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Werewolf: The Apocalypse — RETALIATION

Created by FLYOS

A World of Darkness visceral and violent role-playing dungeon-crawler for 1 to 4 players.

Latest Updates from Our Project:

Creative Diary - 19 Summer Update
6 days ago – Wed, Jul 10, 2024 at 07:01:12 AM

Hello everyone.

We hope you're enjoying the start of summer. Even if it's sunny outside here in Montreal, we've been hard at work inside, making RETALIATION even more fun to play.

Playtests and Development

We are approaching the halfway mark in our playtesting phase. Each scenario has undergone thorough review and repeated playthroughs to ensure an excellent experience for various playstyles. As we meticulously test and balance each scenario, we also gather our team to input the content into our custom tool, the FROGS. This extensive process ensures that every path and call to action is aligned, and all game assets are properly linked. We will continue refining the remaining scenarios to deliver the best possible gameplay experience.


A New project at FLYOS: Rayman the Board Game!

A small part of the team at FLYOS is currently working on Rayman the Board Game. We’ve partnered with Ubisoft and Maxime Tardif (Earth) to create an action-packed racing game for 1 to 4 players. The campaign is set to launch this Fall. Take a sneak peek at the stunning figurines featured in the game. 
Get notified on launch!


We'll be enjoying the Summer sun in the next few weeks while we keep working on RETALIATION. We'll be back in September for a bigger update with more visuals and news.

Have a great summer

-The FLYOS Team

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Bonjour à tous,

Nous espérons que vous profitez du début de l'été. Même s'il fait soleil ici à Montréal, nous travaillons intensément à l'intérieur pour rendre RETALIATION encore plus amusant à jouer.

Tests et développement

Nous approchons de la moitié de notre phase de tests. Chaque scénario a fait l'objet d'un examen approfondi et de plusieurs parties pour garantir une expérience excellente pour différents styles de jeu. Pendant que nous testons et équilibrons minutieusement chaque scénario, notre équipe collecte également du contenu dans notre outil personnalisé, les FROGS. Ce processus rigoureux assure que chaque chemin et chaque action soient alignés, et que tous les éléments du jeu soient correctement liés. Nous continuerons à affiner les scénarios restants pour offrir la meilleure expérience de jeu possible.

Un nouveau projet chez FLYOS : Rayman the Board Game !

Une petite partie de l'équipe de FLYOS travaille actuellement sur Rayman the Board Game. Nous nous sommes associés à Ubisoft et à Maxime Tardif (Earth) pour créer un jeu de course palpitant pour 1 à 4 joueurs. La campagne est prévue pour cet automne. Jetez un coup d'œil exclusif aux superbes figurines présentées dans le jeu. Soyez informé du lancement !

Nous profiterons du soleil estival au cours des prochaines semaines tout en continuant à travailler sur RETALIATION. Nous serons de retour en septembre avec une mise à jour plus substantielle, incluant plus de visuels et de nouvelles.

Passez un excellent été !

-L'équipe FLYOS

Creative Diary — 18 Tests & Art
about 1 month ago – Thu, Jun 06, 2024 at 11:55:42 AM

Hello everyone,

We've got some new visuals to share with you. Some terrain and NPC are getting a slight upgrade. Let us know what you think of these new visuals in the comments and on our Discord server.

Playtests

We've been going through all scenarios with various groups of players and have some news to report on our findings. From what we've observed, players are able to craft their own fight strategy. No groups have had the exact same approach so far. 

The other major thing that came from our sessions of playtesting was the fluidity of recognition of cards and understadning of their use. We hope to see this in our public playtests as well.

So far, we're very happy about the way these are going. You'll have the chance to show us your preferred playstyle once the game launches.

Gallery

Here are the new visuals.

Roadmap

We are currently balancing and conducting playtests for the game and its expansions to ensure it reaches its full potential. Everything is progressing smoothly and heading in the right direction.
 

The LAB

Our latest game, the LAB, will shortly be available for pre-order via Gamefound. You can learn more about this party card game about giving other players viruses at the following link.

Until next time.

