Welcome back, Spacers! Today’s update is packed—not only with answers, but with warnings too! A glimpse into what’s coming next. New dice, new dangers, new decisions. Miniatures are mutating. Bosses are waking up. Systems are converging. And for the first time, you’ll step into Black Kompromat—in TTS, in one week.
And yes—the ship’s structure is changing too. What was separate… is now merging.
So suit up. You’ll need every edge you can get.

Integration has begun
(All Stretch Goals move to Wave 1)
Enormity doesn’t want to be played in pieces. It wants to be whole. Not modular. Not fragmented. Whole. That’s why we’ve made a choice–one that will change the final product you receive, when you receive it, and how the game feels the moment you open the box.
All Stretch Goals are being included in Wave 1. No second–wave waiting. No split between what’s “core” and what’s “extra.” Wave 2 still includes expansion though – with new mechanics, campaigns and intruders.
Because the more we built, the more obvious it became—these weren’t add-ons. They were part of the spine. The voice in your comms you didn’t recognize. They belonged here from the start.
We want the suit on your miniature to match the suit on your card. We want new characters to step onto the Shepherd with proper weight and consequence. We want exploration to feel boundless, not patched together. So we’re doing the work. Tightening integrations, rewriting pieces that didn’t pass concept testing, and reworking them until they do.
The result? A game that doesn’t feel like it's been expanded. It feels like it was always meant to be this way.

Here’s what’s now part of the Core Game—fully integrated, narratively aligned, and mechanically tuned:
SUITS
- Mothsuit
- First Contact Suit
- Black Hole Suit
- NI–1 Noosphere Interface Suit
- Knucklebuster Suit
- Contraband Combat S1 Suit
- The Visionary PSI–1 Suit
CHARACTERS
- The Rejected
- The Professional
- The Prodigy
LOCATIONS
- Automa Shed
- The Needle
- Solar Array Annex
- Shine of Gurah
BACKGROUND STORY CHAINS
- Messages from Home: Strange Signs
- Message from Home: Stolen Life
- Second Messages from Home
ENEMIES & BOSSES
- Snatcher
- Torched
- Davids
- Variant Intruder
- Boss Power–Up Pack—Mothman Iridescent Angel
ARMORIES & SPECIALIZATIONS
- Noos Armory
- S–NASF Armory
- Endymion Armory
- Lunite Armory
- Legacy Specnaz—Weapon Cards
- Combat Body Engineer
- Cryptozoologist
OTHER CONTENT
- Double Loot Divider
- Robo–Dog—Support Gear
- Voidbreath—Antinomy
- Counterflow—Conduit
All of it. Together. In one place. Wave 1.
And if you’re wondering–yes, we’re still pushing forward. All four campaigns are being developed simultaneously. The design phase for all six bosses is complete. They're already in active testing–and the results are more than promising. They’re lethal. Dynamic. And in some cases… weird in exactly the right way.
Because if we’re going to take you aboard the Shepherd, we want you to see all of it. Not just the corridors. Not just the light. Everything.
Core Game Menagerie
You’ve seen the Spacers. You’ve read the Suit specs. You’ve explored some of the Shepherd. But today… we’re turning the spotlight on your enemies—the figures that talk to you in the dark, test your tactics, and unravel your sanity. These are the latest results from our sculpting team: fully rendered models of the Core Game menagerie.
Each mini tells its own twisted story—not just through mechanics, but through form… and they don’t want you to survive.
Here’s just a glimpse of what awaits:























(BTW, the Hollowed are part of the menagerie too. But they’re getting their own spotlight in this update so you’ll meet them a little further down 😊)
Three dice to rule them all
In Enormity, dice aren’t just randomizers–they’re tools. Tactical instruments that shape your turns, define your tempo, and reflect your playstyle. And with three new dice types entering the system, those tools just got sharper. Or stranger.
Nuclear Die

