WowCube Is the Ultimate Flex, and Battlesuit Aces Is a Story-Rich Deckbuilder With Heart

23 Dec 2025 · 1 h 11 min

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Spawn On Me Podcast Episode Summary

Episode Title

WowCube Is the Ultimate Flex, and Battlesuit Aces Is a Story-Rich Deckbuilder With Heart

Host

Kahlief Adams

Podcast Overview Spawn On Me is a video game podcast that focuses on spotlighting gamers of color while discussing the impact of games on society. The show combines interviews, humor, and insights on gaming culture.

Episode Description The episode features a double-feature discussion with guests Napoleon Smith from Cubios and Tom Eastman from Trinket Studios. The conversation revolves around the WowCube, a modern interactive device inspired by the Rubik's Cube, and Battlesuit Aces, a story-rich mecha-anime-inspired deckbuilder. The episode concludes with reflections on the gaming community and what to expect from 2026.

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Key Themes and Discussions

Part 1

WowCube with Napoleon Smith

Introduction to WowCube

  • Concept: A modern twist on the classic Rubik's Cube, featuring 24 screens, 8 processors, and interactive gaming capabilities.
  • Features:
  • Interactive games and applications
  • Customization options
  • Educational value focusing on STEM learning

Unique Selling Points

  • Described as a "peacock" device that attracts attention when placed in public.
  • Allows players to engage with characters and customize their gaming experience.

Development Journey

  • Developed from a vision by a 14-year-old who sought to merge nostalgia with modern technology.
  • Emphasizes collaboration with established IPs (like Rubik's) to enhance the gaming experience.

Part 2

Battlesuit Aces with Tom Eastman

Game Overview

  • Genre: A narrative-driven deckbuilder that integrates elements of visual novels and card battling.
  • Unique Mechanics:
  • Cards represent characters in the story, each contributing to gameplay and narrative progression.
  • Exploration of themes like found family and community.

Game Design and Development

  • Iterative Process: Multiple prototypes were developed to ensure cohesiveness between story and gameplay.
  • Character Development: Extensive work on character backstories and dynamics to enrich player experience.

Community Feedback and Reception

  • Positive reception of character depth and narrative complexity.
  • The game balances light-heartedness with darker narrative elements, resonating with players.

Part 3

Looking Ahead

  • Reflection on the past year and appreciation for the gaming community.
  • Anticipation for upcoming projects and events in 2026, including the 13th year anniversary of Spawn On Me.

Key Takeaways

  • The WowCube represents innovative technology aiming to blend nostalgia with modern gaming.
  • Battlesuit Aces showcases the potential of narrative in gameplay, emphasizing character and story depth.
  • The importance of community engagement and feedback in game development is highlighted.

Conclusion The episode encapsulates the excitement surrounding innovative gaming technology and narrative design, all while celebrating the vibrant gaming community. Kahlief Adams expresses gratitude for the listeners and looks forward to an impactful 2026.

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Additional Links

  • [Spawn On Me on Instagram](https://campsite.bio/spawnonme)
  • [Business Inquiries](mailto:spawnonmepodcast@gmail.com)

Listening Platforms

  • Available on major podcast platforms including Spotify, Apple Podcasts, etc.

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Transcript

Automatic transcript. May contain errors.

0:14Yo,

0:20what up everybody in Bracago, this is the Spawn of Me Podcast with Khalif Adams. I am your host, Kalief Adams. I hope you're doing well. Hope you're having a fantastic end of your 2025. And we have a great show for you today with two interviews coming to you from the teams from the WoW Cube and the folks from Battle Aces talking about their game. And hey, we have some dope stuff coming in 2026. Very excited for some coverage that's coming, some events that I'm going to be going to that'll be able to bring you all some goodies there. So I'm hoping that you're ending out your year with a bang and hoping that you're having a amazing time with family and friends for the holiday.

1:03Yeah, go check out a lot of the other pieces of content that are out on the feeds. Of course, we had our really dope, just like ridiculously good, legendary interview with Big Daddy Kane and the folks from HTC Viveverse to talk about his experiences, his new content that's going into the metaverse in all of those places. And we have some other good stuff. We have a really cool kind of end of year holiday guide with a couple of things I think you should be checking out both from the hardware perspective, from some tabletop stuff, some games as well. So we'll be having that out as well. So make sure you're checking that out for sure.

