I wanted to take some time to properly explain where the Kickstarter currently stands, because this project has grown far beyond a simple miniature release and I think it deserves a clear and honest update.

This campaign will include more than 500 miniatures, and that number is not something I am throwing around lightly. It is the result of structured planning, months of sculpting, test printing, and organizing content in a way that actually makes sense for a game system rather than just a collection of files.
From the very beginning, I made one decision that shaped how I approached this Kickstarter: I do not want to launch with invisible key features. If something is important to the campaign, if it is meant to be impactful, then it needs to exist on day one. That means sculpted, test printed, and ideally painted. Vehicles and major characters fall into that category, because they are not just additional content, they define the identity of the factions and the visual impact of the army.
Roughly one third of the total content, which means over 200 miniatures, will be available on day one. When the campaign launches, people will see real models, real photos, real presence. Not placeholders, not promises that will appear later if things go well, but actual content that already exists.
Everything beyond that first wave is not improvised. At the moment I have worked up to Stretch Goal 8, which already brings the total to around 500 miniatures. Before launching, I want to have at least Stretch Goal 10 fully prepared, because I do not want to artificially hold back core elements just to create suspense during the campaign. I prefer a structure where the foundation is solid from the start and the campaign expands in a meaningful way rather than through delayed visibility.
During the campaign itself I will continue adding content, mostly vehicles and characters, and potentially more squad releases depending on how things evolve. My current structure unlocks roughly four vehicles, or a full squad, or a character set per stretch goal, and I expect the campaign to reach Stretch Goal 14 or 15 if momentum allows it. But the important part is that the core experience will not depend on that expansion. It will already be there on day one.
There is another element I have been thinking about seriously. Now that production has been brought back to Japan, I have much more control and flexibility. I can be more reactive, I can manage quality directly, and I can consider options that were not realistic before. Because of that, I am strongly considering offering a physical pledge, not just printed miniatures but a complete Damocles Wars starter box.
The idea would be to offer a box containing eight squads, three characters, one tank, along with all the essential gameplay accessories such as movement trays, dice, wound trackers, tokens, and bases. In total, that would represent around ninety miniatures, with a target price of 150 dollars shipping included. I also want backers to have the possibility to customize their pledge, meaning they could swap squads for ones they prefer, choose different characters, or exchange the vehicle depending on their playstyle.
This is not a small undertaking. It implies a proper feasibility study, accessory sourcing, packaging solutions, and potentially investing in specific equipment to support this goal. But it is something I have wanted to do for a long time. A real boxed entry point into Damocles Wars, something tangible, something that feels complete from the moment you open it.
This Kickstarter is not about assembling a large bundle and hoping it attracts attention. It is about building a structured ecosystem with real depth, visible impact, and long-term expansion. I want strong day one presence, meaningful stretch goals, and possibly a physical entry point that makes the game accessible beyond digital files.
There is still work to do, but the direction is clear, and the foundation is solid. More updates soon.
— William








