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Found 19 results

  1. GenCon Aftermath

    GenCon was great as usual. I was able to run a couple of late night and early morning demos. I was also able to go over designs and plans with a few friends. It wasn't as big as I'd like, but since I was already scheduled for other plans, it wasn't awful either. We are making plans to make it to Board Game Geek Con in November as well.Modular DesignThe modular design was a big hit, everyone was really excited about them. The detail on the model is great and I can't wait to see it translate into the metal miniatures. There are some minor issues that will need to be addressed but they are not project stoppers. There are extender pieces to connect other ship pieces together, as well as wing connectors to connect the wing sections. They were slightly smaller, in that they were loose, which is easily fixed. I'm torn though because the advantage means I can rotate pieces easier or allow the wing section to not be flush and be slightly out. This gives a bit more freedom with the designs as well. When the other 3 ship designs come in, we'll do a compare and then determine which direction we want to go. Note: Alternate configuration. These are dry fitted, so they aren't glued together but you can see what I mean by allowing gap or changing the angle of the wing sections because of the looseness in the connector.Tightening Game RulesWe are currently testing a secondary version of the rules. Originally we were using D6 to determine hits and crits. We are evaluating a D8 version utilizing symbols on the dice versus a specific number to hit. This does require a slight revamp of the combat system but it has the added advantage of speeding up gameplay, making it easier for new players to pick up. We still need more testing to determine which direction we will be taking. This is also one of the decisions we would love to get feedback on from players once we release the Quick Start Alpha Rules. We are curious which version players will enjoy more.What Now?I've measured the initial modular prototype with a caliper and sent off the measurements to the design team. They will take those measurements, compare with the original 3D files and determine where we need to make adjustments. Then we'll get 2-3 different modular ship designs prototyped again. Once we have cleaned them all and approved those pieces, they will be on their way to Iron Wind. There they will be vulcanized into a spin cast mold and masters will be created. We plan on doing a small run to get some demo models created. Then we'll be sending off a couple games out to reviews with the miniatures. In the meantime, we are close to releasing the Alpha version of the rules for review. Providing there are no other issues, we are looking to relaunch the Kickstarter in October/November.
  2. GenCon was great as usual. I was able to run a couple of late night and early morning demos. I was also able to go over designs and plans with a few friends. It wasn't as big as I'd like, but since I was already scheduled for other plans, it wasn't awful either. We are making plans to make it to Board Game Geek Con in November as well. GenCon was great as usual. I was able to run a couple of late night and early morning demos. I was also able to go over designs and plans with a few friends. It wasn't as big as I'd like, but since I was already scheduled for other plans, it wasn't awful either. We are making plans to make it to Board Game Geek Con in November as well.Modular DesignThe modular design was a big hit, everyone was really excited about them. The detail on the model is great and I can't wait to see it translate into the metal miniatures. There are some minor issues that will need to be addressed but they are not project stoppers. There are extender pieces to connect other ship pieces together, as well as wing connectors to connect the wing sections. They were slightly smaller, in that they were loose, which is easily fixed. I'm torn though because the advantage means I can rotate pieces easier or allow the wing section to not be flush and be slightly out. This gives a bit more freedom with the designs as well. When the other 3 ship designs come in, we'll do a compare and then determine which direction we want to go. Note: Alternate configuration. These are dry fitted, so they aren't glued together but you can see what I mean by allowing gap or changing the angle of the wing sections because of the looseness in the connector.Tightening Game RulesWe are currently testing a secondary version of the rules. Originally we were using D6 to determine hits and crits. We are evaluating a D8 version utilizing symbols on the dice versus a specific number to hit. This does require a slight revamp of the combat system but it has the added advantage of speeding up gameplay, making it easier for new players to pick up. We still need more testing to determine which direction we will be taking. This is also one of the decisions we would love to get feedback on from players once we release the Quick Start Alpha Rules. We are curious which version players will enjoy more.What Now?I've measured the initial modular prototype with a caliper and sent off the measurements to the design team. They will take those measurements, compare with the original 3D files and determine where we need to make adjustments. Then we'll get 2-3 different modular ship designs prototyped again. Once we have cleaned them all and approved those pieces, they will be on their way to Iron Wind. There they will be vulcanized into a spin cast mold and masters will be created. We plan on doing a small run to get some demo models created. Then we'll be sending off a couple games out to reviews with the miniatures. In the meantime, we are close to releasing the Alpha version of the rules for review. Providing there are no other issues, we are looking to relaunch the Kickstarter in October/November. View full article
  3. Project Update for Interstellar Crisis (yes the name was changed). Game Box We are still progressing and working hard on making this game become a reality. The initial proof-of-concept box, components, and packaging arrived. The first impression of everything was really good. It was great being able to have the box with the components in my hand, rather then having to envision the works in progress. Having it all together really completed it. Sorry for the strange fish eye effect. These were taken with the iphone using a wide angle lens which sometimes creates this fish eye effect depending on the angle. Keep in mind the image and name are there for placement. We wanted to see packaging size, how much room we had along with the components. There will need to be some minor modifications made when we move to final production. Nothing too major, just some small things that will improve everything. For example the image needs to be updated since we reduced the box size from including two fleets to just one fleet starter set. I would like the card stock to be a little bit thicker, it was a bit too thin for my tastes. The tokens were a lot smaller, thinner, and flimsier than I expected. They are still good quality, but I don't just want something that is average, I want it to be better than average. Resin Models We finally completed a couple molds and finished doing a few resin casts for our demo ships. This will allow us to paint up some demo ships, instead of just simply showing renders and using the 3D printed prototypes. Yes we could have painted the 3D prototypes but the quality on them was never meant for production. They were meant to ensure the sizing was correct, there weren't any weak points on the model, details were where we wanted them to be. We didn't want them to be mistaken for the quality of the miniatures that we will be creating. Please note that these resin versions aren't the final version either. Most of the ships will be cast in metal but we do hope to unlock the resin ship stretch goal for those that want the option to receive resin versions instead. We also needed something flashier to demo the game and demonstrate that we can create great looking miniatures, not just renders. This lets everyone look at our progression, see where we are in decision making instead of us just promising you the world. I don't want to produce low quality miniatures, I want them to be something that not only I am happy with the quality as a collector and painter, but that everyone is excited about. I don't want our backers to be disappointed. Overall the quality of the cast is pretty good. There is very little flashing and only a few nubs that would need to be trimmed and cleaned up. There are no air holes. The little nubs that look darker are the nubs that need to be trimmed, unfortunately dirty from my hands when I handled them. This particular ship version isn't too bad. One of the things we are looking at is casting one piece vs breaking it up into smaller sections. We don't want them broken into so many pieces they are pain to assemble but I believe it would be nice to be able to kit-bash some of the designs. Some changes will need to be made to make some of them easier to be modular so you can take engines from one model and maybe the bridge from another, then attach some different weapon designs. I will need to wash these, trim the small flashing traces, then I will prime and start painting. Fair warning I'm not the greatest painter but I believe I do fairly well with miniature painting. As I work on them I will continue to post pictures and update everyone. The plan is to have everything ready to go to demo at GenCon. This is another clean cast of a different design. This particular ship is perfect for the type of kit bashing that I talked about earlier. There is still a small amount of flashing but overall it is a good cast. Some of the details are hard to see because it is a white ship. Once it is painted you should be able to see the detail better. I am satisfied with the detail, it is there but I want it to be a little more defined and not require to be painted to bring out the best parts. Size Comparison Here are a couple quick pictures of the resin miniatures next to some other miniatures. Before the relaunch we will have some better size comparison images. The angle is weird because they are sitting in the small lightbox that I have made for photo's. It gives me better quality pictures with the iPhone but it is hard to get a full top angle shot without blocking the lights. I wanted everyone to get an idea of the sizes we are working with and the direction we are going. A few of the renders we have still need to be adjusted to properly put them all in the proper scale they should be for these ships. We wanted them to be a little bit on the larger side but also want them to scale properly with other miniatures out there. Disclaimer: Garage Gaming and its products are not affiliated with or endorsed by Games Workshop, Ground Zero Games, or Spartan Games in any way. If models are pictured, they are for size comparison only and are the personal property of Garage Gaming employees. We have been painting the miniatures and should have some pictures to show next week. We are also still in the process of getting some of them cast in metal. Ship Redesign - Modular System The original idea was to utilize ship designs that didn't require a lot of cutting but could maintain the high quality detail and still be appealing. The designs were created with the ability to be cast as one piece or split into 1-3 smaller pieces. As we continue to look for new methods to keep this appealing to vast audiences, the goal is to make sure they still stay high quality miniatures. Although we can keep it high quality as 1-3 pieces, we eventually made the decision to change how we cut up and separated the miniatures. This actually lets us get a higher quality and detailed miniature while providing some interesting options for players. Here is an example of a miniature that would have normally been cast as a single piece. It would still maintain the features and be a clean cast: The new modular design will break up the miniature into more than 3 pieces but it gives players a lot more options. Using some connector pieces we can create a system to allow players to customize, create their own variations using the base components with this unique system. If a player liked the engines of one ship but preferred the front of another, they would now be able to combine them to create their own custom design. You can see an example of the same ship cut up into its individual pieces: This opens an almost endless amount of possibilities and combinations for players. Players can utilize the basic design, swap pieces with other designs, or create their own design. Instead of just having access to the standard 30 ship designs a player now has the ability to come up with more than 900 different combinations. This is useful not only for our own game but for players using the miniatures for other game systems as well. Here you can see a few ship designs utilizing the modular system. Some of the ship features you will recognize from other designs. This is just a small example of what is possible: Back to work for us. I hope you enjoyed the update along with some of the process and decision making that we do as we continue to move forward. If anyone is going to be at GenCon be sure to message us on Facebook so we can meet up. Hope to see you there! View full article
