Update #34: New Spacer Pool, New Gear Keywords, Intruder Sheet, Pretty Miniatures, UKGE!

2026-03-12 17:38
10 reading minutes

Hi Spacers! Maria here, as usual.

Before I get to the update, I wanted to take a moment to acknowledge that the world has been feeling a little less stable lately. With conflicts escalating in different parts of the globe and the news filled with reports about rising tensions and shifting economies, it is hard not to follow it all with concern.

We hope that all of you, wherever you are, are safe.

We often create games about conflict, struggle, and survival against overwhelming forces. But at their core, our stories have never been about glorifying war. If anything, they tend to show the cost of it and the fragile nature of the worlds we build and inhabit.

The current global situation is also a reminder that the real world is deeply interconnected. When things shift in one place, the effects ripple far beyond it, touching industries, supply chains, and everyday life in ways that are not always immediately visible.

For now, we keep working on Enormity and doing everything we can to make it the best game possible. Thank you for being here with us.

Now, let’s get back to space.


Production update

Things have been relatively quiet on the production side lately. Over the past weeks we have been reviewing the first iteration of miniatures produced from the molds. This is an important stage of the process, where early mold samples allow us to evaluate the level of detail, surface quality, and overall fidelity of the sculpt once translated into injection molded plastic.

The review process was slightly delayed due to the Chinese New Year break. We would also like to take this opportunity to send our best wishes to our friends in China celebrating the holiday.

During the evaluation we identified several areas that require refinement before the miniatures reach the level of quality we expect. These adjustments are a normal part of miniature production; they allow small details to be sharpened and certain elements to be reinforced for durability during mass production.

The process, however, is quite time consuming, as it requires a great deal of attention to detail on our side. It is meticulous work that often involves multiple iterations before both sides are satisfied with the result. Achieving the right balance between detail and manufacturability rarely happens in a single pass.

At the moment we are waiting for the next iteration of the samples, which will allow us to verify the improvements and continue refining the molds. We will keep reviewing them closely until they meet our expectations and the quality level we want to deliver.

Just when you thought it was safe…

New Spacer Pool!

During the white copy update, one of the image caption read:

Spacer pool has not seen any changes since the demo. :)

Well. Guess what.

The change has come.


We have redesigned the Spacer Pool, combining its original functionality with the system that tracks Alert, one of the core mechanics of Enormity.

Alert represents the amount of attention your crew attracts during a run. The more noise you make, the more aware the enemies are. Mechanically, this is represented by placing Alert tokens into a dedicated section of the pool. As the number grows, the situation escalates. Once the Alert Threshold is reached, enemy activity increases. Additional activations may occur, new Intruders can appear, and more Blips spawn on the board.

Careful Alert management becomes one of the key elements of surviving a mission. Generating too much of it too quickly can overwhelm the crew with additional threats, including extra Boss activations. At the same time, certain objectives may require speed or aggressive actions that naturally push the Alert level upward.

The Alert Threshold, set by your Intel/Engramaticon card, is represented by the numbered token, inserted into the slot in the upper left corner of the pool. Alert tokens generated by Action cards and other effects are then placed into the pool as the mission progresses, slowly pushing the situation toward escalation.

Merging the Spacer Pool and the Alert Pool (previously represented by the Alert card) is another step toward streamlining the system. The goal is to keep the experience fast, readable, and focused on the tension of a cosmic firefight.

This little aertifact is one of the first prototypes of this new Spacer pool, put together by hand in our office during testing. Lots of tape and improvised components, but it helped us shape the idea.

It’s all connected

First of all, thank you for the feedback after the previous update. We’ve read through your comments carefully and discussed them with Marcin.

And as it often goes with Marcin, the conversation usually starts with “this is good…” and quickly turns into “…but we can make it better.”

So the question became: what does “better” actually mean here?

For us, better means that every part of the game works together smoothly, that systems support each other instead of living in isolation. The whole structure should feel cohesive, almost like a well-designed machine where every component has its place.

With that in mind, we decided to integrate the campaign timeline with technological progression. The first element you will now encounter on every Parsec is Parsec X Security Clearance. This technology represents the crew gaining access to equipment and infrastructure appropriate for that region of the Shepherd.

However, if your crew is bold enough and manages resources carefully, you may be able to unlock it earlier and begin developing your technological tree in a different order. This is especially relevant for custom campaigns, where players have more freedom to experiment with their progression.

The Timeline on the Campaign Sheet itself has also evolved. Scenario names are now predefined, but we intentionally left extra space around them so you can add notes, outcomes, and other campaign details.


We also designated space for Scavenge runs, where you can note down all needed info: where the expedition took place, what additional side objectives you unlocked, and which quests you encountered during the played campaign.

Thanks to these changes, the Timeline now functions both as a progression tracker and as a kind of crew logbook. Each Light-year gives you enough space to document what actually happened during your journey through that part of the ship.

