Aeon Trespass: Odyssey Review

The BIG white box to mirror KD:M

Inspired by Monster Hunter, Dark Souls, and Kingdom Death: Monster, Aeon Trespass: Odyssey, promises 300+ hours of boss battling gameplay across its 3 included campaigns. This 30 pound boss battler is for 1-4 players at around 90 minutes per fight.

Video published October 27th, 2023

This is a sponsored post.

Playtime: Solo half of entire game (halfway through Cycle 2: Abysswatchers), 5 group sessions mostly at 3P.


Need to learn how to play? Or want more reasoning for our points? Our review video’s got you!

Component pros

  • Minis have a ton of detail, tons of basing and other objects on them to bring their scale to life and remind you they are canonically ginormous

  • Minis climbing on bigger minis is ridiculous, interchangeable parts easy to slot in/out

  • General theme and aesthetics very strong, super cool art direction on enemies and landscapes

  • Lots of art on story/doom cards, mnemos, items, storybook, etc. 

  • Simplified art on tech, conditions, monster ai/bp cards, etc. is a great idea for cute and inexpensive visual

  • Map card art is phenomenal once it’s all laid out

  • Cards feel really good, never stick together yet grippy texture

  • Secret deck dividers cards not only divide but also have front/back sides that list their cards since to stay secret they can’t be listed in rulebook

  • Everything being divided by cycles is very useful, great design for organization and only using what’s needed from box

    • Bajillion clue card backs for different story phases

    • Cycle cards being color coded is great

Gameplay Pros

  • Clearly a lot of thought went into so many facets of the gameplay experience and how the systems tie into each other

  • Fights having both sides growing in power creates expected progression and pacing

    • You have to be attacking to grow rage, can’t easily stall

    • BP cards having wound or fail responses also means you can’t perfectly play around everything the boss does, instead play around possibilities you’re willing to allow

    • Boss Ai deck gets smaller causing wounds to throw in dangerous level up cards that are more likely to be drawn, punishes stalling

    • Boss cards having 1,2,3 on the back super useful power level info to play around

    • There’s counterplay even after stalling too much: if there’s low level cards in discard that can be escalated out, you can force a boss deck reshuffle

    • If you’re constantly successfully wounding, boss gets strong really fast, may outpace your team’s growth, since there’s a big difference when the boss has 4 wounds and each titan has 1 rage, vs when the boss has 4 wounds and 1 titan has 4 rage

    • Highest rage being priority target is a great countermeasure for boss to deal with strong titans

      • Also can be utilized against boss when trying to swap the priority target around by having them be bait and sequencing attack orders differently

  • A lot of consideration put into targeting parameters to make the bosses behave in erratic ways, and to avoid constant kiting situations

    • Routine card as a failsafe so you can’t just abuse boss ai by hiding everyone

  • Players controlling boss zigzag movement initial direction great compromise for not letting players fully control boss movement Ai

  • Fate is a really good general resource mechanic, functions as luck mitigation mechanic, but then it also functions as your general resource for all your abilities, and has a balancing act to consider in how it increases threat of boss attacks for using it too much

    • Fate triggers scale on higher lvl boss Ai cards, so low levels catch up in threat quickly even at low fate

  • Kratos tokens scaling with rage yet benefits other titans means you have to carefully sequence attack ordering on top of positioning and what tokens to place depending on weapon types in party, so even when you hit full power rage you still need good setup, or go last then first

  • Terrain introduces unique situations to position around

  • Conditions like despair and hatred make tough decisions

  • Each boss feels incredibly unique, varied Ai and Bp cards that fit the boss well, sometimes really cool higher level traits that add a lot to the fight

  • Crazy possibility of randomness outcome, absurd actions happen on the reg from crits and bonus attacks and even instantly dying, very exhilarating

    • Vantage points, awakenings, and summons are wild

    • Trauma decks provide absolutely hilarious effects

    • Somewhat approaches that DnD level of stupidity happening in combat constantly that works like a charm or catastrophically fails

  • Tons of items and builds from titans, argo abilities, patterns

  • Very railroaded progression because of timeline battles and multiplying resources gained by lvl of boss, the stats of enemies are always going to be a little uncomfortable to maintain difficulty

    • Combined with predetermined days you get new tech and exploration acclimations, your expected power level growth is very precise

    • Not really any way to cheese out more resources than normal, trading exists but only downwards to correct your resource distribution

  • Theater mode offers incredible variety and replayability with the combat, and let’s you go all out constantly with no consequence, place where the combat gets to shine the hardest

Campaign Pros:

  • Story cards make it very clear what you’re supposed to be doing, great structure and narrative device for the plot

  • Clue cards enable a lot of cool campaign mechanics

  • Tons of ship resources to manage, can lose from any of them depleting which makes you weigh story decisions more carefully

  • Extremely strong theming each cycle

  • Incredible amount of writing

  • Every item and Ai attack has flavor text

  • Great story with tons of twists and turns plus characters that weave in and out of the story with their motivations

  • R&R adventures are hilarious and wholesome

  • Centimane puzzle design is really clever

  • Secret codes hidden on map cards adds extra lore and rewards to overworld

Component Cons:

Bad Book Usage:

  • Book binding falling apart, pages falling out

  • Sometimes adventures do pointless jumps between different sections, why not only when choices are made? (No, these aren’t funnel points from multiple paths, sometimes they happen before a choice was even made)

  • Storybook doesn’t randomize verses well, extremely easy to see other story options an inch away

  • Tiny text in general (story cards, books, etc)

  • Annoying to read text that’s near the book binding, nearly cutoff

  • Monster art cut off in storybook across 2 pages, pages weren’t printed with blank margins near the binding

  • Tons of shared art between cards and book, or double sided doom cards, even though game has a lot of art, it’s still not enough

Random stuff that doesn’t physically work well:

