Aeon Trespass: Odyssey (ATO) by Lawnor
Game over. For now, anyway
I finished Cycle 5 back in August. I thought I’d made a final post ages ago, but apparently not. I’m doing a long delayed update on all my projects, so lets put some final thoughts up here, based on what little I can still remember. I can’t talk specifics, but I can talk in terms of the thoughts and feelings it left me with.
The game was enjoyable, but too damn hard. I know some people like it as it is, but it’s too difficult, and too much like hard work sometimes. I was playing solo and with 3 other brains to hand it would hopefully be more manageable, but it could definitely use an overhaul in terms of both difficulty and usability/accessibility. If I wanted to look up a rule in Cycle 5 and I wasn’t sure when it was introduced I had to check through 6 books one at a time to find it because there was no common reference. Even then, it could be a rule introduced in a story chapter and if I did not write down clearly the page and chapter number I was never going to find that rule ever again. There was no overall symbol guide either. They’d show you symbols you’d never seen before and instead of having a guide saying you’ll learn what it means when the time is right, you’re left wondering if they’ve told you already and you just don’t remember.
The rules feel like they’ve seen people min/max and find unexpected combos that break other games and they’ve over corrected to prevent this. Would it really hurt to let me wear both a cloak and some armour at the same time? Too many of those items feel like they could be a little more powerful and still be fine. Often I’d unlock a secret item, or the endgame craftable and stare at it for a few minutes and never use it because it didn’t do what I needed to survive.
The fact that it takes 9 days (For some its as long as 40 days of an 80 day cycle) to replace a dead titan (some share a common cooldown, some have different cooldowns, but there’s a new fight every 5ish days means that once you start losing your good titans you’re more likely to keep losing fights and more titans. This made losing titans feel so much harsher than it would have if they could be replaced by just paying a cost and maybe not having them available in the next day or two, if you triggered a story based fight or an Adversary caught up with your ship.
They say it’s OK if you lose against a monster as it has a “fail forward” mechanic. They say this because you still get to keep the resources you’ve earned from the Hit Location cards you defeated. There’s already not enough resources to build everything you need. The game wants you to experiment with new gear options you already can’t afford to waste resources on if they don’t work out, and now they want you to keep going with less resources, meaning you won’t be able to afford to upgrade your gear. As I’ve just said, losing titans means you’re more likely to keep losing more fights because you’ll be stuck using sub optimal titans. Now you’ll not even be able to make the gear they expect you to have either. Losing a few fights will lose you the campaign and it’ll take many sessions for that to work itself out. There’s no catch up mechanic. There’s no buffer zone of extra resources if you’re doing well.
The fights are too hard and too harsh, and the consequences of loss are too high. If they’d picked one or the other, or tried for a middle ground it might have been fine. Winning a fight with 3 dead titans and your last man on his last legs sound epic, but knowing you’ll never get those titans back until near the end of the campaign, if at all means you won the fight but lost the war. It’s far too easy for a Titan to just die instantly with no way to stop it. I had a titan take a small wound in the primordials initial action before I was allowed to make any choices. He drew the right cards to kill him instantly. It just sucks, and it feels bad because the cards were shuffled before the game began so his outcome was decided then. It just took a while to manifest. the special mechanics on the monsters is usually interesting and would be fun, but they’re usually overtuned and too unforgiving, especially for your first learning fight. They could often use a little more ramp up time so you can figure out how to deal with them.
The game wants you to fail. It’s clearly taken a good look at Kingdom Death and seen people like it’s harshness. It’s then ramped it up and not included KDMs ability to build characters that can rise up to meet it. In terms of fights, each cycle of ATO is about the same length as a whole campaign of KDM. however, each cycle takes about twice as long to play due to all the extra elements. If you lose a campaign of KDM, it’s disappointing, but you’ve lost a few weekends, maybe a few months of weekends. If you wipe during Cycle 5 and have to start back at the beginning of Cycle 1, you’ve lost maybe a year, and who’s got the lifespan for that? Officially, if you wipe and restart a cycle you’re supposed to randomly pick all the outcomes from past cycles and just go with it. They spent years building this story centered game, and now they want you to not care about it and just randomly select what happened? Respect your own work, and respect the time of your players.
The final showdown. I don't remember what everything is or why it's there, so this shouldn't be too spoileryI know I have moaned a lot throughout this whole project, and with good reason, but I did enjoy the game. It is a good game, it’s just packaged with a lot of frustration. It could easily be a great game, and a 2nd edition could make that happen. It needs a combined index, keyword guide, and symbol guide, even if it is covered in spoiler warnings. It also needs difficulty settings. The difficulty is currently set to Nightmare, which some people love. However, if you don’t like to suffer, it could use an easier setting. One that poses challenges, and bad choices and a run of bad luck can still cost you the campaign, but where the expectation is that a sensible player making sensible choices can still expect to get to the end and have fun. A heroic mode for people who just want to beat up monsters and play with their cool toys might be nice too.
