Loot Studios Talks Malediction – New Hybrid Miniatures Wargame TCG Launches on Gamefound
Loot Studios enters the tabletop gaming arena with Malediction, a dark and strategic miniatures card game blending rich lore and innovative mechanics. The game, crafted over two years with lore input from legendary author Tracy Hickman, offers a mature fantasy world where factions like Primal Blood and the Legion of the Fallen fight for dominance. With a focus on strategy over luck, Malediction integrates miniatures, cards, and terrain. It offers a versatile system that players can enjoy with printed standees or 3D-printed models.
Playable in 1v1 and 2v2 modes, the game emphasizes adaptability, allowing players to tailor factions and strategies through various combinations of spells, creatures, and relics. Silvio Martins and Fabio Cury of Loot Studios shared insights on the creative process, the game’s accessible entry points, and future expansions with PopGeeks.
Today, we’re going to talk with Loot Studios about their upcoming game, Malediction.
We’re lucky enough to have with us today Silvio, Silvio Martins, Head of Marketing, and Fabio Cury, who is the Head of Game Development for Loot Studios.
So Silvio, let’s jump right in. What inspired Loot Studios to get into making tabletop games, and what made Malediction the one to start with?
Silvio Martins: Loot Studios is now four years old. And we’re a bunch of guys and girls who love playing games of all sorts, card games, tabletop games, RPGs. We play them constantly. Together at the company. With friends and family.
From Miniatures to Tabletop Games
So, one of them. I don’t know if it was Renato Góes who said, “Why don’t we do our own game, and start working on our own stuff, and show people that we also can do our own games?”
We have a very successful line of work with miniatures. So, it’s about two to two and a half years since we started working on that. We started developing.
We started talking to people, play testing, and doing lots of stuff to create this Malediction. So, it was a labor of love and a labor of a bunch of people who work together and want to see more stuff coming out of the company.
So, that’s the whole thing in a nutshell.
Awesome, yeah, definitely. I know that if you’re a person who does 3D printing and plays tabletop games, you’ve probably heard of Loot Studios. So that’s really cool that you just finally decided to, you know, jump on in.
So, the lore was written by Tracy Hickman, who’s a New York Times bestseller and probably best known for his work on DragonLance. Can you tell us a little more about the lore of Malediction?
Silvio Martins: Yes. The lore of Malediction was first created by Tracy Hickman, and we started with a normal fantasy world. Once we finished, we started playing the game and looking at what we had in our hands; we decided to go a little bit darker, a little bit grittier, and a little bit more mature environment than those classics, elves, dwarves, and humans fighting each other.
So once Tracy gave us the basic set of the world and the basic ideas that we wanted to work with, our team started developing their own ideas and their own inside characters and settings that would meld with what Tracy did and create what Malediction is today. Fabio, can you talk a little bit more? Otherwise, I’m going to be the only one speaking.
Fabio Cury: Well, I joined Loot Studios very recently, and the game was already very close to launching. And what I found very interesting was when I arrived, they said, Well, here’s the lore for the game. They showed me everything that was in the game content, right? And all the characters and all the spells and how this interacts with the lore. But then they showed me everything else, right?
And the fact that Tracy Hickman can actually create this huge and very deep universe, right? It gave us a lot of content to work on for the future, right? So there’s enough lore there for years and years of future development and expansion in regard to new characters, new settings, and everything still inside this universe of Malediction.
Art and Design of Malediction: A Distinct Identity
Can you tell me a little more about the artists and the art of the game? It does go a little dark, which is pretty awesome.
Silvio Martins: Yeah. This also came with our discussion when developing the game. At first, we had the classic illustrations, like I told you, and then Alvaro [Ribeiro], who is our art director, said, Hey, I want something that, if people look at it, it calls and says Malediction.
So the artists, everybody from Loot Studios, both 2D and 3D artists, they start developing more and more art and 3D sculpture that passes that message of a dying world that is being rebuilt by those tribes and those Seekers, and that really gave us a new look at the creatures and the feeling that we have when playing the game.
