Update on all fronts!

The Edge: Dawnfall
Next level competitive miniature Board Game for 1-4 players from creator of Neuroshima Hex and Cry Havoc.

October 2016, Wroclaw, Poland, GB
0:20 - 14 January 2018

Update #53

Update on all fronts!



Adrian here. Last udpate we summarized a last year of our company and today we wanted to do the same in detail for our game - The Edge Dawnfall. 

In short we are extremely excited to share an update on all fronts. First we will tell a story of development and earlier versions of Edge. Our writer - Krzysztof Piskorski will say few words about our campaigns and for a first time you will be able to read them in their full glory. Michał Oracz will bring us a faction elite spotlights. I will talk about short story of Edge development and production progress together will mass production photos including spotlight of all remaining plastic models. We hope that you will enjoy it and be as much excited us we are.

Influence of Nemesis, Lords of Hellas and other projects on Development of the Edge

But, before we proceed with Edge update we first wanted to again tell more about our other projects and how they influence The Edge. 

We would have lied if we said they have no impact on The Edge but in reality its quite opposite as some of you may think. 

When we launched the Edge Dawnfall we were quite inexperienced team with very high hopes and unrealistic expectations. During kickstarter passions were high and we have promised tones of content: components, miniatures, scenarios, game modes etc. Only after that we realized how much insane amount of work will have to be done to fulfill our promises. Well, we can finally say we did that and much more. 

This game is few times bigger than Lords of Hellas, we have countless pages of exciting scenarios, 7 unique factions that each one could be a subject of new game a whole growing universe that will be further developed and much more. We have worked so hard to bring this game to where it is today and we can finally see a light at the end of the tunnel. 

This amount of work and dedication would not be possible without other project that kept our company growing, kept bringing new people and new ideas to The Edge. When we finished The Edge kickstarter there was 6 people in our development team, now its almost 30. But with such a team its impossible to develop only one project at once. 

When we finished our kickstarter after few months all of our 3d models were ready and we needed new work for our 3d designers, same goes for part of our 2d designers and some other parts of team. That's why we created few development teams. While Michał Oracz was designing Edge we team up with Adam Kwapiński to make Lord of Hellas. 

After main work on LOH has been done we had again to start new project and we were very happy to have an opportunity to work on Nemesis. This time we got a whole ready game by Adam Kwapiński and Rebel and we only had working on perfecting it and bringing new models, art and new additions. Again progress on gameplay and story of Edge remained uninterrupted. 

 With whole TWOM project and LOH first wave finishing shipping in next few weeks as well as Edge paper components soon going into production we need to launch new project to keep a steady workflow. Nemesis will launch on kickstarter on 17th but as Marcin is developing this project with dedicated crew our Edge team full focus remains on the Edge. 

Short story of Edge development 

For most of you, your journey with Edge started on October of 2016 but its story goes way back. Me (Adrian) and Marcin started developing Edge in April 2014, almost 4 years ago. Back then Awaken Realms was just two of us. The very first units we have worked on were Marcin's Angel of Death from Chapter and mine Berserker Alpha from Faceless. 

We were slowly building up Edge universe and units to finally kick start Edge project with resin models and skirmish game exactly year later in 2015. We knew how to make nice models but had not much experience in making a game. After few months and few turns of events we ended up cooperating with Michał Oracz and we couldn't be happier about it. We knew that our project of love was in perfect hands. 

We knew that for Edge Dawnfall we wanted to make something really special, something we could be very proud and something that would continue to grow and live. And for that to happen a good game is not enough.
Since then Edge went through countless changes. Before we launched Edge Dawnfall, we had a very positive feedback from playtesters and reviewers but we kept looking for improvement. 

Today Michał send us a picture. They say a picture says more than thousand words. In this case picture of thousands of cards says more than 1000 words ;) Its a photo of previous versions of cards and rules that Edge went through to be what it is now. 