1:39And word, let's just get into the interviews because we have some really dope stuff for all of you for this episode of Spawn on Me. So without further ado, let's go to the interviews. What's good, everybody in Burkaga? We have a new episode, a new dope episode, because I am joined with the CMO from Cubios Incorporated, Napoleon Smith. And we're going to be talking today about something I'm very excited for, a device that I got a quick demo for a couple, a month ago, basically, and have been clamoring for more of this, the WoW Cube. I am excited to have you on the show. Napoleon, thank you so much for being on with us here on Spawn of Me.

2:19How are you doing today? I'm doing great. I'm excited. It's Christmas time and our cubes are coming into the States and they're actually starting to be delivered to people now. So they're trying to get under the Christmas trees. Yeah, so it's been a long journey. So it's pretty awesome to see them getting under those Christmas trees. That is sweet. I have been so excited for what this device is because I think it's a game changer in a lot of different ways. But I first wanna showcase a quick video that the team shared because I think it does give a good illustration of what we're gonna be talking about today.

2:58So let me go and run the footage right about now.

3:22so that's a lot of cool stuff to showcase in one in one short video i i want to hear give me the kind of quick elevator pitch of what the wow cube is cube is and i don't want to overstate the cool factor of the fact that this is also connected to one of the most widely known IPs in the world in Rubik's. But give me a quick understanding of what the WoW Cube is. So basically, the best thing I can summarize it is if you got Marty McFly, he got in his time machine, went back to the mid 80s because he remembered having Rubik's Cube as a kid, grabbing one of those, going back, going to the future, telling, hey, guys, can you make me a cool Rubik's Cube so I can take it back to 2025?

4:17That's what you get. You get one of these. So you have 24. It's crazy technology because what you have here is 24 screens. You have eight processors, eight speakers, gyroscope. So this thing can do quite a bit. To be honest with you, I don't even know. it's been quite over-engineered. So if you're to get a Rubik's Cube and over-engineer it, this is what it's going to look like. I'm so hyped for this because I think one of the things that I was really enamored with was not only as a fan of the original Rubik's Cube and being a person who had one through multiple stages of my life, because it was one of those things of just like, one, it's a cool thing to remind you of the nostalgia of your own childhood to there's a layer of just like cognitive am i am do i still have it kind of this yeah that goes along with with a device like this but seeing the the way you've tweaked this and made this something so new with a lot of the tech that you just talked about that i really want to dig into the minutiae of some of those pieces too but what was it like to kind of say you know they're the idea of nothing new under the sun and then changing that with a device that is very new and very different than what you've known to come and love let me know what you're what you kind of the team was thinking about when they decided to kind of go in this route well the interesting thing was is that the idea came from a 14 year old kid um him and his father moved from russia here to the states to basically kind of make something like this happen and so you know i um met them at a they came to a maker's fair in san francisco and they had this wonky prototype put together but they had a vision uh they had a vision the kid had a vision to make a modern day rubik's cube with technology so some probably our age would have never thought of but he did because he lives in the digital world so he wanted to see how can we make this match his digital world whereas you know everything we try to make match our physical world and that's how you came up with this rubik's cube and then you know once he was created something so incredible i think the one mission the one mission at that point when i met them was this has to be the next rubik's cube like it can't be anything else so you know we set out on that journey um probably about three to four years four years ago to make this happen and now we're getting it under christmas trees this year which is really exciting man i know the r &d on this thing must have been bananas to try to get this thing to to do all the things that it does because besides the kind of uh normal configuration that you see okay again it spins on all the axes it's supposed to you talked about the the touch functions you talk about the sound functions but like each one of those squares is an individual computer in its in its own way show me show us a little bit of kind of the walkthrough that you would give someone when you're showcasing this for the first time to folks and say you know yeah so i mean yeah it has eight so it has 24 screens and then it has um eight processors one in each it has eight speakers eight gyroscopes so the thing is you know it's it's pretty overbuilt and then what we set out to do is that, you know, now that we have the digital, let's see what kind of games we could put.