  • Weak player aids, constant referral to rulebook, flipping sheets over

    • Forgets to mention autobreak on back of dreamwalker player aid

    • Boss sheets have relevant info on each side, pain in the ass to flip over constantly on top of when there’s an ability that needs to put tokens on the sheet, just have two sheets and make their backside contain: more art and flavor text, general tips, the crafting costs for their gear tech, the info for their battle that’s in the books, anything really

  • Board doesn’t have letters and numbers on all edges, hard to quickly know coordinates at higher numbers/letters

    • Dull brown board blends with tiles, tiles are also less saturated compared to their card art

    • Board could really use more distinguished grid lines dividing columns/rows, or alternating colored lines to stand out easily

  • Kratos tokens would benefit from different colors, didn’t really have this issue in cycle 1, but in cycle 2 you get more types and this gets annoying because the icons aren’t simplistic enough to be immediately discernible, they have a lot of detail but at a glance look like dark blobs

  • Condition, despair, ambrosia tokens should be different colors to make it more obvious they aren’t all condition tokens

  • D10 and d6 share colors, we all at some point grabbed wrong dice, why not just color code the dice like the cycles, super intuitive

  • Pattern cards aren’t obvious enough to know what cycle they’re from since they’re really red, which is Cycle 2’s color

  • Why don’t ALL the components have the cycle color coding? Make the boat brown/red/purple for exploration cards, mnemos could have a brown/red/purple color under the cycle number, or put the cycle’s color as a banner, etc.

  • So many tech cards to keep track of, highly recommend binder, but also, they should’ve just made the visual design color coded to make text extremely distinguishable, like red boxes for saves, green for negotiation, etc. so you can cleanly organize and consider your options at a glance

  • Common to shuffle really small deck counts of cards, cant really randomize 2 obols or like 2 boss AI cards

  • Constantly shuffling cards: exploration every day, all the decks in fights, on top of escalation

    • Genuinely can greatly benefit from a companion app that automates combat not just bookkeeping so you don’t have all these pauses that happen from escalation and gashes, then you can clear away literally all the boss components and trauma, moiros, kratos, trait cards, single/double wound decks, triskelions with tiny numbers, condition tokens, and get to easily see your teammates health

    • Also would love to automate the exploration deck, fiddly to always shuffle and acclimate

  • Oversized tech cards super pointless and needlessly confusing at first setup, and their art is entirely blocked by text anyways making them look really noisy, not good use of big size

    • They also have different names on different sides, different game sources ask for different names, at best confusing, at worst causes errors

    • Trade Fleet Dock checks for Argo Works for some reason instead of Grand Agora, Titan Hunting needs Titanogenesis instead of Titan Stoa, but then rhetoric needs last academy which is the unlock side, cycle 2 asks for Last tome and Primordial dawn, LTP asks for Bridge Tholos

  • What is the point of oversized story cards? Could’ve just been in the book, or just tarot sized text one side art on other, which is better use of duplicate art on cards anyways

  • Titan armory sabotage card cycle 2 is terrible design, randomly selects from your armory, which you’ll probably organize, so have fun shuffling it then immediately sorting

  • Single/double wound looks like prototype component

  • Story 1b art looks like random photoshop assets plastered over pics of a mountain, uneasy rests the head, rnr adventures, and trade fleet dock art in cycle2 book all have this uncanny look like it’s a real picture that’s been blurred to look like art and then buildings haphazardly photoshopped in

  • Counting total map tiles out for certain tech cards unlock is tedious

  • Being told to swap map tiles sucks, cant see numbers easily since front side font is tiny and backside is covered

  • Argo blocks map tile info so I instead just kept the tile in front of me and only put it with the rest of the map for step 9 of voyage phase, also makes it way easier to distinguish that it’s unexplored

  • Why are exploration numbers so out of order for acclimations

  • Interchangeable parts for minis needs a diagram for what goes into what, it’s easy to figure out yourself, and obvious once you’re into cycle 2, but initially was a lot of trial and error

    • Chimera VP always on early in fight, what is the point of the normal changeable pieces

    • Moving chimera around with titans on top is so precarious especially when tilting the mini and having to balance it on uneven tiles

  • Terrain tiles shift around super easily, especially with the 3x3 minis

  • Some parts of the minis are insanely stiff and light, feels very brittle and legitimately concerned if I were to knock them over they’d snap, not slightly bendy or super thick like other big minis i have

  • A number of our minis came in with broken parts, a friend’s had broken temenos pillar, apparently a common occurrence online

  • Giant priority target mini I sometimes bumped into when reaching over table, really doesn’t need to so tall

  • Insert is bad, doesn’t have set slots for everything

    • Has enough space, but you have to finesse it and do unnatural splits of cards instead of clean piles of each cycle

    • The only stuff in here that works great is the explored map cards space, and the slot for big cards (not very impressive since those are the smallest slots)

    • If they can’t be bothered to make good slots in the insert, at least provide divider cards

  • You NEED to follow the official unbox guide, which isn’t included in the box (like seriously, there’s secret decks packaged with other cards and split decks)

  • Progress and doom tokens needlessly fiddly, app literally has numbers for them, and could’ve just been written down on sheet like everything else

  • Nymph tokens don’t need to exist, just use generic or green charge tokens, or just write it down, you already have to in the first place, can easily also write down CHARGED with the name

  • Campaign and argonaut sheets have to be printed out from their website, rulebook should really make their website more loud and clear and mention the app, which is far superior for bookkeeping anyways

    • Paper choice matrix doesn’t track what the letter/number choice combo even meant, more reason to use app over paper

  • App rules button not working, would be EXTREMELY useful to have keyword player aid on phone

    • App is missing dreams of pharos, r&r adventures, and random fated boxes in adventure hubs

    • Scribe unofficial app is way better for having more features, though I didn’t switch because im in too deep and too lazy to transfer, but I would’ve in a heartbeat if scribe had the exploration deck automated so i didn’t have to shuffle it constantly

Learn to Play:

  • Reiterating that you NEED the unbox guide on their website, tutorial setup a complete mess otherwise, could’ve incorporated an unbox guide into the learn to play