Now you’re playing with power

If you have been following our other projects, you probably know that Marcin has joined the Enormity team to help us push the game even further and add his own touch to the design. In one of the earlier updates we talked about his changes to the rulebook. This time Marcin has turned his attention to something equally important: gear.

Enormity is our first full game built around a roguelike structure. Anyone familiar with the genre knows what makes those games so satisfying. Run after run, you experiment with builds, modify your equipment, and gradually push your character further than before. Gear and its modifications become the backbone of progression.

During the final design passes, Marcin concluded that we should increase the usefulness of weapons at every possible stage of the game. The goal is simple. Every piece of gear should feel meaningful and capable of creating interesting combinations.

One of the ways we achieve this is through new keywords, the kind that give equipment in our games its distinctive character. We do not want to reveal too much yet, at least not before their usefulness and balance are fully tested, but we can share a few examples. Keep in mind that all of them are still work in progress.

Perfect Reload is a small gamble built directly into the reload action. When you reload the weapon, you roll a blue die to see how well the process goes. A good roll means the Spacer handles the weapon perfectly and squeezes a little extra out of the reload, gaining additional Ammo. A particularly lucky result can even grant 2 Ammo.

However, pushing your luck comes with risk. If the roll exceeds the weapon’s Ammo stat, the reload goes poorly and you actually lose 1 Ammo instead. A Skull represents a neutral outcome: the reload happens, but nothing special occurs.

In practice, Perfect Reload rewards players who like to take calculated risks, turning a normally routine action into a moment where luck can give you a small but meaningful edge during a fight.


Endspike X rewards players who make full use of a weapon’s range. If you manage to hit a target that is exactly at the weapon’s maximum distance, the Attack gains additional X Power.

This makes it a perfect fit for sniper-style play, rewarding careful positioning and precise shots taken from afar. Spacers who keep their distance and line up their Attacks at the edge of their weapon’s range can turn a well-placed shot into a significantly stronger strike.

Jailbreak gives you a way to access a weapon’s modified effect even when you have not fully upgraded it in the Safehouse.

Normally, you would need to invest resources to unlock the modified side of a gear card. With Jailbreak, you can temporarily use that modified effect during an Attack, even if the weapon has not been upgraded yet.

This makes the keyword especially useful when resources are scarce, allowing you to squeeze extra potential out of your gear and experiment with stronger effects earlier than usual.

Fearless is for Spacers who are not afraid to get up close to the enemy. Normally, fighting while surrounded by Intruders comes with penalties that make Attacks less effective. With Fearless, those adjacency penalties are ignored, allowing you to engage enemies in close quarters without suffering the usual drawbacks.

However, the danger of being overwhelmed is still real. Attrition still applies, so even the bravest Spacer cannot completely ignore the risks of fighting in the middle of a swarm.

Execution is designed for Spacers who thrive in the middle of the fight. If you kill an Intruder with an Attack, you immediately gain Adrenaline, and may repeat the Attack against another adjacent Intruder. In practice, this means that a well-placed strike can quickly turn into a chain of Attacks, cutting through multiple enemies in a single burst of action.


What makes this system truly shine are the combinations. Gear keywords, Spacer abilities, and additional bonuses provided by spacesuits interact with one another, allowing players to build some truly wild setups. At the same time, gear stays with you for longer and travels with your crew between Parsecs, reinforcing the sense of progression from run to run.

If it bleeds, we can kill it

Intruder Sheet Spotlight

The Intruder Sheet is your main reference point whenever hostile entities appear during a run. It contains the most important information about how Intruders move, attack, and react to the situation on the board.


Before looking at the details, it is worth recalling how Enormity approaches encounters. Unlike our previous boss battlers, the boss fights do not dominate the experience. They appear rarely and usually mark the important moments in the campaign. Most sessions revolve around Extraction runs, whether they are narrative missions or scavenging operations. During those runs, Intruders provide the constant pressure that shapes your decisions.

The Intruder Sheet summarizes several core statistics. Speed determines how quickly an Intruder moves across the board. AT defines how hard it is to hit. Masking becomes relevant during the Scan action and represents how difficult it is to detect or track a particular Intruder. The sheet also includes Protocols, which describe how the creature behaves depending on the current situation on the board.

As the campaign progresses, Intruders become increasingly dangerous. Each level increases their core statistics, but the escalation does not stop there. New Traits are added as the threat grows, stacking with abilities from earlier levels. The responses to Wounds and Fail results also become stronger. Encounters that felt manageable early in the campaign can become significantly more demanding later on.

Some effects introduce an additional layer of unpredictability. Abnormal Intruders, previously known as Unique Specimens, are special variants that can appear through Discoveries, paragraphs, or Blips. When an effect spawns an Abnormal, you assign it to the appropriate slot on the Intruder Sheet and attach the matching numbered Base Ring to the miniature.

Abnormals modify the base behavior of Intruders. Sometimes they expand existing abilities, sometimes they overwrite them entirely. In practice almost any value on the sheet can change. Statistics may shift, protocols may be replaced, and new effects may appear. Because of this, even familiar enemies can behave very differently from one run to another.

