Hi Spacers! Hope your suits are pressurized and your flashlights charged, because this update is packed with news!
We’ve got gameplay breakthroughs, new mechanics, beautiful (and terrifying) miniatures, and just enough narrative weirdness to make you question whether you really do want to open that airlock…
Let’s take a look at what’s new.
Lines, Borders, and Spaceships
We’ve been working to improve map clarity - because while fog of war is cool, confusing layout is not. This is also the first step in a broader UX/UI overhaul. We want Enormity to feel sharp, clean, and intuitive - not just visually, but in how you process and play each turn. That starts with the fundamentals: how you see, read, and navigate the map.
We also know many of you weren’t thrilled with the fonts used in the Dark Side of the Sun Demo - and we get it. Typography, visual hierarchy, and general readability of game elements are all getting a second pass. We’re refining the way information is delivered - from headers to flavor - you can expect major changes in that regard.
Since we started with the maps, our latest tweaks focused on adding bolder outlines to rooms and corridors. Simple? Sure. But the results are surprisingly impactful.
Take a look at this test map below:

Outlines help to define the ship’s structure, make movement feel more intuitive, and give players a better sense of where they are and what’s lurking just around the corner. Visual clarity makes for smarter gameplay. Now your brain can focus on survival, not guessing where the corridor ends.
We’re still testing different variants, but this is the general direction we’re heading in.
A Glimpse into the Narrative
We know how the story unfolds. All of it.
But hey, where’s the fun in spoiling the entire journey before you even step onto the Shepherd?
To stir your curiosity (and torment all the theorists among you), here’s a few pieces of concept art for the Course cards - the cards that include key campaign objectives that mark the twists, turns, and tumbles of your mission.
Each campaign features 10 of these cards. What you’re seeing here are raw glimpses into what might await…
They're NOT final, and they're not really spoilers. But tread carefully, Spacers - even concept art can carry whispers of destiny.


What do you see? Hope? Horror? Home?
That’s for you to decide. For now.
In space, no one can hear your steps
The moment the airlock opened, the silence hit me harder than the cold.
No hum of the engines. No creaking bulkheads. Just stars. Endless, uncaring stars.
Yes. It’s happening. You’re leaving the ship.
You’ve survived ambushes in the dark, sprinted through narrow corridors, and held the line in pressure chambers. But how will you fare when the threat lies outside the Shepherd?
Space Walk is a new mechanic that pushes gameplay - and atmosphere - into truly uncharted territory. Step out of the ship and onto its cold, metallic surface. There is no gravity. There is no sound. There is no room for error.
Movement turns into something entirely new. Your every action must be carefully calculated. Navigating the hull in zero-G requires careful positioning, momentum control, and nerves of steel. Without atmosphere, your weapons will behave differently - there is no drag, no resistance. Bullets don't arc, and won’t stop until they hit something… or someone.

Stealth becomes second nature. With no air, there is no sound. Enemies won’t hear you approach - but you won’t hear them anymore either. There’s no clanging of boots, no distant growls, no warnings. Just silence. Total, unnerving silence.
The light sources from your equipment become useless. The stars, the ship’s distant lights, the occasional blinking beacon - that’s all you have. You can toss your flashlight to create a decoy, or simply turn it off and trust your instincts in the dark. It’s your call.
The Space Walk area has its own dedicated map section, fully integrated with interior zones of the ship. Seamless transition, expanded strategic options.
Our QA team has responded to the Space Walk mechanic with a lot of enthusiasm. The tension is real. The silence is oppressive. The possibilities are enormous.
Nothing prepares you for the moment your breath fogs up your visor - and something blocks out the stars.

The Shadows whisper his Name…
It’s him, the Slenderman!
The Slenderman battle was designed by Marcin, and it took our testers by surprise.
He’s nothing like the Mothman you may have faced in the demo. Whereas Mothman has an overwhelming presence - looming, aggressive, and theatrical - the Slenderman is the opposite: elusive, intelligent, and unsettlingly quiet.
He doesn’t rush it. He waits. Watches. Disappears.

Our testers found themselves second-guessing their every move. By the time you notice the Slenderman, he’s already behind you.
The design leans heavily into peripheral threat. He exists somewhere between shadow and singularity. The Slenderman is tied to the Blip system in a very real way: he hides among the Blips. To attack him, you’ll need to use your scanner and find him first. You won’t know if the motion you’re tracking is an enemy or an echo until you check it…

You’ll want your Blip-scouting gear ready at hand. Without it, the shadows may swallow more than just him…
But that’s not all.
Slenderman introduces entirely new mechanics, unique to his twisted form. Gravity itself becomes a weapon - a force he manipulates and accumulates throughout the encounter, represented by Gravity tokens.
The longer the battle drags on, the heavier everything becomes, limiting your movement. Until eventually, you’re crushed. Organ by organ. Cell by cell.
And yes - your campaign statistics matter here. High values in certain attributes can unlock gated effects, after attack outcomes, or even reshape your tactical approach mid-fight.
This isn’t just a test of strength. It’s a test of awareness, memory, and precision.

One last thing.
Let’s say you manage to land a solid hit. A really solid one. Right in the tentacle.
Well… let’s just say some of the things Slenderman loses, you can pick up.
What’s in the loot deck? You’ll find out. Maybe.

Materializing horrors
Time for a quick peek at some of our newest minis - straight from our in-house production line. These are still WIP sculpts, so expect tweaks and polish before they achieve their final forms. But even now, they’re already full of personality. And teeth. Lots of teeth… and fingers?
Brought to life by Arek, our in-house 3D printing specialist, these prototypes go through a meticulous QA process to make sure they don’t just look great - they feel great on the table.











