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November 11, 2025
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4 min read

The Hub — A Look Behind the Scenes (Vol.6)

Welcome to a new edition of The Hub!

As we move toward the end of the year, the team keeps pushing forward on multiple fronts. Between narrative progress, our tech tools, growing partnerships, and creative challenges, 2025 has been intense, and 2026 is shaping up to be even more exciting.


RETALIATION

On Werewolf: The Apocalypse — RETALIATION, the design team has made solid progress over the past weeks. We’re now at mission 15 in the scenario revisions, which means we’ve reached the halfway mark of the core game’s narrative and gameplay balance. The design review process has been intense, with a sharp focus on refining player experience, pacing, and tactical depth. Every encounter is being carefully tuned to ensure tension, agency, and replayability across the campaign. Our goal remains to complete the base game by the end of 2025, followed by an additional two months to finalize all expansion scenarios. To help maintain this rhythm and bring more cohesion between the story and mechanics, we will soon welcome a new narrative designer to the team.

On the art direction side, progress is equally strong. The final illustration list is almost complete, with only a handful of artworks left to be laid out. Thanks to the continued evolution of our FROGS tools, we now have a fully functional and unified pipeline for layout, visual integration, and design validation. This not only speeds up production but also ensures a cohesive look and feel across every mission, card, and token. The visual identity of RETALIATION is more refined than ever, with each new iteration bringing the board game closer to the gritty, visceral tone of Werewolf: The Apocalypse.

Finally, our recent playtests have delivered very encouraging results. We’ve had players and backers volunteer to test different missions, and their feedback has been invaluable. The response so far has been quite positive, both in terms of gameplay dynamics and narrative engagement. We want to extend a huge thank you to everyone who participated and shared their thoughts. On top of that, pledge transfers and community management continue to run smoothly. As always, if there are specific topics or questions you’d like us to address in the next update, please reach out!


Brawlhalla: The Card Game

We’re thrilled to officially announce a brand-new board game set in the world of Brawlhalla, the hit franchise from Ubisoft and Blue Mammoth Games. This project has been an incredible creative journey for our team. Designed by Manuel Rozoy (Time Stories, Altered, and former Ubisoft designer), Brawlhalla: The Card Game captures the fast-paced, competitive spirit of the video game while bringing it to the tabletop with unique mechanics and strategic depth. FLYOS handled every artistic and creative aspect of the project — from game balance and visual direction to 3D modeling and miniature design. Our goal was to deliver a true love letter to Brawlhalla fans, blending accessibility, energy, and collectible appeal.

We’re also proud to collaborate with Maestro Media, who will oversee the Kickstarter campaign, marketing, and logistics for the project. Their expertise in publishing and community engagement allows us to focus entirely on what we do best — crafting meaningful, visually striking games — while ensuring the campaign receives the visibility and momentum it deserves. It’s a perfect partnership: FLYOS as the artistic and design studio, and Maestro Media as the marketing and production powerhouse behind the launch.

If you’re curious to discover more, we invite you to join the Kickstarter page, launching November 18, 2025, where many surprises will be revealed throughout the campaign. You can also try the game right now on Tabletopia to get a taste of the mechanics before the big launch. We couldn’t be prouder of this collaboration, and we can’t wait for you to step into the arena and experience the brawl for yourself!


CHAPTERS & RAYMAN

Both Vampire: The Masquerade — CHAPTERS and Rayman: The Board Game continue to move steadily forward in their respective production phases.

On Rayman, the mold fabrication is still underway at the factory. It’s a long and meticulous process, but everything is progressing according to plan. We’re also in discussions with Maestro Media to handle part of the retail distribution, which will allow us to expand the game’s reach worldwide. The game was showcased at Essen Spiel, where the response from distributors was extremely positive — a very encouraging sign for what’s ahead. We can’t wait to share new photos and production updates as soon as the factory has more to show.

On the CHAPTERS side, the translation tool required a bit more fine-tuning than expected. Our team uncovered a few bugs, and we preferred to take the time to fix them properly before moving forward. The goal remains to make the mobile app available by the end of the year, once everything is fully stable. In parallel, we’re finalizing the sticker files and preparing them for production and shipping, which will begin shortly. Both projects are evolving well, and we’re just as eager as you are to see everything come together. Exciting updates are on the horizon!


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!

