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Cytress: Cyberpunk Board Game

Created by Sean Lee

A competitive 1 to 5 player game set in a cyberpunk fortress ruled by elites in three-dimensional floating cities.

Latest Updates from Our Project:

Unveiling Progress: Journey Towards Printing
19 days ago – Sun, Mar 31, 2024 at 07:42:13 PM

Dear Backers,

I hope you had a good Easter break. I want to share with you the progress we’ve made since the last update last month. There were a few things that needed tweaking—some minor and some requiring structural changes. As I mentioned in the last update, these things needed to be fully addressed before we head into printing. So please understand, we’re not striving for perfection here; it's for the integrity of the product. Now, I’ll be breaking down each of the changes. You can reread the last update to see why we needed to address them, but without further ado, let's begin.

1. Brightening the box cover: DONE. It took us a few iterations to find the right saturation and exposure that we're happy with. This task took us a week to get right.

2. Enhancing Token clarity: DONE. To counteract the murkiness, we actually changed the artwork slightly so it stands out more. This task also took us a week.

3. Improving transport tokens: DONE. See “enhance token clarity”; we took the same approach.

4. Completing Faction Boards: DONE. This was quick and easy, taking only 1-2 days.

5. Enhancing Stratos Visibility: DONE. Besides the repositioning of a few elements, this took up half a week.

6. Strengthening Structural Integrity: Tested a few designs, now waiting for the next sample to see how it holds up.

7. Consistency in Finish: We've requested a slightly different finish for the next Pre-Production Copy (PPL) to address any concerns regarding consistency in appearance.

Now, you might be asking, does it really take that long for these things to be done? Yes, surprisingly, it does. From sending feedback to the graphic designers, them working on those, and then them sending it back to us, followed by discussions on where to go from there (i.e., “did we reach our goals, etc.”), and then sending it to sample printing, and finally shipping the samples back to us to review and provide feedback. They all add up, and all of a sudden, a month passes. We were due to print late March (last week), but the work that came back to us didn't make us feel like it was ready. It still needed a couple of tweaks. So, in terms of timeline, some of you have been asking, all I can say is, as soon as possible AND as soon as we look at the PPL and feel “okay, this is good, let’s pull the trigger.”

As you can see, now that we’ve addressed many of these changes across the board, the next PPL will tell us how soon we can get to print. We're not trying to hide anything; the stuff that we’re working on is the only thing we’re working on to get right, so there won’t be any “oh, there’s more things to be worked on, etc.” in the future.

Yes, it's taken some time, but we’re nearly finished, so please be patient once more.

Best regards,

Sean

Samples Are HERE! Let's take a look!
about 2 months ago – Thu, Feb 29, 2024 at 04:00:04 AM

Hello again, cyberpunks! 

It's time for another exciting update on our journey together. Your patience and support have been unwavering, and I'm thrilled to share some promising news with you.

Last month, we discussed our production timeline and potential scenarios. Well, I'm pleased to report that we've made significant progress since then. We've received the latest sample from our manufacturer, and while there's still some work to be done, it's nothing we can't handle.

And a special shoutout to those of you who were part of our sample playtest group! Your invaluable feedback helped us identify areas for improvement. As the very backers of the game, your insights guided us in making necessary adjustments before committing to the print. So, thank you!

Let’s get into what you guys have pointed out:

Brightening the Box Cover: We've heard your feedback about the dark tones on the box cover. To ensure that the vibrant purple really pops, we're adjusting the color saturation and enhancing the contrast. This will bring out the intricate details, ensuring the cover captures the eye just as it does digitally.

Enhancing Token Clarity: We understand the frustration with tokens' details being murky, especially for the blue and purple characters. To tackle this, we're implementing a better finish that will significantly improve contrast, making the characters stand out crisply against their backgrounds. Say goodbye to muddiness!

Improving Transport Tokens: While the new transport tokens are an improvement, we acknowledge that they still suffer from low contrast, particularly in dim lighting. We're exploring options to enhance visibility, considering both design tweaks and alternative materials to ensure these tokens remain clear and vibrant, even in low light conditions.

Completing Faction Boards: We've noted that the 4+ player yellow and orange sides are missing on the faction boards. Rest assured, this oversight will be rectified, ensuring that all factions are fully represented and balanced for every player count.