  4. Game Box We are still progressing and working hard on making this game become a reality. The initial proof-of-concept box, components, and packaging arrived. The first impression of everything was really good. It was great being able to have the box with the components in my hand, rather then having to envision the works in progress. Having it all together really completed it. Sorry for the strange fish eye effect. These were taken with the iphone using a wide angle lens which sometimes creates this fish eye effect depending on the angle. Keep in mind the image and name are there for placement. We wanted to see packaging size, how much room we had along with the components. There will need to be some minor modifications made when we move to final production. Nothing too major, just some small things that will improve everything. For example the image needs to be updated since we reduced the box size from including two fleets to just one fleet starter set. I would like the card stock to be a little bit thicker, it was a bit too thin for my tastes. The tokens were a lot smaller, thinner, and flimsier than I expected. They are still good quality, but I don't just want something that is average, I want it to be better than average. Resin Models We finally completed a couple molds and finished doing a few resin casts for our demo ships. This will allow us to paint up some demo ships, instead of just simply showing renders and using the 3D printed prototypes. Yes we could have painted the 3D prototypes but the quality on them was never meant for production. They were meant to ensure the sizing was correct, there weren't any weak points on the model, details were where we wanted them to be. We didn't want them to be mistaken for the quality of the miniatures that we will be creating. Please note that these resin versions aren't the final version either. Most of the ships will be cast in metal but we do hope to unlock the resin ship stretch goal for those that want the option to receive resin versions instead. We also needed something flashier to demo the game and demonstrate that we can create great looking miniatures, not just renders. This lets everyone look at our progression, see where we are in decision making instead of us just promising you the world. I don't want to produce low quality miniatures, I want them to be something that not only I am happy with the quality as a collector and painter, but that everyone is excited about. I don't want our backers to be disappointed. Overall the quality of the cast is pretty good. There is very little flashing and only a few nubs that would need to be trimmed and cleaned up. There are no air holes. The little nubs that look darker are the nubs that need to be trimmed, unfortunately dirty from my hands when I handled them. This particular ship version isn't too bad. One of the things we are looking at is casting one piece vs breaking it up into smaller sections. We don't want them broken into so many pieces they are pain to assemble but I believe it would be nice to be able to kit-bash some of the designs. Some changes will need to be made to make some of them easier to be modular so you can take engines from one model and maybe the bridge from another, then attach some different weapon designs. I will need to wash these, trim the small flashing traces, then I will prime and start painting. Fair warning I'm not the greatest painter but I believe I do fairly well with miniature painting. As I work on them I will continue to post pictures and update everyone. The plan is to have everything ready to go to demo at GenCon. This is another clean cast of a different design. This particular ship is perfect for the type of kit bashing that I talked about earlier. There is still a small amount of flashing but overall it is a good cast. Some of the details are hard to see because it is a white ship. Once it is painted you should be able to see the detail better. I am satisfied with the detail, it is there but I want it to be a little more defined and not require to be painted to bring out the best parts. Size Comparison Here are a couple quick pictures of the resin miniatures next to some other miniatures. Before the relaunch we will have some better size comparison images. The angle is weird because they are sitting in the small lightbox that I have made for photo's. It gives me better quality pictures with the iPhone but it is hard to get a full top angle shot without blocking the lights. I wanted everyone to get an idea of the sizes we are working with and the direction we are going. A few of the renders we have still need to be adjusted to properly put them all in the proper scale they should be for these ships. We wanted them to be a little bit on the larger side but also want them to scale properly with other miniatures out there. Disclaimer: Garage Gaming and its products are not affiliated with or endorsed by Games Workshop, Ground Zero Games, or Spartan Games in any way. If models are pictured, they are for size comparison only and are the personal property of Garage Gaming employees. We have been painting the miniatures and should have some pictures to show next week. We are also still in the process of getting some of them cast in metal. Ship Redesign - Modular System The original idea was to utilize ship designs that didn't require a lot of cutting but could maintain the high quality detail and still be appealing. The designs were created with the ability to be cast as one piece or split into 1-3 smaller pieces. As we continue to look for new methods to keep this appealing to vast audiences, the goal is to make sure they still stay high quality miniatures. Although we can keep it high quality as 1-3 pieces, we eventually made the decision to change how we cut up and separated the miniatures. This actually lets us get a higher quality and detailed miniature while providing some interesting options for players. Here is an example of a miniature that would have normally been cast as a single piece. It would still maintain the features and be a clean cast: The new modular design will break up the miniature into more than 3 pieces but it gives players a lot more options. Using some connector pieces we can create a system to allow players to customize, create their own variations using the base components with this unique system. If a player liked the engines of one ship but preferred the front of another, they would now be able to combine them to create their own custom design. You can see an example of the same ship cut up into its individual pieces: This opens an almost endless amount of possibilities and combinations for players. Players can utilize the basic design, swap pieces with other designs, or create their own design. Instead of just having access to the standard 30 ship designs a player now has the ability to come up with more than 900 different combinations. This is useful not only for our own game but for players using the miniatures for other game systems as well. Here you can see a few ship designs utilizing the modular system. Some of the ship features you will recognize from other designs. This is just a small example of what is possible: Back to work for us. I hope you enjoyed the update along with some of the process and decision making that we do as we continue to move forward. If anyone is going to be at GenCon be sure to message us on Facebook so we can meet up. Hope to see you there!
  5. Interstellar Crisis

    GenCon : If you are planning at being at GenCon I will be working with Cryptozoic Entertainment running their tournament area. If you want to arrange some time to take a look at what we have done so far and demo the game, let me know. Interstellar Conflict (previously Event Horizon) is an intense tactical miniatures skirmish game set in an expansive science fiction universe, where empires compete for control. Players utilize a unique movement card system to simulate actual starship combat in space, rather than a naval or airplane movement style. Movement and combat are simultaneously done allowing for faster gameplay while maintaining that feeling of actual combat. What makes Interstellar Crisis different than other games? Ship Physics : Ships flying in space do not have to move like a fighter plane or warship. They aren't required to only move in the direction they are facing or fly like they do in the movies. Ships generate momentum which will continue to carry the ship the direction it is going, unless the engines apply thrust a different direction. Card Movement System : Unique card movement system letting you create unique combinations of movement and plot out orders without your opponent knowing your plans until they unfold. Sensors : You can't simply look out the window to see the fleet in front is a group of destroyers. Sensors play a role by identifying what ship classes you are facing as well as determining real ships from decoys or drones. Damage Arcs : Similar to fire arcs but instead of determining the direction that weapons fire, damage arcs determine where damage is applied from enemy ships. Instead of a single hit point track ships utilize four damage arcs representing different parts of the ship. How you approach ships and where they take damage is important. Scenario and Objective Encounters : Combat is more than just one army vs another one on different sides of the board. You might be fighting in a nebula that causes interference with laser batteries or maybe a nearby black hole affecting the use of fighters. You won't know the scenario and objective until after you've chosen and created your fleets. Simultaneous Combat and Movement : Initiative is important but it isn't so damaging that a bad decision or roll means you can't respond to an attack. No worrying about failing an initiative roll and then watching helplessly as your fleet gets destroyed without a response from you. Campaign System : Make your battle with your friends count for something as they play a greater role in a campaign system. You may have lost a battle but you could still win the war. Modular Miniatures : Using modular connector design, we can create a system to allow players to customize, create their own variations using the base components with this unique system. If a player likes the engines of one ship but preferred the front of another, they would now be able to combine them to create their own custom design. The original idea was to utilize ship designs that didn't require a lot of cutting but could maintain high quality detail and still be appealing. The designs were created with the ability to be cast as one piece or split into 1-3 smaller pieces. As we continue to look for new methods to keep this appealing to vast audiences, the goal is to make sure they still stay high quality miniatures. Although we can keep it high quality as 1-3 pieces, we eventually made the decision to change how we cut up and separated the miniatures. This actually lets us get a higher quality and detailed miniature while providing some interesting options for players. Here is an example of a miniature that would have normally been cast as a single piece: The new modular design will break up the miniature into more than 3 pieces but it gives players a lot more options. You can see an example of the same ship cut up into its individual pieces: Here you can see a few ship designs utilizing the modular system. This is just a small example of what is possible: United Republic Europa Confederation Shingen Empire Federated Commonwealth Anazi Dynasty Outer Rim Pact Frequently Asked Questions Why did you change the name of the game? What comes in the game box? What are the future plans for Garage Gaming?
