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Game Found Reprint & Solo Mode!

Hi Everyone!

Here’s a link to the current GameFound campaign, where you can pledge for the game, upgrade your retail version, get the Game Trayz or Captain of the Guard, and order the new Solo Mode!

Thanks to everyone’s support, we’re excited to be making some more games to put out into the world! Here’s a list of new media mentions in case you’re still undecided about the game and want to hear what other folks think:

Here’s a playthrough with Tom Vasel and Roy Cannaday! I thought Roy was going to get sacked in that last season for sure! Very fun video! Thanks, guys!

Here’s a very thorough playthrough and review from Joel Eddy at Drive Thru Review. He says, “I’ve never really played a game quite like this” and “I can’t recommend this one enough.” Thank you so much for the review and the kind words!

Here’s a right for you/wrong for you and review from Board Game Co. with Shira and Alex. They really nail one of our big influences by calling out some similarities with Galaxy Trucker. Thank you!

Here’s an excellent discussion and review by The Secret Cabal Gaming Podcast, episode #229 @54:45. They really go into why you may or may not enjoy this one and you get in-depth perspectives from both sides. Thanks, guys!

Here’s Board Game Perspective mentioning us again @10:03. “This game is amazing.” Thank you!

Here’s Grant Lyon of Grant’s Game Recs on the Alaboom @4:54:40, when he gave us this very awesome quote: “After the Empire is one of the only games I’ve played that I enjoy every play of it more than I did the previous one.” That’s so awesome to hear! Thanks, Grant!

Here’s Liege of Games @1:05:29 taking a look at the GameFound campaign and running through the rulebook briefly. Thanks for bringing some extra eyes to the campaign! Love the forgetting about GameFound song, BTW!

Here’s a great in-depth discussion from Rolling Dice & Taking Names episode 227 @43:42. Thanks you so much guys for the very kind words!

Here’s an unboxing from Blitzkrieg Games. Thanks and I hope you enjoy it!

Here’s Game Table with Amelia doing a nice unboxing of After the Empire. Thanks for the kind words and fun video!

Here’s an unboxing from The Dice Odyssey. I’m glad you’re enjoying the art and hope you love the game! Thanks!

Here’s the LoneStar Meeple podcast review @35:40. They definitely had some critiques for us, but concluded that “overall, I liked it a lot.” They had a “lot of fun” and were “looking forward to playing it again.” Thanks for the in depth thoughts, guys!

Updates!

We just heard today from Lance that they received After the Empire at the warehouse in Iowa! That means, the games will be shipping very soon! Unless you’re in New Zealand or Australia, then you may already have yours!

Please, as you all start receiving and playing your copies, we’d really appreciate logging and reviewing your experiences on Board Game Geek here. Thank you all SO MUCH for your support and patience. We’re so excited to finally have it out in the world :)

Something to look out for: if you got the Captain of the Guard add-on, please make sure to look for a piece of cardboard that looks like an unnecessary spacer between the game and the shipping box, because the figurine might be hiding in there!

If you’re getting your copy soon and you don’t have anyone to play with in your pod and/or just want play-test the solo mode anyway, please reach out and let us know! We’d love to have you try it out and help us work on it! Evan would be happy to walk you through a play on tabletop simulator or send you some print and play files with the rules. If all goes well, we’re hoping Grey Fox will be releasing the solo mode in the future!

In other news, our friend Tim Eisner’s game Canopy is on the nominations list for the 20 Most Anticipated Games of 2021, go here to vote for it! I’ve played it and really enjoyed it! The art by Vincent Dutrait is beautiful! Also, if you want to see the other games, the alphabetical list is here.

Thank you everyone, and please treat one another with compassion out there!

Getting back to it!

Hi, Everyone!