  • Tutorial keeps bringing up random jargon you dont understand yet and dont need to know:

    • Pg 26 not counting fated mnemos means nothing, fated mnemos wasn’t explained yet 

    • Crit miss is explained yet you don’t start with anything that triggers this

    • Critical wounds leads to explaining modifier tokens being needed in the off chance you get the rare occurrence of randomly critting a specifically random body part

    • Generally brings up stuff, explains it vaguely or without example via info dump, and then doesnt even use it, like the first ability window

    • Either dont mention these aspects at all and then later on explain with example that uses it, or layout the full attack sequence upfront and briefly explain what will be used and what’s skipped so you know what to refer to later

  • Sometimes leaves out actual important nuances, so if you learn it that way by ignoring something, you have to relearn it correctly anyways later on

    • Example: friendly warning on lvl 0 hekaton is overridden by true knockback, which happens if hekaton ends move on you, playing by tutorial it doesn’t mention this yet rulebook does

    • Forgoing certain mechanics and then teaching later is fine if it’s established well (Jaws of the Lion is excellent example of a good tutorial), but making player have to unlearn something is awful and introduces so many more issues than layering on more and more information

  • Similar sounding terms bad for quick comprehension like knockback, pushback, and knockdown, just use way different sounding terms like launch/shove,

  • Merchant ship maps adventure causing you to lose 1 argo fate is a bad tutorial reward, cant even gain argo fate cause no argo tests are allowed at that point so it’s a useless reward which can be confusing

  • Gives you tech that unlocks argo abilities, doesnt give an Argo Ability to use as example

  • Weird order of info, tells you to fix the trauma decks in setup instead of the end, where you’ll probably forget after doing the tutorial battle and learning a bunch of rules

  • Learn to play mistakingly says crew and hull at 5/5, while also saying it’s at 5/4, and tells you to gain 2 permanent techs, but only the excursion tech is a permanent 

    • Erroneously tells you to get the anti indoctrination philosophy tech when you don’t meet the requirements 

  • Lighthouse art should be (I think?) in cycle 1 main story for a secret code that mentions it, why is it in the learn to play?

Rulebook cons:

Things in the wrong sections/bad organization:

  • Determine facing direction of the boss rules refers you to wrong place, nowhere to be found in the Primordial or Battle section (it’s in the Hekaton boss setup)

    • Facing direction boss setup in storybook should use wording “randomly determine” to prime people to look up random in index if it’s like this

    • Retreat timing found in Hekaton battle, not rulebook

  • Crit evade fail listed with crit chance instead of crit evade section

  • Sometimes examples note something not mentioned in correct rulebook text section like knockback titans into other titans (knockback into other titans is in involuntary movement instead of just knockback section), ideally everything should just be in involuntary movement instead of cross-repeated in knockback pushback, etc.

    • Bad bullet points structure is a result, pg48 involuntary move the first point has two different points in it, pushback bullet points is good with clearly different circumstances, yet knockback isn’t

    • Movement p47 doesn’t need “you cannot move” 3 times, LoS p38 not sorted by is/isn’t so it’s just a mess of parameters

  • Don’t need unlocking awakening rules p59, it’s on the unlock story stuff

  • Doesn’t say what your starting exploration deck is, must check learn to play or story card, not an issue in later cycles cause you know, but shouldn’t be designed like that

    • Rules should say to expect this since it’s a good source of new player confusion online

    • In general having some stuff instructed to setup and others not causes later confusion, cause in cycle 2 I didn’t grab the inward odyssey card for a while cause I thought rulebook said to get it ready for when story introduces it not to just set it up immediately

  • Index lacks complicated action, and instinct

    • Why are base keywords in index if they’re all listed in the keywords section anyways

  • Don’t think i ever used the symbols reference in back of rules because no explanations or pg numbers for each icon

    • Triskelion icons are literally on your dials

    • Do we really need the icons for red die/black die here? They don’t even look different for colorblind people

  • Keywords split across different storybooks instead of all being in the rulebook

  • Cycle 2 new movement types isnt even all new, Labyrinthauros and Pursuer had move unlimited and Pursuer had move to x, plus move to center,

    • New keywords section has armor reroll which is old, makes referring keywords even more confusing

  • Replace/destroy destructible terrain poorly worded in different places (labyrinth says destroy or replace depending on where you look, matters for terrain that have triggers on being destroyed)

Vague Wording or Leaving Questions:

  • Return to the adventure/return to voyage mean the same thing, why word differently?

  • Doesnt say what to do with triskelion when getting a new argonaut

  • New mnemos for new argonaut not clear if it’s random or not from your vault? 

  • Inward odyssey conflicts p27 says resolve at end of current step, but big card says story step

  • Doesn’t mention what happens If you fuse a named titan with a core, does it keep its old traits like its pattern?

  • This adventure takes a summon charge for unclear reason https://boardgamegeek.com/thread/3014956/summon-nymph-next-battle

    • Also not a good sign for the general rules clarity if someone literally explains their issue, and people in comments are misinterpreting it constantly

  • Prototype logic breaker vs logic breaker, alpha temenos vs temenos, why are the names randomly slightly different with no discernible effect?

  • Judgement in general a source of confusion online since it’s not an attack but uses attack layout, for how flavorful the game is there’s weird bits like judgement doesnt make boss turn since it’s not attack yet almost all of them is a gaze/pointing at a titan

  • Pursuer toying not the most clear when it comes to its cross slash and pincer pierce attacks

  • No mention of pushback while on VP, can titan “steer” the primordial since you’re adjacent and can declare whatever direction?

  • Escalation says search for card, doesnt specify if random, and learn to play says use first card found

  • Using kratos table MANDATORY even if dead from attacking, not clear in rulebook

  • Knockdown effect different in rulebook vs cards

  • Knockback in specific direction doesnt say if from primordial’s orientation or the cardinal directions of the board, examples shown confirm both

  • Unsolved Enigma wording is poor, looking up intended effect is disappointing due to it being underpowered for a final adventure reward

  • Morpheus Module unclear, was erroneously ignoring despair or fear/dread instead of despair and fear/dread

  • Ambush Labyrintharos gaze of temenos not mentioned, some people online have started with it in deck when it’s only supposed to go in deck during battle from a rare trigger

  • Start battle 2 spaces further from primordial due to adventure p103 what to do with Labyrinthauros who has 2 spots since titans setup first?