7:48So, you know, there's, there's hundreds of, there's over 500 games and apps and things that you can download to this. And we're having a lot more as we just came out. So we're, we're really focusing on getting a lot of cool games onto this device. But I got to say, it's the ultimate peacock. You go out with this device, you put it down anywhere. It's like this. And I sometimes count, you know, one, two minutes, boom, everybody's on you. So I've never seen any other device do that where you just put it down the table and everybody's like uh what the heck is that that is that even supposed to exist so it's definitely it's definitely a fun fun device to have what's the kind of because i know a lot of folks when you see a device like this you think of the traditional ways to kind of interact with it what what are some of those and i don't mean to to use the pun but what are some of those wow moments that you wind up seeing initially when someone gets past that first layer of, oh, this is not just the cube that lights up.

8:51This actually does a lot of different functions. What's the first thing that people kind of interact with when they get the device? Well, they first interact with the typical Rubik's game, which is matching colors. But what's cool about this, you can match characters. So, like, for example, I'm into Marvel, and you can match a character, you know, Thor. That's not Thor. That's Thanos. Yeah, you can match Thanos, and then he comes to life. So there's a lot of cool different things you can do with that. We have some manga-type games that are black and white to your own adventure. And when you get it to where you want it to go, it goes to color, and that's the direction you go.

9:34We have little aquariums on it. And what's cool about it is my favorite feature that in the app you have the WoW Studio. And the WoW Studio is cool because now you can put your own images. It takes you like a split second to just put your images right onto the WoW Studio on the app within a minute. And it goes right to your device. And now you're playing a Rubik's-type game with your own characters, your own pictures, your family. Me, I have my favorite cars on there and stuff like that. you know stuff like that um i put on there so uh it also has devices where i can do my stock quotes on there my uh my text messages what's the weather so it can have that all on there too because you have 24 screens so it's not just a gaming device a lot of times i use it to wake up in the morning it's my alarm clock and it has my little aquarium on it and everything so it's it's really pretty uh multiverse type stuff here so when you i love the fact that you're already working with some other established ips like marvel and other folks in that space to really bridge out the the software kind of components for what this is going to wind up being yeah well don't tell marvel we haven't gotten them yet we're trying to get the marvel one but so give us no i'm kidding so yeah we're working on some cool what's great about working with uh rubik's cube and Spin Master is, is they're so rich in different licensing.

11:00And they've been, I mean, I got to say, they've been such a great partnership to make this happen and allow us, like, think about it. What company would allow other people to license out, you know, a new product for them? And it was nice they trusted us to allow such an iconic brand to be put on a device. And then that allows us to get all sorts of other cool characters in IP. I mean, we live in an IP-rich world. So you're going to definitely see a lot of your favorite characters in IP coming up on the Rubik's File Cube. So you talked a little bit about kind of your favorite ways to use it. When folks are brainstorming new ideas within the company to kind of poke at, again, don't tell me any secrets because I don't want to know.

11:45um but when you all are brainstorming like use cases for a device like this what are some of the wild things that kind of didn't make it and kind of hit the cutting room floor but gave you some inspiration for new avenues to kind of do cool stuff what was some of those kind of stories i mean i wanted to put my netflix on it you know i wanted to there's all sorts of crazy stuff i actually wanted to put um sea monkeys on it and let them grow like crypto monkeys and let people, you know, I go trade with other people and we bump each other's cubes and we can trade sea monkeys together. I know I'm dating myself, but things like that.

12:24And then we actually had a very famous rapper we just had a call with today. And he has all sorts of cool music ideas. He bought one. He goes, dude, I love this thing. And he was like, he came to us. He was like, can we do this? Can we do that? Can we do this? And, you know, he's definitely top five rappers in the world. And we're just blown away with his ideas. So what's cool about this device is we have a really pretty cool open system where we take in a lot of cool ideas. So a lot of the ideas don't come from us. They come from people that become fans of the cube. And we even have it to where a lot of entry-level gamers can create their own games as well.

13:03So we're really taking the lead from a lot of our fans that love the device. I appreciate that and also I appreciate you not telling everybody about the meeting that we had about the music that I make and all the stuff don't don't tell everybody about me being a top five rapper I try to keep that exactly I'm trying to give your anonymity you know I try I try to keep that under wraps I don't want people to know what I do outside of this but I but I love the fact you talked about getting ideas from other folks kind of through play right like they're They're giving you good ideas, not only kind of giving or folks having a device and kind of thinking up other ways that they can use it, but having that kind of library across the Rubik's Cube family and Spin Master family to be able to kind of make some of those connections as well.