There’s been a LOT of stuff going on in 2020…and lots of it has been pretty rough for a lot of folks. It’s been particularly interesting to see the perception of Portland in the media versus what it’s actually like to live here. Our neighborhoods and streets are not filled with rioters or looters. In fact, the “riots” are local people protesting police violence against black people largely within a 3 block area downtown around the federal building, and which must be declared a riot each night usually around the same time in order to “legally” start tear gassing the people. The mini-mart 1 block away isn’t being damaged or looted…it’s just open late and SUPER busy with peaceful protestors buying drinks and snacks to keep up their energy through the long nights. Local Portlanders. Our friends, neighbors, parents, students, and businessfolk willing to take physical and chemical harm to stand up for what’s right, while local and sometimes federal officers work together to suppress the message of the people. Don’t believe the media spin. Believe people who actually live here. It’s a protest, not a riot, and citizens are being assaulted, arrested, gassed, and seriously injured by officers and their “less lethal” weaponry. The long-term effects of all the tear gas will become more of an issue over time. But, but the research doesn’t look good, and there’s a reason using it is a war crime under the Geneva Convention and UN’s Chemical Weapon Convention. Ryan and I unequivocally support the premise that Black Lives Matter, and really wish compassion and compersion, humanity and happiness, liveability and a sense of purpose were the core tenants of our culture rather than greed and conflict, oppression and violence, dehumanization and apathy. In the context of the world right now…our own little cares are pretty small. I am very privileged and lucky to have a safe home and community, family, and the ability to pay my rent, go to work, and buy food without fear. We wish that those things were true for everyone.

In lighter news, After the Empire is supposed to ship in a couple months. So, we’re very excited to finally see this game in real life with no whiteout, taped on updates, or mismatched iconography. We have another game (mostly) signed, but it was recently pushed back due to COVID. Originally scheduled to release Origins 2021, it is now rescheduled for 2022. So, Mountain God’s Revenge is still coming, but it’s a ways out!

During this pandemic, my life has been very busy with my baby girl who’s now 10 months old. In my free time, I focused on designing the solo mode for After the Empire as well as learning how to create a fully-scripted mod for Tabletop Simulator. It’s basically a programming language for controlling the physics sandbox to help players avoid annoying repetitive clicking and dragging. I thought I’d be done by now, but every time I learn a better way to do something, I have to re-do much of my previous work so it’s more stable and works more smoothly and intuitively. It’s a slow learning process, but enjoyable and I’m actually getting pretty darn close to done now!

I have also had the pleasure of joining an online board gaming group, which has been wonderful not only to catch up on a lot of board games I never got the chance to play before, but also a nice social outlet to interact with some great folks. I just got my butt kicked in Potion Explosion…again!

Ryan and I have recently returned to our game design meetings after a LONG hiatus due to COVID. You may see in these photos that we’re making it work outside!

IMG-1481.JPG

Here you can see Ryan preparing to get crushed by my skills at saving little grimes under the fridge from the Great Moppening! This game, Grime, is one of the games being entered in an online pitch event coming up very soon! Designers are chomping at the bit to get their games in front of publishers, since we can’t have physical conventions. So, the industry is slowly figuring out ways of accomplishing this online. Wish us luck!

Stay safe out there and please treat each other with respect and dignity…even online!

Spinshuffling into a new tomorrow!

Hey, Everyone!

I know 2020 has been not exactly the best time for people. Some things are pretty messed up and we would like to add our voices in saying Black Lives Matter. I’ve been lucky and privileged in life to have a roof over my head, healthy food to eat, and not be treated horribly or killed because of my physical appearance. Some of us are dealing with real problems right now, so I’m definitely not going to complain about how COVID-19 has slowed down production for After the Empire. I am glad we finally seem to be moving forward, though.


With the shelter in place orders over the last few months, not surprisingly, Ryan and I haven’t gotten much play-testing done. He’s been diving into his new day-job, and I’ve been spending most of my time taking care of a tiny human. My free time (after the ladies go to bed) has been spent mostly working on the solo mode for ATE and trying to learn and script an ATE mod for Tabletop Simulator. It’s not exactly professional looking, but it’s currently 70% fully-functional. The mod will be very handy for play-testing in a world where we’re not supposed to physically share space around a table. Hopefully, ATE will do well enough in the near future to require lots of playtesting for the expansion material Ryan and I are excited to dive into!

Lots of folks are fans of sleeving cards in their board games. I totally get it, as I am one of those people. The idea of spin-shuffling the Invader and Siege decks has caused some concern for the ability to do this with sleeves on, since the openings would be facing different directions and may insert into and rip open other sleeves. You could always keep the sleeve openings uni-directional and sleeve the cards randomly rotated, but this would never truly be random if the sleeve opening is always up. You could also rotate them randomly as you put them out, which works as long as you fix the opening direction as you clean up the piles. My preference is to randomly rotate and sleeve the cards initially, then simply spin-shuffle gently. You have to use a little finesse, but it’s really not very difficult. I have thus far ripped 1 sleeve in the hundreds (thousands?) of times this deck has been spin-shuffled. I swear it’s not designed as a dexterity game (although, you do have to balance the little troops on your walls)!

