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Sentinels of the Multiverse: Definitive Edition

Created by GreaterThanGames

A brand new take on the classic comic book card game! 1-5 players control heroes fighting evil villains in dynamic environments!

Latest Updates from Our Project:

Unexpected Update!
almost 4 years ago – Sat, Apr 17, 2021 at 03:49:00 PM

Good morning!

This updated is unexpected in a variety of ways. I didn't plan on posting an update today, and I genuinely didn't plan on releasing the thing that's in this update. And yet, here we are!

I've been asked many times throughout the course of this campaign if we were going to release the module we made for Tabletop Simulator that we used for this live playthrough right before the campaign went live:

I want people to experience Sentinels of the Multiverse: Definitive Edition in person, with physical components, on the tabletop. That's how it was built, and that's how it's intended to be played. But! I am aware that I am an old man who doesn't get technology and has a hard time with Tabletop Simulator for personal reasons. Our very awesome and hardworking developer Chris Burton asked, "what specifically do you not like about this mod?" and then was a jerk by going through and fixing all the things I complained about. What a jerk. And then, both Chris and Maggie needled me into making it public for you people. Jerks, I tell you! *grumbles in luddite*

So, without further ado, here is the Sentinels of the Multiverse Definitive Edition preview module for Tabletop Simulator!

This is still not the ideal way to experience Sentinels of the Multiverse: Definitive Edition, in my opinion, but it at least lets anyone who wants to dive in digitally to give it a shot, knowing that it doesn't have 100% of the content, and is necessarily more clunky due to the limitations of the Tabletop Simulator physic-engine sandbox. It's just one villain, one environment, and 6 heroes, so at least you have a choice of which heroes you want to experience. And the spinners are apparently not possibly in Tabletop Simulator, unfortunately. 

Anyway! Enough disclaimers! Go check it out! If you love it, you can thank Chris Burton for his hard work. If you hate it, blame me — I'm the one who stood in the way of progress here.

Have a good weekend, everyone! See you Monday! Keep on saving the Multiverse!

-Christopher

The Newest New Content! Variants and Events!
almost 4 years ago – Fri, Apr 16, 2021 at 01:23:54 AM

Greetings, heroes!

This is a fun update. It’s all about the truly new content in this set. So, buckle up!

Today, we’re talking about First Appearance Hero Variants, as well as Villain Events and Critical Events.

Let’s get down to business.

First Appearance Heroes

We used to call Hero variant character cards “promo cards”, as they were a thing that we largely distributed by handing them out in person at conventions, or sending them to Kickstarter backers. That meant that not everyone had access to these alternate Hero character cards, which was a shame for a variety of reasons. Cool new art, interesting story twists, and a different base power all could have quite an impact on a hero was played. So, with this Definitive Edition, we knew we wanted the Hero variants to be in the main box. However, we didn’t want to overwhelm the core box with tons of variants, making it potentially confusing as to which character card was the primary character card for each Hero. Plus, some of the original Hero variants that we’d released in the original Sentinels of the Multiverse needed to change in story and/or mechanical ways to work with what we’re doing in Definitive Edition. So! It was time for a brand new line-up of Hero character cards: First Appearance character cards.

In the pages of Sentinel Comics, each Hero has a notable first appearance. This is the first time the character is introduced in a particular issue, and what a great thing to highlight in the game as well! We dug through our spreadsheet of all of the Sentinel Comics issues ever, looking at when various characters were introduced and what the stories around those introductions involved. Then, we made new powers and incapacitated abilities to fill out those stories, while Adam got to work creating the covers for those First Appearance comics!

Art-wise, regular Hero character cards show off the iconic version of that Hero.

However, First Appearance character cards are a bit more involved.

Just like a bagged, boarded, and rated comic book! For story and Sentinel Comics reasons, I especially like that the bottom of the card shows the issue number and the date, so you can get a feel for where other card arts and quotes fall, based on the issues printed on them. Just a nice hint at the broader story behind all of this.

The incapacitated side of a regular Hero character card shows a shot from the pages of Sentinel Comics — some panel from a story where the character was notably defeated.

But! Since we’re doing comic covers on the front, why not also on the back?

Let’s look at a few more notable First Appearances!

Tempest:

His incapacitated side:

Captain Cosmic:

His incapacitated side:

She stole a moon?! How dastardly!