13:49I also love that you talked a little bit about kind of interactivity with other Cube devices in that family. is there something where you know you're at a level where the cubes kind of see each other and you can interact with each other so if i have a cube you have a cube and i'm like our cubes are near each other we can kind of do cool stuff like what's the kind of use case for those kinds of things too yeah we already have some that are going to be doing that now out of the box you know like where you can do times on your cube and try to beat each other's time so we're already doing that now but we are definitely doing a lot of interactive stuff with the cube and a lot of where your your gaming consoles where maybe it holds your you know your top stuff from your other games and it you know melds with that game so that way you can put some cool stuff on this and take it with you yeah so uh we definitely are though looking at interactive uh it has a gyroscope so you know there's all sorts of ways that you can use this even as a controller as a gaming controller so um that's definitely the direction that we're going it's we don't want it to be seen as a rubik's gaming cube that just matches colors it does so much more than that yeah like i'm excited like when i had the first demo there were so many ideas that i had in my mind because i was like one i'm dying for a simon-esque game like this because that would be super fun um i there's one that i want to do but like oh you always want to make sure you're not dropping the tech i'm like it feels like there's a good hot potato game that you can have in there a good bop it game that you can have in there but i also think of like how um streamers have adorned their studios with so many kind of devices like this and i think of this as like oh wow this would be really cool as something that would interact as a steam deck or something in that respect where i could like oh i want to start my recording on my on my stream let me do that or or if I want to change scenes, like, I can do that, or have some hook, some API hook, where the audience can do something, the streaming chat can do something, and it will change something on the queue, or, you know, if I get a subscription, or some bits, or something like that, it'll pop up on there as a visual device.

16:05There's, like, so many cool things about this that I think are still tapped or untapped that'll be kind of in that space. how has development gone when you get to those conversations is it something where immediately you're like oh this is like an immediate brainstorm session for folks to kind of jump in a room and talk about how do we do this while also doing the other part of getting the word out about the device those are simultaneously happening how are you thinking about that we had to separate the teams to be honest with you or we would have never got this out. So, you know, one of our main founders, Max, he's, we have him out in Shenzhen, just making sure that this product comes out by the time for Christmas, because we kept coming up with different ideas, and this idea and that idea, and we started realizing that, you know, we need to just stop and focus on getting it out.

16:58But what's definitely cool is we do usually act on a lot of these, a lot of the cooler ideas, just because that's what the cube's about and i don't i don't think we can have enough content we want more so we the whole thing is about content generation of this thing so uh we've been going out to a lot of gaming conventions and have a lot of the gaming developers love us and so the whole key is we've been working instead of internally creating our teams we've been working a lot of gaming publishers to be seen as a platform to them that they can they can create games for this or games they already have that they can um you know bring onto this platform i mean one of the things that i and i know you just had a really good showing at new york comic-con a couple months ago as well to kind of showcase uh the kind of debut of the device and things like that what was the reception at the show did folks just like it was yeah it was pretty wild i mean we we you know we we had a massive cube out there that was you know it's just the size of a one-story building and um we just had crowds around us and everybody was just kind of all like what what the heck is this so uh you know the attention that we got at comic-con new york was just truly just mind-blowing i lost my voice by day two and we had a lot of cool people in the comic-con world that you know our celebrities the comic-con world come up to us and just loved it um and then we're gonna be at CES this year as well.

18:28So we are definitely getting out there. Because to us, you got to play with this thing, you know, the second you get it in your hand, you play with it. It's, it's, it changes, it changes the world right there. Yeah, I think when I was in the demo, and the gentleman who was kind of showing it off was like detaching the pieces from the cube to kind of showcase the individual screens and the connectivity there and why that mattered. And again, like the technical prowess of making the device do that and it still be operable and also be a part of the use cases of how you use it. I thought it was super, super cool.

19:11Are there other kinds of thoughts about, you know, once you've kind of launched a thing, your roadmap of how you're thinking about what's the next thing you're kind of doing in that space and kind of show yeah we have two different teams we have one team that's just focusing on hardware so you should see i mean yeah the next one after this is just it's mind-blowing like it's it's next level and then we have whole teams working on the content as well that will be we'll work on this device and they'll work on the devices coming after it but we're looking at having multiple skews so we're not looking at just this this skew and this even form factor we are looking at different we're looking at different form factors and different skews um and price points there you'll see some things that are even a little bit more than this and some that are less you know depending on the audience but we're we realize that there's a real need in the market for something physical that you can move and touch physically and then also take advantage that we live in a digital world now.