Here’s a video of how I do it. I hope it allays any concerns. And, of course, I’m happy to answer any questions if I make it look too easy and you have trouble once you actually try it yourself (like those fairground light-blocking metal discs…they make it look so easy!).

In other news, Tim Eisner and I (Evan) have been working on a party game together and I’m really excited about it. It’s actually fairly enjoyable when play-testing over Zoom meetings, which I think is a pretty tough bar to cross. So, hopefully you’ll be hearing more about that in the future.

Speaking of Tim Eisner (creator of games like March of the Ants, Grimm Forest, Tidal Blades, and more), he’s got a new game called Canopy on kickstarter right now! Go check it out! I got the chance to do some playtesting for Canopy and really enjoyed it!

If you’ve been following any of our other projects, then rest-assured that Ryan and I will be getting back on the game-design train as soon as we’re able to do so. Talking about it over the internet just isn’t quite the same as sitting at the table together. We’re still very excited for the tentative (still awaiting final contract) 2021 Origins release for Mountain God’s Revenge. And, we’ve had some promising conversations with publishers about a few of our other designs.

I hope this finds most of you well, safe, and with some happiness!

After the Empire is on the Most Anticipated Games of 2020 list!

Thanks to everyone who logged in and voted for us on this Board Game Geek list! With your help, we made it on the list for most anticipated Thematic games of 2020! Check it out here! Plus, honorable mention on the Euro games list! There were so many sweet games on these lists, that we’re super stoked to be on there with them!

If you haven’t seen the recent Kickstarter update, Grey Fox addressed the coronavirus and production for After the Empire. Basically, we still don’t really know exactly how long this pushes us back from getting the game out there. It seems as though China has started to get into motion again, so some production samples will hopefully be happening soonish. But, there are still so many unknowns that we’re right in the middle of, that we just don’t know yet. Thank you all so much for your patience!

In other news, a couple weeks ago Evan did make it to GAMA, the last big industry convention for….no one really knows how long. He had a great time chilling with fellow Portland game designer Tim Eisner, who’s awesome game Tidal Blades did super well on the most anticipated Fantasy games list and the Artistic games list! I had the pleasure of watching that game through various iterations become what is is today, and Tim was smart enough not to listen to my feedback on it!

As always, conventions like GAMA are a blast, and we had way too much fun pitching games, chatting up publishers and other industry folks, and hanging out in the round bar at the Peppermill in Reno, Nevada! It was a nice last bit of socialization before we in the US really started to grasp how serious the situation was becoming. Some folks didn’t go to the convention, and others thought it wasn’t that big of a deal. It seems like even over the few days we were there, people were really coming to terms with what was unfolding and behaviors were starting to change noticeably from one day to the next. At the very least, there were no handshakes to be seen, as people were starting to take more and more significant precautions.

We hope this update finds you all as safe and healthy as possible!

Most Anticipated Games of 2020 List!

Hi, Everyone!

Thank you so much for all your support throughout the process! We’re very excited for After the Empire to come out later this year! We would love your help building some buzz to get us as high as we can go on the list for upcoming 2020 titles!

So, go here by February 8th, click the thumbs up, and share it with anyone else you think would love this game! The more buzz we get and the better the game does in the industry generally, the more we get to work on new material like some of the expansions we’ve been cooking up! This game is very close to our hearts, and truly hope you love it as much as we do, so we can keep enjoying it for years to come!

Grime (working title) - Design Diary

Hi Everyone!

We’re in a holding pattern for After the Empire, while Grey Fox is working on finalizing files, rules, etc. So, our last few sessions have been focused on a game with the working title “Grime”. We’ve never really kept detailed public records of our day to day design work, but hopefully this will be useful or interesting for some of you out there. If there are any particular aspects of our process you’re curious about or that you’d like us to be more detailed about in the future, let us know so we can do a better job keeping you in the loop!