  • Not clear if labyrinth 2+ all the same tile or does it rotate to next tile type each time?

  • RAW temenos maze reconfiguration technically never activates since you can’t place labyrinth tiles on existing labyrinth tiles, I played by designer’s intent: if temenos uses labyrinth while the targeted titan on a labyrinth, obol draw

  • Cycle 1 Story 3a says resolve clues but doesnt say to discard, does it go back in deck?

    • Minotaur temple symbol different on map vs story 3a card

  • Story intro cycle 2 new argonaut RAW starts with vaulted mnemos and castoff? Doesn’t say the gained mnemos is a replacement or additional

  • Chimera rewards doesn’t mention level scaling, and in general an inelegant loot solution for the boss’s gimmick

  • Also weird formatting sometimes, like there’s a chimera fate trigger on ai card where the effect is on a different line than the fate trigger banner so it’s unclear what text is part of this trigger or the base attack effect, or how pg79 Cycle 1 pretty sure the lose 1 hull is a mistake cause it’s not by the argo fate 7+ trigger which doesn’t even have a negative effect

Mistakes:

  • Temenos zone attack that’s a line through its middle doesnt work RAW, faq battle question 10 doesnt even answer it, but then a designer comment on a bgg thread does

    • Temenos VP says ignore responses, even critical? Labyrinthauros mentions this

      • Also typo cause VP point means vantage point point

  • Rulebook p52 example says bp deck when it means ai deck

  • Crafting gear p19 lies when it says costs on back of gear cards

  • Some cards say knockback then knockdown? Wouldn’t you then be out of range for the knockdown?

  • Skyseer says survive major or grave wound? Does that mean trauma and it’s a mistake or literally just whenever you survive danger

  • Mnemos cards 3rd tier only has 8 & 9 nodes, no 10th node

  • Cycle 1 0056 adds a temenos battle but doesnt say what battle aftermath to use

  • Tears of minotaur 0036 forgets to note maze, had to look at 0038

  • Story 4a minoan princess ally can leave you, but that passage doesn’t actually make you lose her card? I picked it out of curiosity cause I was far enough in her tally marks and had an effect saying she cant leave you so I wanted to see what happens, but mechanically, she doesnt leave you despite story text saying she does

  • Mistake in a few map card icons, only 1 of them is caught in faq

  • Getting doom before getting doom card start of cycle 2 RAW wouldn’t do anything since it describes what happens with excess doom only while you have a doom card

  • Mark B9 choice matrix in Cycle1 and Cycle2, definitely mistake these are 2 entirely different choices

  • Missing cycle 2 recruitment drive exploration card

  • Cycle 2 says to replace a bunch of tech, seems to have gotten names wrong? Says to get rid of excursion propylon instead of titan stoa2?

    • Why is anti indoctrination philosophy not cycle 1 only when it affects despair and mazetouch?

  • Cant find what river keyword terrain means

  • Krypteia outpost crit RAW would place an opening that then gets removed immediately

    • They do this correctly for hekaton’s runt bp 1 btw

  • Argo onboarding error had different answers in the faq and designer comment online

  • Overall high amount of errors and typos

    • Only a small fraction of issues caught in faq, if you want to be adhering to designer intent you have to scour the web for comments instead of a singular ez to parse place

    • While most of these are minor errors, there’s still quite a bit of major things issues, either way still had to constantly stop playing to check something

Designed With Tons of Rules Exceptions to Remember:

  • With a game this complex, the issue is exacerbated because you can’t quickly confirm if something was an actual error, poorly worded, or you misunderstood it

  • Design contains too many “gamey” exceptions, just a few examples:

    • Dont crash if primordial sequence attacks while moving, crash with all other movement though

    • Bonus attack does not resolve attack response, but does resolve all other responses

      • Bonus attack CAN chain break to interrupt all effects and after attacks

        • Meanwhile mercy rule skip only stuff affecting target so it’s an incomplete interrupt unlike chain break

    • Double wound on bp3’s, and it doesn’t go into wound stack unless it crit

    • Sequential attack can be interrupted but not simultaneous attack

    • Everything is moving/counted orthogonally but then zone attacks are diagonal for some reason

    • Trauma on attacks only, except obol trauma

  • Too many things to remember outside of the game’s components like:

    • Total titan deaths,

    • Written argonaut abilities

    • Unique effects triggered from story

    • Mnemos level (I put generic tokens on my mnemos cards for faster reference during combat)

    • Unique effects from crits

  • Why design like this? Much more accessible to constrain effects to common conditions and keywords instead of highly unique and contextual one-time effects

    • Doesn’t need to be so particular with timings and phases, like while voyaging the timeline step should just have everything written resolve then and there in player’s choice of order instead of delaying a bunch of it to a later step

  • It can be tough to differentiate which things you aren't supposed to know yet and which things you've managed to overlook

    • This when combined with really complex sequences that can be interrupted with new sequences on top of delayed effects you have to remember to do later causes a lot of unnecessary bookkeeping and fiddliness

    • Very common sentiment on bgg to see players reminisce over random rulings they always forget to trigger in rulings threads

  • On top of all this, there’s plenty of rules/mechanics that came into play very rarely

    • Like in Cycle 1 I’ve never used a Nymph or Awakening, and I still haven’t drawn a single moiros card, or completed a fated mnemos

  • The fiddlyness and complexity usually makes little difference to the overall experience if you're playing it the right way vs wrong, a good number of people online don’t seem to care that much about stopping over everything to make sure they’re playing RAW, but as a result a lot of people are playing the game differently from each other, each personally tailored for their own enjoyment