We do have future plans in further expansions to add more Hero variant character cards, but only the First Appearance variants will be getting the comic book covers treatment. But more variants are coming in the future, and every hero we release will also have a First Appearance variant, as we enjoy the way they build out and add to the story of what’s happening in Sentinel Comics.

Eventful!

One of the most requested features for Sentinels of the Multiverse is a campaign mode, where you could play through the events of Sentinel Comics and experience those stories at your game table. Now, the problem with releasing a campaign is that the expansions contain content in a rather non-chronological fashion — it is not the case that 100% of the characters in this set are introduced and have their stories before the characters in the next set, and so on. But we have a clever solution: event cards.

Each event is labelled with the month and year the event was published. This info is key, as you can use it to play through all the events in a chronological order, meaning that when future expansions come out with additional events in them, they can easily be sorted into historical order. However, the modular nature of these events is also like that of comic books, in that you don’t HAVE to play them in any particular order. If there’s one event you really want to do, feel free to jump ahead to it! Or, if there’s some villain you want to avoid, you aren’t required to play their event. Pick and choose!

Each Event card has the name of the Event at the top, as well as the date. Then, there’s a bit of story about what’s happening in this event, the cover that launches this event, the “Collection Limit” for the Event (we’ll talk about that more in a bit), which Villain you’ll face in the Event, and a bit of rules tweak to add to the story and gameplay interest. The Heroes and Environment you use are up to you, unless the Event specifies otherwise. Events make Villains just a bit harder, so shouldn’t be used for the very first time you’re learning Sentinels of the Multiverse, but beyond that, you can play Events in regular or Advanced mode, picking the level of difficulty you’re signing up for.

When you defeat the Villain event, you flip the Event card over…

...and turn it sideways!

Here, you have more story about how the Event went, as well as a list of comics involved in that Event. Also, you’ve got a cover of one of the final comics in the Event.

Now, I did say that we’d talk about that whole “Collection Limit” thing, and the time is now! On the right side of the Event card, you’ve got a couple of mechanical bonuses. For defeating this Event, you get to carry this card forward into future Event games as a Collection reward. You Collected all the comics in the Event! Congratulations! Each Event tells you how many Collections you can bring into that Event, so, years from now, if you’ve defeated every Event ever and have dozens of Collections, you can’t just bring them all into an Event game and steamroll the Villain. The bonuses are helpful, but not the path to victory on their own. Just a helpful aid.

Early on in the process of making Sentinels of the Multiverse, we created a couple of alternate villain character cards: Mad Bomber Blade, and Cosmic Omnitron. Here's the first iteration of Mad Bomber Blade (also sometimes confusingly called Vengeful Blade, even though it has nothing to do with the Vengeance event): 

This was an alternate way to face Baron Blade, using his same deck, but with a different character card. The idea worked well enough, but without a good way to get them to people, and without as much interest from the wider Sentinels audience on where these stories fit, they ended up being a little awkward.

So! Now, with the Events system, we’re also including Critical Events!

Similar to regular Events, you’ve got the name, date, comic cover, and story on the front. The only game mechanic on the front is the Collection Limit, though. But, when you’re ready to play this Critical Event, you flip the card over:

And Mad Bomber Blade is back! The setup tells you everything you need to know on how to make the event play, and the card otherwise works as a regular Villain character card! These fights can be much harder, but you’ve got Collections to help you out! No rewards for beating the Critical Events — saving the Multiverse is its own reward! Now, this does mean that these alternate Villain character cards that are built into Critical Events do not have a flip mechanic, and that is on purpose. They’re one specific Event — one big story from the pages of Sentinel Comics — not a general depiction of the most iconic version of that villain. And there are plans for more of these in the future as well!

The campaign progresses through the Events you choose. I don’t want to spoil them all here, as this is where the most new story is in Sentinels of the Multiverse: Definitive Edition, but know that each of the six villains in this game have both a regular Event card and a Critical Event card. That’s twelve big stories right off the bat! And, of course, there’s nothing against playing the game without Events — we’ve been doing it that way for over ten years now, turns out. But we’re very excited for all of you to get to experience Events, and to tell more Sentinels stories this way!

Next Week is the Last Week!

This Kickstarter campaign is both flying by, and also feels like it’s been running for months! Being behind the scenes on a Kickstarter is a lot, even having done it many times before. Whew! Next Friday, April 23rd, brings this campaign to a close. Do you know someone who needs to know about Sentinels of the Multiverse: Definitive Edition? Reach out to them! The time is now! Or, really, any time in the next week.