The FLYOS team

Comments
Benoit G
Hello Gary,
First i’m a backer for Vampire 1st edition (french).
Due to issue with this first big box ….
I played others game meanwhile waiting for my “Upgrade pack (1st edition)” …
Do you have an ETA for this pack ?
the app is available also in french now ?
do you have a link to support a first time backer who want to play this game on the top of his shelf 🙂 ?
i can wait for the pack … just let us now what is the best move . 🙂
Good luck for all the project.
Gary Paitre
Salut Benoît,
Merci beaucoup pour ton soutien et ta patience.
L’impression des autocollants est déjà en cours chez LongPack, notre partenaire manufacturier.
Les kits de remplacement seront produits en même temps que la seconde édition et l’extension EPILOGUE. Nous sommes en train de finaliser les traductions, et l’ensemble partira en impression dans les prochains mois. L’application mobile suivra juste après. Encore un peu de temps avant que tout s’emboîte parfaitement !
Nous publierons d’ailleurs bientôt une update avec un calendrier révisé pour que tout le monde ait une vue claire des prochaines étapes.
À très bientôt !
Sean
Curious, the shipping of the stickers for vampires… that doesnt include the 1st Edition Upgrade Pack..?
Gary Paitre
No, the stickers only include the stickers which correspond to a pack of 25 sheets and an instruction page.
The upgrade pack will ship simultaneously with the Definitive Edition.
Jean-Sebastien
Is it just me or every links to the French stickers instruction pages are broken?!
Is it possible to get a working one?
Gary Paitre
Good catch! The URL had an extra space that caused the error. We’ve fixed it, and the PDF will be replaced soon. Meanwhile, here is the link to the instruction page: https://www.vampirethemasquerade-chapters.com/downloads/vampire-chapters-stickers-guide-fr.pdf
Thanks for letting us know!
Sebastien
Are you kidding ?! New KS and you didn’t event finish delivering vampire, not even finished retaliation ?! Wtf
Gary Paitre
We’re not managing the Kickstarter campaign ourselves. Maestro Media is handling the entire process. None of our internal designers are working on this game; we partnered with Manuel Rozoy for the design direction. So developing this new title has zero impact on any of our previous games progress.
At this stage, both Vampire and Rayman are in the hands of translators and the factory, which means there is nothing more our team can directly do on those projects. RET is progressing steadily. Keeping the studio idle while waiting for manufacturing would simply not be viable. A development team needs to keep moving forward on new projects to stay healthy.
I totally understand if this raises questions or concerns, and I’m happy to clarify anything. This is simply how production pipelines work in our industry.
Dylan
How is it possible that Flyos designed “every artistic and creative aspect” of Brawlhalla without taking designers away from Retaliation? You must be a huge studio with many designers! But in other updates Flyos has attributed delays to being such a small, scrappy little studio without much manpower to go around. Which is it?
Gary Paitre
Thanks for the question. It gives me the chance to clarify something important.
Only two people at FLYOS worked on Brawlhalla: our Art Director and myself as Creative Director. That’s it. No one from the RETALIATION production team touched the project, and we never reassigned any of our designers, writers, or developers. The RETALIATION team stayed fully focused on RETALIATION at all times.
Brawlhalla was handled entirely at a leadership level, outside of the active production pipeline, which is why it didn’t impact our timelines, our staffing, or our internal workload. Creative direction and art supervision don’t require pulling people off a project. They require vision and coordination, which we provided without diverting resources.
So it’s actually very simple: We’re a small studio, yes. We just know exactly how to protect our teams and avoid cannibalizing one project to feed another. That’s why RETALIATION never lost a single designer to Brawlhalla.
Jack
Why you stopped showing us percentage progress chart? It was pretty clear and we knew what you did since last month.
Gary Paitre
We’ll bring it back in the next update. Thanks for your input!
Daniel Casanova
Hello. I really don’t understand the last update about stickers. You say that “we’re finalizing the sticker files and preparing them for production and shipping”, but in the previous update you stated that “Once production starts (which should be in the coming weeks), it will take a little time to manufacture and assemble the kits, but shipping shouldn’t be far behind”,
Could you explain a little more about this, please?
Gary Paitre
The factory is sending the samples today (nov 14th). Once we approve them, production will begin. After production is complete, we’ll ship the stickers. It’s a straightforward process, it just takes a few weeks because we always need to validate the samples before moving into mass production (which include loads of back n forth). But once that’s done, things will move quickly.
Daniel Casanova
Ok, thank you for the feedback.

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