  6. UR Talenti, a Peacekeeper Class Destroyer, dropped out of hyperspace just outside the Creysys System followed by the three Freighters she was escorting. The Captain looked over his status monitors. Everything showed green. He nodded to the helmsman “Proceed.” “Aye, sir; Proceeding in-system” replied the helm. Within a few hours this escort run, his final mission, would be over and he would finally be able to retire. A beach house on Andromeda, the twin suns ushering beautiful sunsets. The smell of coffee in the morning and waking up next to that which he loved most in the entire universe, his wife. An alarm went off. “Sir, we’ve detected incoming signatures out of hyperspace. One…no…make that four; inbound port side,” said the sensors operator. The Captain leaned forward and took a deep breath. Daydreams about Andromeda would have to wait. Retirement and the love of his life would need to wait. An easy assignment he had thought; my final assignment. But nothing was given in the service, everything had to be earned. There were no gifts even after almost thirty years in the fleet. The Captain gathered himself, stood up straight and gave his orders. “Helm, maintain initial course. Keep us between them and the freighters. Are they moving to intercept us?” “Communications coming in,” said the Comms Operator. “On screen,” replied the captain. The main screen of the deck hung above the Captain’s chair. It lit up in green letters with a simple message. Surrender the Minister Dalenn or you will be fired upon. Captain Daemyn studied the words muttering to himself. “That doesn’t make any sense. Minister Dalenn isn’t on board. We’re escorting a shipment from …” He stopped as he realized. The shipment evaluations, the route he was required to follow, consistent mandatory status reports; all of it began to make sense. He was too focused on finishing the mission to take notice. “We are being actively scanned now. They are plotting a course for the freighters.” “Sound the alert,” he ordered, then to himself “treacherous bastards. This is not how it ends.” A voice boomed over the ship’s internal auxiliary communication system and the lights dimmed as Klaxons sounded off: “RED ALERT! RED ALERT! This is not a drill. Combat personnel to battle stations. All non-essential personnel please move to designated areas. ”. Daemyn felt his heart continue at a steady pace. His vision sharpened. Auditory signals fired with crystal clear precision. He gave his orders. “Hail the Freighters. Tell them to accelerate and keep us between them and the enemy. Switch sensors from passive to active and find out what we’re fighting.” The Peacekeeper Class is a heavy ship, heavier than ordinary destroyers in its class. With a 600mm pulse cannon on its hull, twin fore-torpedo cannon and twelve Heavy Laser cannons lining both its port and starboard sides, it’s a force to be reckoned with. In close quarters, The Peacekeeper can tear apart a good number of small vessels without initiating a cooling sequence. The sensor operator’s voice broke in. “It’s a Crimson Class Battleship! Only one, the others were decoys. They’ve identified us and, if they maintain their speed, they will be entering their maximum weapon range in a few moments.” The Captain gritted his teeth. The Peacekeeper could handle four vessels in tight even if they were pirate skiffs. A Crimson Class Battleship, however, was a different story. More firepower, thicker shields and a range that doubled his own ship’s capacity meant he was going to need to get close if he wanted to do any real damage. The Captain barked his commands with a methodical punctuality that only a seasoned officer could maintain in such a tense situation. “Helm, bring the engines to full burn and swing us thirty degrees port-side. Get in close so we can light ‘em up. We need to buy a little more time for the Freighters to get deeper in-system. Send out a distress beacon, aim all cannons fore and brace for fire. I want the six-hunda- mil ready to rock in twenty seconds.” Twenty-nine years in the fleet had shown him that it wasn’t always about the numbers. In a fight where one was outgunned it was the courage of the crew that prevailed. He had once been aboard a ship that had been picked apart by a cruiser that didn’t even appear as a blip on the sensor scan. While floating through enemy space, running out of oxygen, his men rallied together and found a way to stuff thirteen men into a seven man life-pod. That life-pod made its way, undetected, to a local fleet battle-station where they geared up and orchestrated a successful demolition operation on the same cruiser that took apart their ship. The Captain had faith in his crew and they had faith in him. Staring this Battleship in the face, though, he knew he would lose. He knew he was going to need to sacrifice his ship for his convoy to escape and his mission to be completed. After Twenty-nine years, that was a sacrifice he was definitely willing to make. “Captain, we’re in position,” said the Helmsman. “Good.” He replied. Hold Fast. The UR Talenti rocked as it was hit with Heavy Laser fire from the battleship, exactly two times further than The Peacekeeper’s range. Still, he was not about to budge. Another few hits shook the ship and warning alarms sounded indicating a critical system had been damaged. The Damage Control Team on the Talenti was one of the best he had had the privilege of serving with; he knew they would be on top of it. As long as the major systems didn’t get hit, they could keep fighting. He never went down without a fight. Another damage alarm sounded after a second volley. Not much left on the port side. Daemyn thought. “We’re in range sir, but they are changing course for the Freighters. They might be counting us out,” the helmsman said. “Hold fire.” The Captain paused. “Give me another full burn. Roll the ship and bring us about behind her. Brace for combat maneuver.” He took his chair and strapped himself in. He only hoped it wasn’t too late. The helmsman pivoted the ship just as another spray of Heavy Laser fire peppered the hull of the Talenti. He rolled the ship putting her upside down, and swapping the port and starboard sides. The next volley nailed the starboard side bringing the shield levels down but keeping the ship intact and allowing the freighters to gain space between the attackers. The massive battleship passed on the starboard side. The rumble of the engines shook the battered hull of the Talenti and some sparks flew out of a control panel on the main deck. The helmsman pivoted the ship 180 degrees so that it faced towards the aft of the Battleship. He wasn’t going to get a better shot. “FIRE!” The Talenti Heavy Laser fire spat violently and two proton torpedoes slammed into the enemy ship. The Weapons Officer reported. “Direct hit but they’re still pulling away. We are down a couple Heavy Laser turrets. Damage Control hasn’t been able to get them repaired yet.” “We have also lost our auxiliary sensors,” replied the Sensor Operator “Get everyone suited up and start sending non-essential personnel to the life-pods. It doesn’t look like we’ll be making it back to port, but I’m not going to let him get the freighters. Give me whatever we have left in the engines, we have to change our velocity towards him. And where is my six hundred?!” Daemyn shouted as he gripped the command chair tighter. He could feel the inertial dampeners begin to fade out as the ships main engine accelerated in its final burn. “600 mike mike on stand-by, Captain,” reported the Weapons Officer. “The gun is at a hundred percent but our stabilizers are shredded. I don’t know if the ship will hold when we fire, sir.” She’ll hold the Captain, thought. “Where are we at with those life-pods?” “Final pod just deployed. Non-essentials will be clear of the combat zone in ten seconds.” reported the Comm Officer. Another volley of Heavy Lasers spat out from the Talenti but The Peacemaker’s Heavy Laser fire wasn’t enough to crack the shell of the battleship. Daemyn narrowed his eyes on the target. “On my mark, convert our reserve shield energy to the hull and fire the 600.” “Aye, sir,” replied the Weapons Officer. Daemyn thought for a second he heard hesitation in the man’s voice. Understandable. If the hull’s shields didn’t stabilize the ship from the force of the pulse cannon underneath, it would be torn in half. “Final Pod is away,” said the Comm Officer. “Convert shield energy,” ordered the Captain. “Energy Converted.” Replied the Sensor Operator “Let ‘em have it.” The Captain gripped the chair and clenched his jaw. A low hum filled the main deck as the 600mm pulse cannon initiated its final charge. A second later, a bolt of thick, blue pulse energy flashed toward the Crimson Class and connected in a bright blaze of electric orange causing the accelerators on the battleship to sputter. The blast from the cannon shook the entire ship dislocating scaffolding, upending chairs, and sending crewmembers sprawling to the ground. Internal fires erupted and small explosions could be heard throughout the interior of the ship. The Damage Control Team Leader was saying something over the intercom but it was separated by static. No one could answer him. The Weapons Officer used his control deck to prop himself back into his chair. He had a large gash on his face and the electrical system that connected most of his instruments had fried and burned his hand. He took a look at the main reading, miraculously undamaged, and gave his report “Enemy’s main drive is failing; velocity slowing. Not sure where we’re at, but the Freighters are out of range and have made the jump in-system.” The Comm Officer chimed in. Her bun had fallen out and her hair was a heap of uncontrollable blonde waves. “Incoming jump signatures; The UR Osiris and Calypso are here, they’ve locked on to our beacon. I’d hail them but our main communication system is down. What do you recommend, sir?… Captain?” The Comm Officer turned around. Captain Daemyn was hunched over unconscious, blood dripping down the side of his face.
