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The roadmapTHRYLOX / FIELD NOTES

Roadmap to
global launch.

Completed milestones, current production and the next steps for BOG. Global launch depends on retention and acquisition economics.

Completed

Research & design

  • Market, genre, world and visual direction defined.
  • Mechanics and balance documented; design developed through paper cards and Miro prototypes before implementation.
Completed

Company established

  • Company incorporated and team contracts arranged.
  • Bank accounts opened and accounting set up.
Built · playable on iOS

Playable mobile demo

  • Tactical duels, collectible figures and PvE Anomalies playable on iOS.
  • Figure production pipeline established, from concept to Unreal.
  • Online backend and analytics foundation built; online PvP is not enabled in the demo.
  • A simplified first session introduces the game without prompts, highlights or step-by-step guidance.
Get iOS Demo Access
BOG / EARLY DEMO FOOTAGEGameplay overview · September demo · 1:19
About this gameplay video

The video shows BOG’s early mobile demo. The BOG article explains its duels, collection and Anomalies, alongside the wider game planned for production.

Completed · industry presentation

Industry presentation · Barcelona

  • BOG presented at Pocket Gamer Connects Barcelona, 15–16 June 2026.
  • Design feedback gathered from game designers, developers, artists and industry veterans.
  • Suggestions for expanding the demo aligned with the planned wider game.
Pocket Gamer Connects Barcelona · event details
Completed · wider audience

Public demo · Limassol

  • BOG presented at StartupCon Europe, Limassol, 26–27 June 2026.
  • Demo shown to business and general audiences beyond the games industry.

Plug and Play · ongoing discussions

  • Following a personal demo in Limassol, the Plug and Play team reviewed the game and materials, received TestFlight access and met separately with Thrylox to share feedback.
  • Discussions continue with the programme manager and curator as they prepare a gaming programme. Cohort participation is not yet confirmed.
StartupCon Europe · event details
Completed · first acquisition tests

First acquisition campaign

  • Paid acquisition campaign launched; first players reached the demo.
  • Players explored duels and PvE Anomalies.
  • These first sessions inform further testing; retention and acquisition economics remain to be validated.
We are here

Production

  • Current work expands the playable demo with additional content and the remaining systems in the documented design.
  • The round supports this production work, followed by beta testing and soft-launch validation. The workstreams below define what comes next.

New content

  • Add locations, figures, quests and PvE dungeons.

Core features

  • Develop fuller onboarding, progression and monetisation.
  • Add user-submitted cases, a store and battle pass.
  • Develop live operations and ship customisation.
Planned

Beta & creative testing

  • Test the player experience and build stability.
  • Develop and test advertising creatives ahead of soft launch.
Planned

Soft launch

  • Improve retention, monetisation and acquisition costs.
  • Measure results against the global launch targets below.
  • The BOG production plan starts with an 11-person in-house team and grows to 19 for soft launch.
  • As soft launch develops into launch and live operations, add targeted user acquisition and analytics capacity.
TARGETS FOR THE GLOBAL LAUNCH DECISION

Planning targets, not current performance.

Paid cost per install
≤ $6
Day 1 retention
≥ 35%
Day 30 retention
6–8%
Day 30 return on ad spend
60–70%

If targets are missedKeep tuning. Global scale waits.

When launch targets are met

Global launch

  • Target: global launch around 12 months after raising the round, subject to meeting the launch targets.
Planned · after global launch

Scaling

  • Grow player acquisition.
  • Operate and improve the live game.
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