Work in progress? Yes.
Worthy of fear and admiration already? Also yes.
Discoveries… not everything is hostile?
We’re currently crafting over 600 Discoveries - narrative encounters, atmospheric slices of worldbuilding, and dangerous distractions designed to pull you deeper into the ship. And the ship has a lot to show you.
Discoveries aren’t just “flavor text.” They’re twisted, funny, tragic, and sometimes beautiful moments tucked into the corners of your exploration. Some are just a few lines. Others… spiral into something much bigger.
Written by Cash DeCuir, and reviewed by the entire team, these Discoveries have become an ITU favorite. Some are creepy. Some are heartbreaking. Some made us laugh out loud, then immediately feel weird about it. That’s the kind of emotional whiplash we live for.
What are Discoveries?
Discoveries are all sorts of things you might find - or trigger - aboard the Shepherd. Some are fixed, tied directly to story beats. Others are random, tied to locations, enemies, or parsecs. And then there are those that feel like they were specifically waiting for you.
Each Discovery is tied to a token, which is either numbered or color-coded, depending on how it was placed. Once triggered, the token points you to the appropriate card or entry in the Mythos Book. You resolve it, live with the consequences, and move on… if you’re lucky.
Here's a breakdown:
Story Discoveries - Pre-placed according to the current Course card. They reveal lore in small, eerie bursts and pull you deeper into the narrative without overwhelming you with exposition.
Random Discoveries - Color-coded (Blue, Red, Yellow) and tied to specific themes. You’ll find these in strange places - and they might contain rewards, penalties, or choices that alter your current run. They encourage exploration and replayability.
Chained Discoveries - Thematically linked clusters that echo across locations. They don’t tell a linear story, but they definitely hint at one.
Infinite Discoveries - Marked with an infinity symbol. These never become resolved. They linger. Always.
Countdown Discoveries - Triggered from the Countdown Track. Sometimes they’re quiet. Sometimes they’re a warning. Sometimes they’re far too late.

Below, you can see some examples:
FALSE ENGINEER
Hunched over in the distance, their back to you, a bald figure takes a blowtorch to a panel. As soon as your eyes fall on them, however, the torch goes off and the figure slowly turns. Its distended mouth opens even wider, as if surprised to see you.
Spawn Hollowed three spaces away from you.
STILTED ORB
A metallic sphere about a foot in diameter, stilted on thin legs, suddenly appears before you. For a moment, the world around you grows absolutely dark – saving for a single dull red light on the device, which flicks its light upon you at irregular intervals. As soon as it appears, the device is gone.
Gain +1 Stress. Discard all Radiation tokens.
Discoveries can interact with nearly every other system in the game - events, characters, inventory, even ship status. They’re not side notes. They’re part of the spine.
Your Discovery could be one of them!
For the first time in a long while, we’re opening the gates!
That’s right - if you’ve got a twisted little narrative seed rattling around in your brain, this is your moment. Strange enemy behavior, an unsettling voice transmission, an impossible room that shouldn't exist, but somehow does? We want to hear it!
Send your Discovery ideas to [email protected].
We’ll read them all. The creepiest, weirdest, and most Enormity-esque ones will make it into the final game - with your name attached (unless you prefer to remain anonymous).
Make us scared to open the email!
Pledge Manager update: Grace period ends tomorrow!

The Grace Period ends tomorrow, April 18th. After that, prices will increase. So if you haven’t finalized your pledges - now’s the time - click here.
That said - if you weren’t able to process your payment due to a Gameflight-related bug, and you’ve already contacted us at [email protected] (preferably with screenshots and details), don’t worry. We’ll honor your order once the issue is resolved - your pledge is safe, and we’ll get you sorted.
We’ve also received a lot of valuable feedback. Here’s where we are:
Split payment is in development
We’re currently building the system, and it remains our top priority. Thank you for all your messages - it’s clear how important this is, and we’re on it.
Address formatting
If you’re in the US or using a [NUMBER][STREET] formatting address, enter your street like this:

or

You can also edit your address in your Gameflight profile. However, if you're having any trouble editing your address or need help fixing it, just reach out at [email protected] - we’re here to help.
VAT deduction is on the roadmap
For our EU backers (outside Poland), automatic VAT removal is in the pipeline. Once split payment is implemented, VAT handling is next - barring any emergencies from the warp core.
And yes, Gameflight is growing
We’re working on adding a comment section and more ways to interact with you. Until then, you can always reach us via email or on our official Discord server -we’re there every weekday.
Few words on tariffs
The topic of US tariffs has been making waves across the board game industry. Rest assured - we at ITU are monitoring the situation closely. At this point, we do not expect the tariffs to have a major impact on Enormity.
As for our upcoming delivery of Kingdoms Forlorn, we have already drafted several contingency plans to minimize any potential impact - both on you and on us. However, since the situation remains volatile, with tax rates fluctuating on an almost weekly basis, we have not locked in a final strategy yet. A decision will be made closer to the Kingdoms Forlorn shipping date (end of May/beginning of June), once we can act based on the most accurate and up-to-date information. Of course, our backers will be first to know how we’re navigating this challenge!
And that’s it for this update. As always, thank you for reading, commenting, theorycrafting, and generally making this project more than just plastic and paper. Your feedback keeps us sharp, your excitement keeps us moving, and your wildest ideas - well, sometimes they end up in the game.
And next time? It’s going to be a big one.
We’ll reveal paranoia-fueled campaign mechanics - Black Kompromat. We’ll explain campaign stats - a complex and evolving system that shapes your missions and your survival, and where each campaign will approach them a little differently, adding new layers of strategy and tension. We might even introduce you to another boss. And of course - there’s even more lurking just beyond the edge.
Stay tuned, Spacers. The best (and the worst) is still ahead.
The Shepherd isn’t done revealing itself.
And neither are we.