Optimizing Component Fit: Tight slots for Stratos levels have been causing fraying and bending issues during assembly. We're adjusting the dimensions to provide a smoother fit, eliminating any potential damage and ensuring seamless assembly for all players.

Enhancing Stratos Visibility: We recognize that Stratos can obscure details for players seated further away. To address this, we're refining the design to improve visibility of costs, points, and special iconography from all angles, ensuring that everyone can fully engage with the game regardless of their position at the table.

Strengthening Structural Integrity: Concerns have been raised about the thin spine of the Stratos tower piece. We're reinforcing this critical component to ensure long-term durability and structural stability, preventing any risk of bending or weakening over time.

Consistency in Finish: We've heard your feedback regarding inconsistencies in the finish of game pieces. Our production team is working diligently to achieve a uniform finish across all components, striking the perfect balance between glossiness and matte textures for a polished final product.

With these adjustments in mind, we're now in the final stages before production. While our initial target was mid-March, it's looking like it might be a tad later, possibly late March. However, please understand that this timeline is not set in stone, and we're doing everything within our power to expedite the process.

Our team is fully committed to delivering a product that exceeds your expectations. We've taken your feedback to heart and are sparing no effort to ensure every aspect of the game is polished for print.

Thank you once again for your continued support and understanding. Together, we're not just creating a game; we're building a community bound by a shared passion for gaming. So stay tuned for more updates, as we eagerly anticipate bringing this game to life!

Best,

Sean and the Cytress Team

Manufacturing Meeting Recap and Timeline
3 months ago – Thu, Feb 01, 2024 at 03:49:45 AM

Hi Cyberpunkers,

Before diving into our latest updates, I want to address the primary reason for the delays we've encountered. As I mentioned in our previous update, ensuring the structural integrity of the Stratos Tower has been our top priority. You may recall a certain game featuring a prominent tree centerpiece that experienced bending issues over time. Similarly, our tower faced similar challenges, necessitating extensive efforts to ensure durability and longevity. We've put in a tremendous amount of work to ensure that the tower remains sturdy even after multiple assemblies and disassemblies. While we're pleased with the latest tower copy from the manufacturers:

The width of the dielines raises concerns about potential fraying at the corners over time. Approving this design could lead to increased maintenance costs and the need for replacements down the line. With years of experience in sending replacement parts to their customers, our publishers understand the importance of addressing such issues proactively. I hope this explanation sheds light on why structural integrity is paramount to us.

Now, onto the latest developments from our meeting with the publishers. We just wrapped up a meeting with the publishers, and I'm excited to share some key updates with you all.

Last week, we had a crucial meeting with our manufacturers, and things are progressing well. They're set to send us a pre-production copy, which we expect to receive next Monday. This milestone is pivotal as it sets the stage for the next steps in our production process.

Now, let's talk timelines. Based on the outcome of the pre-production assessment, we've outlined three possible scenarios:

Best Case Scenario (19th-23rd Feb): In this scenario, everything goes smoothly. No obvious flaws, structural issues, or testing failures are detected. If all checks out, we'll kick off the printing process between the 19th and 23rd of February.

Mid Case Scenario (Early March): Here, we might encounter some minor issues, such as adjustments to dielines or material swaps, affecting roughly 5-10% of components. Fortunately, these can be addressed by the manufacturer's in-house designers. In such a case, printing would commence in early March.

Worst Case Scenario (Late March): If more than 5-10% of issues surface, we'll need to handle amendments ourselves, involving additional coordination between our team, the graphic designer, the publisher, and the manufacturer. While this might introduce some delays, rest assured we're prepared to tackle any challenges that arise.

Now, I know what you're all wondering—when will you get your hands on the game? Printing typically takes between 10-14 weeks, and that's before factoring in shipping times. So, let's break it down:

  • In the mid-case scenario, with printing starting in early March, we anticipate the game being ready around early June.
  • Adding approximately 4 weeks for sea freight to reach the USA, we're looking at around end of June/ early July.
  • Once the games arrive at the warehouse, we'll begin packaging and fulfilling orders. Backers can expect to receive their games by August.

We understand the anticipation, and we're working diligently to ensure a smooth and timely production process. Your support means the world to us, and we can't wait to deliver an amazing gaming experience to each and every one of you.

Thank you for your continued patience and enthusiasm.

Warm regards,

The Cytress Team!