  7. Take a look at our plans for the future and what we have been working on as well as how we've listened to you. Even though our Kickstarter did not get funded, I am continuing to move forward. I knew it would not be an easy thing to do because, as a company, we are new and haven't proven ourselves yet. This is not a failure but merely a chance to improve. I have been spending time going over every aspect to see where we can improve. I have had feedback and discussions from many of our backers and I have listened to what they have said and taken it to heart. One of the basic rules of game design is that aspects of the game should always be loose, fast and to not wed ourselves to a particular idea. That includes the artwork, game mechanics and as well as the name of the product. Our original name Event Horizon: Fleet Battles, although seemed to fit at the time, confused quite a few people. Someone new to the game would immediately link it to an old sci-fi movie name, and having to explain the title just doesn't work. For that reason the game's name will have to change. We have a few ideas but we also think this would be a great way for previous backers to voice their opinions of our choices. Stay tuned in the upcoming week as we announce and post a poll for it. Garage Gaming is a small start-up company, so all of us have other full time jobs and families. For that reason we weren't able to get the game play video and beta rules completed in time for it to make a showing on the campaign. Before we launch the reboot, they will be completed so from the start everyone will immediately see them displayed. Backers will be able to download the beta rules and watch actual game play videos of the game. This will demonstrate the mechanics and the flow of the game much easier. I have been trying to figure out where we can reduce costs of the game to lower the price, without reducing the quality or have it negatively impact the game. It is clear that even though there are a lot of components for our game, a good portion of backers simply look at the price and how many miniatures they are getting. Also some backers may not like the choices of the default fleet forcing them to spend a higher dollar to get the fleet they really want. Instead of offering an 8-miniature game set for 2-players, we have decided to go with a 4-miniatures, single player Fleet Starter set. This will let players choose their favorite fleet rather than the ones prechosen for the 2-player set. There will be six different Fleet Starter sets, one for each faction, so backers will be able to choose their faction. Each box will contain four miniatures from that faction with one of the stretch goals being an upgrade to the base box expanding it to 5 miniatures. Each Fleet Starter set will contain: 4 Starship Miniatures from that faction. 4 Movement Decks (96 cards) 4 Ship Status Cards 4 Ship Signature Tokens 4 Fighter Tokens 4 Missile Tokens 2 Freighter Transport Tokens 2 Asteroid Tokens There are a number of players who wanted to use their existing miniatures with our rule system. Previously, we didn't really have any tiers that supported that path, and we will be changing that. These aren't fully set in stone yet, as I'm still waiting for some final quotes, however they should give you an idea of what we are trying to do. I look forward to hearing your feedback. Rules Only For those interested in using their own miniatures but our existing rules we have two packages. Print-and-Play Digital Rule Set ($20): The rulebook with be a digital PDF that contains print and play cards. Backers will be able to print their own movement cards, ship status cards, tokens and templates. Ready-to-Play Deluxe Rule Set ($39): On top of the digital package, this contains everything that is in the main game boxes, except for the miniatures. It will contain a soft cover full color rulebook, 4 movement decks, ship status cards and tokens (120 components). Miniatures Only For the backers that were happy with their own existing rules, but wanted to use our miniatures, we created miniatures-only packages. Mini-10 ($39): You can pick 10 starship miniatures from any of the standard 30 ship miniatures. Choosing multiple copies of the same ships can also be requested. Mini-30 ($99): You can pick any 30 starship miniatures from any of the standard 30 ship miniatures. This gives you enough to have complete fleet sets from each of the different factions. Choosing multiple copies of the same ships can also be requested. This tier will include stretch goals. Full Game This are the new and improved tier packages for the full game which includes the rules, movement decks as well as the miniatures. Faction Starter Set ($49): This is a game box tailored for their faction of choice that contains: 4 starship miniatures from that faction, 4 Movement Decks (96 cards), Ship Status Cards, 8 Ship Signature Tokens, 8 Fighter Tokens, 8 Missile Tokens, 8 Freighter Transport Tokens and 8 Asteroid Tokens (124 components). This tier will include stretch goals. By making the boxes smaller we are able to reduce the base price foot print of the game. This will give one player everything he needs to start the game. Faction Starter + 10 Miniatures ($99): This combines the base miniatures only tier along with the game box. Not only will they get to choose the Faction Starter Set they want but they can also choose an additional 10 Starship miniatures from the standard 30. They can be of the same faction as the faction set they chose or completely different ships. This tier will include stretch goals. Everyone wants free stuff. I have to admit I've been guilty of joining Kickstarters that give you a lot extras. I have also joined Kickstarters because I believe in them and want to see them succeed. I wanted to not only reward those that back certain pledges, but I wanted to do something for everyone that pledged. For stretch goals, we'll be doing something different by having Viral, Backer, and Dollar Stretch Goals. The more fans the project gets, the more extra things we can unlock for our backers. After all, you are the reason this is happening. Viral Stretch Goals Since we've lowered the price points, and tightened everything up where we can, we'll need more backers than before. The more gamers we can reach, the more artwork we will unlock. Viral Stretch goals will reward everyone no matter what pledge level they backed at. These stretch goals will be based on the amount of likes on Facebook as well as fans on Board Game Geek. They will allow backers to enjoy some free high resolution wallpapers and artwork from the game. Backer Stretch Goals By reaching out to more people, and increasing the traffic on Facebook and Board Game Geek, we can increase the number of backers. The more backers we get, the more components we can put in the game. All backers will be able to benefit from these upgrades as it helps increase our success and bringing you a bigger, better product. For example, we want to be able to add another miniature to the Fleet Starter set, making it 5 miniatures instead of 4. The more backers we have, the better we can upgrade the components of the game. I also wanted to offer resin miniatures as some players prefer them over pewter. This would be another great goal that we could allow players to choose from. Stretch Goals We will also have the standard Stretch goals based on the dollar amount over what is need to get funded. They will allow us to unlock additional, new miniatures for backers, plus free miniatures for certain tier pledges. Each stretch goal will unlock an additional add-on which can include a new ship design, fighter miniatures and terrain miniatures (asteroids, satellites and space debris). Backers will be able to add these to their existing pledges as an add-on. Each stretch goal will also unlock a freebie to certain pledge levels. (Yeah! Everyone loves free miniatures!) We are a new company and because of that we have not yet purchased the manufacturing and tooling we need to publish this game. We are not Mantic, MERC, CoolMini, Dwarven Forge or Japanime Games. Compared to us, these are big companies, but that doesn't mean we don't have big dreams. Those are also companies that through Kickstarter have brought many great products and they all started somewhere. That is why you are all important because without you, none of this would be possible. Backers wanted to know where the numbers for the funding goal came and where the money was going. Kickstarter and Amazon fees will be $3500. Final artwork acquisition and modeling work will cost $5000. Molds, tooling and equipment are not cheap. The manufacturing equipment, molds and 3D printing high quality masters will cost $16,700 . Finally in order to bring this all to life we need the materials to finalize production and deliver the product to our backers which costs another $9800. Once we are funded, that means we can deliver more great products to you at a better price. Some of the other projects we are working on includes a 32mm ground combat game, cooperative miniatures arena game, dice and card duel game and more collectible and high quality miniatures. We love our game and believe in it to be able to give you a guarantee. We acknowledge the risk our backers are taking by supporting a new company as well as a new game. For the backers ordering the game box, if you decide you don't like it within the first month of receiving the final product, you can return it to us for a full pledge refund. Stay tuned, we will continue to update you through this process. If you have any questions or concerns please let us know, we would love to hear from you as we continue to move forward. View full article
