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NEST RPG

Created by Gila RPGs

Avian alien assassins taking on fire focused fanatics. Your next adventure in the world of NOVA is here.

Latest Updates from Our Project:

Smoke Test Launched
6 months ago – Tue, Jun 11, 2024 at 05:44:50 PM

Hey everyone!

The funds from Backerkit have cleared, which means we can start taking the next steps towards fulfillment. Mike is getting the game all laid out and I'll be reviewing it soon. After that, we'll get the game up on itch.io to get you your PDF copies!

The PDF will be sent to the printer soon after that, and we expect the books to arrive and start making their way to you in July.

In order to make sure that all happens, it's time to fill out the Backerkit survey! I've just launched the Smoke Test of the survey, which sends it out to 5% of backers as sort of a test to make sure everything looks good. If the smoke test clears, then expect to see the survey in your inbox soon.

The survey is where you'll be able to include anymore more add-ons you might want with your pledge, provide your shipping address, and pay for shipping costs.

Once surveys are sent out, it's really important that you fill it out soon so we can get you your book in a timely fashion. Also make sure to check for any failed payments from card errors. If the shipping costs don't get resolved, I can't send you your book!

One other thing, the pre-order store for NEST is linked on the Backerkit campaign page now. For anyone that missed the campaign but still wants to get in on the first wave of book shipments, this is your chance!

That's it for now. I'll be sending another update once the smoke test clears and the survey goes out to everyone else, so you can look for it in your inbox!

It's Over!
6 months ago – Tue, May 28, 2024 at 07:26:16 PM

Hey everyone,

We did it! The campaign is officially over, and that's to all of you, NEST is going to be a reality.

This is my first time crowdfunding through Backerkit, so I'll be working out the timeline for cards being charged and funds making their way to me. With those we'll be able to fund the print run of the book and pay the team. 

You'll be getting a survey from Backerkit soon that will collect your information to get emails to ship PDFs to, and addresses and shipping funds for your books. I'll let you know when that happens!

The book is being finalized as we speak, and our goal is to get the PDF to you as soon as we can. For now, we're going to take a couple days to rest and celebrate!

-Spencer

Cuckoo Breakdown
6 months ago – Fri, May 24, 2024 at 12:02:12 PM

Hey everyone,

Taking the vote easily, the Cuckoo is the next class to get a breakdown. Let's learn all about this hooting hacker.


The Corvus Dominion prides itself on its technological dominance over anyone that it encounters. In those rare instances where the tech of an enemy is giving them trouble, a Cuckoo will be dispatched to shut things down (and maybe stealing some of that tech for the Corvus to claim as their own).

Cuckoos are experts of disruption, and when deployed alongside other agents, they also serve a support role. Enemy tech is disrupted and siphoned off to benefit the flock. Not prone to combat like some of the other agents, Cuckoos will whip out their strangler cable, which sends a harsh electrical charge into anyone it wraps around, stunning them momentarily.

The talents of the Cuckoo highlight its mastery over technology. It has the ability to sense and read electromagnetic activity around it, allowing the Corvus to avoid enemy traps or stay out of visual range of detection tools. Using its Cuckoo Claw, this agent is able to siphon the power away from small electronic devices, and quickly override locked doors and panels.

When the fighting breaks out, the Cuckoo steps back and allows other agents to take charge. That doesn't mean they don't have a role to play though! Weapons Jam allows the Cuckoo to quickly shut down the extremely simplistic weaponry the Hellions deploy, preventing them from firing on fellow agents. As agent batteries drain from power use, Cuckoos activate Recharge, which allows them and all other birds to siphon off energy from any enemies they kill, turning enemy tech into fuel for their own. Finally, in those situations where the birds are weak from prolonged combat, Cuckoos can deploy their Reboot power, which allows all nearby agents to recover health, or empower those already at full health.

And that's the Cuckoo! We're just a few days away from the end of the campaign now. And that leaves one last bird to get its time in the spotlight. On Monday I'll do my final breakdown for the Lasher.

Enjoy your weekend everyone!