    • Yet, some might be playing significantly altered difficulties with common mistakes like:

      • Bonus attacks ignoring all responses instead of just attack responses

      • Discarding despair tokens when discarding conditions

      • Using 2 active shields on their tank for the same attack

      • Attacking bosses that are standing on top of labyrinth tiles, disregarding the red lines

      • Using free abilities after 2 main actions, your turn is supposed to immediately end after move and attack

      • Looking at what cards to escalate out due to rulebook “search” wording

  • If the complexity isn’t adding much to the game and tons of people disregard it, I’d argue it didn’t need to be designed that way

Rulebook isn’t the Main Issue:

  • Rulebook does a good overview of the game and its phases, otherwise very mid

  • Not a bad rulebook by most board game standards, more like the game’s design is incredibly convoluted so as a result an average rulebook doesn’t cut it when the game is this big, needs to be mostly clear and rarely vague

  • Some stuff is described well and others aren’t, which is a very common thing for most rulebooks but isn’t felt as hard with smaller games

    • Like involuntary movement section is a slam dunk, it sets up the definition, lists the common sources, and then bullet points case by case what happens depending on what you’re moved into

    • Keywords with and without numbers to indicate if they’re stackable is a great distinction

      • But then the game throws something in later on that muddies it because for some reason combo breaker x isn’t stackable

  • This game has convinced me that you should never ever put flavor text directly into rulings text especially at this scale, harder to reference and parse, ideally put it into boxes on the side

  • I’d assess the problem as the conjunction of the game’s convoluted design and an ok rulebook not being good enough to carry this game’s weight

Gameplay Cons

Clashing Incentives in Combat Design:

  • Combining so much randomness with so much complexity, precise rulings and fiddliness doesn’t make sense, you normally use randomness as a way of obscuring the balance in favor of novelty and surprise, so much of this game’s rigorous playtesting and complexity doesn’t even matter if the dice calls for it

  • Insane snowballing like from early death, or early crit from bonus attack, or never failing to wound, since any failed wounds causes bp in discard increases chances of new shuffled bp’s being live, overall if the luck never swings back the other way, battle will feel incredibly lopsided, I’ve had un-engaging fights that were complete blowouts in both directions

    • 13th muse cannon literally a 50/50 on making the fight significantly easier first turn

    • Never just 2 death, always 0, or 3+, only 1 death usually from something random stupid,

    • Obols hilariously swingy, feels more balanced in cycle 2 when they usually just kill you

    • Binary outcomes (fail, wound, hit, miss) makes super power gear still need to wound 10 times against weaker primordials, doesn’t actually do more wound damage so you don’t win faster, your efficacy caps at an unbreakable limit, the enemies’ doesnt since you have actual health

    • Heroic death major trauma only very slightly better than counterattack, should be significantly better if it leads to death to not be so negatively swingy and to better sell its heroic-ness

  • Swinginess even applies to overall campaign

    • Argobred Titans also swingy since they are gated behind the "get a Core" luckfest, huge difference when running around with tons of higher stated titans vs not having them

    • Some mnemos cards clearly stronger than others, death follows is insane, the one that taps for kratos tokens absurdly useful especially on unexhaust turns, stand up may as well be an extra gear slot

      • There’s even a mmemos event C1 m005 that makes a guy guarantee survive obols, hilariously strong

    • Breaking point of if you’re too lucky with crits and adventures and get a lot of the secret gear and cores, that makes the cycle significantly easier than the regular luck run, snowballs because stronger gear more likely to succeed when you get a crit chance

    • If compared to this game’s inspirations like Dark Souls and Monster Hunter, you win every time if you play it right because there’s no 0 randomness, and also dying isn’t really punishing it’s just kinda annoying, but in this game dying can potentially be insanely punishing, which dampens the fun of being stupid and having fun with rng which also discourages experimentation once you’ve found something effective

  • If the game is optimally played by denying the boss opportunity to attack with reflex evading and setting up all you can do to bypass bad luck, what’s the point of all the rng? All it does then is functionally prolong the fight at worst because you miss, or do nothing and suck all the tension out regardless if normal levels of randomness happens that you counter

    • So much planning invalidated, plot the movement path of ai, which titan to hit, which reactions to use, and then suddenly lol major trauma bonus attack chain break, or sudden death, can just play stupid and hope for the best and that can still frequently get you the dub so long as you gear check well enough

  • Health is a bait, so many ai3 cards one shot you anyways

    • Not unbalanced, but doesnt make reflex evading that much more effective than just stat chumping throw dice because both methods are just as likely to kill you if you ever mess up or get unlucky

    • Plus reflex evading makes you never get to proc danger thresholds on gear, you kinda just go from low health to dead, and overall danger thresholds are a very random effect that goes against the very clean design of escalation vs rage which is very well designed, meanwhile danger you gain is random, would make more sense as a mechanic if you could gain danger as a more common ability cost

  • Not really an incentive to play battles that well anyways from a campaign standpoint either, I could’ve saved a lot of time just bum rushing bosses and taking more losses since I spent most of the game capped out on titans anyways, and gaining doom from a loss doesnt matter that much since you can also get it from just moving around, and there’s anti doom tech that exists

  • Attacking is very fiddly, tons of effects from different sources, for not much actual crunchiness and decision making

  • High complexity isnt inherently bad in board games, but this game does it poorly, so many effects dont offer interesting new options, there’s low depth gain from this game’s complexity, and so many effects never get used, or are chance to happen, causing you to forget to use them instead of outright providing more tools to plan with, like it’s super easy to forget about crit evades on high danger threshold for how rare that is

Not Good for Group Play:

  • Quarterbacking extremely prevalent, literally can’t function without everyone working as a single unit, might as well be a solo game because of how much everyone’s positioning super matters in relation to each other for things like not blocking each other, adjacency buffs, out of range evades, kratos token ordering, etc.