  8. Project Reboot

    Even though our Kickstarter did not get funded, I am continuing to move forward. I knew it would not be an easy thing to do because, as a company, we are new and haven't proven ourselves yet. This is not a failure but merely a chance to improve. I have been spending time going over every aspect to see where we can improve. I have had feedback and discussions from many of our backers and I have listened to what they have said and taken it to heart. One of the basic rules of game design is that aspects of the game should always be loose, fast and to not wed ourselves to a particular idea. That includes the artwork, game mechanics and as well as the name of the product. Our original name Event Horizon: Fleet Battles, although seemed to fit at the time, confused quite a few people. Someone new to the game would immediately link it to an old sci-fi movie name, and having to explain the title just doesn't work. For that reason the game's name will have to change. We have a few ideas but we also think this would be a great way for previous backers to voice their opinions of our choices. Stay tuned in the upcoming week as we announce and post a poll for it. Garage Gaming is a small start-up company, so all of us have other full time jobs and families. For that reason we weren't able to get the game play video and beta rules completed in time for it to make a showing on the campaign. Before we launch the reboot, they will be completed so from the start everyone will immediately see them displayed. Backers will be able to download the beta rules and watch actual game play videos of the game. This will demonstrate the mechanics and the flow of the game much easier. I have been trying to figure out where we can reduce costs of the game to lower the price, without reducing the quality or have it negatively impact the game. It is clear that even though there are a lot of components for our game, a good portion of backers simply look at the price and how many miniatures they are getting. Also some backers may not like the choices of the default fleet forcing them to spend a higher dollar to get the fleet they really want. Instead of offering an 8-miniature game set for 2-players, we have decided to go with a 4-miniatures, single player Fleet Starter set. This will let players choose their favorite fleet rather than the ones prechosen for the 2-player set. There will be six different Fleet Starter sets, one for each faction, so backers will be able to choose their faction. Each box will contain four miniatures from that faction with one of the stretch goals being an upgrade to the base box expanding it to 5 miniatures. Each Fleet Starter set will contain: 4 Starship Miniatures from that faction. 4 Movement Decks (96 cards) 4 Ship Status Cards 4 Ship Signature Tokens 4 Fighter Tokens 4 Missile Tokens 2 Freighter Transport Tokens 2 Asteroid Tokens There are a number of players who wanted to use their existing miniatures with our rule system. Previously, we didn't really have any tiers that supported that path, and we will be changing that. These aren't fully set in stone yet, as I'm still waiting for some final quotes, however they should give you an idea of what we are trying to do. I look forward to hearing your feedback. Rules Only For those interested in using their own miniatures but our existing rules we have two packages. Print-and-Play Digital Rule Set ($20): The rulebook with be a digital PDF that contains print and play cards. Backers will be able to print their own movement cards, ship status cards, tokens and templates. Ready-to-Play Deluxe Rule Set ($39): On top of the digital package, this contains everything that is in the main game boxes, except for the miniatures. It will contain a soft cover full color rulebook, 4 movement decks, ship status cards and tokens (120 components). Miniatures Only For the backers that were happy with their own existing rules, but wanted to use our miniatures, we created miniatures-only packages. Mini-10 ($39): You can pick 10 starship miniatures from any of the standard 30 ship miniatures. Choosing multiple copies of the same ships can also be requested. Mini-30 ($99): You can pick any 30 starship miniatures from any of the standard 30 ship miniatures. This gives you enough to have complete fleet sets from each of the different factions. Choosing multiple copies of the same ships can also be requested. This tier will include stretch goals. Full Game This are the new and improved tier packages for the full game which includes the rules, movement decks as well as the miniatures. Faction Starter Set ($49): This is a game box tailored for their faction of choice that contains: 4 starship miniatures from that faction, 4 Movement Decks (96 cards), Ship Status Cards, 8 Ship Signature Tokens, 8 Fighter Tokens, 8 Missile Tokens, 8 Freighter Transport Tokens and 8 Asteroid Tokens (124 components). This tier will include stretch goals. By making the boxes smaller we are able to reduce the base price foot print of the game. This will give one player everything he needs to start the game. Faction Starter + 10 Miniatures ($99): This combines the base miniatures only tier along with the game box. Not only will they get to choose the Faction Starter Set they want but they can also choose an additional 10 Starship miniatures from the standard 30. They can be of the same faction as the faction set they chose or completely different ships. This tier will include stretch goals. Everyone wants free stuff. I have to admit I've been guilty of joining Kickstarters that give you a lot extras. I have also joined Kickstarters because I believe in them and want to see them succeed. I wanted to not only reward those that back certain pledges, but I wanted to do something for everyone that pledged. For stretch goals, we'll be doing something different by having Viral, Backer, and Dollar Stretch Goals. The more fans the project gets, the more extra things we can unlock for our backers. After all, you are the reason this is happening. Viral Stretch Goals Since we've lowered the price points, and tightened everything up where we can, we'll need more backers than before. The more gamers we can reach, the more artwork we will unlock. Viral Stretch goals will reward everyone no matter what pledge level they backed at. These stretch goals will be based on the amount of likes on Facebook as well as fans on Board Game Geek. They will allow backers to enjoy some free high resolution wallpapers and artwork from the game. Backer Stretch Goals By reaching out to more people, and increasing the traffic on Facebook and Board Game Geek, we can increase the number of backers. The more backers we get, the more components we can put in the game. All backers will be able to benefit from these upgrades as it helps increase our success and bringing you a bigger, better product. For example, we want to be able to add another miniature to the Fleet Starter set, making it 5 miniatures instead of 4. The more backers we have, the better we can upgrade the components of the game. I also wanted to offer resin miniatures as some players prefer them over pewter. This would be another great goal that we could allow players to choose from. Stretch Goals We will also have the standard Stretch goals based on the dollar amount over what is need to get funded. They will allow us to unlock additional, new miniatures for backers, plus free miniatures for certain tier pledges. Each stretch goal will unlock an additional add-on which can include a new ship design, fighter miniatures and terrain miniatures (asteroids, satellites and space debris). Backers will be able to add these to their existing pledges as an add-on. Each stretch goal will also unlock a freebie to certain pledge levels. (Yeah! Everyone loves free miniatures!) We are a new company and because of that we have not yet purchased the manufacturing and tooling we need to publish this game. We are not Mantic, MERC, CoolMini, Dwarven Forge or Japanime Games. Compared to us, these are big companies, but that doesn't mean we don't have big dreams. Those are also companies that through Kickstarter have brought many great products and they all started somewhere. That is why you are all important because without you, none of this would be possible. Backers wanted to know where the numbers for the funding goal came and where the money was going. Kickstarter and Amazon fees will be $3500. Final artwork acquisition and modeling work will cost $5000. Molds, tooling and equipment are not cheap. The manufacturing equipment, molds and 3D printing high quality masters will cost $16,700 . Finally in order to bring this all to life we need the materials to finalize production and deliver the product to our backers which costs another $9800. Once we are funded, that means we can deliver more great products to you at a better price. Some of the other projects we are working on includes a 32mm ground combat game, cooperative miniatures arena game, dice and card duel game and more collectible and high quality miniatures. We love our game and believe in it to be able to give you a guarantee. We acknowledge the risk our backers are taking by supporting a new company as well as a new game. For the backers ordering the game box, if you decide you don't like it within the first month of receiving the final product, you can return it to us for a full pledge refund. Stay tuned, we will continue to update you through this process. If you have any questions or concerns please let us know, we would love to hear from you as we continue to move forward.
