At FLYOS, the past few weeks have been busy. Our team has been moving forward on several projects at once, including Vampire: The Masquerade — CHAPTERS, Werewolf: The Apocalypse — RETALIATION, and Rayman: The Board Game. Each project recently reached important milestones. In this development update, we want to share a clear overview of where things stand and what comes next for our board games currently in production.
CHAPTERS — Translation System Completed
One of the most significant milestones for Vampire: The Masquerade — CHAPTERS has been the completion of our internal translation system (a feature from our FROGS engine). This tool allows us to manage the large narrative volume of the game across multiple languages while maintaining narrative consistency and version control. Developing and stabilizing this system took longer than expected. The team had to resolve several technical issues and run extensive tests to ensure the tool could support the full scope of the project.
The good news is that the system is now fully operational.
All translators are currently working inside the platform. This includes the teams revising the original CHAPTERS content for the Definitive Edition as well as those translating the EPILOGUE expansion.
The English version of the game is fully completed, including both the base campaign and EPILOGUE. All files are ready for print. The remaining work focuses on completing the other language translations.
Several additional production elements are also finalized. The rulebook is complete in all languages, the game box design is finished, and development of the CHAPTERS Companion App is entering its final phase. We aim to have both the app and the translations completed simultaneously.
Once the translations are finalized, the project will be ready to move into its final manufacturing stage.
Lastly, we’ve opened a short survey to gather your thoughts on the future of CHAPTERS. Would you be interested in a sequel to the game? If so, what aspects should it focus on or improve? We’d love to hear your perspective, so feel free to take a moment to share your opinion.
Rayman — Approaching Mass Production
We also have exciting news regarding Rayman: The Board Game. The miniature molds are now fully completed, and the factory has already produced the first injection samples. We expect to receive these physical samples shortly to confirm that the production quality meets our expectations.

All paper and cardboard components of the game are also finalized. The remaining steps mostly involve final logistical coordination with our partners and the production of official Ubisoft certification stickers, which must be manufactured through a specific certified supplier before assembly in China.
In practical terms, this means Rayman is now extremely close to entering mass production. Among the projects currently in production at FLYOS, Rayman is expected to be the first game delivered.
RETALIATION — Combat Balancing Milestone
Development continues to move forward on Werewolf: The Apocalypse — RETALIATION. Recently, the team reached a major milestone. All combat encounters for the core game have now been fully designed and balanced.
Combat design in RETALIATION follows a structured process. Encounters are first created as standalone systems and tested for mechanics and difficulty. They are then reviewed and playtested internally to refine balance and pacing before being reintegrated into the campaign’s narrative flow.
With the core game encounters now completed, the team is continuing the full scenario revision process (we have completed scenario 15, meaning base game is now 50% completed), ensuring that combat difficulty, narrative consequences, and pacing remain consistent throughout the campaign.
At the same time, the art team has been updating several NPC illustrations to maintain a cohesive visual direction and support new encounters introduced during the balancing phase.
A word from the team
We also wanted to share a few words from two key members of the team: Marie-Michèle, our Art Director, and Cyril, our Lead Designer. Both work tirelessly behind the scenes, and their passion is a big part of what brings our games to life. Cyril will share some thoughts specifically about his experience working on RETALIATION, while Marie-Michèle will speak more broadly about the creative journey and artistic vision behind our projects.
Over the past few months, work on Retaliation has really picked up speed. We’ve been deep in playtests and revisions, and the good news is that the changes we’ve been making are clearly paying off. The game feels better, smoother, and more coherent with every pass. From a design perspective, the base game is now fully playable from start to finish. All combat encounters are in place, the core systems are stable, and the full campaign structure has been reviewed internally. Each scenario has been revisited, debugged, and sometimes reshaped so that the gameplay flow and the narrative beats work together properly. Our writer is now working through that updated structure, rewriting and refining where needed. So far, fifteen scenarios, roughly half of the campaign, have already gone through that process, and we recently brought another writer on board to help us move faster.
What we’re focusing on now is refinement. The game is already in a strong state, but we’re pushing each scenario closer to the version we really want players to experience. That means tightening narrative consistency, polishing encounters, and continuing to improve the usability of the game overall. We’re also still working on the rulebook, the tutorial structure, and the UX, trying to keep the systems rich without making the game harder to learn than it needs to be. Playtests have been very reassuring on that front. Character progression feels satisfying, combat approaches vary a lot depending on how players build their characters, and the balance between one and four players is working better than we hoped. Allies turned out to be easier to manage than we initially feared, even for solo players. In short, the game is coming together really well, and the team is fully focused on bringing it across the finish line in the best possible shape.
CYRILThe past few months have been incredibly busy. We’ve finalized the last components for Rayman The Board Game, which is headed to print shortly. In collaboration with Ubisoft, we also completed unique character illustrations for Brawlhalla The Card Game and finalized all assets for the base game. Work on Retaliation is moving along steadily, and we have created a multitude of new NPCs. Additionally, we completed the review of the new edition of Chapters, which included updating most of the game assets.
It might sound simple, but in a game like Chapters, countless assets and visuals are interconnected. For instance, if we change the text on a card, it must be translated into every language. We then have to check if that card’s visual appears in the rulebook, in a setup, or on the box, and replace it as needed across all languages.
As Art Director, I am involved at multiple levels of a project, from designing individual assets, cards, game boards, boxes, and rulebooks, to scouting artists for our illustrations. We take great pride in not using AI, choosing instead to work with talented artists from around the world. Managing multiple illustrators brings its own set of challenges, particularly in maintaining visual consistency. This requires constant communication. I provide clear briefs to align them with our vision while still allowing them the creative freedom that makes each illustration unique.
Since we work with well-known licenses, respecting the lore is paramount when creating characters, enemies, or environments. This is why we always start with a sketching phase. For a character, the artist first proposes a general look, pose, and expression. Once the sketch is approved, we move on to coloring, where we add details and textures. Once the illustrations are finished, I love sharing the results with the team to see their reactions.
MARIE-MICHÈLE
What Comes Next
As FLYOS continues to grow, improving communication with our community remains a priority. We are happy to welcome Naïl as Director of Operations and Community Manager. His role will focus on strengthening communication with players and backers while supporting the studio’s operational coordination. Having someone dedicated to this role will also allow our designers, artists, and developers to remain focused on building the games themselves.
The coming months will be focused on the final production stages across several projects. Our goal is to move CHAPTERS, RETALIATION, and Rayman through the remaining steps as efficiently as possible while maintaining the level of quality our games require.
We look forward to sharing more updates soon, including production previews and physical samples from the factory. Thank you to everyone who continues to follow and support the journey of FLYOS.
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.
Stay tuned for your next look behind the scenes. Cool stuff is on the way!
The FLYOS team