We see there is some discussion about state of the project and causes of previous delays. The reason is really simple, as we already stated we needed amazing game. Whole game is designed around gameplay, all cards designs, arts, scenarios, even models and sizes of bases. They are also interconnected and can't be made without another. In order to proceed with work we needed a strong core gameplay that took a most of time to complete. 

Once ready we were able to put more and more people on this project and this is were would could accelerate our work. For months we had a team dedicated to Edge project and that team grows now with every week just as our excitement to see everything coming together. 

Story Update by Krzysztof Piskorski

If you follow our updates, you already know we're putting tons of work into campaigns and scenarios for The Edge: Dawnfall. Well, it's time for you to have a full look at what took us so damn long to build. We’ve decided to give you two entire campaigns (Reborn vs Faceless and Rha-Zack vs Dvergar) in their current state, without layouts and illustrations, and before the final edit - just the way play-testers are working on them right now. That's over twenty unique scenarios with hundreds of story scripts that provide incredible replayability, all tied together into one massive narrative.

You may have cringed at the 'incredible replayability' thing, as it looks like a typical Kickstarter exaggeration. Well, in this case, the proof is before your eyes. Simply open any of these scenario books and keep scrolling. As you can see, each campaign employs close to 30 stickers, used to track player decisions and gameplay choices. That's thirty different ways you can permanently impact the map, the heroes, and the events. Then, there are script-based choices, optional scenarios and alternative epilogues. For example, in 'Rha-Zack vs Dvergar' story, four battles may be approached in any order, and the sequence you fight them in changes multiple things.

But there's also another, additional level, and I believe we haven't mentioned this one before (correct me if I'm wrong). You see, all four major campaigns - 'Chapter vs Demons', 'Reborn vs Faceless', 'Rha-Zack vs Dvergar', 'Darkness' - tie into each other, sharing some heroes and story events. While each is a stand-alone entity, there is a lot of narrative cross-pollination. If you ever have a crazy idea of playing them back-to-back, you and your opponent would experience an incredible, multi-chaptered epic that's long enough to put many CRPGs to shame.

I like to see these campaigns not as stories, but as complex machines since they all required a very close cooperation between game designers, testers and content creators to assemble. Building these mechanically intensive narratives was one of the most unique and fun challenges I had in all fifteen years of my professional writing career. I hope they will bring you many hours of sweat and tears, and add a lot of value to the great game that The Edge: Dawnfall is shaping up to be.

One last thing: I'm not a person who could say much regarding the final shipping dates and delivery time-frames, but I assure you we're working hard to have all English story booklets finalized and fully tested by the beginning of February. Please keep in mind that completing several major campaigns, containing over 50 scenarios with hundreds of scripts and over 70.000 words of text, is a mammoth task. And since every scenario can change based on the previous decisions, testing the whole lot requires well over a hundred skirmishes. In short: big things take time. However, as we're nearing the end of our work, I'm quite confident it will be worth it.

We have prepared FULL CAMPAIGNS for you to see - they are before all waves of proof reading and yet a subject to small balancing, but they are very close to being finished. Be aware this is of course one massive spoiler ;)



Faction spotlight (By Michał Oracz) - Elite squads 

 In today's update with so much info we will try to keep faction spotlight little shorter than ususal. We focus this time on all faction elites. Each of six faction has its own Elite squad (part of stretchgoals). 

When preparing faction for game we can decide to take Elite squad in place of any other squad - however those are very powerful units. Just having them on bigger bases grants us advantage already, so in order to have them in our army we need to pay additional cost in terms of sacrificing 1-2 victory points (depending on Elite model). Of course if other players take them, VP can turn equal. 