I backed the sequel (12 Sins of Herakles) when it hit kickstarter so I hope they implement some of this in that, and don’t just assume what they did was perfect for everyone first try. I might not have backed 12 Sins if I’d played all the way through, but the announced the KS before the first wave had shipped, and it went live when I’d only had enough time to get the basics painted and get a few games of C1 played. I was not given enough time to get the full experience. It looked good and had a lot or promise. It still does. I just now also feel the weight of the frustrations and difficulty.
I didn’t even want to start playing it until the 2nd wave had arrived. I wanted all the content in front of me so I could play through without break. Instead, because of the 12 Sins KS, I ended up having to start it years ago. Onwards Odyssey is a module containing 2 mini cycles, 1 between cycle and, and one between cycle 3. I had to play from a PDF copy of that because it got delayed until the second wave. The follow up for between later chapters (Skyward Odyssey) is still yet to ship and I’ve finished the game already. I cannot play the final final chapter until that arrives, and I’ve already missed out on 2 of those chapters. The game is in limbo until then. Lets hope I can remember how to play buy then. I’m unlikely to every play this again, without some major balance fixes, so I guess Skywards Odyssey was a waste of money. I bought a few extra titans that are supposed to work in both games. I couldn’t use them either as they got delayed until 12 Sins ships.
Cycle 5 specific gripes
The language puzzle. I hated it. I couldn’t even look at it. It was just a collection of swirls with no indication of what constituted a “letter”. There was just nothing there my eyes or brain could latch on to. I have no idea how anyone was expected to solve it. I hated it. Then they hid a major unlock behind it which I only found out about because I went looking for it. It’s not essential for the game, but it’s a big deal. Especially after they sold us an extra product and this was the only way to add it to the game and the shop page really did not begin to make that clear.
Early on, I triggered a Siren appearing on my map. There’s rules for what to do with them in a fight. You can also remove them form the map if your ship passes over them. They create problems until they’re removed. I still have no idea how you get them to appear in a fight. I couldn’t find that rule and i don’t recall ever seeing a trigger.
My final map, saved here so I don't lose it and can restore it, once the next wave arrives. It is upside down to make it harder for anyone to make sense of spoilers they don't want to see.So anwyay. It’s been 6+ months since I finished the game, and I’m still waiting for the actual final end to arrive in the same box as the sequel. I look forward to actually finishing this. I won’t start 12 sins until I know I have the whole thing in my house.
I did enjoy the game. It is worth playing. Go in with your eyes open. Split the load with other players, where available. Be ready to house rule everything to match your desired difficulty level, if/when it becomes too much.
When 12 sins arrives I will play it and I hope to enjoy it. I’ll play it as written to begin with, but if it starts to look like it’s just as harsh, I’ll bring in my old house rules, and probably add more to focus more on making it fun rather than challenging. I hope that they have learned, and at least realise they have something to learn and didn’t make a game that met all their backers needs.
Moaning and reviews over. At least until I think of more points and come back and edit this. Here’s some pics of stuff painted and put back in the box, to make it easier for me and other people to remember where everything goes, next time it all comes out.
Oh, and here’s my overall session count. Each session was 1 fight and all connected voyage phase stuff, which could last from 2-3 hours, to a whole day or longer. I tried the Mnestis Theatre during Cycle 2, but quickly learned that even when cheating, it was too hard for me. Do it long enough to unlock the Titan, then walk away if you don’t enjoy banging your head repeatedly in to a brick wall. Its basically a separate game anyway.
C1: 25+?
C2: 32
C3: 30
C4: 25
C5: 25
For those who are curious, here’s how big it is on a shelf. The 3 white boxes are the game and the Godforms box. The red box is my “saved game”. All the cards, character sheets, technologies, gears etc I’ve unlocked or bought or built, all organised in a way that will hopefully let me restore my game once Skyward Odyssey arrives. This worked between C3 and C4.





Thanks for this project, and god taking the time to give your thoughts it.
I have started the game 3 times now, and each time not got too far into it before restarting.
I really want to like this game, there is so much to enjoy about it, I just don’t have the time to fail and end up back at the beginning.
I am looking forward to giving it another go, with the knowledge of past attempts to help. I will probably come up with some house rules so that rather than completely failing and having to restart, I can just continue along to enjoy the content of the game.
I’m glad this project is of use to someone. Danlee also has a good project on the go. I think he’s in Cycle 5 right now and is also making up house rules to improve things. And, of course, there’s Dr Daves prize stealing project too 😉
Like I’ve said above, this is a good game and worth playing. But it’s too big for how easy it is to fail and restart, and too much hard work for how long it is. A few tweaks really improve things. Its a shame we have to tweak them ourselves as it’s easy to wonder if you’re tweaking too far.
A few simple things you can do to make things more manageable from the get go:
1: Lower all target numbers by 1, 2 for BP3 cards
2: Any limited resource you spend to add to a roll or a token pool you delay choosing to consume until after all rolls have been made, instead of spending them before as is usually the requirement.
3: Once you unlock Argo Abilities, give yourself an extra slot. Maybe even 2. Trireme Argo Abilities can have their own slot on top of this.