  9. Thank you! A big thanks to everyone who has supported us by backing and sharing Event Horizon: Fleet Battles. We hope to bring this universe and more to life but we can't do it without you. Thank you for the support! Thank you! A big thanks to everyone who has supported us by backing and sharing Event Horizon: Fleet Battles. We hope to bring this universe and more to life but we can't do it without you. Thank you for the support! If you are a fan of lore and interested in faction information be sure to check our latest update. We also have a sneak peak into the future with more free miniatures. Kickstarter Link View full article
  10. Thank you everyone!

    Thank you! A big thanks to everyone who has supported us by backing and sharing Event Horizon: Fleet Battles. We hope to bring this universe and more to life but we can't do it without you. Thank you for the support! If you are a fan of lore and interested in faction information be sure to check our latest update. We also have a sneak peak into the future with more free miniatures. Kickstarter Link
  11. There have been some questions about how the game plays, feedback on the design and why we went the direction we headed. We have started to reach out more to other websites and miniatures gamers as we get closer to Kickstarter launch. We have already been receiving feedback and started to get questions on the game. Some questions and concerns do bring up valid points and we always appreciate the constructive input. Most of the information is covered on our Kickstarter page which is currently pending. Once that is approved we will be able to announce a closer date to official launch, which could be sometime next week. Some of the information already released could be confusing and there are more specific questions on how to play. We decided to take this time to answer some of them. Do I have to use a protractor to move ships? Although that makes me want to design a game that actually does use one... No you do not need to use a protractor. I can understand looking at the cards at first, without seeing the explanation of movement, could be confusing. When we demonstrated the game and had public play testing, movement cards were the first thing everyone said was straight forward and easy to understand. The flight base is hex shaped. Although the movement cards cover 30°-180° left and right, they are in 30° increments of measure. One complete hex side is 60°, half way point is 30° so it is fairly simple. The cards are written with port, starboard, bootleg turn and degrees as mainly flavor text. When commanding ships in space you wouldn't be giving orders to simply turn left, turn right. The controls would be similar to a submarines or aircraft with a pitch and yaw. Although we do understand that space is more than just left and right, the game isn't completely 3D. We did attempt it though but found it to be too time consuming and complex. Movement seems similar to Wings of War, why didn't we just use that method? Since I was unfamiliar with Wings of War I had to look up their movement cards. Oddly we originally started with a template system that was similar to Wings of War, although more closer to X-Wing. We loved the simplicity of the dial for movement and template system. We tried a code wheel (for those that remember the software code wheels from the 80-90's) so we could issue multiple orders. We moved to a sliding device but unfortunately none of them gave the ease of creating orders that allowed for diversity and even bluffing. The other issue with a template movement system like X-Wing and Wings of War was that ships move like war planes in gravity. We wanted ships to be like spaceships, not planes. Ships without gravity can strafe, they can be using momentum to carry a ship one direction while facing another direction to fire. We also didn't want them to be like naval ships where fleets circled each other like sharks. Do all the ships look the same? There are 6 fleets in total, each fleet belonging to a certain ruling faction. The factions are United Republic, Europa Confederation, Shingen Empire, Federated Commonwealth, Anazi Dynasty, Outer Rim Republic. Each fleet have their own design, although some of them do share some common traits. There are also some neutral ships. Do I have to buy a whole new fleet if I was changing armies or factions? Gaming is expensive. Miniatures gaming is no exception to that. We understand that and we wanted to build a system that could resemble actual warfare. As long as your commanding fleet consists 50% of points of your main faction then you would able to use other fleet designs. This will let a player at a later date who wants to play a different faction, utilize some of their models to be able to play without having to buy a completely new army. This also plays into campaign rules for planetary control and ship boarding actions when playing a long term game of capturing enemy resources. Some factions do have "faction specific" weapons and we get around that with retro-fitting. Each ship miniature comes with 4 different designs and layouts for that particular miniature that range in different weapons and points. There are upgrades that are available for more points that also enhance them and alter the play style. Player A could have the same ships as Player B but they could function slightly different. In terms of "faction specific" weapons there are retrofitted neutral weapon layouts for those ships that possess them. We didn't want to penalize someone who started to play after buying some ships to later discover they liked the style of another faction instead. This provided an easy way to gradually make the move as well be utilized in campaigns for wars of attrition. Does this game have anything to do with black holes or ships going to hell and becoming possessed? There is no relation to a certain horror movie. Originally when we came up with a project name we started with Event Horizon because of its definition: "An event horizon is, in general relativity, a boundary in spacetime beyond which events cannot affect an outside observer. In layman's terms, it is defined as 'the point of no return', i.e., the point at which the gravitational pull becomes so great as to make escape impossible. The most common case of an event horizon is that surrounding a black hole." - Wikipedia It was specifically because of "the point of no return". The game is a war game and ultimately although there are moments of peace... there are also times when tension gets so high, once a line is crossed war just breaks out. At that point there is no returning. The main engines also use a gravity type engine, essentially utilizing a small point similar to a black hole. So everything seemed to fit. As we continued working on the history and lore. We defined key moments as "Events", which are catalysts points in time that changed society. The story and lore continue along the lines that Events are catalysts that cause a change in history. Similar to how we measure things like the Civil War, 9/11, World War I/II, etc. Events are given names much like a hurricanes are and everything started with Event A (Adam) when he was discovered on Mars, to Event B (Beta-Phase Virus) and so on until we are at Event H (Horizon). Some of that will start to be updated on the website as well as revealed during the course of the Kickstarter when we go over the history and lore. View full article
  12. We have started to reach out more to other websites and miniatures gamers as we get closer to Kickstarter launch. We have already been receiving feedback and started to get questions on the game. Some questions and concerns do bring up valid points and we always appreciate the constructive input. Most of the information is covered on our Kickstarter page which is currently pending. Once that is approved we will be able to announce a closer date to official launch, which could be sometime next week. Some of the information already released could be confusing and there are more specific questions on how to play. We decided to take this time to answer some of them. Do I have to use a protractor to move ships? Although that makes me want to design a game that actually does use one... No you do not need to use a protractor. I can understand looking at the cards at first, without seeing the explanation of movement, could be confusing. When we demonstrated the game and had public play testing, movement cards were the first thing everyone said was straight forward and easy to understand. The flight base is hex shaped. Although the movement cards cover 30°-180° left and right, they are in 30° increments of measure. One complete hex side is 60°, half way point is 30° so it is fairly simple. The cards are written with port, starboard, bootleg turn and degrees as mainly flavor text. When commanding ships in space you wouldn't be giving orders to simply turn left, turn right. The controls would be similar to a submarines or aircraft with a pitch and yaw. Although we do understand that space is more than just left and right, the game isn't completely 3D. We did attempt it though but found it to be too time consuming and complex. Movement seems similar to Wings of War, why didn't we just use that method? Since I was unfamiliar with Wings of War I had to look up their movement cards. Oddly we originally started with a template system that was similar to Wings of War, although more closer to X-Wing. We loved the simplicity of the dial for movement and template system. We tried a code wheel (for those that remember the software code wheels from the 80-90's) so we could issue multiple orders. We moved to a sliding device but unfortunately none of them gave the ease of creating orders that allowed for diversity and even bluffing. The other issue with a template movement system like X-Wing and Wings of War was that ships move like war planes in gravity. We wanted ships to be like spaceships, not planes. Ships without gravity can strafe, they can be using momentum to carry a ship one direction while facing another direction to fire. We also didn't want them to be like naval ships where fleets circled each other like sharks. Do all the ships look the same? There are 6 fleets in total, each fleet belonging to a certain ruling faction. The factions are United Republic, Europa Confederation, Shingen Empire, Federated Commonwealth, Anazi Dynasty, Outer Rim Republic. Each fleet have their own design, although some of them do share some common traits. There are also some neutral ships. Do I have to buy a whole new fleet if I was changing armies or factions? Gaming is expensive. Miniatures gaming is no exception to that. We understand that and we wanted to build a system that could resemble actual warfare. As long as your commanding fleet consists 50% of points of your main faction then you would able to use other fleet designs. This will let a player at a later date who wants to play a different faction, utilize some of their models to be able to play without having to buy a completely new army. This also plays into campaign rules for planetary control and ship boarding actions when playing a long term game of capturing enemy resources. Some factions do have "faction specific" weapons and we get around that with retro-fitting. Each ship miniature comes with 4 different designs and layouts for that particular miniature that range in different weapons and points. There are upgrades that are available for more points that also enhance them and alter the play style. Player A could have the same ships as Player B but they could function slightly different. In terms of "faction specific" weapons there are retrofitted neutral weapon layouts for those ships that possess them. We didn't want to penalize someone who started to play after buying some ships to later discover they liked the style of another faction instead. This provided an easy way to gradually make the move as well be utilized in campaigns for wars of attrition. Does this game have anything to do with black holes or ships going to hell and becoming possessed? There is no relation to a certain horror movie. Originally when we came up with a project name we started with Event Horizon because of its definition: "An event horizon is, in general relativity, a boundary in spacetime beyond which events cannot affect an outside observer. In layman's terms, it is defined as 'the point of no return', i.e., the point at which the gravitational pull becomes so great as to make escape impossible. The most common case of an event horizon is that surrounding a black hole." - Wikipedia It was specifically because of "the point of no return". The game is a war game and ultimately although there are moments of peace... there are also times when tension gets so high, once a line is crossed war just breaks out. At that point there is no returning. The main engines also use a gravity type engine, essentially utilizing a small point similar to a black hole. So everything seemed to fit. As we continued working on the history and lore. We defined key moments as "Events", which are catalysts points in time that changed society. The story and lore continue along the lines that Events are catalysts that cause a change in history. Similar to how we measure things like the Civil War, 9/11, World War I/II, etc. Events are given names much like a hurricanes are and everything started with Event A (Adam) when he was discovered on Mars, to Event B (Beta-Phase Virus) and so on until we are at Event H (Horizon). Some of that will start to be updated on the website as well as revealed during the course of the Kickstarter when we go over the history and lore.