While we obviously enjoy the tried and true themes like After the Empire’s medieval castle defense and city-building, Ryan and I also really enjoy exploring more unique themes. If you follow us, you may already know about Mountain God’s Revenge, but Grime is another one of those games we’ve been having fun playing around with lately.

In Grime, our world is a kitchen floor filled with microscopic inhabitants, who collectively experience an extinction-level cataclysmic event every 1000 generations, The Great Moppening! Each player controls several Grime Lords, who must all work to save as many of your beleaguered grimes as you can by the end of the game, so that they may carry on in the name of those we lost and thrive in the safety of the The Under-Fridge or in some of the smaller protected lands of The Grout-Cracks.

As usual, our playtesting begins mostly with 2-player sessions (Ryan and I) until we feel it’s ready and would be useful to see how our current system/game feel fares with more players. Sometimes that goes very differently than expected! Game design is basically a process of making goals and choices, then iterating on how to best actually get there. Of course, your vision and choices can change some as you work, sometimes feeling more like you’re just revealing the unique game that was always hidden there somewhere in the pile of cards and paper scraps.

Some of the more ubiquitous choices that need to be made are: what is the goal for game length, what kind of technical strategy/skill vs luck balance is ideal, how complex should the system interactions be, what kind of systems lend to the theme and how can you incorporate that them into those systems, and what can you bring to the community in terms of unique experiences. And the biggest questions is of course, is this game fun? Obviously, there’s no absolute correct answer, since every individual in the potential target audience has different specific preferences and experiences they find enjoyable. So, the choices you make as a designer (or team) are what really give your games their unique feeling, experience, or flavor. That’s why this industry could make 1,000s of games set in medieval Europe, yet while similar they are each specifically unique and different players will have stronger preferences for some of them over others.

We have chosen a moderate-length 45-60 minutes, mild to moderate complexity, worker movement/action selection, pick up and deliver sort of game, with higher strategy and lower luck in the form of randomly-drawn card effects you can play on your turn, as well as increased replayability with a modular board setup. As a more strategy than luck game, we’ve mostly limited player to player interaction in a more Euro style of resource scarcity, but there is still some direct interaction and messing with others currently with a couple cards and worker upgrades. Each round, players alternate moving their Grime Lords and activating the action location they’ve moved into with their grimes in tow on their way to the safety of The Under-Fridge. Each Grime Lord has a speed and a grime carrying capacity, which can be upgraded, as well as some some cool extra abilities they can gain. After each player has used all their Grime Lords for the round, the farthest un-mopped portion of the game board flips over to the “Bleached” side, which is of course deadly to your kind! There are still some powerful actions to be had in the ever-growing and dangerous mopped portion of the game board, giving you some tough choices as far as the best use of your Grime Lords and the grimes they carry. The game ends with the last of the open floor has been mopped. Each player counts how many grimes they’ve saved under the fridge or in grout cracks along the way to see who wins.

Our last session had us trying to find the ideal balance between Grime Lord movement and carrying capacity, board space quantity and ease of access, pacing of the game progression, grime spawning quantity each round, and possibly adding more randomness or other additional elements. In this early stage of game design, it’s tough to know how many variables to change as once, since they all affect one another. As we’ve become more comfortable trusting our game design instincts, we can get away with making larger changes in shorter periods. But, later on in the process, making more incremental change for fine tuning purposes will be a better idea. But for now, we’re still figuring the bigger things out and we made some fairly large changes, which seem to have turned out fairly well.

#1) Previously, upgrading your Grime Lord was added as an alternate action to choose instead of moving and activating a location. This had caused a lopsided feeling where the first half of the game was mostly best spent just upgrading every action until the the second half of the game, when you finally play the game as we intended. Some games do well with this sort of early game engine build-up, and choose the right moment the switch to point scoring, but we wanted upgrades to be viable throughout the game and not the obvious best choice for only half of it. So, went back to only several action locations on the board to upgrade, rather than an always available alternative action. It may still be the best option to rush to those action spots, but we’re keeping an eye on it.

#2) We felt like we needed to space out the actions just a little farther so that upgrading speed wasn’t strictly better than carrying capacity for Grime Lord stats. Speed is still important, but since it’s a larger board overall, each incremental speed increase is a proportionately smaller gain. This session did feel like carrying capacity was becoming more important relatively, but we need to make sure it doesn’t get unbalanced the opposite direction.

