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Into the Godsgrave

Created by Lucky Duck Games

A Digital Hybrid Board Game of fate and divine resurrection

Latest Updates from Our Project:

Our Art and How It’s Created
29 days ago – Wed, Feb 19, 2025 at 05:25:34 AM

Hey, everyone!

It’s been a few weeks since Devon’s departure, so this update comes from the entire crowdfunding team rather than just one person. We’ve been working tirelessly on the game and have plenty of new content to share—some of which has never been shown before. Let’s dive in!

New miniatures

During the campaign, we didn’t showcase all the models in the core game. Some were still in development, without finalized designs. That’s been changing over the past few weeks, and we’re excited to introduce several new enemies you’ll encounter in Into the Godsgrave.

Please note that these models are now with our manufacturing partners, and while minor adjustments may be made for production purposes, their overall design is locked in.

Essence Elemental
Lizardman Relicmaster
Lizardman Warrior
Orc Pillager
Scavenger Wurm
Seeker

Steady Progress on the Artwork

Our artists have been hard at work bringing the world of Into the Godsgrave to life. We’re proud to announce that all the artwork for the Core Game and Class Packs are now complete! With that milestone reached, we’ve shifted our focus to illustrating the expansions. The next step for these illustrations will be a graphic design process to prepare them for print readiness (card layout, character sheets, tiles….)

Take a look at some brand-new card illustrations that we haven’t shared before. These pieces continue to expand the game’s immersive visual style, capturing the epic adventures that await.

Behind the Scenes: How Our Artists Work

One of our talented artists, Amelia Połtoracka, has been documenting her creative process on Instagram. If you’d like a closer look at how Into the Godsgrave’s artwork comes to life, check out her account here!

https://www.instagram.com/jameliart/

All-New Map Tiles

We’ve completely redesigned the map tiles to better align with the updated interface and enhance their level of detail. Below, you’ll find a preview of the first scenario setup, as seen in various Let's Plays during the Kickstarter campaign.

8 location tiles ➡️ 29 Point of Interest Tokens

Some details, such as terrain type symbols, are still in development. Since these icons will be used across cards and the app interface, we’re ensuring they are as clear and effective as possible.

What’s next?

As mentioned in last month update, our team’s focus for Q1 is completing the base game scenarios and continuing development of the game’s expansions scenarios.This is on track and you can see a picture of playtesting below, including members of our project management and design & development team.

Timeline-wise, the below view is the same as we presented last month, and the team is maintaining momentum leading into the upcoming milestones.


 

Best,

The Lucky Duck Games Team

Onward and Upward
2 months ago – Fri, Jan 17, 2025 at 08:53:04 AM

Happy New Year!

Hello to all of you wonderful people 🙂 I hope the winter break was full of games. Those are the only things we need, right?!

It likely won’t come as a surprise to you that January will be a lighter month for updates with all of the personal leave and holidays. Never fear, though. I’m here to bring you the latest crowdfunding news and to offer that soothing balm of a data dump and progress report. Something to tide you over until the next step in the campaign.

2025 Timeline

In September of last year, we shared the following graphic for the revised timeline.

In the last four months, the game’s development has adhered to expectations, and we’re in the final stages of design for the base game scenarios. The team has designed 9 of the base game scenarios and is working on the tenth as we speak. That means over half of the 16 scenarios between the base game and expansions have been designed! Concurrent work is being done on the expansions, and that will carry us through Q1 of this year.

As we get closer to manufacturing later in the year, we’ll start to provide estimates for the shipping and delivery windows.

Scenario Development

Playtesting among the development team has continued to go well. Strengthening the mechanical and thematic layers has been the primary focus, so that the narrative overlay pairs nicely for a memorable gameplay experience.

The development cycle for the expansions waxes while the base game wanes, and the team is excited by what will be presented in the extra content for Into the Godsgrave 🙂

I can’t wait for the full story to unfold on your tables!

Art

It’s nice to see the world take shape as more and more art is finished. Here’s the latest from the art team.

Farewell

Everyone, I wanted to be the one to tell you that this will be the last round of updates I’m writing as the Crowdfunding Specialist at Lucky Duck Games.

I wanted to be proactive and address my departure rather than have you wonder where I went all of a sudden. This is my decision to focus on other creative and professional opportunities :)

I will be leaving you in the capable hands of Guillaume Poueys and Scott Morris, who will be handling crowdfunding communications until a suitable replacement has been found. Guillaume (my manager) has been involved with the Game on Tabletop projects in France for Lucky Duck for 4 years. He’s done great work there with those projects, bringing amazing games to the French market with the team. Scott, who’s been a manager and mentor for me these last two years, has over a decade of experience in the industry. You may know them or you may not, but I wanted to make sure you knew who you'd be hearing from in future updates and comments until a new community specialist is brought in.