    • Basically, a lot of the decision space and what makes the gameplay crunchy only comes from the overall board state rather than what you individually do on a turn, it’s not like your turn has many gameplay choices within itself that matters, only how it relates to others

    • Kratos token decision is super one dimensional and usually the “decision” is just push your luck weighing break power vs openings, and abilities don’t offer more options as most are in the nature of “number go up” buffs

    • Skips your turns very frequently via knockdown, later on paralysis, not conducive to individuals in group play to skip your turn so frequently

    • Player elim very early, bosses can kill turn 1 before titans do anything

    • Escalation super nuanced and plays a huge part in why players acting as 1 matters so much, why not design around escalate in between rounds instead of start-stop 4 times if 4 wounds, would be better for group play so one player’s turn doesn’t ruin another’s based on escalation

  • Very long verses reading from the storybook, I can’t imagine reading aloud adventures with 4 players unless there was a narration app

  • Many things clearly designed for group, like mnemos individual readings, solo vs group tests, party leader decisions, Peril, naming titans, fused souls, but they don’t add much so aren’t core to the experience

  • Keep getting dreamwalkers mixed up when swapping loadouts around because they’re bland, gear defines titans more than titan abilities, solo play makes all the titans blend together, yet simultaneously during group play you can’t just focus on what your dude does, only how it slots into the team

  • Items matter too much, a ton dont offer new actions but instead nullify boss thing so you don’t have to deal with it anymore, in group play annoying if you wanna do a cool loadout but someone needs to be that guy who has the item that says no to the boss

  • Goofy fun randomness great for a group, for solo the novelty wears off extremely quickly, especially since trauma decks are small you quickly learn them

    • Game is trying to be both super random and highly tactical, as a result regularly battles fail at doing both, should pick one and design more towards it for a stronger, cohesive experience, randomness could’ve been dialed up even harder for extremely funny fights, but also could’ve been dialed down to focus on the positioning and action sequencing puzzle aspect

Grindy:

  • Should not be possible to fight like 3 times in one day, interrupts plot way too hard each battle 90+ mins and doesn’t progress the story, only offers potential emergent narratives based on randomness, but like 99% of the time only affects your argonaut and not the story

    • Ambush is pointless, essentially just pads out more content with random fights out of nowhere, not attached to the story like adversary

  • Can’t even dismantle old gear towards making new gear, extremely wasteful slash and burn items to grind out you have to keep getting cause boss level scaling

  • Pursuer makes you lose gear, another resource sink so you can’t just try out items willy nilly

  • You have to intentionally dedicate and plan craft paths until boss lvl 4, not very flexible, incentives fighting the same boss over and over to get gear that’s good against it

  • Can’t even really save up since crafting costs scale, plus really tied down by mortal resources, which you can’t cross trade for primordial ones and vice versa

  • Lvl’s and gear don’t change enough of the gameplay to justify this much mandatory combat, boss cards are all the same which is what you mostly see, and traits are super iffy on whether or not they change the fight’s play patterns at all, so many are just the boss attacks you more or fundamentally a stat increase

  • Arenas are always the same, no variable setup, in fact, different sided terrain tiles would’ve been a component con if arenas were different, but it’s not, just leave out the same pieces over and over

  • Very telling that the most upvoted house rule on bgg is an auto battler

  • I fought the final boss of cycle one 5 times before the final battle, that’s unacceptable if you want the final boss battle to have weight

  • The best systems are the ones that give players the choice for how much combat they want to go through, encompassing a more “all-types-of-players” design as an example would be side quests, spawned from story events or adventures, and that way you as the player can choose to fight as much as you want, or avoid them altogether if you’re really engrossed in exploring

    • Resources/battle consequences need to tie back into the campaign in a more meaningful way, so that the balance isn’t so strictly timeline based on regular installments of researching new tech and timeline battles, could instead scale off how many bosses you’ve killed so far and how many explorations you’ve done to get resources needed to research instead of just scheduled free research, or even scale bosses based on your available weapons like ascension system in theater mode

    • Primordials being a lumbering threat to civilization is literally the perfect setup to have them come into the story to have story relevant fights, so why reduce them to tall grass pokemon battles every 6 days?

    • Also no one in story reacts to bosses running around destroying everything, like your battles are rarely mentioned by npc’s

  • Tears should be used to allow a powerful one time effect, why waste more time with redoing the whole fight when most likely you have to use it from getting really unlucky

    • Hard to recall triskelion stats to reset to and if there were any weird battle effects you had to remember from the campaign.

    • There’s also like never any fights where I felt like I HAD to use a tear since losing fights isn’t super impactful, and the one fight that it probably matters a lot on besides the final battle you’re not even allowed to use tears

Balance:

  • Reflex clearly the strongest support gear, invalidates build decisions

    • Impetus breakers felt like a trap item if not stacking with more knockback reduction, but doing all that is much less efficient than just having 1 source of reflex

    • A borderline mandatory powerful ability shouldn’t be gear, should be codified as a gameplay mechanic, doesn’t even feel like I’m actually playing the game until i got reflex because early combat was literally just run up and hit the thing, juggle aggro so no one dies, felt like lvl 1 dnd 5e combat but the DM doesn’t let you do anything outside of your default actions

    • Rulebook even says dont delay getting support gear it’s super important

  • Opening kratos tokens weak compared to breaks, feels like everything in the game needs to add 1 more opening token by default because of the opportunity cost of not putting in breaks

    • Straight up there’s a fated mnemos that disables openings but there isn’t one for breaks which betrays their power difference

    • This matters way less in cycle 2 because they rain tokens on you

  • Single attack dice weapons are so much better than multiple until you get access to weapons that can dump a ton of tokens so you can spare some openings

    • Feels like multiple dice weapons are balanced around people having other sources of bonus precision like mnemos cards, which you may not ever receive

    • Would much rather those bonuses didn’t exist or they were more guaranteed plus everything added more opening tokens, there’s already enough rng with the wound failing because you didn’t have enough damage

    • And it’s not like you can use multi attack dice weapons to fail hits to farm rage, 1 dice can do that too just dont use the right kratos tokens

