole by the existence of various transition spaces, like the safehouses you will visit between your dungeon-crawling and boss battling, as well as special locations hidden among other game components and… stickers.
Stickers will modify how the Shepherd looks, opening and closing passages, introducing completely new spaces, new hazards and new opportunities. All based on your choices, to provide you with the ultimate experience of a persistent, evolving world. And don’t worry, these are re-usable stickers!
So, imagine sneaking through an enormous spaceship, weapons in hand, deciding where to go and which sections to avoid. Imagine uncovering a giant, intricate, interconnected map that tells its own story of the purpose, past and future of the ship. Imagine the ship’s layout evolving over time, becoming more overrun by an infestation of an alien lifeform… Imagine engaging those Intruders in thrilling firefights - nail-biting retreats from overwhelming forces and daring raids to cleanse nests or shatter the interdimensional hold the outsiders have on our reality.
And I haven’t even mentioned away missions to alien planets, and planes, and our immersive fast-travel system…
Stay tuned. Something enormous is coming.
Your hurried footsteps echo on the metal floor of the service corridor. That thing… it was almost human. Almost. But stretched, a rubber suit worn too many times by too large a thing. Stretched impossibly long and thin. Thick cables move in the dark. Like black snakes. Or-
Enormity is coming to crowdfunding this Winter. This diary marks the first of several we will publish as we get closer to release. Before the game lands, you will be invited into the dangerous, oppressive world of the Outer Dark, learn about all the new and unique gameplay mechanics that will shake the dungeon crawler format, discover the new ICP, see the fantastic art from some of the best artists in the business, like Lius Lasahido, Abrar Khan or Igor Kieryluk (yes, we’re doubling-down on hand-crafted art!), marvel at the miniatures, watch a trailer, read the rules and possibly play the Dark Side of the Sun Demo yourselves! Stay tuned for more soon.
Thank you for supporting our art, and dreams, over the years,
Marcin Wełnicki, Head of Into the Unknown
See HERE for the Enormity Kickstarter page.
Ah bah on dit pas le contraire. Mais bon les projets qui leur restent à livrer, ce ne sont pas des party game >_<
C‘est vrai, mais Aeon Trespass était tellement extraordinaire…
Moi ce projet frappe direct dans les points vitaux : Sci Fi ambiance Alien, Metroidvania, Dungeon Crawler, je suis cuit.
La vache, j’espère que les mecs de chez Into the Unknown ne se chaussent qu’en tongs !!!
On commence à être habitué.
On va déjà voir s’ils arrivent à faire la passe de 2 avec Kingdom Forlorn.
Oui ça sent clairement le melon. Mais un jeu comme Aeon Trespass, projet artisanal, n’a pu être fait que part une sorte de « megalo magniaque »
Je pense qu’il faut le prendre comme un gage d’implication capable de produire des choses exceptionnelles.
Maintenant c’est sûr qu’il faudra être patient (2029?) et prendre quelques risques financiers.
Déjà il faudra nous dire si les cycles 4 et 5 sont à la hauteur car ils ont été réalisés alors que la pression des autres projets avaient déjà bien commencé.
Je n’en ai pas parlé parce qu’on connaît déjà la mecanique.
Mais oui à voir déjà s’ils reiterent avec le cycle 4&5.
Mais on va avoir assez peu de retours. Rare sont ceux qui ont fini les 3 premiers cycles. Je n’en fait pas parti. J’attends la livraison avec Onward Odyssey en physique. Et ca me fais chier que Skyward ne soit pas non plus dans cette vague.
Ça m’a jamais dérangé quand on assume derrière. Moi ça me donne plutôt envie de les suivre ils ont confiance en eux !
Bon, la hype continue de monter.
J’attends de voir comment ça se joue en solo, si c’est aussi compliqué à gérer que ATO.
Et puis c’est sûr on aura pas les prix de ATO du premier round…
Ceux qui ont ATO, un avis sur la difficulté et clarté des règles ?
ATO, il faut s’y plonger. Les règles sont nombreuses mais les documents sont de qualité.
La vrai difficulté, c’est un jeu à campagne très long pour lequel la meilleure solution est d’avoir une grande table voire dans une pièce dédiée avec le jeu déballé pendant plusieurs mois, en y jouant par çi par là. En effet, il y a beaucoup de matos avec changement de plateau (carte vs. arène de combat). Mais on mon avis un des meilleurs jeu qui soit dans ce segment.
Je rejoins mon VDD. ATO c’est l’1 des meilleurs jeux de ma ludo. Chaque partie est épique. Les règles sont bien écrites mais effectivement trop nombreuses. Faire une partie sans oublier un point de règle par ci par là, relève de l’exploit en solo.
Ca prend une place folle si tu laisse le jeu en place.
La narratif est bien écrit, intéressant et tu as des vrais choix qui influe sur la suite de ton aventure. C’est un jeu très long (je viens de finir le cycle 1, après quasi 40h de jeu en solo).
La qualité du matos est top également, les figs sont agréables à peindre, les cartes sont de bonnes qualités, bien illustré. Le plateau je le trouve trop sombre. J’aurais bien aimé une version plus claire ;-).
Enormity s’annonce ENORME comme son nom mais faudra pas être préssé pour l’avoir. Je considère que c’est un risque de le pledger à l’heure actuelle, vu qu’il y encore 2 projets encore non livrés
Il faut prendre le tapis néoprène pour ça.
Certains points de règles sont tout de même un peu litigieux (LdV). Certains aussi où il faut vraiment prendre la règle comme elle est écrite (Labyrinth). Mais globalement chaque point de règle est clair je trouve.