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.


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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
• 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.
Must a solo player be accompanied by 3 allies or can they be accompanied?