I can give you some examples. Instead of using orcs and dwarves and elves, we start creating creatures and creating stories that people want to start looking at; okay, the Humans, the Oerikan, the Erisyr, and the Vulkir, that are the names that we’re working on to create those new races. They do have a special characteristics.
It’s not just like you take a look, that’s a dwarf. That’s enough. No, that’s a real, new creature developed by this new IP. So that’s the whole movement that we’re working on, and they’re looking forward to giving the IP the strength and the character that it deserves.
That’s awesome, unique characters? So, both Silvio and Fabio. What are your favorite new creatures for this game?
Fabio Cury: Well, I’d say that my favorite faction in general is the Primal Blood. These are all creatures that used to be wild and lived in these wildlands, but after the death of these giant creatures, they started drinking the blood of these fallen giants and gaining more conscience and power.
And using this blood mixture of dead giants, which is just like lying around in pools, they also mix it with mud and magic to create these unique creatures and beings, which are very even hard to describe physically, right? You have to really look at the models, and I think they’re really interesting for painting and for being creative as a hobbyist. So that’s my favorite faction.
Silvio Martins: Yeah, I was gonna say that everybody that looks at Thundersteps step to the game show, that huge statue falling in love with Primal Blood. But I’m on the other side of the coin. I like most the Legion of the Fallen, which you can translate by those who work their magic and their interactions with the living and the dead.
I like the cool way of the Seeker, Vorendal, which is one of the leaders. It’s like some kind of high lord together with twisted creatures that are really ugly and deformed. I like that discrepancy and that difference between the beauty and the beast of the fallen band. I really love them, but I like to paint miniatures.
So every time I see, for instance, a miniature of the Conclave of the Spheres, or a miniature from the Order of the Shattered Throne, or even those creatures from the Primal Blood, I say, “Oh my god, I really need to stay put in one.” So I decided to go with Legion of the Fallen.
Awesome, awesome. So, Fabio, you said that you had more recently come on to Loot Studios towards the end of the development of the game. What was your reaction after the first time playing?
Fabio Cury: I was very, very excited because after I learned the game, I. Right, right up at playing, you know, just playing a demo. And that, to me, is already a very good selling point, right?
You don’t need to read pages and pages of rules like someone can explain it to you fairly simply. And after I started looking at all the possibilities, I was like, “Okay, wow, there’s a lot of depth in here.”
And so once again, I’m biased at this point, now that I’ve already hopped on board, but I really think the game is simple to learn but hard to master, which is, I think any game designer’s goal, right? So, I think the team did a really great job, and that made me very eager to hop on board and join the staff.
Cool. So, I saw that the average Malediction game may last around about 60 minutes. What do you need to get a one 1v1 game going?
Fabio Cury: So as long as both players have a faction box, which is the equivalent of like a starter set or something of the like, then you have everything you need to play, not just with one simple load out, let’s say, but you can make many, many decks with your faction box, right?
It comes with basically everything you need to play for one player. So, as long as two people have these, there are numerous options and matchups that you can do.
I saw that you could play Malediction with up to four players. What different configurations can you do with the four players?
Fabio Cury: So currently, we have one 1v1 mode, and we also have a 2v2 mode, which is, right, where you play as teams. The wording, all the spells, and all the abilities are already made, so it can encompass this. So there’s a difference between allies and allies you own, right?
So, because you can cast spells on your allies that are from another player, for example, it already encompasses this 2v2 two setup, and only time will tell, right? We are very excited to work on more game modes and bring further options to players.
Silvio Martins: And there’s one thing that we haven’t told people yet: every box comes with two Seekers. Okay, so the first Seeker, the most important one, is like one caller.
Fabio Cury: One faction.
Silvio Martins: One faction. Sorry, yeah, one faction. So Malediction works only with the cards of that box; the second Seeker is dual-faction. He can work with cards and other boxes.
So when you start working and start playing matches, as you said, we can play matches for 60 minutes, but we can do demo short versions of the game for 30 minutes to initiate and know how it works. So it’s really fun to see people trying to mix the cards and develop their own strategy.