    • Also, less fate cost to reroll 1 dice vs multiple

  • Evasion seems much weaker than tanking early on (apparently not the case late game as bosses do so much damage you may as well be evading), many attacks evade on 9+ roll and the Cycle 1 gear that gives evasion bonuses have anti synergy from sharing non stacking keywords, plus standing on cities for more evasion as maze runner not really worth diplomacy loss in the campaign

  • Tanking in general seems strong for most of this game, especially since prioritizing defense over offense makes sense cause you can’t really dps boss down because you can’t expedite wounds, but you can stay alive longer to build more rage unless the weapon is so crazy it borderline guarantees wounds, which basically doesn’t happen outside of secret weapons with their huge stats

    • And unlike evasion which is greatly helped by standing on certain terrain, tanking is just gear so it’s really flexible to just stand anywhere being tanky

Campaign Cons

Voyaging Gameplay:

  • Exploration is just hold W, you are considered to be progressing as long as you are going onto new spaces rather than important named places since nothing in story ties to specific location

    • How can I run into a hub adventure village in a corner of map, and then continue it on the other side of the island with a reoccurring character who said they were in that faraway village? 

    • Cities randomly placed with no heed of how they came about like geographical resources and culture 

    • Put it this way: tainted grail if u wanted to skip the gameplay entirely you’d still benefit from having the map cards out for contextualizing your travels and the world, but for aeon trespass you don’t lose out at all if you just read the storybook and story/doom cards

    • Makes adversary not really feel like being chased and having to wrestle with tough decisions, it instead feels like a timer almost like scheduled timeline battles since you can’t outrun it since you only move 1 space a day and it usually moves 2, shame since it was thoughtfully designed to tie break movement horizontal/vertical depending on map to intercept you

    • Having tiny little minis of the bosses just like adversaries roaming around the map, spawned from story events or adventures would be a much better plot device and very cool, but game can’t do this atm because move 1 tile per day, would have to rework travel to make tons of roaming enemies viable which can be designed such that pacing can be just as controlled as timeline fights in terms of power scaling

    • Labyrinthian temples are a useless mechanic since you never wanna backtrack anyways, pretty much all the story tokens that aren’t progress/doom are used for C1, and aren’t actually used at all unless you’re playing exceptionally unoptimally by not exploring new spaces constantly

  • Missing some starting setup resources cycle 1 fresh start when compared to tutorial : reputation, titan count, one exploration draw

  • Fresh campaign cycle 2 also could potentially give you more stuff than what you bring over, so why not also let people continuing from C1 gain these bonuses too? Like the argo bred titans or any techs and divine surge stuff they missed

  • Cycle 2 start if bringing over cycle 1 save says start with 10 titans and argo bred but not named ones? Wtf i dont wanna lose my named dreamwalkers

  • On cycle loss it fully resets choice matrix? That invalidates previous cycle ending you got

    • And in cycle 2 people call you hero of crete big continuity wackiness if you left cycle 1 early, cycle 2 fresh campaign start also has temenos project tech even though continuity wise if you played from ditching cycle 1 that shouldn’t be there

  • Finishing adventure hubs is super important, wasn’t conveyed that well at all

    • I thought they were side auests, the rulebook just says they’re sometimes side stories and sometimes connected to main story, but they’re super relevant to the main story for providing key information

    • Yet the travel design doesnt encourage side questing because of doom and timeline length, therefore I disagree with doom as a mechanic,

      • All the doom stories should be timeline events, and progressing doom should move their date closer, would serve the same purpose

      • To give doom a functional difference between running out of time, it should work like eldritch horror where and once you hit final doom progression, then ridiculous bad effects start doing terrible unsustainable things that will definitely make you lose eventually, which would make doom tangibly different than just another form of time running out and ending the cycle instantly

      • Currently you’re incentivized to not experience the doom stories, which are actually pretty cool stories and is a key way to interact with the villain, changing doom tokens to set timeline days would guarantee cool story moments

    • There needs to be slightly more expeditions on the map, or like before better movement control so you can better modulate how much combat/adventure you want

Story:

  • Is AT:O truly replayable? The plot pacing is awful, and my experience was so fractured cause I didn’t meet the cycle 1 antagonist “The Punished” at all and then had the big secret identity reveal which felt so bizarre

    • Also didn’t even talk to Punished before final showdown, and I literally wouldn’t even know why ANYTHING would be happening if i didn’t choose to grind out some adventures beforehand (I could’ve ended the cycle significantly earlier)

    • Basically I got exposition dumped when the climax is happening and I should be narratively rushing to confront the villain instead of wasting time grinding since I was scared I wasn’t leveled enough plus was annoyed I didn’t know anything

    • I’d argue the campaign design was made weaker trying to make it more replayable and it would’ve been a much stronger narrative if the hubs were consolidated into the main story progression

    • If AT:O wants replayability, the different factions and paths you can take within the main story is already enough content, plus finding all the puzzle pieces and different random rewards/outcomes of battles, the story shouldn’t be this fractured because it ruins the first time experience when it’s at its strongest

      • A super fractured story you uncover with random bits and pieces works significantly better with a much shorter runtime, hence why it’s usually a plot structure used in rogue-likes and not giant campaigns

  • Cycle 1 theme implies depression is a mindset skill issue, the lack of hope and purpose where thinking everything’s meaningless is the main theme presented here

    • The subject matter is only really done well in the context of when terrible shit happens to you, how do you bounce back, but fails to address any systemic/societal harms or people with predispositions towards depression

  • Labyrinthians aren’t really a cult more like an actually established religion given its scale, and it doesn’t really entrap and manipulate people to worship a charismatic leader who isolates them away from society for upwards gain

  • Pirithious the Hornsworn rebellion leader literally does the meme where they’re a villain that fights for something noble but for some hilarious reason also has to do random evil acts to remind you they’re bad