20:14So we see ourselves as that cool bridge that we like to play in both. So it's kind of cool. You have a pretty cool programming team that's always focusing on incredible content. But then we have really mechanical engineering techie geeks, and they're inventing things all the time that we have to go out and get patents for to make sure. Just the technology for this to talk to this talk to this sorry about that no you're good uh sorry about that no worries just for this to talk to this after this um hey i got a good guard dog over here you know hey come here trust me say hi my my my my little my little girl she she runs up and tries to lick my head every time i want to call uh so i i totally get it but no so the technology on this is cool like to figure out how this tube to talk to this device to this all all to talk to each other we have these little balls in there yeah and i call that a flex capacitor because it has to change it has to get from this to this has to communicate you know what this is doing so it has to communicate data but also it has to transfer power so it's it's just something that's just evolutionary you'll probably see in many physical devices in the future from legos to whatever because that was the biggest thing we had to first solve is how this can touch to this to this instantly you know how those all talk to each other instantly and that's not easy technology to create no and and for the the kind of movement of the pieces of the cube to feel smooth and to feel sturdy and to feel like you know like all of those parts are you know just really really smartly done in in demo that i saw and it kind of brings up you know you talked a little bit about like this being the first iteration and potentially um new form factors and and new partnerships and things like that i immediately was like oh can we get a wow cube hellraiser edition for the adults for for the for the adult adults but one of the things i thought was really interesting and cool too was the fact that you know i think of these devices also as um vectors for education which i thought was really well thought of and there's a i think there was a classification that winds up coming on the box about like how this device is classified in terms of its its scope in terms of education can you talk a little bit about towards that yeah stem certified you know we're really going into the stem space the original rubik's cube was created uh for that and so us being digital and all that that our big component of the company is about kids education and stem so we're we're um doing a lot of partnerships and research and stem gaming uh to make sure that we are educational device as well i love that we're not just all fun and games away here but uh i've definitely like there's games on here to learn your presidents learn places in the world to go and then it twisting that tells you all about the city and then we have mathematic games on there so there's a lot of cool games that have a lot to do with education are there i know you talked a little bit about the the app and the software of kind of getting games onto the device and getting and getting apps onto the device do you feel like this is also going to be a device that is going to be really cool for tinkerers like how open is the the ecosystem for folks who are looking to put stuff on it and to kind of add their own flavor to what's what's the conversation look like for you all there yeah we have an open uh api sg a platform for any gamer guy to create games for it you know physically no but digitally apps software wise yes you know that's what we're striving for so we definitely want those gaming tinkers to come up with new ideas i've been at some gaming ones and guys that already have these devices have come to us and showing us their games that they've created and it's just next level that you know we didn't didn't even think of at all so So we definitely want that type of mindset playing with our cubes.

24:24Yeah. So Christmas is coming up. The holidays are coming up. This is definitely going to be a big stocking stuffer for a lot of folks. I know I want to showcase one of these bad boys to a lot of my younger nieces and nephews because they saw me looking at the video and they came over and they were like, ooh, what's that? And I was like, you'll definitely be the coolest uncle. Yeah. I was like, go away. I don't know yet. I don't know yet. I'll let you know when you get a chance to get one and play around with it. But when you're thinking about, of course, the age groups that are going to be kind of in this space, and it feels like that is a much broader group in what we usually thought of for a device like this.

25:04What's the kind of sweet spot you think for a device like this? I think, you know. Yeah, I mean, it depends on the games. We even have parental controls. So you can give it to a kid. Oh, sweet. Yeah, yeah, yeah. So we have plenty of games for younger kids. but what I've been seeing the best I can compare it to is with the original Rubik's Cube when I got one for Christmas I noticed that my uncle and my grandmother and my mom and dad are playing it more than I was they loved it just as much so it's kind of one of those type of products where you're going to get the nostalgia of us older guys but the kids glommed onto it right away and it's nice for them getting on something like this and looking on a phone screen or a tablet the whole time.

25:46They're actually, you know, interacting and playing with something. So it's pretty broad. I'd say over the age of six for sure. Yeah. And under maybe under the age of 110. That's probably right about our sweet spot. Those 10 decades right there, I think is quite our sweet spot. I need you to be my CEO, CML2, because that was a great answer. I love that answer for sure. we're almost out of time but I want to give you the floor and tell the people at home all the folks who are watching this in small number land where they can get more information where they can kind of get pre-orders and orders in and get more information about WowQ.

