The Hub — A Look Behind the Scenes (Vol.9)

The Hub — A Look Behind the Scenes (Vol.9)

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.

Take the Survey



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.

Image created by Rayven Studios — no use of AI, of course!



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.


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