The FLYOS Team

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Bonjour à tous,

Nous avons de nouveaux visuels à partager avec vous. Certains terrains et PNJ ont subi une légère amélioration. Faites-nous savoir ce que vous pensez de ces nouveaux visuels dans les commentaires et sur notre serveur Discord.

Playtests

Nous avons parcouru tous les scénarios avec divers groupes de joueurs et avons des nouvelles à vous communiquer sur nos constatations. D’après ce que nous avons observé, les joueurs sont capables de créer leur propre stratégie de combat. Aucun groupe n’a adopté la même approche jusqu’à présent.

L’autre point majeur ressorti de nos sessions de tests est la fluidité avec laquelle les joueurs reconnaissent leurs cartes et la compréhension de leur utilisation. Nous espérons également que cela sera le cas lors de nos prochains tests publics.

Jusqu’à présent, nous sommes très satisfaits de la manière dont cela se déroule. Vous aurez l’occasion de nous montrer votre style de jeu préféré une fois le jeu entre vos mains.

Roadmap

Nous sommes actuellement en train de peaufiner l’équilibrage et de mener des tests pour le jeu et ses extensions afin de garantir qu’il atteigne son plein potentiel. Tout progresse bien et va dans la bonne direction.

The LAB

Notre dernier jeu, The LAB, sera bientôt disponible en précommande via Gamefound. Vous pouvez en savoir plus sur ce jeu de cartes de fête où les joueurs se transmettent des virus en suivant le lien ci-dessous.

À la prochaine.
L'équipe FLYOS

Creative Diary - 17 Playtests and Feedback
2 months ago – Tue, May 14, 2024 at 08:03:41 AM

Hello Again!

We've had a great month reading your comments on the latest rulebook for RETALIATION! Here is all the latest info on the development of the game: 

Development

We have been playtesting a large amount of scenarios to find each and every bug and make them the best mechanical and story experience.

We'll be opening public playtests soon! Keep a lookout on our socials to have a chance to try it out.

We're also still looking for your feedback on the rules posted in the last update! Tells us what you think in the comments and on our Discord!

Gallery

We wanted to bring into focus the visual work that has been goign into the making of this game. Here are a few of the items we've been working on:

Terrain mini 1
Terrain Mini 2
Terrain mini 2
Character Creation guide
Token Boards
Journey Cards

We'll have even more to share in our next update! 

Until Next time!

The FLYOS Team

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Bonjour!

Nous avons passé un excellent mois à lire vos commentaires sur le dernier livret de règles de RETALIATION ! Voici toutes les dernières informations sur le développement du jeu :

Développement

Nous avons effectué de nombreux tests de jeu pour trouver chaque bug et en faire la meilleure expérience mécanique et narrative possible.

Nous ouvrirons bientôt des tests de jeu publics ! Restez attentifs sur nos réseaux sociaux pour avoir la chance de l'essayer.

Nous sommes également toujours à la recherche de vos commentaires sur les règles publiées dans la dernière mise à jour ! Dites-nous ce que vous en pensez dans les commentaires et sur notre Discord!

Galerie

Nous voulions mettre en avant le travail visuel qui a été réalisé pour la création de ce jeu. Voici quelques éléments sur lesquels nous avons travaillé :

Terrain mini 1
Terrain Mini 2
Terrain mini 2
Character Creation guide
Token Boards
Journey Cards

Nous aurons encore plus à partager dans notre prochaine mise à jour.

À la prochaine fois !

L'équipe FLYOS

Creative Diary — 16 Rulebook
3 months ago – Tue, Apr 09, 2024 at 09:31:45 AM

Hello again!

We're back with some exciting news! you can have a look at everything happening with FLYOS in our monthly video here:

Rulebook

We now have a complete version fo the rulebook ready to share with you! Please let us know what you think of it in the comments and on our Discord!

Please keep in mind that some changes might still be applied to the rulebook in the future!

We are currently running playstest to proof the scenarios and make sure that no bugs are left! We're very happy with how the game is coming along. 

