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August 11, 2025
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7 min read

The Hub — Your Monthly Look Behind the Scenes (Vol.3)

Welcome to FLYOS Game Development Update #3

Here’s our third episode of this monthly update. It’s an absolute pleasure to share everything we’ve accomplished this month. It gives a clear picture of our projects while allowing us to step back and see, at the studio level, what’s driving us forward. Summer always brings its share of challenges, especially with vacations and the limited availability of certain employees, freelancers, or partners. Still, we’re staying on track and getting ready for a very busy fall.


Rayman The Board Game

As mentioned in our last update, we’re thrilled with how the paper components have turned out. We took the time to review everything once more and fix the last few details that needed our attention. For example, the core layer of the tiles had a slight misalignment, which allowed mixing different tiles together but created a small height variation — not quite the look we were aiming for. Well, that’s now fixed.

Now, the next big milestone is the "miniatures"figures". We sent our files to the factory two weeks ago, and the LongPack team has started working on optimizing and adjusting the 3D files to ensure they work perfectly in two key ways: first, stability / durability. Since the game will also be played by children, it’s important for the minis to be as sturdy as possible. Second, the files need to be adapted for injection molding, which requires certain technical adjustments. This phase will continue until the end of August.

After that, we’ll move into the tooling stage, where the metal molds used for mass-producing the miniatures are created. That’s when we’ll start receiving factory-printed prototypes for final approval, and we honestly can’t wait to show them to you.

Finally, mass production will begin. In parallel, we’ve been continuing discussions with various distribution partners. Asmodee in Canada is one great example, and we’re working to expand into multiple markets so the game can have as global a presence as possible.


Vampire: The Masquerade — CHAPTERS (Definitive Edition + EPILOGUE)


We still haven’t received the pre-production samples. It’s disappointing, as we had hoped to share photos with you in this update. That will have to wait until next time. In the meantime, we’re making progress on several fronts.

APP

The final version of the app is in development. We’re making usability improvements and connecting it more dynamically to our database. This means, for example, that if a typo is spotted by a player, it can be corrected directly in our FROGS tool. This update will instantly apply both to the app and to the files for the next print batch. This avoids duplicate data, which carries a high risk of creating errata — something we’ve experienced in the past. There are still a few weeks of work ahead, but once complete, we’ll be able to share the links to download the app from the Android or iOS store.

A Figma screenshot of various CHAPTERS app screens. This material is used to upgrade the current app to its final version, ready for iOS and Android.
An example of a chapter dialogue page. At the bottom, we see a permanent navigation that provides quick access to the main menu as well as the Table of Contents.
Stickers

The translations are complete. As mentioned before, both French and English are 100% done. We now need to integrate these translations into our templates (guides and sticker punchboards). This will take at least another three weeks. We’re moving as quickly as possible, but it’s a complex task, and our small team is also finalizing other key elements of CHAPTERS. That said, we expect to produce the stickers in September and begin shipping them sometime in October. We’ll keep you posted.

We’re doing our best to move quickly. Stay tuned!


Werewolf: The Apocalypse — RETALIATION


This month, following the results of playtests and reviews, we continued revising the rulebook and core systems. We needed to validate every last element of the design to ensure a system free of any flaws and to be ready for the fall, when scenario revisions will resume at full capacity. Here’s a list of the latest changes and approvals made.

CORRUPTION
• Corruption tracker from 0 to 3.
• Each point of corruption gained is irreversible.

Each point gained has various consequences:
• Certain skill checks become easier or harder depending on the corruption level.
• Some scenario branches open up or close depending on the corruption level.
• Certain talismans become usable or unusable depending on the corruption level.



FRENZY
• Simplified system.
• Added a Frenzy tracker from 0 to 3.
• When a character enters Frenzy, the player loses control of them. The character will deal 2 Unpreventable Damage to any adjacent character for 3 turns, whether they are enemies or allies.
• The Homid combat card “Appease” allows the Frenzy tracker to decrease more quickly, helping the out-of-control player regain control of their character.



LINE OF SIGHT
• Line of sight is now infinite. A character can see across an entire tile if nothing blocks their vision.
• Attacks now have their own range limits within this line of sight.