    • Kills Labyrinthians for no reason, you don’t have to do that to make players doubt Pirithious, just make him a bit more incompetent like accidentally rob/kill the wrong people occasionally or showcase how the people that join them may end up with nothing and have to fight over scraps, and asking if that’s preferable to being oppressed while having the comforts of better quality of living instead of almost none

    • If you’re insistent that he’s actually evil, just do the bloody revolution take of him wanting to kill all the nobility’s children and make him take callously genocidal attitudes towards the Minoans

  • Minoans obviously in the wrong for mass abduction and sacrificing of its citizens and neighboring countries to feed the Minotaur, so writing has to make the other factions do weird random evil crap constantly to make the morality gray area

    • Like the statue debate is so stupid, obviously minotaur statues should be taken down, put into a museum, or co-opted/reimagined to mean something new, icons obviously hold cultural strength so choosing to leave them up as is represents the status quo of mass sacrifice and suffering

  • Story fails to do the whole “everyone is bad” but you must pick a side trope 

  • Showing the results of choices is a little too influential on decisions over just pure roleplaying

  • Inconsistent size depiction of argo, look at the trade dock art or cycle 1 inward odyssey, then look at cycle 2 river width, its size basically just shifts to meet the story as needed to make it seem smaller or bigger, ties into lack of world building where nothing has proper scale and geographical relevance and all physical structures are relegated to cool backdrop set pieces instead of places where people actually live in

    • If argo was truly a city-sized ship that people can get lost in, it should be able to house wayyyyyy more people, like there’s a literal forest inside the ship and another other civilization

  • Game is actually very dude-bro centric which belies notion of appeal to a broader audience and saying anyone can be an Argonaut

    • Always man as MC on mnemos card art,

    • He/him and sir pronouns pop-up as occasional slip-ups when referring to your characters when majority of text is gender neutral

    • If AT:O wants to be male-centric, just make the main characters men, then the narrative is much stronger instead of this flimsy inclusiveness

    • Doesn’t make much use of “custom” characters, it’s truly supposed to be custom characters, make the stories and art more applicable to everyone

      • At the moment, it doesn’t feel like silent protagonist self insert that could be literally anyone, the “Argonaut” feels like their own character, like you’re literally forced to brood in cycle 1

    • Also there’s a noticeable amount of ass and tittes in the art, which is definitely male-gaze focused and again not actually inclusive for all types of people

      • Sex appeal isn’t inherently problematic, but its usage here isn’t well used and rather juvenile, would much rather just be openly horny rather than pretext of “oh they’re nymphs it’s lore accurate for them to go full booba bubble butt” because if this was about lore there would also be satyrs with dicks out

    • Cycle 2 uses ableist slur constantly

Recommender Score 5/10 Average

Aeon Trespass: Odyssey is an incredibly ambitious first game from Into the Unknown, and it’s extremely apparent just how much potential is here. While it is super fun to get lost in your imagination with how this game conjures up such epic imagery and absurd spectacle unlike any stories I’ve ever seen, the game as a whole misses the mark in so many random aspects. It shot for the moon and missed it, then continued overextending the wrong way with a beautifully entertaining scattershot that while fun to look at, is still really messy.

If you were to chip away and refine everything, this easily has the potential to be one of the greatest games of all time. Unfortunately its core has been diluted with too many inconsequential mechanics and rulings from left field that don’t add anything and if anything worsen the experience by making the complete package less cohesive. It’s quite clear that there’s been an ungodly amount of work put in here that’s been extensively playtested, so then why risk ruining all that with random mechanics that can end up nullifying the otherwise really tight balance?

I really can’t understate just how impressive the story and overall grand narrative of Aeon Trespass: Odyssey is, but I also can’t understate just how janky this game is and how that has massive likelihoods of interfering with the plot and gameplay in one way or another. Ideally that all gets fixed in either a second printing or an outright second edition, which hopefully is realized in the next entry with Aeon Trespass: 12 Sins of Herakles!

But otherwise, for how much coolness is packed inside the big white box, so much of it isn’t fully realized. At the moment, there’s HUGE untapped potential here that only stands to get better in the future as more updates and erratas come out, more new players come in, and the official faq further expands as a result. Thus, it’s ultimately mid and a tough recommendation, cause you’d have to be absolutely certain this hefty pickup of 300-something dollar with 300-something hours of content checks off all your boxes without setting off anything unsavory with the jank. 

The thing is though, all that potential could already flower if you go fast and break things with the rules, because while I was burdened with frequently scouring the web looking for answers whenever there were errors or unclear rulings, so that I could be sure I was playing RAW and by the designer’s intent for an accurate review, there’s tons of people who never bothered and just made a judgement call before moving on. That, or they’re doing their own house rules and balance changes when something doesn’t feel right to them like the popular auto-battler variant. In which case, we’re no longer playing the same game, but those people absolutely loved their personalized experience! Though with that playstyle, a scoring like this means nothing cause it can never evaluate custom-personalized experiences.

This is the type of recommendation that is difficult to broadly give out because if I were to recommend this to someone, I’d have to already know a lot about them and what they enjoy, while adding a ton of caveats. Not to mention that the weight and complexity alone already exclude the vast majority of board gamers, and for context this is likely the 2nd hardest board game I’ve ever had to learn, with High Frontier definitely being 1st, and for further comparisons, Frosthaven doesn’t even make top 10. But for even more context, the gameplay difficulty of Frosthaven far surpasses AT:O, which while much more complex isn’t as deep.

Regardless, I legitimately cannot wait for the future to see what Into the Unknown does next, as I’m definitely also going to start customizing the game to my own liking as I’m incredibly engrossed in the story and NEED to know what happens next. Hopefully, the path they take fairs better than something like Bethesda, where people loved the games in the past because of their potential despite the copious amounts of jank, but nowadays find it much more unacceptable without mods.


Obscenely epic, so much so that its wings burned too close to the sun. If you can look past that or even fix it yourself, it’s truly phenomenal


 

Recommender Score

Daniel’s Personal Score

Ashton’s Personal Score

Want more analysis? Watch the Video Review! 

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