Two examples illustrate how disruptive these variants can be.

UND S4-Smiley is a grotesque caricature of the UNDead, twisting human features into something deeply unsettling. Its additional Trait makes it extremely difficult to remove from play. Instead of trying to defeat it outright, players will often focus on delaying it or avoiding it altogether. When Smiley enters the board it immediately causes Fear in the closest Spacer. Compared to a standard Intruder it is tougher, but noticeably slower, which creates a different kind of threat. It advances steadily while the crew searches for a way around it.

UND S3 - Jester introduces chaos in a very different way. When it appears, it interferes with the Spacer token pools, moving tokens from the Active Spacer Pool into the Incoming one. The Jester also replaces the standard Protocols with a unique behavior called Historical Laughter, which can quickly destabilize the crew. Attacking it requires commitment. If the Attack fails, the Jester removes additional tokens from the pool, reducing the team’s available actions and pushing the situation closer to collapse.


The Intruder Sheet gathers all of this information in one place. It allows players to quickly read how enemies behave, how they evolve as the campaign advances, and how unusual variants can change the flow of an encounter.

Live long and prosper

Flatlines

Sooner or later, every Spacer reaches a point where their survival hangs by a thread. In Enormity, that moment is resolved through the Flatline system.

This mechanic determines whether a Spacer manages to hold on when one of their key statistics crosses a critical threshold. It triggers when a stat reaches its minimum value, such as Vitals, or when it pushes too far in the opposite direction, like Adrenaline reaching its maximum. When that happens, the situation spirals into a crisis, and the Flatline system decides what comes next.

Unlike in Aeon Trespass: Odyssey, where the outcome is resolved through a different structure, Enormity begins with a small but tense Flatline pool of four cards. Two of them mean death. Two of them mean survival. One of the survival results even grants a Bonus Action, representing a desperate burst of strength in the face of collapse.


Whenever a You Live result is drawn, the situation becomes more complicated. A new card, called a Crisis Flatline, is added to the pool. Each of these cards represents another possible You Die outcome, but they are not simple failures. Every Crisis Flatline introduces additional consequences that reach beyond the immediate moment.

Survival may still be possible, but it rarely comes without a cost. The crisis might force you to sacrifice valuable resources, or shift the burden onto your fellow Spacers. Some outcomes leave scars that go beyond physical wounds. In the worst cases, the experience damages both body and mind, pushing a character closer to the limits of what they can endure.

The longer a mission continues, the more dangerous these moments become. Each narrow escape makes the next crisis harder to survive, slowly tilting the odds against the crew.

Pretty miniatures!

We also have something nice to show you from the production side. Three freshly painted miniatures have arrived, and they are looking great.



 

On the table you can see the Preacher, one of the more unsettling figures in the Enormity universe, accompanied by a Spacer and the rather unpleasant Bloater. Seeing them painted really helps the sculpted details come through, especially the folds of the Preacher’s robes, the equipment and suit details on the Spacer, and the grotesque textures of the Bloater.

Moments like this are always exciting during development. After spending so much time looking at grey prototypes and test casts, seeing the models fully painted gives a much clearer sense of the atmosphere they will bring to the table.

And we have to admit, they are looking pretty good.

Come and see us at UKGE

The UK Games Expo is getting closer, and demo sign-ups will open soon.

If you are planning to attend the show, you will be among the first players to try Enormity in person. We will be running demo sessions at our booth, alongside some of our other titles, including Aeon Trespass: Twelve Sins of Heracles and Kingdoms Forlorn.

Visitors will also be able to pick up miniatures and merchandise at the booth. This includes brand new merch for Enormity and Kingdoms Forlorn, which will premiere at the show (T-shirts and tote bags). We will also have new AT:O T-shirts, along with bags and other items.

And of course, we will be there too, so feel free to stop by the booth, say hello, and chat with the team.

If you would like to help us run the booth, we are also opening volunteer sign-ups. If you are interested, you can register using THIS FORM. We will review all submissions and get back to you later this month.

That’s all for today’s transmission.

As always, thank you for reading, commenting, sharing your thoughts, and following the development of Enormity so closely. Your feedback and enthusiasm mean a lot to us.

If you haven’t already, remember to join us on Discord and hang out with the community. It’s the best place to chat about the game, ask questions, share ideas, and see what other Spacers are up to.

And if you are still considering whether to join the Enormity family, you can head over to Gameflight to take a closer look at the project and everything that comes with it.

Until the next transmission.

Stay safe out there, Spacers.

PS. We’ve noticed that our miniature video has already gathered quite a lot of views. Thank you for watching and sharing it around! If you haven’t seen it yet, you can watch it HERE.

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xxx

Update #33: Campaign Structure, Safe House, Antinomies, UKGE 2026, Production Update and more!

Pledge manager Campaigns Enormity Updates