Unstable. Potent. Extremely efficient–if you can survive long enough to be able to use it. The Nuclear die introduces a new use for Nuclear tokens, transforming how they interact with your rolls.
On any other die, a Nuclear token allows a reroll, after which it may be spent to fill one Potential. On a Nuclear die, the process is reversed–and accelerated. Tokens immediately fill a Potential upon use, and still grant a reroll. The outcome? A tighter feedback loop between damage, recovery, and raw output. It rewards fast, aggressive play–and punishes hesitation. As a bonus, the Nuclear Die also has an increased chance to trigger Critical Hits. The payoff is massive. The risk is real. And not just yours—enemies can use it too.
Handle with care. Or don’t handle it at all.
Blue Die

Sometimes, a run isn’t just about survival–it’s about what you bring back with you. The Blue die uses a traditional 1 to 6 scale, but its results appear across various systems. Most prominently, it determines how many additional resources you’ve scrounged from defeated enemies during your Extraction Runs.
It’s also used in randomized tables, event rolls, and specific narrative triggers–acting as a general-purpose economy die. Simple in form, but essential to long-term success. Don’t underestimate it.
Grey Die

Reliable. Efficient. Cold.
The Grey die offers a high average Power output with minimal Spacer token investment. That makes it perfect for consistent performance—especially in builds where every point of Power matters more than flashy effects. But there’s a tradeoff. No red quadrants. The Grey Die cannot trigger critical hits under any circumstances.
What you get is what you planned for. No surprises. No miracles.
It’s a subtle die–not for showy players, but for those who like clean math, calculated risks, and knowing exactly what comes next. And while it might not land explosive Crits, its steady Power output makes it surprisingly lethal against enemies, especially those where reliability trumps volatility. Because sometimes, precision kills faster than luck ever could.

The Preacher Grows
(And his followers multiply.)
Remember the Preacher? We showed you a glimpse of him a while back. But since then, he’s… evolved.
You’ve seen the wip art, but now we’ve reworked his miniature as well—not just to match his scale, but to reflect the growing influence he exerts over the factions aboard the Shepherd. He’s taller now. Broader. Stranger. A towering figure of dread and reverence.
And each of the game’s mechanical factions has given him a gift. Not a truce. Not an offering. A declaration.
From the Automas: a scepter, forged from servo-bone and magnetic rods—a ceremonial weapon, symbolizing their trust in the fungal prophet.
From the UNDead: a mantle sewn from the skin of the unworthy—a grotesque sign of submission, branding the Preacher as their chosen leader.
From the Davids: an oil painting, pristine and deliberate—a holy image, not of the Preacher himself, but of their right to venerate him above all others.

All of these elements have been incorporated into its visual design.
Following recent tests, the Preacher is undergoing a round of balance changes to make him just deadly enough. In Enormity, deadliness isn’t a bug. It’s a feature.
His Interference cards are being reworked as well, to offer more variety, more psychological pressure, and more reasons for players to doubt their own motives. The result? A boss encounter where obedience isn’t optional—it’s inevitable.
You may not agree with the Preacher. But by the end of the fight… You’ll understand why everyone follows him.
And maybe, you will too.
The Hollowed: gravitational hostiles detected
They walk like people, but they are not people. Once, they were something like you—Spacers, maybe—until something older, colder, and vastly more powerful reached across the veil and rewrote them. Now they serve the Slender, though the word “serve” feels inaccurate. The Slender is merely the conduit—a manifestation of void–born intelligence that doesn’t speak, doesn’t command, doesn’t care. It pulls, it reshapes, and leaves behind beings like the Hollowed: loose–jawed, flesh–dripping silhouettes with something utterly alien pulsating inside them—something that bends light, swallows sound and exerts a pressure you can feel in your teeth.

They don’t stalk like hunters, and they don’t scream like monsters. They interfere with your plans. Bodies of the Hollowed radiate gravitational anomalies. Every movement they make is either a pull or a pause. They drag you toward them, reduce your speed, cut off exits, force missteps. Sometimes they spit out pieces of what they’ve absorbed—scraps of metal, limb fragments, memories made solid and weaponized. Scout tests against them are more difficult; the void within them distorts even your most advanced tracking gear. You never quite know where they are until you’re already too close.

When a Hollowed dies, it doesn’t fall—it folds. A sudden implosion drags all nearby Spacers toward its collapsing core. That’s not a dramatic effect, but a tactical move. You can’t afford to ignore it. Neither can you ignore the Burden condition they apply–a creeping gravitational infection that forces a terrible choice: move less, or risk alerting the entire sector. On higher levels, Burden becomes fatal. If a Spacer already has the Burden Condition, and receives it again, they die. Instantly.

