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.
GAMEPLAY UNAVAILABLE
The video could not load. You can still explore the real demo screens in the BOG story.
See the demo screensAbout 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.
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.
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.