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Presentation Date | 22 May 2026 | |
Data di Uscita | Q1 2027 | |
Category | Competitive, Dungeon Crawler | |
Mechanism | Dice Rolling, Hexagon Grid | |
Number of players | 2 – 4 | |
Minimum Age | 14+ Years | |
Playtime | 120 Minutes |
THE MINING EXTRACTION BOARD GAME
SAPROMETE® is an exciting competitive dungeon crawler focused on resource extraction and management, for 2–4 players. Set in a distant future, you’ll dig through a destructible map, manage your crew, and fight to survive in a setting that blends the optimism of technological abundance with the cold, controlled aesthetic of a dystopia.
The Council is getting ready for the expedition!
In a future of perfect harmony, where technology is entirely at the service of humanity, a public body known as the Council of Humanity ensures order and promotes expansion across solar systems through a cold and systematic Bureaucratic Protocol.
Each player takes on the role of an Expedition Captain, the admired and highly specialised elite of the Pioneers of Exploration, who are entrusted with the highest duty and honour: to reach ruined and theoretically uninhabited worlds to extract the Resources needed to fuel the terraforming process that expands the reach of human civilisation.
The primary objective of each player is to guide their Expedition Group through the Layers of the Planet by removing Terrain Tiles from the board to clear the path to its Core. The game ends when a player retrieves the Planet’s Core; however, victory goes to the player who has demonstrated the greatest efficiency: only the Captain who has achieved the highest Reputation will be honoured by the Council of Humanity.
No Captain can face the unknown alone: as their Reputation grows through the completion of Objectives, players will be able to recruit specialised Pioneers with unique abilities into their group. The success of the mission will depend on how skilfully players manage their Expedition Party, combining the four Classes featured in the game with balance and strategy:
In the unexplored depths of the Planet, the sheer biological strength of your Expedition Team is not enough: to overcome the toughest mineral veins and the defences of the fiercest predators, it is essential to use the Resources extracted to develop new equipment that enhances the group’s mining and combat capabilities and increases the expedition’s value in the eyes of the Council of Humanity. Players will be able to craft four types of Tools:
Making your way into the depths of the Planet and climbing the Civic Merit hierarchy comes at a price: as players trigger specific events, the Threat Track will advance inexorably, changing the rules of the Expedition:
Be careful, however, not to push things too far. If the threat were to reach the final level, collapse would be inevitable: the Planet would become unstable and the Expedition would be cancelled, resulting in the defeat of all the Captains.
Game Design and Development
Graphics and Layout
Character Design and Illustrations
SAPROMETE began as a competitive ‘everyone against everyone’ experience, and it is on that basis that we have built the balance and progression of the game. The game’s structure, however, lends itself naturally to both a Solo and a Co-op mode, so we do not rule out developing these as dedicated content.
Interaction is both direct and indirect. Direct interaction takes place through Combat, whilst indirect interaction is constant throughout the game, as the Captains compete for the same Resources and Objectives and can hinder one another through the Personal Actions of the Exploration Pioneers they have recruited.
Dice determine the outcome of all Class Actions, so there is always an element of uncertainty in any single attempt; however, it is your preparation that determines how much that uncertainty affects the game: the choice of Pioneers to include in your Expedition Group, the Tools to equip, and the use of the Versatile Action are all decisions that alter the odds even before the dice are rolled. Chance still plays a part in the outcome of the attempt, whilst the available options depend on how the Captain has put together their Expedition.
The replay value is very high, because the random arrangement of the Terrain Tiles generates a different map every game, and the order in which Monsters, Tools and Pioneers appear in the Market forces players to adapt their strategy rather than repeat a memorised opening. No two descents to the Planet’s Core are ever the same.
SAPROMETE is set up on a single 56×72 cm game board, to which are added the Player Boards, Monster Cards and the reserves of tokens, dice and cards not yet in play. During playtesting, we played it on a standard six-seater dining table measuring 160 x 80 cm, and the single game board is easy to read from whichever side of the table you are sitting.
The number of Resource Tokens in the box forms part of SAPROMETE’s game balance, as it is calculated based on the actual course of a game: the reserve is therefore a game limit in every respect, and when a Resource is depleted, it remains unavailable until it is replenished, just as Character Cards and Tool Cards are limited by their respective decks. If a Resource’s reserve runs out, it means someone is hoarding it, and taking this into account when planning your Expedition is part of the strategy. Action Tokens, on the other hand, are provided in a quantity designed to cover any game scenario, so this is not something you need to worry about.
Yes. The inner insert has been designed to hold all the cards in the game, even when they are sleeved – including premium-thickness sleeves – so that your Expedition Group stays organised for many games to come.
Yes, because the text appears on the Player’s Dashboard and on all Cards, including Character, Tool, Objective, Danger and Monster Action Cards. The game will be available in full in Italian and English.
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Nato nel 1997 e cresciuto a pane e PlayStation 2, Nicola è un “Forever DM” per vocazione e un Game Designer per scelta.
Oggi è la mente dietro le meccaniche, la narrazione e gran parte dei testi pubblicati da LOOMOON, con un’idea precisa: un gioco funziona davvero quando genera divertimento attorno al tavolo.
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