Treating all of you with honesty and respect has always been my goal, and I know that Guillaume and Scott share that sentiment.

I wish you all the best, and I hope that your tables are filled with good games and great memories 🙂


Best,

Devon @ Lucky Duck Games


 

Development Deep Dive
3 months ago – Thu, Dec 19, 2024 at 11:05:01 AM

Hey, everyone!

The winter holidays are fast approaching, and I wanted to share a sizable update for Into the Godsgrave before gamers around the world settle down by the fire and enjoy some festive respite in the cold days ahead. Maybe even play a game or two :)

You all have been wonderfully patient in the face of delays for Into the Godsgrave, yet you’re also curious–justifiably so–as to what’s going on with the game and where it’s progressed since the initial campaign.

Let’s chat, starting with the regular progress report before shifting to a macro look at the project to-date. I will do my best to facilitate transparent and honest communication between backers and Lucky Duck Games.

Development progress

The workshop elves have been busy tinkering away at the components. The team has been hard at work:

  • Redesigning the dice, cards, and player boards to improve readability and player experience
    • The team has received the backer feedback about the new dice design and are evaluating solutions to appease all backers.
  • Overhauling map tiles with new graphic design and added terrain types for more player card interactions
    • Design of all 60 tiles for the base game is almost finished.
  • Developing new components
    • Border tokens provide more flexibility when rearranging tiles during gameplay.
  • Compiling the full list of cards in the game and finishing the final run of art for cards
    • The DTP process will soon start in earnest.
  • Finalizing new miniature designs
    • We’re excited to show those to you soon.

And the mechanics of the game have been attended to with care. The dev team has been poring over the design, tweaking and improving the:

  • Player characters
    • All classes have different themes incorporated into their decks. During the campaign, the Infiltrator and Relictor were introduced, and they’ve been polished and buffed while other classes were built from the ground up.
  • Scouting system
    • Both unsuccessful and successful scouting efforts are revealed to the players, providing more robust information during gameplay.
  • Traits system
    • This will allow players to pull off more combos when playing cards, and it introduce unique encounters with points of interest on the map
  • Narrative development
    • The team is focused on building intuitive bridges between scenarios so that the story is cohesive through the base game (and later on in the expansion).
  • Scenario-exclusive mechanics
    • We want each scenario to feel special, so the gameplay will evolve in small ways as the game progresses.
  • Branching storyline
    • Player choice is important to us, and we want the story to respond to the decisions players make along the way.
  • Rule adjustments
    • Based on playtesting, the team has eliminated some earlier rulesets that were inhibiting gameplay. The aim is to make for a smooth, immersive experience.
  • Solo mode
    • Fairly self explanatory, but the solo community has grown significantly over the past few years, and we want to cater to that demographic.
  • Player count
    • The gameplay needs to scale to different player counts, so the team is mindful about balancing everything appropriately no matter how many adventurers are around the table.

Development history

What follows is an effort to explain the growth and evolution of Into the Godsgrave from the campaign (and even before), when backers would have first been introduced to the game, to present day.

It makes sense to start with the changing landscape of tabletop games and crowdfunding. Originally, Kickstarter campaigns were approached with a nascent game design in mind and hopes for realizing each project with financial support from backers. In recent years, due to overdue campaigns, shipping woes, and other contributing factors, the standard has shifted. There is an expectation for games to be much further along in the development cycle. Less “realizing something that doesn’t exist” and more “joining a project already underway”.

And, frankly, we had not adjusted to this new status quo when Into the Godsgrave launched. The core design was still fresh and new when the Kickstarter campaign launched. We even asked reviewers to emphasize the fact that it was a very early prototype. That’s 1 scenario out of the 16 that were planned (10 in the base game, 5 in the expansion, and 1 replayable scenario). There were 70 cards developed out of ~700 (400 in the base game and almost 300 combined in the expansions) as this product was created with the intent to emulate deck-crafting card games. Graphic design and card structure that was “in progress” had to be finalized. Mechanics were not set in stone. The early test version of the app shared with reviewers was inspired by Destinies, but the full version of the game needed elements that the prototype app and its inspiration didn’t possess, requiring further implementation. In a climate where backers were expecting projects to be 50% or more complete at launch, Into the Godsgrave was not there.

With any project that is unfinished, the development cycle can be inscrutable. The ambition of Into the Godsgrave outweighed initial expectations, and the development team has grown at each milestone as the full scope of the project comes into view. We’re not sharing this with the intent to excuse the delay. We do want to be transparent, however, as you all are rightfully wondering why there has been such an inordinate hindrance to the fulfillment calendar. We launched an early prototype into a crowdfunding environment that was trending toward late-stage products and tighter fulfillment windows.