We'll have videos showing you more about the mechanics and character creation in the coming weeks! Keep a lookout for those!

http://www.flyosgames.com/assets/Rulebook_Retaliation.pdf

Survive Until Daylight

Another of our projects was recently released and is now available on our online store! Have a look at it here: Survive Until Daylight

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Bonjour à tous !

Nous sommes de retour avec des nouvelles excitantes ! Vous pouvez jeter un œil à tout ce qui se passe avec FLYOS dans notre vidéo mensuelle ici :

Livre de règles

Nous avons maintenant une version complète du livre de règles prête à partager avec vous ! Merci de nous faire part de vos commentaires à ce sujet dans les commentaires et sur notre Discord!

Veuillez garder à l'esprit que des changements pourraient encore être apportés aux règlements à l'avenir !

Nous effectuons actuellement des playtests pour vérifier les scénarios et nous assurer qu'il ne reste aucun bug ! Nous sommes très heureux de l'évolution du jeu.

Nous aurons d'autres vidéos vous montrant davantage sur les mécaniques et la création de personnages dans les semaines à venir ! Restez à l'affût pour celles-ci !

http://www.flyosgames.com/assets/Rulebook_Retaliation.pdf

Survivez Jusqu'à l'Aube

Un autre de nos projets a récemment été publié et est maintenant disponible dans notre boutique en ligne ! Jetez-y un œil ici : Survive Until Daylight

Creative Diary - 15 Roadmap and New Rules
4 months ago – Tue, Mar 19, 2024 at 06:24:28 AM

Welcome Back!

Hello again our dear backers, we know it's been a while but we think it will have been worth the wait. We've updated the roadmap to better reflect the progress on the game and our plan for the end of production. Have a look at it below.

With this in mind, we are pushing back the expected date for delivery to Q4 2024. We know this is farther than initially envisioned but we believe it's best to take our time and make RETALIATION the best it can be before releasing it! This ensures you'll have the best version of this game, straight from the get go!

We wanted to offer you a view of the full rulebook but sadly it is not fully ready yet. As soon as it is ready we will offer you an update containing it and more detail on the rules! Now, please have a look at the many changes that have been brought to the game in the last few months. We'd love for you to come share your feedback on these changes on our Discord server!

Discord

Changes to the Rules

The design team have redesigned and improved many systems and assets based on public playtests. These tests have allowed us to identify areas of improvement we could work on and rethink in order to create a better experience for everyone. All these changes were made with the aim of streamlining the gameplay and improving the user experience and flow of the game from a mechanical, visual design, and narrative points of view. We are proud to present the following changes to the game:

NB: Although all game design elements presented here are in their latest and most refined iteration, the names of certain cards, effects, tokens and such are still under review and are subject to change before release.

PLAYER COMBAT CARDS

General Design: The combat cards have been extensively reworked so that each character’s form has its own specialty in combat situations. The Homid is a tactician and support for the pack, wielding weapons and technological items, as well as having the ability to set traps. The Lupus is a fast, shadowy hunter that hinders the opponent by inflicting conditions to weaken them, while the Crinos is a war beast capable of taking damage while simultaneously inflicting it on several targets. This gives each form a separate identity so that players can quickly understand their character’s abilities. This adjustment to the cards also allowed us to provide better synergy between the Garou’s forms, as well as between the cards themselves. The players will now get to tackle combat in the way that fits their preference.

Player Combat Cards (Crinos - Homid - Lupus)

Unlocking Combat Cards: The combat cards players unlock are no longer linked to their Physical Attribute. Every player now starts with a base deck that consists of 6 cards for each form (18 in total). The advanced deck consists of 12 cards players will unlock over time during certain events, scenarios and other dramatic situations. All cards will be available to all players; however, characters’ attributes or skill levels will determine how easily they can use the cards, as well as each card’s effectiveness.

Using Combat Cards: Combat cards no longer have to be discarded after use. Instead, they can be used several times in the same fight, as long as the player has the resources necessary for their use. Some cards will, for example, require you to spend willpower or rage, while others will replenish these resources. This will allow the quantity of each available resource to fluctuate throughout the fights, and give the gain and loss of resources additional consequences.