26:29Yeah I mean you know what's cool about this time around is that we're doing direct to consumer for this round and because we wanted to get up to the very last minutes to update the software so the software just got updated the this is you know a whole new cube it's our 2.0 if you will it's being shipped out so if you order it now it will be there in time to be under the christmas tree sweet and you're going to have a device that not this is like the tesla roadster here so you guys are the first type of guys that are getting this kind of device and so it comes along with some cool bragging rights and like i said And, you know, after Christmas, you go out, you know, to take your kids to the mall or to anywhere you go.

27:12You bring this or just even any adults, any adult, you take it to the bar. All I say is watch out, hinge. This is what I say right here. I'm telling you. I'm telling you. Forget that. Forget that. You put this down and you take me around. And they start playing with it. You put a smile on their face. It's over. You thank me and invite me to your wedding. I really want there to be a world where the dating scene is all kind of infused with wow cubes. And it goes from the like, hey, you know, let me try to hit you with my best line in the club. To now being like, if you can solve this, I might give you my number.

27:56That just adds. This is definitely a nerd dating app right here. I ain't mad at it. I ain't mad at it as long as, hey, just remember, consensual cubing is all we have to make sure is out there. That's all we're saying. Safe cubing. Safe cubing. Don't be bumping everybody else's cubes. Use protection. Make sure you do what you need to do to stay safe out there. Make sure you know where you plug it in, too. Don't plug it in anywhere. Again, safety is paramount here on Spawn On. Yeah. Oh, my God. Napoleon, dude, thank you so much for coming on and rocking. I'm very excited for what WowCube is doing.

28:33I want to stay connected with you all to find some more ways that we can talk about it and do more cool stuff together. Because it was a blast having you on and learning more about the device. Everyone who showcased it and everyone who I've gotten a chance to talk to about it has had this same level of lovely energy. And it's really nice to be able to see a device come out like this that is speaking to so many different audiences, so many different age brackets and so many different um uh brackets of ability too which i think is really important as well because i think i have a lot of folks who would be using this as a fidget spitter i have a lot of folks who would be using this in in gaming devices and all the other kind of applications that you spoke of so very excited for for you and and good luck like break a leg with all the goodies that are coming out with this thing because i think you you have you have made something very very cool and very special in the in the space and that's rare so that's awesome i appreciate you letting us on man i appreciate it was very cool thank you brother for rocking and thank you thank you for for for walking through all the technical issues and all the stuff there you go uh everybody at home uh we'll be sharing links to this in the show notes so make sure you go out if you want to get one of these dope joints underneath your tree before saint nick comes down and steals your cookies we're gonna get more of these out into the world until then much love take a break we're gonna have a quick break and we'll be right back after this.

30:22you get a brand new episode. I hope you'll join me. What's good, everybody, Ember Cago? This is Khalif here, and I am very, very excited because I get to chop it up with somebody who we've hung out before in multiple places. We've seen each other. We've seen each other's actual height in actual life. And I have gotten the pleasure of getting a chance to check out one of his, in Trinket Studios, amazingly dope games in Battlesuit Aces. is i am here with president of trinket studios tom eastman how are you doing sir how's everything going i am great it is an honor to be on spawn on me oh please i mean look i'm i'm just trying to to to make a wonderful space for all of my dope friends to come through and come hang out and talk about all the wonderful things that they are five hundred and six five hundred and sixty three of them that's serious man i i had hair when i started this thing it was it was it was nuts same like oh i i actually i actually remember what it was like to do episode one it was madness yeah we're rolling into year 13 uh in january so it's it's a it's a long time coming but that's exactly how old trinket studios is oh look at that see look at that we started at the same time the good old days the synergy with hair i love it i love it we should take a pic i should put that as the show pictures like the picture of us in the for the first time that we did our thing and then now just put them side by side that'd be great um first of all how are you doing how's everything going i'm excited to have you here i'm doing really well it's the end of the year there's a lot to be very thankful for and a lot to look forward to in 2026 hopefully the industry stops all the layoffs and gets back on track and ai just fizzles out like crypto and art is uh is worth money and wonderful so we're looking forward to all sorts of disasters that in a good way it's one of those weird times especially because you know this is a show that's probably going to be our last show of the year for at least for 2025 and you know i think we're all doing this thing we're all kind of reminiscing about the prospect and what's been happening over the past couple of years and seeing the industry do what it does and and kind of trying to figure out like where we are all you know literally getting in where we fit in to try to figure out good ways to continue to do this wonderful work that we want to do.