That being said, the team has made a lot of progress. All cards for the base game have been designed and developed. Eight scenarios have been developed, and the entire base game campaign is close to being cohesively tied together. Narrative writing is underway. There are seven total classes, as promised. Components and miniatures have been crafted. Almost all graphics for the base game have been completed. New team members have been added to share the workload. Solo mode and player count scaling are being integrated into the gameplay experience. And throughout all of this, a high volume of internal stress testing has occurred to evaluate the game throughout this process.

In the coming months, the plan is to show the extensive work that has been done of late. Besides the illustrations, the goal is to show cards, miniatures, map tiles, and so much more of the game as it preps for manufacturing. We also want to share the rulebook with backers as soon as possible, so that you can start to familiarize yourself with the world of Into the Godsgrave.

In summary, this project needed A LOT of work after the campaign was finished. We recognize that’s not what backers expect anymore, and we’re learning to adjust our internal processes for this project and future ones. However, we believe that the final product will be worth the wait.

A picture paints a thousand words

We’re eager to showcase other visuals from the game, but the illustrations for cards is a crucial step in finalizing art production for DTP.

Once cards have been finalized, map tiles artwork completed, and miniatures reworked, then there will be plenty of game assets to share with all of you. I recognize that you’re all keen to see those representations of the game state, so I’ll plan to share those with you as soon as possible.

Here are some new pieces that have been completed since the last update!

Melee, ranged, or spellcaster? Which would you pick?

Questions and concerns

As always, please reach out in the comments and after updates with any questions or concerns you have.

We believe in responding to feedback and being an active part of the community.

Best,

Devon @ Lucky Duck Games


 

Scenario Webslinging
4 months ago – Fri, Nov 22, 2024 at 07:37:56 AM

Hey, everyone!

Our team is on pace with the revised timeline, layering the mechanics and scenario gameplay onto the larger puzzle. And new assets continue to roll in from the artists, so onward we march to the next milestones.

Let’s get into it :)

Scenario development

Our developers hosted a workshop to discuss the cross-scenario dependencies in our base game campaign. They finalized the larger scenario web connecting all of the disparate pieces to connect the whole game together. 

A visual depiction of the branching story elements

Scenarios 1 & 2 are nearing completion mechanically while Scenarios 3-6 are progressing through testing and iteration. Once those are finished, the final two scenarios of the base game will be tackled by the development team.

It’s exciting to know that particular scenarios, points of interest, and other story elements in the base game will all be tied together. The Forgotten Song prequel will then expand on the stories from the base game campaign.

As previously projected, we’re wrapping up the base game campaign this year before moving on to final development tweaks and the expansion scenarios. 

We’ve also onboarded another writer to start on the expansion narrative. The progress is consistent, and we’re adding more resources to ensure the project speeds up.

Sampling the new dice design

A few months back, we shared a redesign of the dice used in the game.

We’ve received dice samples of the new design! We’re focusing seriously on the gameplay experience during the development and pre-production window 🙂

A picture paints a thousand words

Here is some of the new art that has been finalized since the last update!

Which one is your favorite?

Questions and concerns

As always, please reach out in the comments and after updates with any questions or concerns you have.

We believe in responding to feedback and being an active part of the community.

Best,

Devon @ Lucky Duck Games


 

Development Continues
5 months ago – Fri, Oct 18, 2024 at 07:30:30 AM

Hey, everyone. I’m back from Essen Spiel. It was a great show, but I’m happy to be home.

Last update we talked about the revised timeline and shared the calendar for base game development, expansion development, app implementation, and manufacturing (as well as all of the other pieces of the puzzle to be worked on along the way).

Our design and development team continues to make progress on the base game, in line with the schedule we’ve shared previously. And other Lucky Duck team members are hard at work with art, logistics, and other essential details.

Scenario development

From a design perspective, the team is working on the story for the second of three arcs. The mechanical design of core game scenarios should be finished around the end of 2024 before the team progresses to the expansion.

All class and lineage cards for base game and small expansion classes are already designed; currently they are evaluated and balanced. We are tweaking the traits, polishing texts, balancing the cost ratio, et cetera.

The story and points of interest are currently being written as the mechanical design finishes for each scenario.

And now the rulebook is undergoing testing from outside the development team in order to streamline and improve the learning process for new players.

Art development

Here are some of the art pieces that have been created since the new director has joined the team :)

Thank you

It’s never an enjoyable thing to share disappointing news, so I wanted to personally thank all of you for the kind and supportive reception that you gave after the last update. Your empathy and understanding was really welcoming, and it’s been a great part of this new position for me to interact with all of you.

I appreciate it!

Questions and concerns

As always, please reach out in the comments and after updates with any questions or concerns you have.

We believe in responding to feedback and being an active part of the community.

Best,

Devon @ Lucky Duck Games