I did get to do my live in-person playthrough livestream a couple days ago with my good friend and rock climbing partner James. It was a blast! The video and audio quality are what you get out of a laptop propped up next to my home gaming table, but I’m no A/V expert. I make games out of paper. Still, we had a fun fight against Citizen Dawn in which she didn’t shy from using her terrible tricks, and it went pretty smoothly! The video is still up on YouTube, so check if out if you’re curious!

See you next week! Keep on saving the Multiverse!

-Christopher

Travel The World! Visit Scenic Environments! Face Powerful Villains There!
almost 4 years ago – Wed, Apr 14, 2021 at 03:40:31 AM

Good morning, everyone! It’s a brand new week!

I’m back! Did you miss me? I hope you all had an excellent weekend!

Today, we’re talking about the six environments in the Sentinels of the Multiverse: Definitive Edition core game.

  •  Megalopolis: A bustling city of the future, full of dangerous emergencies that demand the heroes’ attention!
  •  Freedom Tower: The headquarters of the Freedom Five, which is a helpful place to be until it’s overrun by the villains!
  •  Insula Primalis: An isolated island in the arctic circle, heated by an active volcano, and populated by dinosaurs!
  •  Magmaria: Located near the Earth’s core is the city of the Magmen! It’s very hot, but the Magmen might be helpful!
  •  The Ruins of Atlantis: An ancient lost city, now located on the ocean floor. Therein lies magic and power unknown to modern man.
  •  Wagner Mars Base: A research station built on the planet Mars! A cool place to visit — an incredibly dangerous place to fight!

Similar to the complexity of heroes and the difficulty of villains, environments have a peril rating that indicates just how dangerous the location is. This is mostly peril to the heroes, but the more perilous an environment is, the more dangerous it is to any who visit it, hero and villain alike!

Let’s take a look at a couple of the environments and how they’ve changed!

A Bright and Shining City!

Megalopolis is the most notably named city in the world of Sentinel Comics. It’s the home city of The Freedom Five, and having such a prominent hero team there attracts a lot of villainous attention. As a villain, if you can make it in Megalopolis, you can make it anywhere!

The original Megalopolis deck had a lot of great flavor, with hints to just what sort of city this is. For example, it has a monorail! But with a monorail comes monorail accidents!

In the Definitive version of Megalopolis, that same monorail is still around, but with a new keyword:

The “Emergency” keyword is unique to Megalopolis, and it gives us a feel for what the heroes are dealing with from the environment while also trying to thwart the villain’s dastardly plot!

The original version of Megalopolis had a lot of cards that restricted player actions and choices, preventing them from playing cards or dealing damage.

Those cards have been repurposed as Emergencies — things that you really should handle, what with you being heroes and all — but if you choose to ignore them, bad things happen!

And there are some new Emergencies as well!

You can solve it right away during the environment’s End Phase, or you can deal with it over the course of the hero turns by attacking the problem head on, reducing the card’s HP to 0 to destroy it. You’re not punching the building: you’re spending your time and resources dealing with the problem. However, if you don’t solve it by the next environment Start Phase, it’s gonna be a bad time for a lot of people.

Not all troubles in Megalopolis are Emergencies, though. Some things are just frustrating truths about fighting in a busy city. Such as the press!

This is another example of a card that can shut down hero turns, which might be thematically appropriate, but it certainly isn’t fun. Can we get to the same level of thematic feeling without making players feel like their turns are ruined?

I sure think so! Plus, who doesn't love Setback with his '90s haircut?

Now the city of Megalopolis isn’t all emergencies and interruptions. There are those in the city who help against the villains:

And even they have gotten a few new tricks!

Oh, another thing that’s really cool about the new environment decks: I love that the environment cards are in “landscape” orientation, rather than “portrait” like the hero and villain cards. This sets them apart at the table, and also means we can have a cool establishing shot for the deck back:

Save your city, heroes!

Lost Ruins of Power!

The Ruins of Atlantis are home to more lost secrets of power, magic, and mystery than the modern world may ever truly know. Still, people return to the ruins again and again, hoping to unearth those secrets, or at least profit from the powers there!

Let’s start with one of the most complicated cards, The Pillars of Hercules:

The effect on this card hasn’t changed a ton for Definitive Edition, but the tracking has been made easier.

