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Dead by the Water

A semi-cooperative game of adventure and un(for)seen betrayal

Dead by the Water is a semi-cooperative adventure where you and 3 of your friends play a group of goblins working together to move their caravan across The Vale. But what is "The Vale" you ask? A long stretch of plains, forests, canyons, ripe with deadly creatures and landmarks filled with traps & treasures... The catch? One of you is a traitor.

Oh, and did I mention it's bordered by, of course, a Volcano threatening to erupt?

Time is of the essence and you'll be hard pressed to find a moment of respite in this tense social deception game.

Note: The game is currently in early prototype stage, public testing phase.
No AI-generated visuals or graphics used in this page will be used in the final version. Read more at the bottom about our AI usage disclaimer. I am looking for 2 illustrators and 1 graphic designer.

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Why support?

DBTW features modular exploration, survival elements, in-depth character & caravan customisation and engaging battles - all coming together to create an ever tense experience anchored into emerging gameplay. 

 

Everyone (but one) will need to work very hard to move the caravan from "the Start" to "the End" tile (boohoo, ominous...). In the middle of the map a quest will further test the mettle of our brave adventurers. The traitor only wins if the caravan never makes it to "the End".

Rich in player interactions, DBTW requires strategic planning and careful resource management, whether you are an adventurer or a traitor. Each session throws at you new challenges constantly making you reassess priorities where any decision can be the last. With asymmetry and a large amount of moving parts, no two playthroughs will be the same but one thing will remain constant: the stories you made along the way.


Dead by the Water is a game of moments, of stories told, a game about “that time” your friend did “that thing” to save the day (or doom it).

Innovative  combat and social-deception

Balances cooperation with deception as players handle immediate survival needs while trying to uncover the hidden traitor. Get ready for high-stake conflicts and incredible twists.

Emergent gameplay and highly replayable

Varied roles, changing weather conditions, mini-dungeons, 19 unique creatures and ever-evolving challenges ensure endless replayability.

Immersive & unique Goblinoid roleplay

Pick from 8 distinct roles with 4 unique abilities, and customize your playstyle with 60+ gear items — each game-changing.

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Game features

Key game features

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Customisation: Your character, your playstyle

Pick from 8 roles, each with 4 unique abilities, and 20 highly asymmetric yet balanced characters.

 

Customize them further with more than 60 unique game-changing gear, from armors, weapons, capes, or even an assistant lemur (how did they even get that thing?).

 

Pick a caravan model and outfit it with state-of-the-goblin-art modules to bridge gaps in your team's competences.

Adapt to day-night cycles, fend off creatures, tackle random events and harsh weather - do all this whilst managing your hunger, thirst, endurance, and health. Hunger and Thirst directly impact your ability to perform during the day.

Will you use the water to move the caravan further... or to recover endurance?

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Use social deception to mislead, poison food, lure creatures, burn supplies... or reveal yourself and plain murder your friends! 

 

Hidden information and role dependability both blend in for strategic depth and escalating tension. All mechanics have been designed keeping in mind the presence of a traitor, providing cover and reasonable doubt leading to incredibly hilarious moments.

 

No player elimination, keep the fun going: fallen characters are merely unconscious, awaiting rescue.

3-levels mini-dungeons provide both rewards and opportunities for betrayal. Players participate in STR, DEX and WIS skillchecks requiring a certain amount of each to progress to the next level (+ some randomly added, depending on the difficulty).

 

Fail and the one who attempted to progress may suffer a dire fate.​ Oops, how did you fall down?

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Weapons scale on different attributes (STR, DEX, WIS) and thematic "damage shapes" (i.e. slashing is a curve whilst piercing is a line). Characters can power up their attacks using their attributes:

  • higher chance to hit (focused)

  • inflict damages on armored zones (empowered)

  • and great if you can avoid hitting your friends in the process... (precise), nasty D(eflect) zones!

 

Then place the damages on the "health zones" of your choice, potentially disabling attacks or reactions of the creature, until creature's health map is completely covered (meaning it's dead, duh).​

How to play

How to play?

Discover the core gameplay loop of DBTW

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1

Each player moves their character simultaneously to explore different locations, seeking an easy path for the caravan to move, or an ideal point to camp and collect resources.

 

Players use endurance to perform most actions, although they can always exert themselves, using health as a substitute...

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2

In locations, players will fight creatures, navigate traps, perform skill checks, and explore perilous landmarks: mini-dungeons where water is most commonly found. Players progress through these dungeons by performing skillchecks.

 

As a reward for clearing a level, they might also find items or rare equipment, providing an edge in what's to come.

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3

Players will then use their equipment to extract and carry resources back to the caravan. Depending on their loadouts, some may be more suited for the job than others...

 

There are 8 resource types:

  • Water is used to move the caravan forward and for thirst

  • Food for crafting and also for hunger

  • Other resources are used to craft, repair, clear paths or for some abilities... generally, to improve chances of survival

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4

Once all players are out of endurance, the night phase starts - players ought to craft a campfire or have a torch ready, lest they suffer through the coldness...

 

The caravan is deployed on its location into a camp and an event is drawn. A creature lurking in the dark? Brewing discontent? Someone lost the cooking spoon (ya, really...)?

 

Unique night actions based on the caravan type and its modules become available. This is also an opportunity for players to replenish their strength, craft items or go on nocturnal adventures.

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5

Then, on the next day, players move the caravan, their base of operations, using the water collected during the day, until they’ve reached the end of the caravan path. 

Weather changes, and new challenges arise in yet another day of adventures...

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On your turn...

On your turn...

 Sessions last up to 10 in-game days, alternating with Day and Night phases.

Strategic turns

 

Players take turns resolving action types in a specific order:

  1. Quick Actions in turn order

  2. Simultaneously move...

  3. ...and discovery resolution

  4. Then main Actions

Complementary roles

 

Each of the 8 available roles comes with 4 abilities yet it doesn't pigeon-hole you into a traditional fantasy archetype. Abilities are thematic and can be used by characters with any attributes.

Unlock synergies

 

Characters are highly asymmetric: endurance, health, strength, dexterity and wisdom give you the opportunity to play any role, your way. Add some more roleplay opportunity with unique character ability!

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Player boards

With all this information neatly kept on a player board that tracks: total Carry Weight, Equipment, Strength, Dexterity, Wisdom and current Endurance, Health, Hunger and Thirst.

Each character features 4 equipment slots, ensuring each equipment feels meaningful and experience-defining.

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Join the Adventure!

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Try it now on TTS

Coming soon

Playtest the game today and give your feedback below!

Get updates about this project

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TTS file
Rule book

Download the public beta on Tabletop Simulator (TTS)

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AI art disclaimer

For the purpose of game development and prototyping AI image generation was used (Midjourney).

Rest assured, in the final product, no AI images will be used. We are currently hiring 2 illustrators and 1 designer for the 1,000+ components you will be using during your play sessions.

None of the images you see here or in the TTS prototype will make it in the final product.

We believe that board games are such amazing experiences because they rely on the player's ability to create stories. Thematic mechanics and art, we believe, are two mandatories for that to happen.

Hiring talented humans (not goblins this time!) who understand world building is an integral part of what we want to create with Dead by the Water.

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