Hi Spacers!
This is our first Enormity update of the year, so before we return to the Shepherd, we want to pause for a moment.
We hope the start of 2026 was kind to you, or at least offered a few quiet moments to gather strength. Out here, nothing truly resets, but it still matters to us to take stock before going forward. The Shepherd keeps moving, and so do we. Over the past weeks, several different threads have been taking shape and we want to show you where they have led.
Oh, and one more thing before we begin. We also went on a kulig recently. If you’re wondering what that is… you’ll have to wait for tomorrow’s newsletter to find out! For now, here’s a small sneak peek:

Anyways, back to the Shepherd:
Production update
As you know from our previous update, the white copy chapter is closed. With its review finished, the team moved straight into locking content. Databases are being frozen, and narrative and rule texts are going through their final passes. Additionally, layout work has started across books and cards.
From the outside, a lot of this work looks repetitive. Read. Check. Fix. Check again. But this is also where Enormity finally starts to feel like a finished product. Decisions made now will not be easy to undo later, which is why they take time.
Wave I Contents
We’ve seen more and more questions asking what exactly is planned for Wave I, so let’s put everything in one place.
Wave I currently includes:
- The Core Game Box
- The Core Game Menagerie Set
- The NASF Reinforcement Armory
- The Last Contact War Suit - this add-on has a dedicated space prepared in the Core Game insert! So if you managed to grab it, you’ll have a proper place to store it inside the box!
- The Spacer Datalog
- The Dice Pack
- The Game and Player Mats Set
The Spacer Panel Mats went through more iterations than we initially expected. QA spent a surprising amount of time moving elements around and testing. The result is a set of mats that’s larger than originally planned, but feels far better during the actual play.
The first internal concept of Spacer Panel Mats was bold and completely unusable. It looked impressive and consumed half the table. That version didn’t survive contact with reality.
Through further consultation with production and the design team, we refined the concept and created mockup 0.1, which then entered active testing. During these tests, several issues became apparent. The placement of certain elements proved impractical, and some of the dedicated card spaces turned out to be unnecessary.
This led to the creation of mockup 0.2, an improved and more focused iteration of the original idea. It occupies significantly less table space than the first concept, while still allowing players to comfortably arrange the essential components used during gameplay.

We’d love to hear your thoughts!
Wave I also includes:
- Core Game Sleeves
- The Breaching Mothman - Kickstarter Free Reward - just like the The Last Contact War Suit, it also has its own dedicated space in the Core Game insert!
- The Sticker Replacement Pack add-on (NEW!)
We know you’ve been waiting for this add-on, and it's now available on Gameflight! This pack is for long Enormity playthroughs where components see real wear. It keeps your campaign flowing smoothly even when mistakes happen or tough repeat sessions take their toll. Sticker sheets are already included in the Core box, so there’s no new gameplay content, but if you plan to play more than once, this is an easy pick.

Updated Timeline
With Wave I clearly defined, we can talk about what we are aiming for next.
The closest milestone is the digital copy. This is the last full version of Enormity before mass production begins. At this point, all content is already in place. There is still room for small adjustments at this stage. Typos, layout tweaks, clarity improvements, minor technical corrections can still be made safely. What no longer changes are the core systems and overall scope of the game. Our current goal is to reach this milestone in Q1.
After the digital copy is approved, the project moves toward the mass production sample, which we plan to have in hand toward the end of Q2. This step focuses on print quality, materials, and overall production accuracy. If nothing unexpected interferes, shipping toward your tables is currently planned for the end of Q3.
We know this timeline is longer than originally hoped, and there is still room for change. Manufacturing and logistics remain unpredictable, and flexibility is required at every step. If anything shifts, we will communicate it openly, as we always have.
We’re sorry for this extended wait, and we truly appreciate your understanding. But hey, if everything goes according to plan this time, Enormity will actually turn out to be the project with our fastest turnaround so far. Even so, we never wanted to push things forward at all costs, or rush decisions just to save time. Cutting back on testing or proofreading was never on the table. We want to deliver a game we’re proud of, and one that rewards the time you spend with it.
Campaign Structure and Core Gameplay Loop
Every Enormity campaign is a steady journey, rather than a series of separate missions. A clear main story guides it, but what happens between major events changes based on player choices, wins, losses, and risks.
Each campaign includes ten named story scenarios and nine time slots that may be spent on Scavenge Runs, Side Quests, and Events. Story scenarios arrive in a defined order and mark major turning points. The space between them remains open…
The campaign always begins with a story scenario. Once completed, the crew returns to the Safe House and gains time to regroup and plan. Every optional Run consumes time. Every Event alters the state of the Shepherd. Time never stretches far enough to see everything. A single campaign cannot reveal every path, and that limitation drives tension. Some missions remain untouched. Some consequences linger unseen. Absence carries weight alongside action.
This structure keeps the narrative focused while allowing the campaign to react organically. Story scenarios push the plot forward. Scavenge Runs strain or stabilize resources. Side Quests and Events reshape relationships, unlock opportunities, or quietly close doors that may never reopen.