  13. Explaining the different phases for the game Event Horizon: Fleet Battles, a miniatures space battle game. Explaining the different phases for the game Event Horizon: Fleet Battles, a miniatures space battle game. View full article
  14. Explaining the different phases for the game Event Horizon: Fleet Battles, a miniatures space battle game.
  15. Game Setup video for Event Horizon: Fleet Battles, a miniatures space combat wargame. Game Setup video for Event Horizon: Fleet Battles, a miniatures space combat wargame. View full article
  16. Game Setup video for Event Horizon: Fleet Battles, a miniatures space combat wargame.
  17. Interstellar Crisis is an expansive sci-fi universe set in the future. It has been over 3000 years since Terra and the Sol system completely vanished without a trace, leaving humanity stranded in the Mobius system without a home. Before it disappeared, Terra wasn't much to look at due to years of pollution, caused by the decimation the Psionic Emergence left behind. Most of the privileged had already started to colonize Mars or expand to the Mobius system, but it didn't change the fact that Terra would always be 'home'. Interstellar Crisis Interstellar Crisis is an expansive sci-fi universe set in the future. It has been over 3000 years since Terra and the Sol system completely vanished without a trace, leaving humanity stranded in the Mobius system without a home. Before it disappeared, Terra wasn't much to look at due to years of pollution, caused by the decimation the Psionic Emergence left behind. Most of the privileged had already started to colonize Mars or expand to the Mobius system, but it didn't change the fact that Terra would always be 'home'. No longer bound by one planet, humanity spread out amongst the stars to create multiple empires. Without having a home planet, the history of Terra slowly faded away, and it wasn't until long before the one common bond everyone shared started to vanish. Despite having access to the vast expanse of space and knowing the devastation of war, humanity had not learned its lesson. It just meant more planets to conquer or destroy. it would only be a matter of time before empires would start to clash with one another. Humanity had been easy to define because everyone was still 'human'. Even the psionics who emerged were human. But as some replaced their organs with cybernetics, or gene-spliced themselves with traits of another life-form, the definition of what it meant to be human began to blur. Under the name of survival, expansion, and even evolution, humanity went through changes depending on which empire they belonged too. Soon there were thousands of new colonies, all with their own ideals and beliefs. Some of the empires could no longer even be recognized as human, at least by visual appearances. The galaxy is on the brink of an intergalactic war as you take command of a fleet of ships to defend your empire. Some will be fighting for personal belief and identity, while others just want to fight for sheer dominance of resources and control. What is it that you will fight for? What is Interstellar Crisis? Interstellar Crisis put you in control of a fleet of starships comprised of high quality miniatures. It is designed to play on a 4'x6' - 6'x6' gaming area. The starships range from small destroyers to huge super-dreadnoughts packed with a vast arsenal of lasers, missiles, railguns, and squadrons of fighters. We grew up watching cartoons and anime that depicted large scale spaceship battles. Some of our childhood favorites included Robotech, Star Blazers, Legend of the Galactic Heroes, Galaxy Express 999 and Captain Harlock. Even though there are already a few spaceship games out there, none of them seemed to capture that feeling of watching a couple ships maneuver against a fleet. Although we do love playing them, we didn't want to control a small group of starfighters or ships that didn't give us the feeling that we were in space. We wanted the spaceship battles to be a bit more realistic, but without over complicating things. Ships move and generate momentum, and simply turning the direction of the ship doesn't mean the ship changes the direction it is traveling. The momentum will continue to carry a ship in the direction it was going unless new thrust is applied to change that direction. We also wanted ship sensors to play an important part, and not have the game simply be one player reacting to how another player moves. Since most of at Garage Gaming originally came from a TCG and board game background, it only seemed natural that we would develop a movement system utilizing cards. This let us create a movement system where each player could plan their moves quickly and intuitively. Each ship has their own set of movement cards. Players will need to set up their own movement while trying to predict how their opponent will be moving. Once completed, the cards would be placed on the ship status cards face down. When we move to the movement phase, movement happens all at once, so you don't have to sit and wait for a player to move their ships before you move yours. You can simply fight head to head against other players or use our scenario encounters to add more complexity to the game. With scenarios, players would design their fleets then roll on the encounter table. This will help setup the atmosphere and background for which they are fighting. They might be an assassination where the objective is to take out a specific enemy ship or they could be fighting in a nebula that hinders laser weapons. But you won't know the specifics until after you've designed your fleet, so choose wisely. There are different ship miniatures that represent the six strongest factions in the galaxy. Each miniature can be purchased individually. Each faction also has a Fleet Starter Pack that can be purchased that contains four of the ship miniatures. View full article
  18. Interstellar Crisis Interstellar Crisis is an expansive sci-fi universe set in the future. It has been over 3000 years since Terra and the Sol system completely vanished without a trace, leaving humanity stranded in the Mobius system without a home. Before it disappeared, Terra wasn't much to look at due to years of pollution, caused by the decimation the Psionic Emergence left behind. Most of the privileged had already started to colonize Mars or expand to the Mobius system, but it didn't change the fact that Terra would always be 'home'. No longer bound by one planet, humanity spread out amongst the stars to create multiple empires. Without having a home planet, the history of Terra slowly faded away, and it wasn't until long before the one common bond everyone shared started to vanish. Despite having access to the vast expanse of space and knowing the devastation of war, humanity had not learned its lesson. It just meant more planets to conquer or destroy. it would only be a matter of time before empires would start to clash with one another. Humanity had been easy to define because everyone was still 'human'. Even the psionics who emerged were human. But as some replaced their organs with cybernetics, or gene-spliced themselves with traits of another life-form, the definition of what it meant to be human began to blur. Under the name of survival, expansion, and even evolution, humanity went through changes depending on which empire they belonged too. Soon there were thousands of new colonies, all with their own ideals and beliefs. Some of the empires could no longer even be recognized as human, at least by visual appearances. The galaxy is on the brink of an intergalactic war as you take command of a fleet of ships to defend your empire. Some will be fighting for personal belief and identity, while others just want to fight for sheer dominance of resources and control. What is it that you will fight for? What is Interstellar Crisis? Interstellar Crisis put you in control of a fleet of starships comprised of high quality miniatures. It is designed to play on a 4'x6' - 6'x6' gaming area. The starships range from small destroyers to huge super-dreadnoughts packed with a vast arsenal of lasers, missiles, railguns, and squadrons of fighters. We grew up watching cartoons and anime that depicted large scale spaceship battles. Some of our childhood favorites included Robotech, Star Blazers, Legend of the Galactic Heroes, Galaxy Express 999 and Captain Harlock. Even though there are already a few spaceship games out there, none of them seemed to capture that feeling of watching a couple ships maneuver against a fleet. Although we do love playing them, we didn't want to control a small group of starfighters or ships that didn't give us the feeling that we were in space. We wanted the spaceship battles to be a bit more realistic, but without over complicating things. Ships move and generate momentum, and simply turning the direction of the ship doesn't mean the ship changes the direction it is traveling. The momentum will continue to carry a ship in the direction it was going unless new thrust is applied to change that direction. We also wanted ship sensors to play an important part, and not have the game simply be one player reacting to how another player moves. Since most of at Garage Gaming originally came from a TCG and board game background, it only seemed natural that we would develop a movement system utilizing cards. This let us create a movement system where each player could plan their moves quickly and intuitively. Each ship has their own set of movement cards. Players will need to set up their own movement while trying to predict how their opponent will be moving. Once completed, the cards would be placed on the ship status cards face down. When we move to the movement phase, movement happens all at once, so you don't have to sit and wait for a player to move their ships before you move yours. You can simply fight head to head against other players or use our scenario encounters to add more complexity to the game. With scenarios, players would design their fleets then roll on the encounter table. This will help setup the atmosphere and background for which they are fighting. They might be an assassination where the objective is to take out a specific enemy ship or they could be fighting in a nebula that hinders laser weapons. But you won't know the specifics until after you've designed your fleet, so choose wisely. There are different ship miniatures that represent the six strongest factions in the galaxy. Each miniature can be purchased individually. Each faction also has a Fleet Starter Pack that can be purchased that contains four of the ship miniatures.