#3) We previously could spend grimes from the board as a resource to upgrade your Grime Lord in the same location. This was a sort of colony growth and differentiation thematic effect. This exacerbated the issue of rushing to upgrade your Grime Lords in the first half of the game, since it also behooved you to enter and expend those grime resources in this way to deprive your opponent of those grimes on their turn. We tried only allowing expending grimes that you’d already “saved” under the fridge or in some grout cracks along the way (which are also your Victory Points…we seem to end up often using VPs as a spendable resource in our games). This seems to have slowed down the early game rush to upgrade, or at the very least makes getting to some of the actions spaces other than upgrading as a necessary step. Game mechanics interactions are often a good thing, but we must make sure the other actions don’t become simply procedural or artificial barriers to upgrading. So we have to watch them and make sure there’s a viable strategy of not doing as much upgrading than the person next to you and still having a decent chance of winning through these other choices and actions.

#4) We are still vacillating on how grime spawning works, or effectively: how much primary resource should be made available to begin with and how much extra each round as the game progresses. Scarcity is usually an important component of even mildly Euro-style games, since the main player to player game tension is decision-making and often access to those resources. So, too much stuff and it doesn’t really matter what the other players are doing because there’s plenty to go around, which leads to a much more simultaneous solitaire feeling than we want. Or, too little and mistakes are amplified, and the game becomes too gritty and tense, where missed choices early game can doom you to playing out an inevitable loss. So, you need to right amount of choices mattering, but not so much that players are driven to inaction due to the existential weight of each choice. Obviously, this preference varies from player to player, but for a mild to moderate game of 45-60 minutes in length, we think a nice middle ground is appropriate.

#5) We are thinking of adding a touch more randomness than we played today. As mentioned above, this continuum slider needs to be in about the right spot for this type of game. Too much and it can feel like your choices don’t matter, too little and it can feel like the game is too scripted or can be “solved” and then each choice becomes less interesting because there’s always a best choice. We are toying with the idea of a variable amount of floor mopping each round, so you have a little more push your luck element when hanging near the bleached/mopped end of the board (because your Grime Lords can die!).

#6) We may eventually add another mechanical element. Currently, even though your goal is to save as many grimes as possible (you and the other players are part of the same group and save the same grime species), there’s no real thematic downside to letting tons of them die to the bleach (or absorbing them in the form of Grime Lord upgrades), as long as you saved more than your opponent. We’re not envisioning a coop game for this, but we have some ideas for a negative effect from letting certain amounts of grimes die. Alternatively, we’re also toying with benefits for nobly sacrificing a Grime Lord for the cause. One or both of these may end up being expansion material, but they may also be a necessary part of the base game. The sacrifice bonus makes more sense, especially if we go with random board mopping amount and you end up losing a worker in a more luck based way that you’ve invested a lot into. We’ll find out!

Hopefully, you found some of this interesting! Feel free to ask us any specific questions! Here’s a photo I thought to take only after we’d packed the board up (although you can see the start of one of my classic chicken-scratch design note sheets/napkins…this one is still somewhat legible; it gets much worse from here!):

Also, I’d like to mention David Gonsalves, who is one of our friends from SaltCON 2017. We really enjoyed that great local convention and all the wonderful people we met there while doing playtesting for After the Empire. He’s starting a very cool playtesting-focused convention, so if you live in the area, read all about it here! We’re also very proud to take some of the blame for helping push him forward on working on his own designs, like Tank Brawl!

Have a great day everyone!

-Evan and Ryan

Post-Kickstarter at Portland Gamecraft!

Thanks again everyone for all the support during our campaign. We’ve been going back and forth with Grey Fox getting everything ready and finalized for After the Empire. We’re very excited to eventually get our final production copy, but we’re not quit there yet!

We really wanted to get a single player mode ready for the kickstarter, but there just wasn’t enough time to fully vet it and incorporate it into the campaign. But, rest-assured, we heard you folks who were asking for it and will have a solo mode up and running sooner than later once we can put it through its paces and make sure it’s awesome. Here’s a little photo of me winning by 1 point against the board (I affectionately refer to my solo mode opponent as Ivar, the Worst):

When we’re not working on After the Empire, we’re getting other games ready to pitch for conventions. You may recall Mountain God’s Revenge mentioned in the past and we’re happy to say that we’ve signed an early stages contract with a publisher to develop and make it a reality in 2021. More details on that as it gets closer.