32:46What I love about what you all have done is that not only have you continued to build upon a really fantastic series of games, but also with this particular game, I feel like you're hitting a bunch of notes that are really, really cool and very special for not only kind of the pedigree of the studio, but also kind of really putting something special into the world that I think doesn't really exist, which I think is a very rare thing to see in these spaces. I do want to play the launch trailer first and then I want to give you the floor to kind of give people the understanding of exactly what ACES is.

33:23So let's run a quick show of the trailer. All right. Three, two, one. In a boundless universe, we're looking for the source of our wonder and mystery. Like a comet in the sky Every choice we make will shine And live on in our memories Cheers, Captain. You want to hit the sim chamber together? Captain, come for a chance. I've got something for you. You and I will soar into the blue

34:08That's the biggest friend scene I've ever seen!

34:16There's something strange about this guy Get me that suit! I hold all of the cards in this situation I've got the order! I'm always looking for new techniques

34:37Welcome to the crew

34:44Let's get our mark. Let's show up what Zeus is made of. Right! Type move, cabaret!

35:10this is it hold position be ready for anything

35:19battlesuit aces that's a banger of a trailer that's dope like again i was grooving i was i was i was dancing i haven't watched that whole thing in a bit and like we're on the steam page all the time so i just hear the beginning and like watching the whole thing through yeah let's go right i love the fact that like the the the energy of this game comes through in so many different ways like i think when i look at games like this i always now at this point in my career where i'm looking and and having a little bit more of an understanding of like how the game making process works the the the ridiculously herculean effort it takes to make a game at these points and seeing the kind of like love and and and vibe that comes through in that trailer was really exciting when i got a chance to play it but i do want to give you this the floor to kind of tell people who may not necessarily have played it yet what this game is what they can expect and kind of give them the the elevator pitch for for what a battlesuit aces is yeah i appreciate that uh so at its core battlesuit aces is like story rich deck builder or a narrative card battler or something like that and this is this is like a huge challenge where it's definitely a mashup of sort of like it's not a roguelite deck builder it is a deck builder but all your cards are characters that participate in the visual novel which is enormous and fully voiced so they're like like 40 to 75 40 like key characters or important characters in the different factions and you recruit them onto your ship on this like big almost like saturday morning cartoon but it's a mecha anime like space opera where you're recruiting different characters in.

37:03So depending on what characters you recruit, you're going to see different elements of the story and have a very different game mechanical card battle or experience. So our goal was sort of like make a mecha anime where your characters or your cards and you're upgrading them and you're seeing them interact. And we were able to go all out thanks to Outer Sloth. And I had Victoria Tran on not too long ago. And like Victoria was, was amazing along with forest over there and like believing in us and letting us make something like, like probably we shouldn't have made such a big game and it shouldn't have been fully voiced with so many characters, but like it was possible.

37:46And we, we went all in on like just making something a little different, a little unusual. And it was, it was a thrill to work on. it's really cool to see not only you know a game like this kind of come to market and have all of those elements like again you talked about almost like four different games or even four different genres all kind of coming together to build this particular game how hard is it during the process of beginning the you know when you're like i want to show the mvp of this game to the to the rest of the team to be like, this is what we're building. This is the direction we're going in.