  19. UR Talenti, a Peacekeeper Class Destroyer, dropped out of hyperspace just outside the Creysys System followed by the three Freighters she was escorting. The Captain looked over his status monitors. Everything showed green. He nodded to the helmsman UR Talenti, a Peacekeeper Class Destroyer, dropped out of hyperspace just outside the Creysys System followed by the three Freighters she was escorting. The Captain looked over his status monitors. Everything showed green. He nodded to the helmsman “Proceed.” “Aye, sir; Proceeding in-system” replied the helm. Within a few hours this escort run, his final mission, would be over and he would finally be able to retire. A beach house on Andromeda, the twin suns ushering beautiful sunsets. The smell of coffee in the morning and waking up next to that which he loved most in the entire universe, his wife. An alarm went off. “Sir, we’ve detected incoming signatures out of hyperspace. One…no…make that four; inbound port side,” said the sensors operator. The Captain leaned forward and took a deep breath. Daydreams about Andromeda would have to wait. Retirement and the love of his life would need to wait. An easy assignment he had thought; my final assignment. But nothing was given in the service, everything had to be earned. There were no gifts even after almost thirty years in the fleet. The Captain gathered himself, stood up straight and gave his orders. “Helm, maintain initial course. Keep us between them and the freighters. Are they moving to intercept us?” “Communications coming in,” said the Comms Operator. “On screen,” replied the captain. The main screen of the deck hung above the Captain’s chair. It lit up in green letters with a simple message. Surrender the Minister Dalenn or you will be fired upon. Captain Daemyn studied the words muttering to himself. “That doesn’t make any sense. Minister Dalenn isn’t on board. We’re escorting a shipment from …” He stopped as he realized. The shipment evaluations, the route he was required to follow, consistent mandatory status reports; all of it began to make sense. He was too focused on finishing the mission to take notice. “We are being actively scanned now. They are plotting a course for the freighters.” “Sound the alert,” he ordered, then to himself “treacherous bastards. This is not how it ends.” A voice boomed over the ship’s internal auxiliary communication system and the lights dimmed as Klaxons sounded off: “RED ALERT! RED ALERT! This is not a drill. Combat personnel to battle stations. All non-essential personnel please move to designated areas. ”. Daemyn felt his heart continue at a steady pace. His vision sharpened. Auditory signals fired with crystal clear precision. He gave his orders. “Hail the Freighters. Tell them to accelerate and keep us between them and the enemy. Switch sensors from passive to active and find out what we’re fighting.” The Peacekeeper Class is a heavy ship, heavier than ordinary destroyers in its class. With a 600mm pulse cannon on its hull, twin fore-torpedo cannon and twelve Heavy Laser cannons lining both its port and starboard sides, it’s a force to be reckoned with. In close quarters, The Peacekeeper can tear apart a good number of small vessels without initiating a cooling sequence. The sensor operator’s voice broke in. “It’s a Crimson Class Battleship! Only one, the others were decoys. They’ve identified us and, if they maintain their speed, they will be entering their maximum weapon range in a few moments.” The Captain gritted his teeth. The Peacekeeper could handle four vessels in tight even if they were pirate skiffs. A Crimson Class Battleship, however, was a different story. More firepower, thicker shields and a range that doubled his own ship’s capacity meant he was going to need to get close if he wanted to do any real damage. The Captain barked his commands with a methodical punctuality that only a seasoned officer could maintain in such a tense situation. “Helm, bring the engines to full burn and swing us thirty degrees port-side. Get in close so we can light ‘em up. We need to buy a little more time for the Freighters to get deeper in-system. Send out a distress beacon, aim all cannons fore and brace for fire. I want the six-hunda- mil ready to rock in twenty seconds.” Twenty-nine years in the fleet had shown him that it wasn’t always about the numbers. In a fight where one was outgunned it was the courage of the crew that prevailed. He had once been aboard a ship that had been picked apart by a cruiser that didn’t even appear as a blip on the sensor scan. While floating through enemy space, running out of oxygen, his men rallied together and found a way to stuff thirteen men into a seven man life-pod. That life-pod made its way, undetected, to a local fleet battle-station where they geared up and orchestrated a successful demolition operation on the same cruiser that took apart their ship. The Captain had faith in his crew and they had faith in him. Staring this Battleship in the face, though, he knew he would lose. He knew he was going to need to sacrifice his ship for his convoy to escape and his mission to be completed. After Twenty-nine years, that was a sacrifice he was definitely willing to make. “Captain, we’re in position,” said the Helmsman. “Good.” He replied. Hold Fast. The UR Talenti rocked as it was hit with Heavy Laser fire from the battleship, exactly two times further than The Peacekeeper’s range. Still, he was not about to budge. Another few hits shook the ship and warning alarms sounded indicating a critical system had been damaged. The Damage Control Team on the Talenti was one of the best he had had the privilege of serving with; he knew they would be on top of it. As long as the major systems didn’t get hit, they could keep fighting. He never went down without a fight. Another damage alarm sounded after a second volley. Not much left on the port side. Daemyn thought. “We’re in range sir, but they are changing course for the Freighters. They might be counting us out,” the helmsman said. “Hold fire.” The Captain paused. “Give me another full burn. Roll the ship and bring us about behind her. Brace for combat maneuver.” He took his chair and strapped himself in. He only hoped it wasn’t too late. The helmsman pivoted the ship just as another spray of Heavy Laser fire peppered the hull of the Talenti. He rolled the ship putting her upside down, and swapping the port and starboard sides. The next volley nailed the starboard side bringing the shield levels down but keeping the ship intact and allowing the freighters to gain space between the attackers. The massive battleship passed on the starboard side. The rumble of the engines shook the battered hull of the Talenti and some sparks flew out of a control panel on the main deck. The helmsman pivoted the ship 180 degrees so that it faced towards the aft of the Battleship. He wasn’t going to get a better shot. “FIRE!” The Talenti Heavy Laser fire spat violently and two proton torpedoes slammed into the enemy ship. The Weapons Officer reported. “Direct hit but they’re still pulling away. We are down a couple Heavy Laser turrets. Damage Control hasn’t been able to get them repaired yet.” “We have also lost our auxiliary sensors,” replied the Sensor Operator “Get everyone suited up and start sending non-essential personnel to the life-pods. It doesn’t look like we’ll be making it back to port, but I’m not going to let him get the freighters. Give me whatever we have left in the engines, we have to change our velocity towards him. And where is my six hundred?!” Daemyn shouted as he gripped the command chair tighter. He could feel the inertial dampeners begin to fade out as the ships main engine accelerated in its final burn. “600 mike mike on stand-by, Captain,” reported the Weapons Officer. “The gun is at a hundred percent but our stabilizers are shredded. I don’t know if the ship will hold when we fire, sir.” She’ll hold the Captain, thought. “Where are we at with those life-pods?” “Final pod just deployed. Non-essentials will be clear of the combat zone in ten seconds.” reported the Comm Officer. Another volley of Heavy Lasers spat out from the Talenti but The Peacemaker’s Heavy Laser fire wasn’t enough to crack the shell of the battleship. Daemyn narrowed his eyes on the target. “On my mark, convert our reserve shield energy to the hull and fire the 600.” “Aye, sir,” replied the Weapons Officer. Daemyn thought for a second he heard hesitation in the man’s voice. Understandable. If the hull’s shields didn’t stabilize the ship from the force of the pulse cannon underneath, it would be torn in half. “Final Pod is away,” said the Comm Officer. “Convert shield energy,” ordered the Captain. “Energy Converted.” Replied the Sensor Operator “Let ‘em have it.” The Captain gripped the chair and clenched his jaw. A low hum filled the main deck as the 600mm pulse cannon initiated its final charge. A second later, a bolt of thick, blue pulse energy flashed toward the Crimson Class and connected in a bright blaze of electric orange causing the accelerators on the battleship to sputter. The blast from the cannon shook the entire ship dislocating scaffolding, upending chairs, and sending crewmembers sprawling to the ground. Internal fires erupted and small explosions could be heard throughout the interior of the ship. The Damage Control Team Leader was saying something over the intercom but it was separated by static. No one could answer him. The Weapons Officer used his control deck to prop himself back into his chair. He had a large gash on his face and the electrical system that connected most of his instruments had fried and burned his hand. He took a look at the main reading, miraculously undamaged, and gave his report “Enemy’s main drive is failing; velocity slowing. Not sure where we’re at, but the Freighters are out of range and have made the jump in-system.” The Comm Officer chimed in. Her bun had fallen out and her hair was a heap of uncontrollable blonde waves. “Incoming jump signatures; The UR Osiris and Calypso are here, they’ve locked on to our beacon. I’d hail them but our main communication system is down. What do you recommend, sir?… Captain?” The Comm Officer turned around. Captain Daemyn was hunched over unconscious, blood dripping down the side of his face. View full article