Check out the teaser for the upcoming Exodus Kickstsarter!
Our goal with everything Z War related has always been for the comic book & the tabletop action to merge into one cohesive experience & in this regard, Exodus has really taken things to the next level, this has been helped in no small part by the talents of our artist Ben who has been busy hammering out some of his finest colour work to date.
So, after nearly 4 weeks on texture work not only do i have blurred vision & a cricked neck, but also a close to final set of Exodus tiles! There will be more detailing and a few tweaks made here and there before the final production run but these are now pretty close to what will be in the box.
At black sites up and down the country Exodus test kits are now in the hands of our crack team of tabletop scientists, each of them trying their damnedest to break my game. Feedback has been great so far, with everyone of the opinion that the changes made since our last outing have made for a much slicker & engaging experience.
In our next update we should have some of the new mini renders to show off and hopefully a launch date for the Kickstarter.
So, as you have probably gathered, much of our upcoming "Exodus - a Z War One Story" takes place in & around the ocean. This has given us the opportunity to do some really exciting stuff with the environments. Here are a few WIP pictures of the tiles we've been working on over the last few weeks.
The Exodus campaign could probably be described as a "road trip" of sorts. One chapter will see the heroes running through the open streets around the harbor, the next one features close quarters battle in the cramped confines of the cargo ship. We even stop off to take a trip out onto the open sea for a dinghy rescue mission! (As for what's in the sea with you... that will have to wait until our next update).
I'll post more stuff as it's completed over the next few weeks, the rule book should be finished really soon & I will make it available for download as soon as it is.
That's all for now.
Hey guys, just got back from an insanely busy weekend at UK Games Expo where we were demoing the upcoming "Exodus - A Z War One Story". Quite a few of you made it down for a demo & feedback was super positive, so roll on August!
In addition to all things Expo/Exodus we finally got around to posting the FAQ and Clarifications .pdf for Damnation and it can be viewed / downloaded right here.
ISSUE 3/4 KICKSTARTER
So, after much deliberation behind the scenes the decision has been taken to cancel the Issue 3/4 Kickstarter which was planned for this year. We looked at what we had already done for issues 3/4 and the stuff we were working on for 5/6 to complete the ark and came to the realisation that story works far better condensed into 5 issues. This means that the Damnation ark will conclude with an "all killer, no filler" parts 3-5 Kickstarter early in 2018.
EXODUS - A Z WAR ONE STORY
Over the last few months whilst Ben has been busy beavering away on parts 3 & 4 of the ZWOD comic, I have been spending most of my time working on another Z War title. Exodus - A Z War One Story is a solo or 2 player co-operative story/game set in the Z War universe (immediately after the Delta 6 Mission "breakwater" to be precise).
The story centres around Captain Kira Chase and Warrant Officer Mike West and their desperate attempt to flee the United Kingdom in the aftermath of the Battle of Glasgow.
Exodus retains many of Damnation's tried and tested mechanics, but also packs a tonne of new & exciting features:
- Tracker Dials - Track your ammunition, turn times & perk usage with rotating dials on your character board rather than pen & paper.
- Reload - Tracker dials mean that you can load ammunition into your active weapon with the reload action.
- Crafting - Bolt together the random junk you salvage to make melee weapons, pipe bombs, med packs & more.
- Save Tickets - On "normal" & "hard" difficulty settings ammunition, equipment & infections all carry over to the next chapter, so scavenging and crafting are essential to keep your heroes alive. In normal difficulty players are given three "save tickets" which allow you save your progress.
- Crates - Random "quick searches" for those all important extra resources.
- New Infected - A host of new unmentionables await you including the truly terrifying Sirens (pictured)
Exodus will be heading to Kickstarter this summer so expect lots of previews and information over the next couple of months. If you can't wait that long to check it out, we will be running Exodus demos on Friday & Sunday at UK Games Expo (stand B23).
Last night's play testing of Chapter 13 "Cold War" had me the most tactically perplexed I have been playing Z War in a long time. Mission starts out with a running battle down the streets, then into a barricaded and defensible facility, then a "skin of the teeth" escape.
Getting into the building was challenge enough, with spawning newborns charging down the street and on you in 1-2 turns. Once inside you have a weird "eye of the storm" moment where all the bad guys are outside clawing at the barricades while your team are doing the mission & hunting for weaponry in the building, all the time dealing with heavy room spawns, it's almost like playing a separate mini game, with the time limit being the barricades..
Then the time comes to make an escape, the barricades (which we wired with C4) collapse, massive explosions take out pretty much everything on the board, but the BFZ is still standing! He's finally cut down as we charge out of the building and off down the ally, stuff's flying in from every angle, the ammo we gathered is just about spent but it looks like we are going to make it...