Heroes still get an extra one of their actions on their phases, but rather than remembering to play a villain card at the start of every turn, they just get two extra cards played at the Start Phase of each environment turn. Which is quite scary! But no longer interrupts play in the way it did before. Plus, the art of Baron Blade taking advantage of the Pillars is VERY COOL! One of my favorites from that age.

Another card that provided extra power to both the heroes and villains was the Atlantean Font of Power:

That’s a lot, but it makes sense. And it only lasts for one round. But wait… what if it didn’t have to only last one round?

Now, the text is simplified by the rules of the game dealing with Limited card interactions, and the Start and End Phase text clarified. And also, you can ride that lightning as long as you are willing to risk it! Is it worth it? It’s certainly exciting!

There are some old classics in the deck that haven’t changed much, like Legacy’s heroic struggle on Hallway Collapse:

However, now that we are properly using keywords like One-Shot and Ongoing for environment cards, we can just have the card take care of itself!

Plus, since a hallway is collapsing, we’re losing access to another part of the Ruins and losing an environment card. Oh, and again, I think this art is a HUGE step up.

There’s also the Kraken!

It’s still around, and it’s still hungry!

But it’s not fair for the Kraken to only get to flail around and not actually sate its hunger…

Saving one of my favorite new cards for last, the Font of Power and Pillars aren’t the only ways in which The Ruins of Atlantis offers power for a price. There are a few new cards along those lines, including The Crucible:

The Ruins of Atlantis! Book your travel plans now!

Tomorrow! Oh, and also: Thursday! What a concept!

As mentioned last week, I’ll be livestreaming an in-person real-life game of Sentinels of the Multiverse tomorrow afternoon at 2:00 PM, Central Time!

Come join us! See the game happen! Make requests in chat that I’ll do my best to honor!

Oh, and as per the schedule of updates, this coming Thursday, I’ll be posting an update about the new new content of this set: First Appearance Variants, and Events! And that’s not all! Stay tuned...

Thanks for reading, everyone! Keep on saving the Multiverse!

-Christopher

Vile Villains Vanquish Vainly!
almost 4 years ago – Fri, Apr 09, 2021 at 04:14:16 AM

[insert over-the-top villainous laughter here]

It’s another exciting day here on the Sentinels of the Multiverse: Definitive Edition Kickstarter! Today, we’re going to talk about all of the core game ne’er-do-wells who threaten the heroes, the world, and the entire Multiverse!

In the Lore Book, there’s a chart of the 6 villains in this set, along with their nemesis icon and relative difficulty.

(I also included the note below the chart, just so you’re aware that Advanced Mode is a thing, and not a nice thing, at that.)

So, who are these villains?

  • Baron Blade: a mad scientist who has set his TerraLunar Impulsion doomsday device to pull the Moon into the Earth!
  • Citizen Dawn: a superpower supremacist who leads her powerful Citizens of the Sun in an attempt to subjugate all others!
  • Grand Warlord Voss: an alien conqueror who brings his fleet of spaceships and scores of soldiers to take over our world!
  • Omnitron: a self-aware AI that has calculated the best outcome for the future involves the extinction of the human race!
  • The Matriarch: an angry and cursed accidental mage who controls flocks of furious fowl to destroy all who oppose her!
  • Akash’Bhuta: an ancient earth spirit that seeks to undo all trappings of civilization and revert the planet to a primordial state!

The first four on the list were originally part of the first core game of Sentinels of the Multiverse back in 2011, but The Matriarch didn’t join their ranks until the Rook City expansion, and Akash’Bhuta made her presence known in the Infernal Relics expansion. Now, they’re both part of the core game, as their stories are tied to the heroes in this set. In the pages of Sentinel Comics, The Matriarch is a Freedom Five villain, and Akash'Bhuta is a Prime Wardens villain, so here's where they belong!

Old Foes — New Tricks

Let’s look at a couple of the villain decks and how they’ve changed.

Baron Blade’s deck is most similar to how it used to function, but the art has been notably updated, and even the most basic cards have gotten some upgrades.

He starts with his Mobile Defense Platform in play. It used to look like this:

The new Mobile Defense Platform is particularly threatening, though there is only one copy of this card in the deck now.

His deck has a variety of devices:

The turret has gotten a slight upgrade, and the formatting has improved notably:

And the mad baron does have some new devices as well!

