UBOOT The Board Game is a real-time tabletop game of WW2 submarine warfare. An underwater cooperative war thriller that allows 1 to 4 players to assume the roles of the Captain, the First Officer, the Navigator, and the Chief Engineer on board of a type VIIC U-boat. The game is enhanced by a companion app, allowing for an unprecedented level of realism, as well as a challenging enemy A.I. which will push your skills to the limit. The action unfolds both on the strategic and the tactical scale, always demanding teamwork, efficient crew management, and quick situation assessment.
Latest Updates from Our Project:
Pledge manager closing soon!
8 months ago
– Mon, Sep 24, 2018 at 09:01:45 PM
Autumn has come, and that means we need to take another big step forward. This time, however, it is not about design or production, but about accounting and campaign fulfillment. With 8 language editions in the mix, we need to secure enough time to work out all the financial arrangements with our partners. Consequently, we have to compile a final list of backers and pre-orders, which forces us to close the pledge manager.
Looking at the calendar, the best time to do this is the 30th of September. Closing the pledge manager at the end of the month means that you still have a week to complete your orders and close your pledges. And there are still many of you who need to do it:
That is why you should no longer hesitate, so please visit the pledge manager today! Log in with your Kickstarter email and finalize the procedure. Please note, that the pre-order will be closed at the same time. Thank you!
As this particular project is drawing to a close, then what about...
The Next Project
Nanty Narking campaign is over, so let’s check what is next in our publishing line. Here is a sketch of the box cover image. What is the theme of this new game? Who would know first?
Well, in the information age, those are in the know, who participate. And soon, you will have a chance to participate too. We call it PHALANX Club - yet just a simple platform that would both keep you informed about our future projects, let you participate in their creation and influence our decisions and maybe even receive something earlier or based on exclusivity. We aim to develop it further but we need to start simple. Please stay tuned!
Thank you and happy gaming!
Iron Wolf Studio and PHALANX
The visual side of things
9 months ago
– Tue, Sep 04, 2018 at 01:23:36 AM
We are happy to announce that the production of plastic pieces for U-BOOT has been finished. We are now waiting for the mass production samples, and once they are approved, we will be able to import the goods from China to Poland, where the game will be printed and assembled.
Here are some photos of the final plastic pieces:
On top of that, we are starting the printing process. The language-independent files are ready, the dies have been produced, and we are eager to see the final, mass-produced hull of our u-boat! The English edition files are ready, and our partners are finishing theirs. Soon, all the language files will have been approved for printing.
As for the app, there has been a lot of progress an all fronts. We are heavily testing the AI for various enemy units, so as not to make it too deadly, while also retaining its aggressive and relentless nature. We are also testing various visibility conditions, and applying the final touches to the scenario editor. In the coming weeks, the editor will be ready, allowing us start testing the hell out of further scenarios. The scenario design is mostly ready - now we will need to key them into the editor and then do A LOT of testing :)
In the meantime, the IT team will focus a little bit more on the visual aspect of the game. So far, there have been a lot of changes in the code and mechanics, but not so much on the visual side of things. That, however, is beginning to change, and we are getting closer and closer to showing off some sweet visuals. For now, let us give you a glimpse of what is being worked on:
Yes, you got that right - you will be able to shoot the deck guns :) These two particular modules are a fresh addition to the app, and a testament to what we promised during the campaign: if there is a cool idea that was not a part of the campaign, but we can squeeze it into the timeframe and budget, then we will do it! Frankly speaking, the idea to fire the guns manually has been with us since the very beginning of the project, and we are very excited to be able to have it in the game.
Nanty Narking is a classic reborn! Martin Wallace's design, originally set in the flat world created by an author beloved by many and knighted for his writing, which has been now translated into the realities of the round world and many myths and legends of the Victorian London. The same London which stood as inspiration for so many stories. Unavailable for more than 3 years now, the game returns in a new, stunning PHALANX quality edition. Please check the project page and take part in this world’s first story driven Kickstarter campaign!
Iron Wolf Studio and PHALANX
Let’s get physical
9 months ago
– Sat, Aug 18, 2018 at 01:59:16 AM
The last update wasn’t particularly impressive, but that was only because we were mustering all our strengths for this one. And, finally, the day has come: we are very excited to announce that the physical components for U-BOOT are almost on their way to the printer! That’s right - the Rulebook, the Tactical Guide, the player panels, the 3D model, and all the rest of the components are ready! They are currently undergoing final scrutiny before being sent out to manufacturers, which should be happening soon. And the plastic pieces? They are already in mass production!