MENTAL ATTRIBUTE
• Mental now determines a player’s maximum Willpower.
• The Willpower tracker increases from 5 to 10, creating more value in the Mental attribute and more diversity in player strategies.



INVENTORY
• Inventory now allows 5 carryable items, giving players more options during chapters.
• Stackable items no longer exist, and each item takes one inventory slot. This increases the value of certain items, such as consumables used to regain resources.



PACK OF 4
• The pack is now always made up of 4 characters.
• A solo player will be accompanied by 3 allies, 2 players will have 2 allies, and 3 players will have 1 ally.
• Setups and game systems are greatly simplified, and overall clarity is improved.
• Allies are designed to be very simple and quick to use so as not to slow down gameplay or make the game harder to handle.



FIRE ZONE
• Fire tokens now form a fire zone when they are adjacent.
• Regardless of the number of fire tokens crossed, if they form a single zone, damage is applied only once.



SECONDARY OBJECTIVES
• Secondary objectives will no longer be announced in the Storybook.
• They are now “Secret” objectives, and your successes during investigations, dialogues, etc., will point you toward the best way to achieve them.
• This prevents players from being influenced at the start of a scenario and makes exploration more engaging.

We’re continuing our deep work on RETALIATION. In the fall, public playtests will begin, and we’ll keep moving forward with revisions for the 20 remaining base game scenarios. We’re also looking for another narrative designer to help us with this task. Our goal is to move at full capacity, especially now that CHAPTERS will no longer be in the way.

In the meantime, if you’d like to take part in the public playtests, you can sign up here. We already have about twenty volunteers, so a big thank you to everyone making themselves available to help evaluate the game.


And more...

The translation tool for F.R.O.G.S., our internal engine, is currently in development. We’re working with an additional developer, Eric, who is fully focused on this essential feature. He has about three to four weeks of work left before it’s finalized. Once complete, our translators will be able to dedicate 100% of their time to this final stage, particularly for CHAPTERS, though this tool will have an impact on almost all our games.

We’re also working on new projects with external partners. This doesn’t slow our momentum on existing projects, but it does push us to stay creative, competitive, and agile, while also keeping our full-time team active and engaged. We can’t wait to share more with you. These projects are truly exciting.

Finally, we know many of you would like to be notified on Kickstarter (or Gamefound) when our monthly updates are released. We’ll be posting a major update every quarter on the campaign pages to share links to these monthly “Journal” entries. These Kickstarter updates will include production timelines, pledge manager news, key project milestones, and more. In short, backers will be kept informed of every major step. You can also receive a notification whenever a HUB update is published by subscribing to the FLYOS newsletter.

You’re always welcome to join our Discord server, leave a comment on this update, or send us an email — we truly enjoy hearing from you. Thank you for all the messages over the past month. We’ve read all of them, and your feedback has genuinely helped us move forward.

Stay tuned. Exciting things are on the way!