Warcrawler is self propelled rocket launcher, an only unit in game that can one shot even a boss but when destroyed it leaves behind a very precious minerals. Berserker Alpha gathers Power tokens that can turn in any moment into very powerful attack and additionally it can't fully die, if temporarily killed it comes back to life. Ancient Guard can immobilize enemy in thight grip while efficiently hiding itself- for Reborn an opportunity to immobilize enemy next to Thickets is extremely valuable. Purge Doctor can blaze anything on its path in flames of his weapon and overcharge it by increasing its power without any limits. Bloodsmiths are units very closely connected with Son of Khyber - they assists him in fight and can rapidly accelerate Demons victory. Source Blades like true ninjas can take two turns in a row and if close to Crystal source they automatically become a deadly weapon. 

Please note that this card design is not final and was only used for playtesting, we are finishing polished versions with color art and soon will update final design.



Production progress 

 First of all I wanted to write here about our company production process that is quite different than usual. We make all plastic and wooden components in China while all paper ones here in Poland. We also do all shipping from Poland directly to all bakers either via UPS or Postal Services. That way we do not need to send everything to production at once, we do not have to wait after production of paper components 1-2 months for games to arrive to destination continents to be sent then out to backers. 

All plastic models has been in tooling for over a year, and in mass production for few months. 

All wooden tokens and crystals are already on their way to us and you can see them below. 





All dices are already in production and will be shipped to us along plastic models. 


 As we needed more time for development of game we spend extra time on changes to models. We have made a lot of changes to bases of almost all models and worked on stability and sturdiness. 

Almost every single model is not just glued but also pinned to base.
We have also went through at least 3 iterations of Angel of Death and Infinit Angel and we are now satisfied with stability. We have changed Infinity Angel cloud to make it more stable and added a very long pins that go from feet through it and we added a rock to Angel of Death and long pins as well. 



As they have to be tooled from scratch and we had to redesign a lot of plastic injection moulds for additional pins it added over 30 days to production process from last Decembers estimate for plastic production. 

Nevertheless all models except Angels has been already cast and are now in assembly process. Everything will be shipped to Poland before Chinese New Year. 





Also check out not yet published photos of Father of the Sun, Shadow prime and other SG and tokens.








We have also done a scale comparison between our Edge  Lords of Hellas models do give you sense of how big they are :)





Just as reminder production of all resin bosses, resin terrains and resin models has been finished few month ago. They are now waiting for hard plastic bases and paper components.

Proofreading, Testing, Paper Production and deadlines

We are now working on faction cards wordings and starting to prepare our files for proofreading and printing. We really hoped to share with you a final polished card layout for all factions today but we still need few more days to finish it. 

Art of the Edge

We have also spent a lot of time to make sure cards will be memorable. This is why we crafted some arts, that will help you connect cards with its gameplay implication - and also make cards overall way more beautiful. 

We went with more serious tone and colors but in the end we are very, very happy with the results! Check out some of our favorite ones! 



























 We also have put and keep putting huge amount of work into play testing and balancing as we are nearing completion a two separate play-testing teams. And we will continue to polish balancing until files goes to print just to make sure everything will be perfect! 


Almost 6 months ago we have announced project delay with estimates of English version to be shipped in January/February this year. We want to say that whole team is very dedicated to keep a deadline of end of February shipment and we will work very hard to meet it. To achieve that we still have almost 4 weeks to send all files for printing and 6 weeks for arrival of models from China. Although in best case scenario it would be possible, based on our experience still so many things can go wrong. 

Looking realistically at current development process and amount of work that still have to be done we want to apologize for further possible delay in terms of 4-8 weeks. 

We hope that such vastness and depth of extra work that went into this amazing game will compensate for that and we can already say that we have also prepared a little secret gift for you as a token of appreciation and patience. 

We hope that our game will exceed your all expectations and make your wait worthwhile. 

Just as always if you are not happy with further wait and want a refund we are very sorry about that and we understand it. You can contact us at contact@awakenrealms.com and we will sort out that refund for you.

Not yet published features 

There are some questions about yet not revealed info such as 2v2 player modes, terrains, bosses, smaller campaigns etc and we just wanted to confirm that there is nothing to worry about , we are wrapping them up and they will be all part of following updates :)

Update #53

This is only a preview of update. Read full version on update's page on Kickstarter.

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