Damages and Effects: The damage inflicted by attacks is no longer linked to die rolls, but is now fixed and written directly on the card. The die roll now determines whether or not the attack is successful (see “Critical Hit Value” in section “NPCs”, below). The number of dice rolled to determine the success of an attack is always linked to the player character’s Physical Attribute, certain effects or additional damage can be linked to particular skills or attributes.

UI: The cards’ graphic design has been revised for greater clarity and readability.

CHARACTER BOARD

The character board have been redesigned to include information concerning the characters’ backgrounds (Auspice, Tribe, Backstory) so that the player always has a clear view of all their information.

It now also contains slots for Tribe Gifts. (You can find more information on how these work in the section on Tribe Gifts, below.)

Character Board

GIFTS

Overview: Throughout the campaign, players will increase their characters’ status among the Garou. There are five ranks, and each will unlock new Auspice and Tribe abilities. These abilities are called gifts.

Auspice, Tribe and Backstory tokens to set on the Character Board

Tribe Gifts: Tribe gifts are no longer represented by cards; instead, they are now tokens that can be inserted directly into the character board. Tribe gifts are minor abilities that will allow the player to facilitate some of their checks or actions. Each player has five tribe gifts, three of which are directly linked to their tribe and two of which players can choose from a common pool of eight gifts. Players can divide these gifts between themselves as they wish at the beginning of the campaign.

Shadow Lords specific Tribe Gifts  

Common Tribe Gifts

How Tribe Gifts Work: Players may use any of their character’s tribe gifts from the beginning of the campaign; however, the number of gifts a character can use is limited by the number of tracking cubes they have accumulated. Each tracking cube will allow the player to prepare and use a single gift during each scenario’s introduction. 

As the campaign progresses, the players’ rank will increase, and they will obtain more tracking cubes, allowing them to prepare more gifts prior to each scenario. At Rank 1, a player has only one cube; by the time they reach Rank 5, they will have five. 

Each tribe gift can only be used once per scenario. After using a tribe gift, the player must remove a tracking cube from their character board to indicate that the gift has been used in that scenario.

Auspice Gifts: Auspice Gifts are special combat cards that replace certain cards in the players’ base combat deck. They always have the same name as the card they replace, and act as a version of the card with improved capabilities. Auspice gifts keep players’ base combat decks competitive throughout the campaign - but even more importantly, they allow each player to create a unique deck.

Auspice version of cleave Base (Philodox)

The player doesn’t hit Allies and Players anymore when using Cleave.

Unlocking Auspice Gifts: For each new status rank, players will replace a card in their base combat deck with one of two auspice gift cards. This allows players to customize their combat deck and their desired auspice gift based on their character’s play style or intended specialization.

Gifts Visuals: In order to help players distinguish between classic combat cards and cards featuring auspice gifts, auspice gifts will be printed on holographic cards.

COMBAT SYSTEM

Friendly Fire: ON: Any attack or effect that hits an area will now hit all targets indiscriminately. When using these attacks, a player character may harm another player character, or an enemy may injure another enemy. 

Frenzy: A character’s chances of entering Frenzy no longer depend on the difference between the number of successes of the black dice and red dice. Instead, players must now reach a fixed value with the rage dice to enter Frenzy. This means characters now enter Frenzy more frequently, but players also have better insight into their character’s chances of entering Frenzy. We’ve also made it easier for characters to exit Frenzy via the use of certain abilities, like the Homid’s Appease combat card.

Effects tokens: The number of different effect tokens has been revised to improve the clarity and flow of combat. The four effect tokens are Resistance, Bleed, Poisoned and Immobilized tokens.

Summons: Players can call on certain spirits to help them during the fights by using the Invoke combat card. Each spirit has its own abilities, and will remain on the battlefield for a number of rounds specific to each spirit.

Spirits Cards

Traps: Players can place traps on tiles by using the Weapon Expert combat card. These traps have different effects and are triggered when any character passes over or stops on the hex on which the trap has been placed. This means traps can be triggered by player characters.