4: When you spend (Argo or normal) Fate to reroll, you can chose to just add 1 to the roll. I also often decided that if I got the same result it didn’t count as a reroll and did it again. Danlee has recently decided that Fate is such a limited resource that he just makes spending it become an automatic success.
5: If you hit a fail condition, just ignore it and keep playing. Do whatever you need to to the numbers to stay in the game, and maybe keep track of how many fails you had.
6: I can recommend increasing the number of resources you get from each fight if you want to experiment with gear. There’s also a definite shortage of Cores. These are used for making special titans and end of cycle gear. A minor increase in how often you get them won’t break the game. If you want a more heroic experience (You’ll never hit superhero status), getting them a lot more would help. If you do want an easy/heroic mode I can make more suggestions for that.
7: Allowing yourself an extra accessory slot on each titan can be essential, although it might not matter until later cycles.
8: Allow yourself to spend Fate to redraw Obols, and to reroll the awakening check once it is unlocked. Those decks are a nice idea, but they really hate you. Spending all your fate surviving is harsh enough.
Suggestions for improving managing the game:
1: Leave everything set up between sessions. I know most people cant forfeit 2 hole rooms to this, so do what you can. if you’re stripping everything down between sessions find a good way to store it that lets you set up quickly. I like using A4 sleeves to store each titan and Argonaut and all their gear and cards etc. Take photos to aid with quick setup too.
2: Print the timeline out at double size. Bigger if you can. You can keep better notes that way
3: Use the app to track resources and your choice matrix. Make a backup of your save game between cycles, even if the app doesn’t officially let you, there are ways. They may have improved things.
4: Head to Board Game Geek and look for player aids listing keywords and symbols. These can change and be added to between cycles, so you may want to keep heading back.
5: While at BGG grab a tech tree. At the start of a cycle go through the tech decks and work out which ones look important and make notes on the tree. Planning ahead is important.
6: Take a photo of all dials and token pools etc at the start of each fight. You can then reset if things have gone horribly, like someone dies before turn 1.
7: Pick a good time to start. The start of each cycle is always big, heavy, and slow. I made a point of having a week off work, or at least a 3 day weekend to start each cycle. You want to get to the point where you feel like the game is allowing you to make impactful choices before you pack up for a week. It makes it easier to find the motivation to come back. Getting to that point can require reading through a lot of story and playing through a few fights that are forced on you. Get through the “on rails” section
If you have any questions or want any advice, please feel free to message me at any point. There are 2 discords you can also use. They are great places for rules clarifications. Firstly, there is “The Unknown”, which came first and is fan led. Then there’s “Into the Unknown” which came a few years later and is the official one.
You make it sound like you’re failing really early on. Whats getting you? Maybe you’re misunderstanding a rule or something?
Oh, a little warning about Cycle 2 before you get there. The theme is powerlessness and despair, and they use mechanics to drum this home. This is great design, but can be a rough play experience. Hold in there!
Have I rambled enough now? I keep moaning about this game, but I’m still passionate enough about it to generate a wall of text every time it’s mentioned. That’s gotta mean something.
Thanks for all the effort you put into your reply and for deciphering my comment. Got to love typing on the phone.
My first attempt didn’t last too long, if I am honest. I think I made some early mistakes and lost track of which Inward Odyssey card I was on. A rookie error.
My second attempt, I think I messed up the setup rules and missed something, or didn’t tick one of the choices I made or something along those lines.
My third attempt, I got what I felt was quite far into cycle 1, but I moved house and never restarted it again.
The fourth attempt was just a quick few plays, and then I received the folder, and I wanted to start again using that.
Which leads me to where I am now.
I know it is a massive commitment in time and effort to get this to the table, so I completely agree with pint 7 you make. I think each time I have started, I have played it pretty solidly for a few days whilst off work, and that will be the same for my next approach.
I do want to get this to the table again and will probably house-rule it a bit to make it less punishing. It’s not that I want to cheat, but I just know if I don’t play this before 12 sins or Enormity release, the chances of me getting it to the table will decline further.
Good luck with it, and have fun. Hopefully this time you’ll at least make it to cycle 2. If you stop playing again, at least you have a suitable save point to restart from then.
And don’t think of it as cheating. It’s rebalancing. Home brewing. It’s only cheating if you break your own rules once you make them.
Thanks for the great summary of the game. I’m just a few weeks into playing cycle 4, but can mostly agree with all your findings. I have the luxury of being able to leave the game permanently setup, and it still takes a long time to play each session.
I just ignored campaign loosing events. If crew or hull reach zero, just keep playing and block yourself from taking options that voluntarily lower those stats. I also ignored the campaign turn limit and reaching the last Doom card (it applies penalties to you, so just keep playing with those penalties). The campaign is just too time consuming to start again.
It’s too big of a monster for how harsh it is. A hypothetical 2nd edition could fix a lot with just rules tweaks applicable via a pdf file though. Won’t matter for me at this point. I don’t think I have the lifespan for a second play through while still trying other things, but it would be nice to see. Here’s hoping 12 Sins and Enormity strike a more approachable balance.