And the fact that you can print your own miniatures, you never know when you’re going to have your final strategy, I say, “Okay, okay, I want to use Vorendal, two of those soldiers, that creature, that piece,” and the other guy who plays Legion of the Fallen as well. You have a completely different configuration.
And this is something that we are learning now when doing demos on shows and got really excited about. It’s really cool to see people with the same deck creating different strategies.
Gameplay: Strategy Over Luck
So, Malediction prizes strategy over luck. What are some of the things that players should keep in mind while crafting their strategy?
Fabio Cury: I think something that’s very important is to keep in mind how many creatures versus how many spells you have on your deck. Sometimes you look at all these spells and say, “Oh, this is super cool.” But if you don’t have creatures on the board, it is a miniatures card game.
So there is this miniature, uh, geometric component. I say geometric, but in the sense of like movement, right? And trying to see where your ranged units can hit and the table presence is important.
At the same time, if you don’t put any spells, then your opponent is going to be able to outmaneuver you by doing little tricks and shenanigans, right, and catch you off guard. So I think that that’s something very interesting and something players will quickly become aware of.
Silvio Martins: And you have to summon creatures on the battlefield. So, if you only pick up big creatures that are very expensive, cost-wise, it takes time to put them on the table. And if you don’t, if you do that, your opponent will be putting smaller creatures and taking advantage of the whole thing on the battlefield.
There are also the relics, right? that he could claim before you. The relics are powerful artifacts that will help you on the battlefield as well. So, you have to keep in mind a lot of small things that are connected together. Gives you the strategy.
I’m a terrible player. Every time I play, I lose, but I also have fun, because you start doing okay. I’m going to put lots of skeletons. Let’s see what’s happening. I’m going to put a lot of big guys. Let’s see what’s happening. Fabio and his game developers are very surgical and always do the best things on the table. I hate you guys.
So, Malediction, the game is playable right out of the box, but there’s a redeemable card I saw for access to the 3D STL models. How many models are available? And what else can players expect from the models in the future?
Silvio Martins: Okay, you don’t have only the models. You also have the terrains as well for the faction. So you have the terrains and the models. I think it’s about 26-28 models per box. If I’m not mistaken.
Fabio Cury: Twenty-five models per box, plus five terrains, yes. And you also have the models for the husks because of the places which hold the relics.
Silvio Martins: But we’re also going to prepare for the future, different poses for the creatures. So, if you play the game, you notice on the standees that some creatures are numbered one, two, and three, or one and two. That’s the maximum number of that type of creature that can be placed on the table to play the game.
So we’re developing different poses so you don’t have to, you know, “Oh, they are all the same poses. I don’t know which one is which.” You’re going to have different alternative poses. We’re also going to create alternative poses during the campaign, but this is something that we are not telling people right now; it will just be a surprise when the campaign starts, but we do have things in mind.
A Living Game and Looking Ahead
Fabio can tell us about the lineup for 2025 that we’re planning. So this is something that we want to do. We want to do a living game. So, we start playing now, but you know for certain that in the future, you’re going to have more cards, more miniatures, and more material to play. So this is something that we are paying very close attention to.
Fabio Cury: Yeah, I think that’s something very interesting. When we think of miniatures games, we think of how much bang for our buck we’re getting in miniatures. But in this situation, Malediction is a miniatures card game. So not only do you already have great value for miniatures, in this case, the miniature STL files, which you can print as many as you want, right… once you buy the box. But you’re also getting a lot of cards. So there’s a lot of gaming content, right when you get a faction box.
And so there’s a lot of variety, apart from the miniatures, and they all have beautiful sculpts and alternative sculpts so you can identify each one. But once again, you also have this value of all these cards, which are really well made.
And we have partnered up with Cartamundi, which is basically one of the largest, if not the largest, card companies in the world. They make amazing quality material, right? And if you’ve played basically any card game out there, of the big ones, you’ve seen the quality of their product.
We’re aiming for not just having the best models and the best STL files but also the best cards, the best standees, the best box, and everything we can to deliver this very high quality, high-value product for the end-consumer.