But for all their danger, there is temptation. Because the Hollowed are not just void–they’re walking singularities with fragmented gear and corrupted loot still intact inside. Kill them with precision, and you’ll be rewarded with rare drops from the Loot Deck. It’s a risk. But sometimes the reward is more than worth it. Especially when you need every edge you can get.
The Hollowed are not meant to be fought. They’re meant to slow you down, twist your path, and keep you from reaching your goals, like Extraction points. In a campaign like Black Kompromat, where extraction—not combat—is the real objective, that makes them much more than a regular threat.
The Hunter’s Code
Some creatures are born to adapt. Others are built to endure. But the Snatcher? He’s something else entirely—a shape without origin, a will without master, an answer to a question no one dared to ask.
No one knows where he comes from. But we do know this: the moment Snatcher appeared aboard the Shepherd, the ecosystem changed. Silence grew heavier. Even the Intruders grew restless. The Snatcher is not part of the ship. He is a disruption. An anomaly. A hunter that crossed parsecs of ruin to find something worthy of evolution—and it seems he chose us.
You might think that’s flattering. It’s not.

The Snatcher doesn’t get faster because time passes. He gets faster because you’re still alive. While most enemies in Enormity escalate the usual way—you hit, they get stronger—Snatcher breaks that mold. He can strike twice per activation, and his AI cards are wired with keywords that make him even more elusive. His attacks mutate on the fly, and are shaped by the surroundings. You're not wearing him down—you're making him evolve.
He’s fast, unpredictable, and never misses a chance to punish bad positioning choices. Think you’re safe behind a console? Wrong. He doesn’t just chase. He closes in. Sometimes from behind. Sometimes through the wall. Sometimes through you.
And then there’s the arena.
The fight takes place in the (Xeno) Museum of Natural History—a vault of preserved alien biology, forgotten apexes, and weaponized DNA samples. For the Snatcher, it’s a whole buffet. Each corpse on the ground, each shattered tank or archived creature provides him with more tools, more tactics, and more triggers. After most of his attacks, he absorbs traces of nearby genetic material to trigger secondary effects—additional stress, forced repositioning, or the sudden unlocking of new behaviors.
Mechanically, the Snatcher’s targeting prioritizes the weakest of the bunch: the lowest Vitals the most exposed, the broken. He’s not cruel. He’s efficient. If your team isn’t ready to push back—he will outpace you. Every time.

Worse still, the Snatcher isn’t a boss locked to one campaign. He’s a wanderer. Optional, yes—but never truly gone. Each core campaign features a unique encounter with him, and his story reaches its climax in Three Laws of Heresy, where the Snatcher’s presence is fully integrated into the narrative arc through a dedicated side quest chain, culminating in a bossfight that can impact the main storyline in subtle but lasting ways.
And what happens if he kills you?
He doesn’t just strike. He samples. And some of those samples stay with him. In future encounters, he may remember. Your nihilism. Your build. Your final decisions. And he may punish you for them.
We’ve even tested a new system tied to the Snatcher: persistent vinyl sticker modifiers for AI cards. Small, physical stickers you apply to his AI deck after certain conditions are met. We’re not ready to show them yet—but let’s just say: once the Snatcher learns something… he does not forget.
And yes—we are experimenting with a very special suit inspired by him. One that allows you to harvest genetic samples from fallen enemies and modify your own Spacer cards. It's still in early testing, but it’s already mutating into something… very interesting.
So if the ship ever goes quiet—too quiet—and you feel something watching you from the displays in the Museum sector?
It’s not the cameras. It’s him.
Delayed. But for good reason.
We know many of you have been watching the timeline closely, and yes–Enormity is running a little behind schedule. Not by much. But enough that it deserves a moment of clear communication.
The truth is, the world hasn’t exactly made it easy to design, plan, or manufacture anything lately. Global logistics are strained. Supply chains bend in unpredictable directions. And production slots get tighter by the month. Currently, we’re also dealing with a lot of uncertainty around the US–China trade relations. Until August 31st, no one really knows what the tariffs will actually be. That means we cannot lock in certain key production steps just yet.
Therefore, we’ve had to push the project release into Q1 2026–not because we wanted to, but because the landscape forced our hand. “Delayed by uncertain times” might sound like a cliché, but here, it’s just honest.
And for that delay – we’re genuinely sorry. You’ve supported us, trusted us, and believed in what we’re building. We don’t take that for granted, and we never will.