He has his standard Blade Battalion soldiers, and they haven't changed much at all. But, there are also new minions!

What’s Baron Blade without a villainous monologue? He used to have this card:

But the monologue now functions like a monologue — it takes time, and can even be interrupted, potentially!

So, whereas Baron Blade is quite familiar to how he worked before, but with a few new bells and whistles and a good deal of streamlining. 

On the other end of the villainous spectrum is Omnitron, who has changed quite a good deal!

Omnitron has a variety of drones, like stabby ones:

And flying ones:

But they work differently now:

Omnitron also has ways to take away your Ongoing cards:

And your stuff as well:

But those cards work differently now, too!

And Omnitron also has weapons installed on its big robot body:

And, go figure, that’s different, as well?!

So, how is all this new Fabricating and Executing happening? To understand that, you’ll need to see Omnitron’s Villain Character card.

Behold!

Omnitron changes from each turn, flipping at the start of its PLAY PHASE. It spends every other round as either a giant rampaging robot, or an autonomous robot factory. While in factory mode, Omnitron activates the Fabricate abilities, making Devices and preparing to annihilate you.

When in rampaging mode, Omnitron activates the Exterminate abilities! It can get ugly fast. This makes Omnitron a somewhat predictable villain as it follows its programmed routine. You can see the big turns of damage coming, but can you do anything about it? Time to step up your game, heroes!

So! Those are just two of the six villains in this set, and only a few cards from each of their decks, but it gives you an idea of how they work, the sorts of changes and improvements we’ve made, and what your heroes will be facing in defense of the Multiverse!

Next Week!

We’ve got updates coming at you next week about Environments, Events, Variants, and more! Also, as mentioned in Monday’s update, I’ll be livestreaming an in-person real-life game of Sentinels of the Multiverse next Tuesday afternoon at 2:00 PM, Central Time!

I hope you can join us then to see how the game goes! But if you can’t, no worries! The video will still be up on our YouTube channel after the stream ends.

Have a great weekend, everyone! And keep on saving the Multiverse!

-Christopher

Heroic Heroes!
almost 4 years ago – Fri, Apr 09, 2021 at 12:06:52 AM

Heroic Heroes!

Greetings, Sentinels!

When Adam and I first sat down to create this cooperative comic book card game in 2010, we started by making heroes, as those are the lens through which we view the majority of the stories in Sentinel Comics. We knew we needed a flagship hero, and the concepts we wove together to create that hero became Legacy. The existence of that hero immediately demanded many other elements: a team of heroes to lead/fight alongside/be friends with, a villainous nemesis, a home city and hero HQ. All of these things were essential building blocks of the Multiverse that we now know.

So! Now that it’s time to really dig into the content of Sentinels of the Multiverse: Definitive Edition, it’s only fitting that we do so by starting with the heroes:

Team: The Freedom Five

  • Legacy: strength, flight, All-American leader
  • The Wraith: stealth, gadgets, secret identity
  • Bunker: military, tactics, big metal suit
  • Tachyon: speed, science, pushing the limits
  • Absolute Zero: ice, fire, thermodynamic weirdness

Team: The Prime Wardens

  • The Argent Adept: music, magic, one-man orchestra
  • Fanatic: wings, sword, dispensing justice
  • Tempest: alien, weather, finding a new home
  • Captain Cosmic: makes constructs, helpful, do-gooder
  • Haka: the biggest, the strongest, the most jovial

Two more related heroes

  •  Intern and sidekick to the Freedom Five: Unity: makes robots and jokes 
  •  Frequent guest hero of the Prime Wardens: Ra: makes fire and fire 

Here’s a look at those heroes, with their relative complexity ratings, as found in the Lore book.

Complexity doesn’t at all mean power! We’re not saying that higher complexity heroes have more powers or greater abilities. But they take more to get off the ground and to understand at first glance. We’re also not saying that lower complexity heroes don’t have interesting choices and combos. The lowest complexity hero is Ra, and he can still do a lot! But his deck can be played in a very straight-forward “burn anything that moves” way. And, most importantly, these numbers are all subjective. Each player has their own types of gameplay that works for them, so you might find these numbers to be slightly high or low on a hero-by-hero basis, depending on what you gravitate towards and what you enjoy. Totally fine! Complexity ratings are there to give you an idea as to what you’re getting into. Further, in the lore book, there’s a brief write-up on each hero and what to expect from their deck.