Inclusivity and Player Engagement
Awesome, awesome. So I saw that you mentioned that Malediction was recently demoed at PAX Unplugged, and I saw that you received some positive feedback for that. I saw that there’s a print-and-play demo available on Gamefound for people who want to check it out. Are there any other opportunities for players to get hands-on time before the Gamefound launch?
Silvio Martins: We do have the gaming manual. You do have the print-and-play. We send some free miniatures for them to print and see the quality of the sculpts. And I think that we do have one or two things up our sleeves to use until the game launches in January. But the one thing that I wanted to stress is that when we thought about the game, we thought that anyone could play it with or without the miniatures.
You can if we both, if all of us here, and if all of four of us want to play. You can use the standees. I can print on a very basic printer and do not paint at all. Then, Fabio can paint them and print all those detailed, pre-painted miniatures. The fact is that the cards are the ones who testify that you have the game.
So once you do a tournament, you can go with anything you want, the standees or the miniatures. We don’t care. If you want to print the minutes for you and your friends to play. That’s okay.
If you want to say, “Oh, I want to bring 1000 skeletons to use on my army and paint them differently.” That’s fine for us as well.
So this is one thing that we kept in mind: not to force people to print or use any kind of setup to play the game. They can do whatever they want.
So when we went to PAX, we had tables with the standees, printed miniatures, and painted miniatures, so you could taste everything you wanted. We are listening to the comments and to people who engage with us on Gamefound; on our website, there are a lot of people asking to translate the game.
There are a lot of people asking for more information. But we do have Fabio. Can you tell them what you’re working on now? Then, I will hand it to Fabio to tell you the news.
Fabio Cury: Yeah. I was going to add to something that Silvio was saying just now. So, we believe we have a very good game and a very good product in all of its regards and all senses, right? And so we want to show people everything you can do with the game. You can play with Malediction with standees. You can if you want to try the gameplay.
Print it out on paper and try some paper play at home, right? All of this is already available, but for the Gamefound, we will have a Tabletop Simulator module with all the cards there, and you can try everything.
And you can just play on Tabletop Simulator because we believe we have an amazing game, and once you get a little taste of it online, you’ll say, “Okay, I want these. I want to play with these models and have the full immersive tabletop experience.”
Silvio Martins: One of the things that I said is everybody at the company is a gamer, and we have already been on the other side of the scenario. We want to play a game, buy a game, go to Gamefound, and go to Kickstarter. Fabio and I worked for years at CMON, so we know what it is to be a consumer.
Not playing a game that I want to buy? That won’t happen. We really want to give you the opportunity to say, “Okay, now we can play the whole game, everything. There’s nothing hidden here.” You play the test. If you like it, join us. If you don’t like it, give us feedback and join us.
That’s what we are doing. That’s what we believe. We do believe that a company can talk face-to-face with the consumer and understand their needs, and we are also we also believe that once you get honest feedback, positive or negative, we should look at it and, if possible, change it and make it a better product.
So that’s our motto inside the company, and it’s been an awesome energy looking at people that went to PAX, played the game at the booth, and then came back in the other day and came back to the the demo area, where we also had tables.
It was overwhelming for us to see people reacting and being able to talk to them and listen to their experience, and see their eyes glowing when they look at the miniature and the big statue at the booth. So it’s, it’s really fantastic.
Yeah, I saw, I saw the model for the Husk. The Husk looks really sick. Very cool. Yeah. Well, where can players go to find out more about Malediction’s upcoming launch in January?
Silvio Martins of Loot Studios: We do have the website, Malediction.gg. We do have the Malediction page on Gamefound. We have a mailing list where people could join us and receive everything in advance. So when the TTS is announced, people from the newsletter are going to have one or two days earlier so they can go there and play the game.
And those are our social channels as well, from Malediction and Loot Studios; we are working on all those fronts to give people information about the game, about us, and everything that they might need for the game and for Loot as well.
Fabio Cury: Don’t forget to follow us on Gamefound to get your free. Gift, and also be ready for our launch on day one and try out the game on Tabletop Simulator.
Awesome. Well, this is really exciting. Thank you so much, Silvio and Fabio, for taking the time to chat with us. It’s been an absolute pleasure learning more about you and Malediction. Thanks! Have a wonderful new year!
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