-Spencer

Haunter Breakdown
6 months ago – Wed, May 22, 2024 at 12:49:59 PM

Hey everyone,

The votes are in, and the Haunter won the backer's choice for next class breakdown by a slim margin. Let's learn a little bit about these birds.



Haunters are some of the most elite soldiers in the Corvus Dominion's forces. Elevated from the top performing birds, Haunters go through rigorous training in small teams, learning the ins and outs of high speed, high impact attacks. Their enhanced vision lets them pick out targets quickly while their strigid rifle cuts down enemies without a sound.

Haunter Talents represent the training they've had for rapid attacks on unsuspecting victims. So long as they haven't been detected, their movements are completely silent. As someone who strikes from the shadows, a Haunter has a sixth sense for detecting hidden threats. Finally, when enemies finally realize that the Haunters are upon them, the birds can deploy tech that baffles sensors for just a moment.

The strigid rifle doesn't have the most punch, but it fits the hit and run tactics of Haunters nicely. These rifles are completely silent, allowing Haunters to move in, take out a room, and move on without anyone being aware the raid has begun.

This is best represented by the Run and Gun power, which allows the Haunter to move to a location and hit every single enemy with their weapon in range. In a pinch, they can use a Feather Grenade, which sends hundreds of metal microfeathers into a room, their reflections blinding enemies for a moment. And when a stronger touch is necessary, Haunters load up an Explosive Round, which can be used to hit a group of enemies at once, or deal one big hit against a target.

I hope you enjoyed that breakdown of the Haunter class! There are two more base classes I'd love to do a breakdown of, the Cuckoo and Lasher. I'll save a Gunner breakdown for when I've got that finally ironed out.

So, who do you want to hear about next? The Cuckoo hacker or acrobatic Lasher? Vote in the poll below!

And don't forget, we're still trying to reach 200 backers to unlock the free sticker for all book backers! Share the campaign with friends or anyone who loves murderous birds.

-Spencer

Shrike Breakdown, Gunner, & Backer Goal
6 months ago – Mon, May 20, 2024 at 10:37:19 AM

Hey everyone,

The votes are in, and you all want to know more about the Shrike class! Let's dive in.

Every class in NEST has a set of talents, a weapon, and three powers they use during combat. Talents represent the training agents have, allowing them to always accomplish certain tasks without risk. Weapons are...well, they're weapons. And powers are the abilities the agents can call on when the fighting breaks out.

Shrikes are sometimes sent in as solo operatives on missions, given their affinity for long range warfare. They get in, take out a well protected target, and get out before anyone has an idea of what happened. When deployed in a Flock, they provide recon data for their team, and incredible stopping power with their corvex rifle.

Shrike Talents allow them to track and hunt anyone that they have marked with their scope, allowing them to pick out the most dangerous targets with ease. When the time is right, they can blend into the shadows and remain unseen.

They wield a corvex rifle, a powerful long range weapon that can pierce through the toughest defenses. The rifle is only usable at the longest range though, and can't be used if the Shrike is on the move. So careful planning and positioning are key.

In order to do that, the Shrike calls upon their powers. Slip allows them to activate a camo cloak to gain temporary invisibility. If a foe decides to get too close, Shock Traps will leave them stunned, giving the Shrike a chance to get away. Up against the wall, the Shrike can Weaken nearby enemies by knocking them off balance, leaving them vulnerable for another agent to clean up.

And that's the Shrike! Want to learn about another agent? Vote in the next poll and I'll do another deep dive in two days.

GUNNER
I had a rather ambitious day 1 funding goal, and unfortunately we didn't hit it. I'm still learning the ropes for Backerkit, and so I decide to move the goalposts of unlocking the 5th agent, the Gunner, to the one week mark. Well, we did that! So there will be 5 agents in NEST instead of the original 4.

ACHIEVEMENT GOAL
I've added a new achievement for the campaign. If we can hit 200 backers, I'll be adding a sticker to everyone's pledge who ordered the printed book! We're still discussing which design to do, so I'll share more when we decide. For now, we're about 38 backers away from that goal, so help spread the word on the campaign!


That's it for now. Make sure to vote in the poll for the next agent breakdown, and I'll be sharing more NEST with you in two days!