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PROJECT UPDATE
Minds Vision
CREATOR
3 days ago

Project Update: Less than 10% to unlock (Re)Animated! Time to reveal the next Stretch Goal!

Hello everyone,

We are almost unlocking the new module (Re)Animated, so we guess it's time to reveal the next Achievement/Stretch goal: Escape from Madison City!

This is a guided adventure adapted from the upcoming release of The Legacy of Cthulhu - The Board Game! Set in the first days of Cthulhu's rise, you will be able to play with a cast of premade characters as they try their best to gather resources and escape the city before it's overtaken by hordes of monsters and crazed individuals. We will get back with more details as we get closer to hit that goal!
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PROJECT UPDATE
Minds Vision
CREATOR
8 days ago

Project Update: We Unlocked The Flesh Covenant! Death Is Next!

You did it! The Flesh Covenant is unlocked, and every backer gets Dark Legacy Artifacts Vol. 1 with all the body horror and impossible choices we promised. Now let's talk about the next stretch goal!

(Re)Animated
We know some people don't immediately like The Legacy of Cthulhu because it's too brutal. That's by design! However, we decided to play with the idea that while death is inevitable, coming back from the dead could be an option if you are willing to pay the price. (Re)Animated introduces this idea.

In a world where cosmic horror broke reality, death doesn't work the way it used to. Bodies don't always stay down. Consciousness doesn't always leave. Sometimes what returns is close enough to keep going.

The supplement provides mechanics for playing characters who've died and returned, integrated with The Legacy of Cthulhu's core rules and also compatible with the other titles of the Dark Legacy collection. Death still has weight. Coming back still costs something. But you get the option to continue rather than start fresh.

This will also serve as a sneak peek at a much larger project we've been working on, which will allow players to control constructs and other undead entities, such as the Frankenstein monster, Golems, and more. 

Let's unlock the next one and make death much more interesting!
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PROJECT UPDATE
Minds Vision
CREATOR
12 days ago

Project Update: Less than 10% to the next Stretch Goal: The Flesh Covenant!

The Artifact You Shouldn't Touch

We're getting close to unlocking something I've been wanting to show you since we started this campaign: The Dark Legacy Artifacts, a series of mini-expansions for The Dark Legacy titles, each one focused on a single cursed object scattered around the globe. Each artifact is completely different: diverse mechanics, weird powers, unusual prices to pay. The first one unlocks when we hit the next goal, and it's called The Flesh Covenant.

What Cultists Call "Star's Gift"
Most survivors think it's a myth. Just another campfire story people tell when they're trying to explain the impossible things they've seen. Someone who moved faster than human reflexes allow. Someone whose wounds closed in minutes instead of weeks. Someone who saw perfectly in total darkness, whose eyes reflected light like an animal's.

And then there's always the part that makes people go quiet: "They weren't themselves anymore. Something about them was different." The Flesh Covenant bonds to your body. When you find it—and you roll to determine what form it takes—you get one chance to make a choice. Touch it or walk away.

Touch it, and the thing integrates into your biology. Becomes part of you. Some people get lucky. The bonding is relatively clean. You gain enhanced senses, superhuman strength, or genius-level intellect. There are costs; you'll need extra food to sustain the changes, you might run hotter than normal, your eyes might glow in darkness, but these are manageable prices for the kind of power that keeps you alive when everything else wants you dead.

Some people get something more complicated. Immense power, absolutely, but the artifact starts making demands. You might develop an uncontrollable hunger for raw meat. You might become addicted to casting spells. You might see truths and invisible things, but one of your eyes transforms and never closes again, showing you horrors whether you want to see them or not. The power is real, but so is the voice in your head that won't shut up about what it needs.

And some people? They're not compatible. The artifact doesn't reject them. That would be mercy. Instead, it remakes them into something that is compatible. Tentacles erupting from flesh. Something gestating inside you that grows larger every day. Your body losing all fixed form, becoming fluid and wrong. You're still playable at that point. Still functional. But you're not human anymore, and everyone who looks at you knows it.

Why This Matters for Your Game
Here's the thing about Legacy of Cthulhu that we've been trying to capture from the beginning: it's not really about the tentacle monsters or figuring out a way to kill deities. It's about the moment when you're out of options, and something offers you a way out, and you have to decide whether to take it even though you know damn well there's a price attached.

That's the scenario The Flesh Covenant creates at your table. You're out of medicine. Your group is dying. And you find this thing that whispers promises about power you desperately need. Enhanced speed to outrun the Horde. The ability to heal wounds that would normally kill you. Perfect night vision so you can scavenge in the dark when it's safer.

Everything you need to survive is right there.

So what do you do?

That's cosmic horror. Not the aesthetics of tentacles and ancient gods (though we've got plenty of that too), but the realization that you would absolutely make the deal because what other choice do you have? You'd touch the thing. You'd pay the price. You'd become something else if it meant surviving one more day. The Flesh Covenant puts that choice in front of your players and makes them roll the dice.

What You're Getting
When this stretch goal unlocks, every backer receives The Dark Legacy Artifacts Vol. 1: The Flesh Covenant as a complete mini-expansion. It features full mechanics for discovery and bonding, all ten possible outcomes across three tiers of compatibility, the degradation system if things go wrong, four different removal methods if you want to try to get rid of it, cultist lore, and story hooks.