Overcoming Printing Challenges and Improving Your Cytress Experience!
4 months ago – Sat, Dec 30, 2023 at 01:29:37 PM

Hey Cyberpunks!

As we share these exciting updates about Cytress, we want to take a moment to wish each and every one of you a Merry Christmas and a Happy New Year! 🎄✨. As promised, we wanted to keep you in the loop about some unexpected hiccups we encountered in the printing process.

1. Structural Adjustments for Stratos Tower:Our initial tower design faced a challenge – the Stratos tower's strength, especially on Level 1, wasn't up to par due to the structural integrity of the dielines. We discovered that the front left and right corners were a bit wobbly. To address this, we extended the front-facing bit underneath Level 1 and made adjustments to the back, enhancing stability. We've simplified and strengthened the structures to ensure they're more load-bearing without compromising on strength. The front- and back-facing legs have been beefed up to match the side legs, creating a sturdier tower overall. We're also fine-tuning the 'slot tolerance' to maximize strength.

Our redesign is more than meets the eye – enhanced strength, stability, and a sleek new look. Get ready to elevate Stratos to new heights!
Structural Evolution in Stratos Tower Design! 🔄 From the old red dieline to the sleek new white version, witness the transformation for enhanced structural integrity. Building a stronger, more stable Stratos experience, one dieline at a time! 💪🏰
Unveiling the Stratos Tower's Artistic Glow-Up! 🌟✨ Check out the revamped white dieline with enhanced art and a wider canvas.

2. Additional Adjustments:During the printing review process, we identified a few more areas for improvement:

  • Countersheets Blackcore 2: We've recut and outlined the side facing Stratos tower's intersection to ensure a snug fit, enhancing overall stability.
  • Cytress District Board: The title was hidden when the Stratos tower was assembled, prompting us to slide it to the left. Additionally, we made a 4mm wider die line cut down the middle of the Cytress district board for a seamless fit.
  • Resource Board: To improve readability, we've increased the size of leader and transport icons.
  • Cytress Cards (Intel Rovers): The 6 blue icons now have their missing white inner/top icon layer, ensuring completeness.
  • Box Top: The game stats strip on the left side panel had visibility issues, so we've increased contrast for better clarity.
  • Countersheets Greycore 2: We corrected the cost of the Privateer district intel card, marking it as 2 instead of 3. Additionally, we removed the tiny faction icon from inside the intel card icons of the Privateers and Corpocrat boards.

These adjustments might have caused a slight delay, but we're dedicated to delivering a top-notch Cytress experience. We appreciate your patience and understanding as we work to make these improvements. Our team is committed to ensuring that every detail is perfect before we send Cytress your way.

Stay tuned for more updates, and thank you for being an integral part of the Cytress journey!

Best,

Sean and the Cytress Team

KS Printing Update + NEW VIDEO
5 months ago – Wed, Nov 08, 2023 at 02:00:04 AM

Hey Cyberpunks!

MY NEW TUBE BUILDING STRATEGY 🔧🔧🔧 (NEW UPDATES)

Welcome back to the neon-soaked world of our monthly update. In our  previous transmission, I jacked into your feeds with news that  production could potentially reach its zenith around December. Unfortunately, we've hit a snag due to issues with the print files and the rulebook revolving around the solo mode components. This means our best-case scenario for December won't be realized, but it doesn't rule out the approximate 10-week timeline from the start to finish.

The good news is that these issues are fixable, and we're actively working to prepare the print files. I've been in close communication with my publisher about these issues for the past two weeks. You might have noticed some changes in the components in this video from the print file we shared in previous updates; it's mainly the solo mode that's been updated.

The rulebook's printing typically doesn't take long and is usually scheduled for the latter half of the production run. So, we still have some time to work on rulebook editing before sending it to the printer again. Currently, our focus is on preparing the main print files, starting with the blackcore punch boards, then moving on to the whitecore punch boards, and finally the rest of the components, in that order.

In the meantime, as promised in our previous update, we've had some exciting games of Cytress this month. The new video above features a 2-player game, and if you're struggling to understand the rules or the game itself, I recommend watching it. It breaks down the phases and actions, which will help you play the game better and explore more strategies. Just promise me you won't make a blunder like the one I did in this 2-player game!

Stay plugged in, and we'll keep you updated on our journey through the neon-lit labyrinth of game development.

Best regards, 

Sean and the Cytress Team