Scenario Flow
Each scenario has a planned pace that mixes narrative details with clear actions. A mission opens with a Briefing. The situation takes shape here, grounding the scenario in purpose and tone. The Briefing frames the Run through narrative stakes rather than mechanics, reminding players why the mission matters beyond survival.
The Objective follows, defining success in clear terms. Objectives anchor the scenario while leaving room for difficult decisions and unintended outcomes.
The Intel phsae comes next. Knowledge replaces guesswork. This section reveals which part of the Shepherd awaits exploration, whether special rules apply, and what enemy presence can be expected. Intel reduces uncertainty without removing danger, giving players the information needed to choose how much risk to accept.
After Intel, preparation returns to the Safe House.
The Safe House
Far from Old Earth, survival demanded more than weapons and discipline. A place to return to became essential. The Safe House grew from an abandoned logistics center, reshaped into the only stable haven aboard the Shepherd. An elevator system links it to every deck, making it the one location that connects the entire campaign. Other survivors gather here. Spacers regain purpose here.
The Safe House exists as a physical location within the Shipdeck book (formerly known as the Location book) and appears before every Run. Time slows down within its walls. This is where weapons receive reforging and suits gain upgrades.
Here, you will also find your Allies. They represent fragile networks of trust and expertise rather than passive bonuses. Some provide unique Safe House Abilities that influence future Runs. Choosing whom to rely on, and when, shapes both strategy and narrative.
Progress through the campaign drives the evolution of the Safe House itself. A simple shelter and storage space can grow into an advanced operations center. Research Points and Resources gathered during Runs allow new facilities to be constructed, expanding options and strengthening resistance against the horrors beyond its doors. Every facility reflects commitment. Resources spent here cannot be reclaimed elsewhere.
In Enormity, survival depends on more than what falls in combat or which objectives are completed. It depends on what remains intact between missions, inside the one place the Shepherd has not yet claimed.

Difficulty Modes
Two difficulty modes shape how the campaign responds to failure and consequence.
The Casual mode supports a more forgiving and cinematic experience. Failed Runs don’t permanently derail progress. Scenarios may be replayed until the outcome feels right, encouraging experimentation, exploration, and system mastery without lasting penalties.
The Hardcore mode defines the intended experience of Enormity. Failure leaves marks that remain. The campaign begins with only two scenario resets, represented by Time Crystals. Additional resets exist but remain rare and unreliable. Losses accumulate. Mistakes persist. The void surrounding the Shepherd shows no interest in fairness or recovery.
Both modes share identical systems, content, and narrative paths. The difference lies entirely in how much mercy the campaign allows.
We want your input!
To close this section, we would love to bring you into the conversation.
We are currently working on the Campaign Sheet, the timeline that tracks your progress through the entire campaign. Right now, we are considering two different versions of this timeline:

One version comes with scenario names printed on every odd entry, while the even entries are left open for your ship’s log. (A). The other version keeps the timeline clean without any scenario names, allowing players to write them manually as the campaign unfolds (B).
Each approach creates a slightly different experience at the table, and we are genuinely curious which one resonates with you the most.
Let us know which version you prefer!
Antinomies
The Shepherd has places where cause and effect stop lining up. Corridors fold space in on itself. Signals arrive before they are sent. Some encounters leave a Spacer standing in the same place, but no longer entirely the same.
Antinomies represent cosmic phenomena that exist within the Shepherd and beyond it. They are moments where the structure of reality fractures and leaves a mark on those who pass through it. When a Spacer comes into contact with an Antinomy, that contact becomes part of who they are for the rest of the campaign.
In gameplay terms, Antinomies function as a rebound mechanic. They appear in situations where pressure peaks and standard tools begin to fail. Through transformation, a Spacer touches the underlying forces that shape the universe, gaining access to exceptional strength or Abilities that can turn the course of a collapsing situation.