More importantly, unlocking this opens up the Dark Legacy Artifacts series as a whole. We've got concepts for artifacts that bond with your mind rather than your body. Artifacts that require sacrifices. Artifacts that rewrite your memories or show you futures you can't change or open doors that should stay closed. 

Let's unlock it!

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PROJECT UPDATE
Minds Vision
CREATOR
15 days ago

Project Update: Stretch Goal unlocked! (and a free game as a bonus you can play now!)

It took us a little longer than expected, but now our Lord of the Flies adventure is a go!

While we prepare a new post about the next Stretch Goal, the Flesh Covenant, we would like you to play another game called Nomads Unbound: Battlegrounds! It is available now and is totally free!

Based on the same universe of Nomads Unbound Solo RPG, Battlegrounds is a battle-focused spin-off that works basically like a fighting game for wargame and miniature lovers! Forget measuring tapes. Forget waiting twenty minutes for your opponent's turn. Battlegrounds is a real-time tabletop wargame where an app controls initiative, tracks damage, and runs the AI while you command the battlefield with whatever miniatures you already own. The clock is always ticking. Every second is a decision.

The initial roster of Nomads Unbound Battlegrounds

Features:
Real-Time Combat
No turns. No waiting. The app assigns initiative, tracks time, and forces decisions under pressure. When your time runs out, control shifts instantly. Think fast or lose ground.

No Rulers. No Measuring.
The battlefield is divided into 16 zones. Movement, range, and positioning are resolved by area — not by arguing over half-inches with a tape measure. Clean, fast, zero ambiguity.

Any Miniatures. Any Setting.
The multiverse of Nomads Unbound spans infinite realities. Sci-fi soldiers, medieval knights, cosmic horrors — use whatever you own. Any mini. Any terrain. It's all canon.

App-Driven, Not App-Dependent
The app handles Life, Armor, status effects, and AI behavior. But if you prefer dice and tokens, a complete Analog Mode lets you play without any screen at all.

Solo Mode With Real Challenge
Five computer-controlled classes — Warrior, Hunter, Brute, Healer, Tactician — each with distinct targeting priorities and behavior. Face Boss Battles with multi-phase Stance mechanics that feel like a raid boss on your table.

Build Your Warband, Your Way
125 points. Up to five characters. Actions, Perks, and Tactical Support cards let you craft melee brawlers, ranged snipers, support healers, or poisonous area-denial specialists. The meta is yours to break.

The game also supports solo and offline play, and it will get more expansions and adventures in the future, featuring mechanisms and systems that solo RPG players are used to. And we are preparing some cool crossovers with The Legacy of Cthulhu, The Lycanthrope, The Witch, and even Infaernum! Click here if you want to give it a try or visit our site at www.minds-vision.com! 
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PROJECT UPDATE
Minds Vision
CREATOR
18 days ago

Project Update: We are almost unlocking our first Stretch Goal, Lord of the Flies! Let's take a deeper look into it!

Lord of the Flies – Last Nights Before the End

Tobias “Toby” Iwealla was supposed to have things under control.

For months, his Adze curse was just one more quiet horror in Saint Augustine’s Industrial District: a Vampire and his Shadow, buried in an old warehouse full of rust, concrete, and secrets. Then, one night, the flies stop listening.

They pour out of his haven like smoke: out of broken vents, through loading docks, over the river. People talk about a “black cloud” over the factories. Pets fall sick. Fish start floating up in the water. Something in Toby’s Shadow has shifted from “kill what’s in front of you” to “poison everything.”

That’s where you come in.

You’re not a cop, or a firefighter, or a heroic mortal. You’re a problem the city doesn’t even know exists: a Vampire, a Lycanthrope, or a Witch. You owe Toby and you fear what will happen if Hunters get to him first. You’ve seen enough omens to know this isn’t just another bad night.

The situation is simple and ugly:

  • Toby’s Shadow is driving him to turn Saint Augustine into a slow ecological disaster.

  • Hunters are already on the ground and will kill anything remotely supernatural, including you.

  • Every delay, every detour, every mistake, every fight you pick gives the swarm more time to spread.

“Lord of the Flies” is a short guided adventure that drops you into that pressure cooker. You move through the Industrial District using the usual oracles and tables, trying to reach Toby before the damage becomes permanent. You can try to save him, contain him, weaponize the chaos, or put him down. None of those paths are clean.

And even if you win, if you somehow stop the swarm before the wetlands, before the water, before the point of no return, it doesn’t feel like a victory lap. Because once the smoke clears, the news feeds and whispered rumors start to line up in a way you can’t ignore. Other swarms. Other “accidents.” Dead oceans. Sick skies.

Whatever is pushing Toby’s Shadow isn’t local. It’s global, and it’s getting louder. If you’ve read or played The Legacy of Cthulhu, you already know what that means: “Lord of the Flies” sits right on the fault line, in the last nights before the world finally tips over.

That’s the story: a debt to a friend, a city on the edge of contamination, humans who want you dead, and the first real taste that the end of the world isn’t coming because of you. It’s coming no matter what you do.

We are less than 5% of this goal, so if you've been sitting on the fence, that's your chance to make a difference!
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