But that’s not the whole story.
We’ve also been using this moment to pull forward some of the work originally planned for Wave 2. As you know, Stretch Goals that were once part of that later delivery are now being implemented into the Core Game. Why? Because the game feels incomplete without them, and because if we’re going to ask you to wait, we will make sure the wait is worth it.
At ITU, we’re picky. Always have been. And Enormity is another massive project–an ecosystem of mechanics, miniatures, and narrative layers that we want to feel not just finished, but fully alive.
When a mechanic doesn’t land the way it should, we throw it away. When a narrative beat feels forced, we rewrite it. We’re chasing a standard. Our own standard. And we intend to meet it.
Black Kompromat Awaits
(And you’ll get to play it. Very soon.)

We’ve been talking a lot about Black Kompromat. About its enemies, its paranoia, its silence. And now… it’s almost your turn to experience it.
On July 17th, the first full scenario from the Black Kompromat Campaign will go live on Tabletop Simulator. It’s a chance to feel the pressure, hear the silence, and taste the paranoia that will define the next stage of your journey.
Once you finish the Dark Side of the Sun demo, you can jump straight into Black Kompromat—where the atmosphere shifts, the enemies grow stranger, and the horror becomes more… personal. You’ve survived radiation. Now you’ll face memory fractures. You’ve fought monsters. Now you’ll question who gave you orders.

And yes—when the time comes, the TTS mod will include more than just a map and a mission. You’ll get access to the full narrative scenario that introduces the main themes of the campaign. It’s one thing to read, and another to experience the game firsthand!
Moreover, you’ll get a glimpse into the suits that define the early stages of Black Kompromat:
Contraband Combat S1 Suit—Built for aggression. This suit floods you with tokens, expanding your tactical options with each turn. Its Scout range is higher than most starting suits, and it’s one of the few that can boost its Scout dice early in the game.
Mothsuit—A one of a kind drop from the Mothman himself, this suit is engineered for mobility and low–profile maneuvers. Slightly quieter than other suits, it’s a favorite for players who value positional control over brute force.
First Contact Suit—It won’t win you any duels. But its diagonal movement opens new paths—and new possibilities. Built to carry you through those fragile early moments of a run, before your Spacer is ready to counterattack.
Standard EVA Suit—Basic. Functional. Unremarkable. It offers survival. And sometimes, that’s enough.
We want to be transparent: some assets in this mod will still be in prototype form. Certain models, tokens, and UI components are placeholders or early drafts. That is intentional. Suits and interface elements are often among the last components finalized during development—we didn’t want to hold back gameplay just because the visuals aren’t polished yet.
Also, alongside the TTS mod, we’ll provide you with updated rules! Things have changed since the demo last year, and we want you to be able to try out Enormity the way we currently envision the game!
So mark your calendars.
July 17th.
The silence gets louder. The kompromat begins.
Weird ideas. We love them.
We’ve received a flood of Discovery submissions since we opened the gates a while back—and honestly? They’re fantastic. Twisted, clever, unsettling in just the right ways. You’ve clearly been paying attention.
Cash, our Enormity narrative lead, is now diving into them. Some made us laugh. Some made us uncomfortable. We’ll read all of them. If your idea fits the tone of the ship—strange, layered, memorable—we’ll be reaching out via email. Some Discoveries may appear almost untouched. Others might be reworked, split, or woven into larger arcs. Either way, your fingerprints are now part of the Shepherd.
Keep watching the walls. Some of you might recognize what’s written there.

That’s everything for today, Spacers. Don’t forget to head over to our Pledge Manager if you haven’t finalized your order yet—and, if you haven’t already, join us on Discord. As always—thank you for being here. Thank you for reading, testing, questioning, and building this with us. And if you’ve made it this far… well.
You already know it’s too late to turn back. The Shepherd sees you. And it’s not done dreaming yet.