Before that, however, we would like you - our backers - to have your say. As you already know, we value your opinion above all other, so we are very happy to be able to show you the (perhaps) final rules and Tactical Guide for the game. Please have a look and tell us what you think! I guess it goes without saying that we are really interested to hear what you think about this first sneak peek of the full game.
And, speaking of the full game, we are not wasting time either! Enemy AI is being put through its paces, day and night effects are already in place, and scenario design is in full swing. We are now only days away from laying our hands on the all-new version of the app, together with a scenario editor. How cool is that?
Very much so, I agree, but, let’s not forget about the main purpose of this update: please be so kind as to let us know in the comments section of this update your thoughts on the rules and Tactical Guide, as it is very important for us to make sure that they are on par with your expectations. Once we are done with the physical components, we can go all-digital until the game’s release.
And yes, by that I mean the app, so you already know what to expect in our next update, right? ;)
All best and happy gaming!
Iron Wolf Studio and PHALANX
There will be no update today...
10 months ago
– Tue, Jul 31, 2018 at 12:53:09 AM
...as we are on vacation now. Guess where we went to.
OK, let's get inside! :)
We'll be back after 15th of August with some serious stuff.
Iron Wolf Studio and PHALANX
11 months ago
– Tue, Jul 03, 2018 at 12:32:59 AM
Summer is upon us, so let’s sit back in the shade with a cool drink and relax to the regular rhythm of the punch die. Truth be told, there is no heat hot enough to stop our shipyard from sending U-boats down the ramp one after the other. Or, perhaps, we should just chill and remember to wear hats ;)
Translation, graphics, and layout
All the rules texts are ready and have been checked by native proofreaders. They are currently undergoing translation by our language partners.
We are in the process of finalizing language-independent game components. Here are a few samples:
As soon as these are ready, we will be able to finish the language-dependent files, starting with cards:
And crew panels:
We will soon proceed with rulebook and tactical guide layout. This will be the hardest part. Once they are ready, we will upload the books here for your final comments.
In the meantime, our artists are still painting. As the U-boat interior is almost ready, they can move on to paint the exterior of the vessel.
And let’s not forget about our brave crew! Here are the faces of our four final recruits:
Please bear in mind that this is also a WIP version, and it will be vastly improved before the material goes to the printer.
Our printing house is already preparing tools for the 3D model. Having gone through initial testing, we are now improving the technology to provide the best quality die cut. This is both costly and time-consuming, but we are making progress each day and we hope that we will be able to show you the photos of the first die cut U-boat model in our next update.
What is more, molds for casting the plastic pieces are already in production. We are choosing the color palette right now, waiting for samples of the final plastic pieces and color proofs of the material that will be used in mass production. We hope to be able to show them in our next update as well.
Last, but not least, wooden and cloth pieces have already been approved and are ready for mass production.
As the physical components’ preparation is drawing to a close, we are almost done rebuilding the game world. The map has been re-scaled and has grown to include not only the North Sea, but also the Atlantic. Furthermore, our IT team has already implemented the shoreline, and it will be much more than just a visual gimmick, as venturing into coastal waters will entail certain risks (i.e. being unable to dive, or doing so at the risk of hitting rocks in shallow waters).
Apart from the map, our IT team is working on all the physical components that will be used in conjunction with the app, namely the Identification Sheet, the Enigma Code Sheet, and the Captain’s log.
The ID sheet will allow the First Officer to identify enemy vessels, and we have gone to great lengths to make identification both interesting and worthwhile. To that end, each enemy vessel will be presented from various perspectives to allow for identification from any angle, and not just the broadside.
What is more, the so called Angle on Bow, or ‘aspect’ will allow the Navigator to calculate enemy course on ‘hard’ difficulty setting, as the app won’t be giving such information to experienced navigators. Thankfully, those few brave souls will be using a specially enhanced version of the Attack Disk which will allow them co quickly translate the combined bearing and aspect of the enemy and come up with its course within seconds :)
Codes for the Enigma have already been generated and we are finalizing the code sheet layout. It is yet another example of how the app will work together with physical components of the game, as each message will only be deciphered if the right key is found and applied. While not terribly difficult or time-consuming, it will require one of the First Officers most important skills, namely being able to find information quickly and make use of it without making mistakes.
The last of the app-related components will allow the Captain to have a better view of how a mission unfolds. Not only will it allow the Captain to note down the assumed GRT sunk (the app will not reveal such information on medium and hard difficulty, making visual observation even more mission-critical!), but also to keep track of the U-boat and crew status, complementing the save functionality that the app will use to record all the in-app information at the end of each mission.