We’ve also been designing another one of Ryan’s new ideas. Working title is Grime. Here’s a sneak peek of me mopping the floor with Ryan below:

Evan has been working on one of his ideas using pieces from Khet. It was originally intended to be a dexterity game with elements of play inspired by The Lost Vikings, but is quickly becoming a strategy exploration puzzle game. Here’s the prototype:

Final Days!

Hi Everybody!

Well, the Kickstarter is about to come to an end and if you’ve been waiting to share it around with your friends or to support…now’s the time! The final 2-3 days is crunch time!

If you want to see the game in action, we just uploaded a couple play through videos for your enjoyment! Hopefully, my exuberance and our trash talk isn’t too distracting for you! We tried to keep it reasonable!

Click here If you want to see a 3 Player Playthrough with Ryan and I and featuring Jenna, currently the person with the most wins on record who’s neither Ryan nor myself. This one’s a little lively and I don’t shut up.

Click here if you want to see a 2 Player Playthrough with Ryan and I. This one’s a little more calm for the first half, then I get too excited mid-way through and once again keep talking. Extra special treat at 39:50 if you’re into topical improv singing. Thanks to Ryan, for really bringing that home with the lyrics scrawl.

For those of you who are waiting for the solo mode, I’ve been working hard to get it ready in time. We need more development/testing on it. But, I’m still hopeful we’ll be able to squeeze it in there in time before the pledge manager closes if not by the end of the campaign!

Thanks!

-Evan

After the (Empire) Weekend!

Thanks to the wonderful Jonathan Liu from GeekDad for including us in his recent post here!

And thanks to all you folks who found us at the Rose City Comicon this weekend! We had a great time meeting you and showing you our game! Also, this event was HUGE and awesome! You should totally go next year if you haven’t been yet! I got to meet local designers like Manny Trembley of Dice Throne, and Tyler Tinsley of Dicey Goblins fame!

The Kickstarter is still going and we still need your help! Keep it going!

Kickstarter so far!

Hi Everyone!

We’re very grateful to all of you who have already supported us! Thanks to those who are new, and a special thanks to those of you who’ve been waiting for 2+ years! This really is a dream come true for Ryan and I. It’s becoming a reality and some months down the road, I’ll actually be holding my very own copy of the game we made together.

If you haven’t shared the campaign yet, help us keep it going! I want my copy (and yours) to have as many cool upgrades as possible! https://www.kickstarter.com/projects/152730994/after-the-empire-0/

Check out our awesome friend Hannah, who mentioned us on her makeup vlog at 28:16 here!

Read an awesome review in French here!

Check out this Kickstarter list we’re on here!

Check out the awesome video discussing our game in French at 17:34 here!

The Kickstarter is tomorrow!

We had a blast playing and teaching After the Empire to everyone at PAX West in the First Look section. Thank you so much to everyone who was able to join us! We even got to see Mike, who is one of our earliest and biggest fans out there. He first played here at PAX West 2 or 3 years ago! And, it was always good to see James and Andy, who’ve been fans almost as long! Special thanks to Ryan for letting us crash at your apartment and Andy for helping us get setup!

The Kickstarter goes live tomorrow, and we’d love your support again! Watch here or Grey Fox for exact start time and links to the campaign. You’ll see all the components, watch some play through videos, and see a review or 2 to help you see what you’re getting in case you’ve never had the chance to play it before. In the meantime, here’s a bunch of photos from when I remembered to take them this weekend:

Thanks for all the fun this weekend!

The strange story of After the Empire...

Well, if you’ve been following along, we were doing alright on the Kickstarter and even funded about 200%. But, the campaign just wasn’t quite as ready and approachable as it could’ve been and I think we lost a lot of steam because of that. So, Grey Fox is going to relaunch September 3rd! Please back us again the second time around and tell all your friends! Hopefully, it’ll be more enticing this time, with more content, reviews, and maybe even a play-through video! For those of you who’ve been waiting for After the Empire for over 2 years now, this should almost seem fitting. This thing will happen, I promise! Thanks again, and sorry for what I hope is the final delay in this game finally becoming a reality.