The FLYOS team

Comments
Trent
Nice to see that progress has begun on the Rayman figures, though the delay to April-May 2026 really put a damper on the news. I was really hoping the game would come by the end of the year.
An explanation for how the game got delayed that heavily would be appreciated. If it’s because you guys needed more time to make the game as good as possible, then that’s okay. But if it’s because your other two games took priority over it, then that just feels like poor time management on you guys’ part. I suggest that you guys fully finish and deliver Vampire, Werewolf, and Rayman before you start fully working on or crowdfunding another project.
Thanks for the update and timeline, and have a good day.
Gary Paitre
Hello Trent,
I completely understand your disappointment regarding the revised delivery estimate, and I appreciate you taking the time to share your concerns. Let me clarify a few points about Rayman’s production and our scheduling so you can see exactly where the delay comes from, and where it doesn’t.
First, working on multiple projects at the same time has no negative impact on Rayman’s timeline. Vampire: The Masquerade — CHAPTERS and Werewolf: The Apocalypse — RETALIATION do share the same internal team, so they can influence each other’s schedules. But Rayman is different: the game’s design and balancing have been handled externally by Maxime Tardif, which means the core development has been independent from our internal team’s workload.
The real reason for the extended timeline is the long, iterative process of producing and validating components with the factory and Ubisoft:
• Multiple prototypes had to be produced, reviewed, and corrected.
• 3D elements went through several adjustment rounds to meet both quality and licensing standards.
• Every step involved back-and-forth with the manufacturer and Ubisoft’s approval teams, which naturally takes time.
• And in the middle of summer, key people are on vacation, which inevitably slows the response chain.
As for why we manage several projects at once: it’s essential for the long-term health of our studio. Different phases of production require different skills, so while one project is with the factory or translators, other team members (artists, designers, writers) can focus on other games. This keeps our team steadily employed, prevents layoffs, and maintains financial stability — which in turn ensures we can actually deliver all projects.
By the time we launch our next campaign, CHAPTERS and RAYMAN will very likely be in their final assembly or production phases, so there’s no risk of overlap slowing Rayman’s development.
We’re committed to delivering Rayman at the highest quality possible, and although the process is longer than any of us hoped, it’s progressing, and we’ll keep you updated at every major step.
Thank you for your patience and understanding.
Nomad
Hello, FlyOS Team. Two questions: 1. Is there a chance that we will get another translation for the app? 2. What is the estimated release date for VtM Chapters? It will be in this year?
Gary Paitre
Hello Nomad,
Yes, we absolutely plan to add more languages to the app. Once our translation tools are fully up and running, we’ll be able to share community-created versions if players are interested in contributing. We may also unlock additional official languages depending on the game’s distribution.
As for the game’s release date, please refer to our latest update — we’re currently aiming for Q2 2026.
Razamaniac
Are you going to rework Rage Role in combat in order for it not to be just an increased chance for accuracy/cirtical/glorious attacks ?
Gary Paitre
For now, this system is unlikely to change as it’s working quite well, but I’ll share your comment with Cyril so he can keep it in mind during his reviews.
René
„The pack is now always made up of 4 characters. A solo player will be accompanied by 3 allies, 2 players will have 2 allies, and 3 players will have 1 ally.“
I don‘t like this. I know it‘s a way to balance the game, but there are other ways. Wouldn‘t have backed the game if this was a rule while the campaign was running.
Magor
Perhaps Flyos can clarify if this is a must?
Must a solo player be accompanied by 3 allies or can they be accompanied?
‘Will’ appears exclusive but perhaps it’s because I’m not sure if you must play with a pack. Can’t you play as the lone wolf?
For me this is not a dealbreaker but I would like to know.
Gary Paitre
The game is built around the idea of a pack — but you can absolutely play as a lone wolf if you wish. Just know it will be much more challenging without the three allies. Managing allies is quick and simple, and they help keep the gameplay balanced, which is why we strongly recommend including them.
Gary Paitre
I understand this change might feel disappointing to you if you were looking forward to playing as a true lone wolf. The decision came from both balance and storytelling considerations. The game’s narrative often references a pack, and we found that playing completely alone could feel disconnected, especially when making choices for the Caern and the wider story.
From a gameplay perspective, having allies actually makes things smoother. They aren’t separate characters you have to manage in depth. You move their standee in combat (only), and then you’ll simply have two actions to choose from, so they’re quick and easy to handle.
That said, nothing prevents you from playing solo with fewer or even no allies if you want to. The game will be a bit more challenging that way, but we’ve tested it and it’s absolutely possible to complete it.
I’d encourage you to give the intended setup a try before deciding it’s not for you. In playtests, we found it felt natural and immersive.
Nedrog
hi! ok, let’s say. pack is great, but a full pack consists of five moon patrons. if playing alone without three allies-companions is hard, and i want to collect a full pack of five 5 werewolves, then the game will become too easy?
Gary Paitre
Yeah, the game will definitely be way easier if you play a pack of 5. However, there are several ways to increase the difficulty to make your combat challenging enough for such a large number of players.
Rene
First of all, I hope, we don‘t have to use standees for allies and we can use Minis instead.
My problem with the new pack of 4 rule is, that I play two handed while playing solo or with two friends. I hated it in many game to be forced to Play with more characters as Players (Sleeping Gods, Bad Karmas…). It‘s okay if everybody needs to play two characters, but four with three Players or alone is just not a good thing.
Michael Krill
Thank you for your update. Any new infos about the metal dice replacement?
Gary Paitre
Metal dice will be shipped alongside the Definitive Edition, as they will be produced with the new batch to reduce production costs.

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