NPCs

Enemy Difficulty: Enemy statistics no longer change based on the number of players; now, the number of enemies in battle increases with the amount of player characters present at the start of a fight. This change makes state cards much more readable.

State Cards Reforged: State cards have been revised to improve their clarity. Certain stats such as attack or resistance have been removed. NPCs' damage is directly recorded on their attacks.

State Cards

Enemy Combat Cards: NPC decks have been replaced by a common deck. This deck has each card numbered from 1 to 10. The number on the card drawn at the start of the round determines which attack all enemies on the board will perform. For example: If an enemy has two attacks, the range of the first is 1 to 5, and the range of the second is 6 to 10. If the card drawn is 7, the enemy will make its second attack. This change significantly improves the flow of combat and allows the design team to create synergy between different enemies’ attacks. 

Note: Bosses will have their own combat deck.

NPCs Common Combat Deck

Affixes: Affixes are passive bonuses and effects found on NPC state cards that allow those NPCs to behave in a particular way, and that often determine the strategy players must adopt to defeat them. For example: An enemy with the explosive affix will inflict 3 unpreventable damage in a range of 2 hexes surrounding them as soon as it dies. This fact encourages players to kill this enemy with ranged weapons to avoid suffering said damage. An NPC can have several affixes.

Hit Value / Critical Hit Value: Two new stats have been added to state cards to replace resistance: the hit value, which corresponds to the minimum number of successes a player must obtain when rolling to hit the target and apply the damage and effects of their combat card; and the critical hit value, a higher value that triggers a critical effect if a player reaches that value. For example: A critical effect may allow a player to deal 2 additional damage than the regular damage of a combat card.

USER EXPERIENCE

Stealth System: You will no longer have to make calculations based on distance from an NPC to know the value of a stealth check; instead, the difficulty of a stealth check while in the line of sight of an NPC will be noted on their state card. This value will remain consistent throughout their Line of Sight, except in the dead zone (the hexes to the sides and rear of the NPC), where it will be reduced by 1.

Outcome Section: A new section has been added to the scenario booklets to direct players to the pages they must read when they fail a stealth check, when a round tracker reaches a certain number, or when some other set event occurs during a scenario. This will ensure players no longer need to remember which page to read when certain events occur – such as when a round tracker reaches 0, for example.

Journey Cards: Journey cards allow players to track certain story events from scenario to scenario. Each represents an important choice players have made over the course of the campaign, and always include flavor text that summarizes how the players obtained the card. 

Journey Cards

Journey Cards

Shapeshifting/Quickshifting: The quickshifting system has been integrated, allowing players to shapeshift as a minor action rather than a major action at the cost of 1 point of Rage. This change makes fights more dynamic.

Character Creation Guide: A step-by-step character creation guidebook will be provided to simplify the rulebook and offer in-depth support to players as they create their characters.

Rulebook Redesign: The rulebook has been completely redesigned and reworked to offer a more logical presentation of the rules.


Caern Board: The Caern Board has been removed from the game in order to limit the number of assets on the table. All the information the Caern Board contained has been integrated into other parts of the game: the buildings are now Journey cards; rank and Moon phase tracking is now done directly on each introductory page in the Storybook; and the Round Tracker is now a separate asset. 

Strategy Pack: Strategy packs have been removed from the game. Previously, these were offered to players by spirits throughout the game, and were intended to create fun new pack strategies during combat. However, all the changes that have been made to combat via combat cards, affixes, traps and summons greatly improve on the function of the former Strategy packs, and will allow players greater freedom of choice during gameplay. The removal of Strategy packs will also reduce the number of assets on the table during a scenario and improve the flow of combat.

OTHER CHANGES

• Improved Retargeting System

• Balancing rework

• Reworked UX for greater clarity

• Reorganized sections in Booklet

• Redesigned Weapons cards for greater readability

• Simplified initiative

• Improved standees

• Improved system for Fire tokens

• Improved Round Tracker 

• Improved Status Rank tracking 

• Improved forms 

• Standardized CTAs in booklets