Then the BFZ gets up, a second BFZ roll has him charging, Sam and goose cant quite make the exit. On the last turn before exit the BFZ reaches Sam and grabs... The grab is fails but Sam is still knocked prone inches from the exit. Next turn he has just the right amount of AP to get up and sprint off the board.
An epic finish to one of my new favorite missions :)
We received word from Wingo today that our shipment of components will be landing in Felixtowe on June 26th. Once we receive delivery of these here at the Dice Sports offices packing of completed sets will begin and shipping will commence. The only unknown quantity currently, is the time to clear customs here in the UK.
We have some exciting news for anyone that took the Delta 6 add on. Instead of the Delta 6 downloadable dossiers being stand alone missions (much like director games) Delta 6 dossiers now make up a separate campaign which runs alongside the main comic book campaign and at some point down the line will intersect with it.
In addition we have added an extra miniature to the Delta 6 set. He is a civilian NPC and will be used in various rescue/escort scenarios throughout the Delta campaign. You can still add the Delta campaign to your pledge here, just leave us a note of your backer number so we can refund the shipping.
UK Games Expo
Last weekend we were at the UK Games Expo and had the pleasure of meeting some of our backers and also had the opportunity to bring Z War to a whole new audience. Feedback from everyone getting some hands on time with the game was, as always, overwhelmingly positive. We also had some Issue 3 stuff running at expo, but there will be more on that in the next update!
As most of you will know, we were aiming to start shipping by the end of the month. Unfortunately, due to several events beyond our control, it saddens me to say that this will no longer be the case...
Our sculptor Iain has suffered an unfortunate injury and his right hand has been broken. He valiantly carried on work for a couple of weeks but following an operation (involving metal rods of some description) he has been put temporarily out of action...
In addition to our "man down", complications following the birth of my second child have lead to me taking impromptu time away from the office. This has slowed down the proofing process with Wingo as last minute changes had to be made to the sample we received last month. My family are now all back at home & well, I have returned to work & Wingo are in possession of final artworks, with production now well under way.
As we at head office are now just waiting on things from various other suppliers, our attention is now focused on the next 2 issues. We have lots of issue 3 & 4 stuff to preview (starting next week) and the 3&4 Kickstarter will be immediately after the first one ships. Our goal is for the entire 6 issue arc to be completed by the end of the year and despite the unfortunate setbacks we are still on target for that to be the case.
Thank you for your continued support, and please accept my sincerest apologies for the delay.
So, as i have been away from the office with my partner and our new baby I don't have a massive amount of info for you guys this week. So here's where we are currently at:
The last of the stretch goal sculpts are being finished this week, so we should have more pics next week. In the meantime, here's a peak at the finished Pacifist sculpt:
We are waiting on updated samples from Wingo games as a few tweaks were made from the first set so providing that these are all fine we should be giving the nod for full production of these components by the end of the week.
Metal casting for all the issue 1 & 2 minis is completed and all looking very nice. We made some slight alterations to the Resin miniatures to strengthen potential weak spots and casting of these is currently well underway.
As much of the production process at the moment does not directly involve me I have been working on writing & designing missions for Issues 3 & 4 and also getting us ready for this year's conventions. This week I mounted one of our demo tables onto a lazy susan to allow players better access to the board, the result is pretty funky :)
So, last week a case of the flu had me temporarily joining the ranks of the undead and unable to post an update. Back at full strength this week and here's where we are at with the project:
We're still waiting on a production sample back from Wingo Games in China for some of the components which we are expecting to take delivery of very soon. As soon as they arrive i'll post pics.
Our sculptor Iain has finished the three "roamer" zombies and is currently hard at work on the stretch goal heroes (Amy, Pacifist, Felice & Vlad)
In relation to "the pacifist" we finally reached an equipment & mechanics set that we are happy with for him. He can "stun" enemies for a 2 turn knockdown with either his staff or a stun grenade & he can also throw flares which act as a distraction to any enemies in line of sight. In test games he's proving to be a great support character.
Those of you on Facebook can check out another (longer) battle report from the issue 2 mission "house party" This is one of my favorite missions with some interesting tower defense type mechanics. We also added a 3D rotating barricade to the issue 2 terrain set DLC.
In other news we have added "Tees Con" to our event diary this year so anyone close enough can come and jump into a game.
So now we have all of the metal (excluding the stretch goals and add ons) now cast & ready for QC and packing...
The first test shots of resin are now done for the Issue 1 & 2 stuff, we have a few tweaks to make for the final production molds but overall we're really happy with how they're coming out.
And here we have the full six figure zombie horde (with the additional 3 sculpts from the stretch goal).
For those of you on Facebook we have a battle report with pictures using the now (very nearly) finished 3D terrain pieces here: https://www.facebook.com/media/set/?set=a.1042682422451559.1073741832.157941300925680&type=3
for those of you that do not here's a couple of shots of the terrain & dividers on the table:
That's all for now!