Antinomies enter the campaign through several distinct paths. Some Antinomies reflect the same forces that empower Boss Intruders. Through them, Spacers may wield Abilities usually associated with their enemies, such as Slender’s teleportation or the Preacher’s command of the Voice. These Abilities come from the same source and they deliberately blur the boundary between Spacer and Intruder.
Others require only survival, emerging from close contact rather than victory. Certain Antinomies unlock when a Campaign Statistic is earned for the first time or pushed beyond a specific threshold. A few remain hidden, waiting behind precise conditions or unexpected triggers that reveal themselves during play.
Not all Antinomies are equally easy to obtain, but all of them can be collected in any game mode. Difficulty influences how much pressure surrounds the moment of transformation, not whether that transformation can occur.
Antinomies exist to reward risk and commitment. They appear when the campaign pushes back the hardest, offering power at the exact moment when survival stops being guaranteed.

UK Games Expo 2026
We are getting ready for UK Games Expo 2026, taking place on Friday 29 - Sunday 31 May 2026, and the Shepherd may be making a public appearance.
Our plan includes a dedicated presence on the show floor, and if everything aligns as intended, visitors will have a chance to sit down and play Enormity on site.
Sign-ups for playing Enormity (and our other games) at UKGE will open shortly. We will share clear instructions and timing in a separate announcement, once logistics on our side are fully locked in.
Call for Volunteers
Alongside this, we are also preparing our booth team.
If you plan to attend UKGE 2026 or are currently considering it, and you would like to help us run the booth during the event, we would love to hear from you.
We are currently collecting volunteer applications through the form HERE.
Applications are being gathered early. Responses and follow-ups will be sent in late February/ March, once organizational details are finalized and schedules become clearer.

AI Policy Update
From time to time, we still see questions and accusations suggesting that some of our artwork or assets were generated using AI. We have addressed this many times already, and the answer has always been the same: Enormity, and all of our games, are created by people.
We work with a large in-house graphics team and a group of highly skilled external artists. All of our games are written by experienced writers, with Aeon Trespass written by Marcin, our CEO, himself. That said, we understand where these concerns come from. AI tools are becoming more common, and trust around creative work has become harder to maintain. Rather than repeating the same explanation, we have decided to make a definitive statement on the matter and take steps to make our stance clear.
We are introducing an internal anti-AI policy across Into the Unknown.
As part of this policy, all members of our team will be required to sign a formal declaration confirming that they do not use generative AI tools in their creative work for our projects. This applies to illustration, graphic design, writing, narrative, and any other content that defines the identity and substance of our games.
This policy exists for us, and for you. We want everyone engaging with our work to know exactly where it comes from and, if questions like this come up in the future, we want the answer to be simple and final.
Our games are made by people.

That’s where we’ll leave things for now.
Before we sign off, we want to briefly remind you about the Enormity-video-miniatures-trailer we shared in the previous update. It was a fully in-house production, and we put a lot of work into it together with Krzysztof and Antek. If you haven’t had a chance to watch it yet, we’d love for you to do so. And yes, this is the part where we ask for likes and comments, which still feels a bit strange to us. But if you enjoyed the video, leaving a comment, a thumbs up, or sharing it really helps it reach more people, and that means a lot to us.
As always, we’d also love to see you on our Discord server because that’s where conversations continue between updates.
And if you have a moment, please consider leaving us a rating or review on BoardGameGeek. It really helps others discover our games (Kingdoms Forlorn fans, we’re definitely looking at you here).
Thank you for reading and for the trust you continue to place in us. More is taking shape and we’ll be back soon with another update. Until then, stay sharp.