Here’s how Ryan put it:

Dear Friends,

I want to thank you for all your support of our game, After The Empire. However, the publisher, Grey Fox Games, has decided to cancel the current kickstarter campaign, and relaunch in a few weeks with a stronger advertising presence and better content. I'll be posting about it all again, but for now, here's Grey Fox's reasons in their own words:

"Hey After the Empire backers,

As you may have noticed, we've been silent for today. That is because we have been looking hard at this campaign and after much deliberation, we've decided to temporarily cancel this campaign. We did not come to this decision lightly and we would like to share our thoughts behind this decision, but first we’d like to thank each and every one of you who jumped in and supported us in this campaign. You honor us with the faith you showed in us as a company and in this fantastic game. We're incredibly grateful for all of you and we hope you will rejoin us when this campaign relaunches on September 3rd.

Why We're Canceling
It has become clear from both the helpful comments of backers and the relatively low traffic that this campaign is getting that there are things we can do better and we’d like to take the relaunch as an opportunity to do just that.

We understand that we have missed the mark in several key ways:

1. Showing off how amazing and unique the gameplay is

(This is a game we think has the potential to be ranked in the top 100 games of all-time on BGG. It's both epic and satisfying)

2. Making it clear how much value backers are getting from a production standpoint.

(We know from showing this game off at conventions that After the Empire has an unbelievable table presence. We need to do a better job of communicating just how sprawling all the goodies you get with this game are)

3. Raising awareness about the campaign.

(Our efforts on getting the word should have been much stronger before this initial launch and we intend to spend the next couple weeks building awareness about the campaign)

4. Finally, and perhaps most importantly, giving you more exclusive goodies right from the start!

The Relaunch
When this campaign relaunches on September 3rd, it will have more exclusive goodies right out of the gate.

We intend on giving you more exclusive and upgraded components with the base pledge from the start. We think you'll be quite pleased with it.

We will have full gameplay videos, more previews, and a cleaner rulebook so that everyone can get a clearer sense of how After the Empire plays.

We'll have additional add-ons tied to the campaign as well.

We'll also be making daily updates on social media and stepping up our marketing efforts to ensure awareness is increased.

What You Can Do
First and foremost, if you saw enough here to love that you backed this campaign, please come back on September 3rd and pledge your support again.

In the meantime, help us spread the word.

We have provided some cool After the Empire social media avatars that we encourage you to use to help us raise awareness about this campaign over the next few weeks.

Once again, thank you, thank you, thank you for your support! We're doing this to make the best possible game we can and bring it to the widest possible audience on release. We greatly appreciate your understanding and continued support.

There will be an update here as well as an announcement in our Grey Fox Games newsletter when the relaunch goes live. Until then, thanks again!

- Grey Fox Games"

After the Empire Funded!

After only a few hours, we have funded! Thank you so much for everyone who’s already backed After the Empire. We’re so grateful for your support.

But, don’t stop now! Call your friends, share the campaign on facebook and twitter! The stronger we can end our first 24 hours, the more likely we’ll reach even farther by the end of it and be able to unlock all kinds of awesome stretch goals for your copy! Keep going!

After the Empire Kickstarter is nigh! August 13th!

Have you been waiting for this Kickstarter to launch for a long time? So have we, and it’s finally here! Thank you so much for all your patience. Please urge anyone who you think would be interested to go and back the game the very first day of the campaign. The more buzz we have early in the campaign, the more lists we get on, and the more the Kickstarter algorithm pumps us up. Please help us get this game out there!

Some wonderful people have been talking about After the Empire! Check out this nice spotlight! And, Grey Fox Games has some reviews in the works that should be published soon!

We’ll post an update with a link to the Kickstarter page once it’s live! You can also follow along on the facebook page here!

After the Empire at Origins!

We were busy this past weekend in Columbus, OH demoing After the Empire! It’s always a fun convention, as it falls on the same weekend as the Pride Parade, which runs right past the convention center. We got a another chance to hang out with the awesome Grey Fox Games folks and do some more development work with them. Check out Alex from Grey Fox discussing ATE here at about minute 7:00. The timeline for the kickstarter is still not set in stone at this point, but sometime in the next few months is the plan. Here’s what our demo setup looked like:

While we were there, we also had the opportunity to sit down with a few other publishers to take a look at our zombie game, a fishing game, our hex map adventure combat game, and moved things forward with the likely publisher of Mountain God’s Revenge, which is getting close to being our second officially signed game!