Every deck in Definitive Edition is different from its previous incarnation(s), from minor changes, to major systemic tweaks. These changes bring the mechanics and the thematics more in line with how they should play, the stories they should tell, and also reduce the amount of overhead and mental calculations players are required to do at the table. Does this mean the game is getting “dumbed down”? Not at all. We’ve just learned over a decade of building this game what sort of experiences are player positive at the table, and what things create roadblocks. We’ve all improved at our various crafts over here at Greater Than Games, and we want to bring those improvements to the game that started all of this.

Let’s get into the nuts and bolts of a couple of the heroes. We’ll take one hero from each team, starting with The Freedom Five’s own:

Bunker

Bunker’s deck has the necessary things to feel like a person in a big walking modular tank: different mode cards, and lots of guns. However, we revamped and really leaned into the way those work in Definitive Edition.

First off, let’s compare his weaponry. His most basic gun is the Flak Cannon. Previously, it was a straight-forward attack:

However, now, it’s got a good deal more going for it. Definitive Edition introduces the “Ordnance” keyword for Bunker’s guns, as they work in a specific way.

All his Ordnance cards load ammo during your START PHASE, so you’ve got a lot to monitor, while still giving you plenty of options. It’s less like you’re firing a bunch of guns yourself, and more that you’re driving a big machine that has guns at your disposal.

Including the biggest gun of all: the Omni-Cannon!

The original Omni-Cannon in fact was the inspiration for the card loading mechanic now used by all the Ordnance cards in Bunker’s new deck!

And, of course, he still has his Mode cards. However, they don’t stay in play, constraining the player anymore. Instead of this:

You get a one-round bonus that gives you opportunities to use it right away!

He still has a collection of utility options, but the mechanics have been spruced up to match what we’re doing with Definitive Edition. So, where this used to be a One-Shot that didn’t give you a way to track its effect:

Now, it’s an Ongoing, and the effect is tied to the card staying in play.

Some cards got reworked into new cards! Instead of drawing more cards through Ammo Drop:

Bunker now has his own onboard LIDAR Intel:

And a variety of new tricks as well:

And even some fun team stuff that highlights his role as the Freedom Five’s field tactician:

OK! Let’s take a look at a very different hero! This one, from The Prime Wardens:

Tempest

Tempest has always been a powerhouse. He can control the weather, shoot lightning, and talk to fish. What else could you want in a hero?! Now, in his Definitive Edition incarnation, he’s got a new Weather keyword that is useful in identifying what weather controlling effects he’s got going. (Note: not every new hero has new keywords in their decks — some of them have even lost keywords that were extraneous! But these two heroes are among the more in-depth changes, so we wanted to show them off, and they both happened to get new keywords.)

Tempest still has some straight-forward “do damage” cards, and they’re not TOO changed, like his Hailstorm power:

Which mostly just gets a new keyword:

And Chain Lightning:

But the new Chain Lighting starts to lean into using the Weather keyword!

And even the defense cards...

...are getting in on the Weather thing!

And the big single target hit Lightning Slash:

REALLY capitalizes on Weather cards!

Given his powerful control of the weather, he is one of the very few characters that can directly destroy Environment cards.

That is still true, but with a slight delay (hence the “Warning” in the name). Plus, it’s a Weather card now.

The strategy built into the “Lightning Slash” card is all about getting a lot of Weather cards in play. You could choose to go another way though, tearing through your own Weather cards with Tempest’s sword (which is a brand new card)!

And he’s also got a few more brand new Weather effects, such as:

A New, Previously Unscheduled Livestream?!

I hope you enjoyed seeing this new stuff for some classic Sentinels heroes! One of the comments I’ve seen a few times in the last week is that people want to see the game played, and the Tabletop Simulator video on the main Kickstarter page isn’t cutting it. Very well! Next Tuesday, April 13th, at 2:00 PM Central time, I’ll be doing a livestream video of myself and a good friend playing Sentinels of the Multiverse: Definitive Edition IN PERSON! We’re both fully vaccinated and in a very small bubble together, but he hasn’t gotten to play or even see any Definitive Edition content, so it’ll be a good reveal for him! Join us on the GTG YouTube Channel! We’ll get a direct link to that video in an upcoming update before then.

Later this week, I’ll do ANOTHER UPDATE! This one all about Villains! They’re meaner than ever! Hooray!

Keep on saving the Multiverse!

-Christopher