38:28How do you mix and match all of those genres and have it really be cohesive as much as it is in this game? Like it never felt like whenever I was playing it that any of those pieces were fighting against each other. They all felt very cohesive. They all felt like they were speaking to each other in a language that they could all understand. And it was a way that the player was able to kind of mix and match the things that they like the most while kind of playing throughout the the entire game talk to me a little bit about the process of what it was like to kind of build towards towards that end in that way oh that's a great question and unfortunately the answer is painful iteration like we made so many prototypes a lot of our original work was sort of like we we were coming off of battle chef brigade which was all hand animated also sort of like saturday morning anime kind of thing um except that was like cooking and uh side scroller brawler hunting and all that animation was like really painful to do and so we're like let's make a card game because then you don't have to do any animation it's just individual illustrations it turned out that was sort of like a curse because you're like oh it's just one illustration but like if it's an animation you're like doing a running cycle or something at least the frames are similar to each other yeah but if every card is a unique illustration and unique character that's like a different problem um but that that's sort of weird like let's make a card game and we're very like typically like we made a fantasy game with battle show brigade let's make a sci-fi game um and eric wong our super creative director art director was like uh just like hey it would be really fun to draw a whole bunch of mecha and sort of uh we have different factions so he could draw like each faction can kind of have a different style and and like draw inspiration or pay homage to different anime that he loves um or different styles i guess there's some that are more like battle tech as well but just like mechs and mecha through time um so we're like let's make a card game and for a long time the card games we were playing were a lot of like uh like slay the spire obviously a big one um and sort of getting to that like roguelite mode where you're like have a clear loop um and we made a whole bunch of prototypes that were sort of all over the place one was like on a hex tactics grid with cards that you would play and then we made one that was more like um megaman battle network with cards that you were playing on different mechs to do different attacks and we kept running into this problem where like they just they were like fun but they didn't feel like a trinket game until we finally realized that the cards shouldn't be like a rocket launcher or like a pistol or like a beam sword they should be characters and that really unlocked us like we finally felt like we got we knew what to make where it was a dynamic system where you're you're adding the characters to your ship they're interacting on the ship and on the board like in the card game and but that process was very painful and eventually we are paper prototyping like your cards our characters against the enemy um and playing that paper prototype was really good and that's when we came up with the energy system like each card brings it sort of generates its own energy and you can manipulate the enemy's energy and all that um but then the the final step was like oh wait we're not making a pvp card game and if you just if you're just like playing against each other and like writing out cards on index cards um you end up trying to design something that's very symmetrical and then that final step was like okay it shouldn't be symmetrical at all like the enemy should be making interesting decisions so the player has an awesome time so like the player can only deploy one card a turn but the enemy shouldn't have the same constraint and figuring out like which which things to like you should work the same way like they have energy and they generate energy the same way so you can manipulate it the same as yours but they can deploy more than one card on their turn is a is an easy example of like if if they were only deploying one card on their turn you could very easily overcome them and that's why a system like this the energy system like wouldn't work in magic the gathering um or like hearthstone or something but it works just fine in a single player game where we're designing some of like how the ai works how the ai cards work and they can have abilities that are interesting if they have them but if you have them it would just ruin the game immediately there is a really good balance between that push and pull uh with with whomever you're fighting at the moment and i love the fact that not only did i come away with a better understanding because like i am i am notoriously bad at anything with a card card games like befuddle me i can do reasonable amounts of math i can i can play a game and and talk to people at the same time and do all the stuff but like when i get into the minutiae of a card game it like throws me off for a lot of ways but what i found in in aces was because of the way that not only you built up the tutorial which i thought was really really smartly done um because that's always hard in terms of onboarding new players right onboarding players is always really really difficult and some teams get it right and some things get a little bit wrong and you all nailed it but it also kind of enveloped a really smart loop of while you're also learning the mechanics of the game by also then pulling in all of those these wonderful cast of characters that you're kind of wind up kind of being along the ride with how important was it for you to all kind of sit down and have that kind of sit around the table moment where you're like, all right, who are these characters going to be?

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44:13What are the kind of archetypes that we're going to play around with? What are the archetypes that we're going to break? What are the things we're going to kind of move around in those spaces? How fun was it to kind of come up with this cast of characters, which, again, I applaud you all for the voicing of them because it did really add something special to this. And a lot of teams don't go that extra mile for that. But how fun was it to kind of build out this cast? extremely fun is the short answer like it's sort of eric's specialty he's he we when we started trinket we were all working at wide load disney in chicago and eric was brought on right after disney acquired wide load as sort of a character designer for a wee game we were working on guilty party and like he is so good at bringing these characters to life and during that while we were making so many different prototypes for how the game would work the card game would work he was making so many different characters and like at one point the game was more like battleship brigade and that you're on a ship but it was like a brewery ship and so like everyone in the cast like they had roles like within a brewery like one was more like like managing the business side and one was like sales side and some of those characters made it into battle see days like survive their prototypes or change their roles and some didn't and so like that that there's an iterative process there too where like there's just draw something cool and then there's like figure out how they fit together and we took inspiration from basically all of our like favorite sci-fi ensemble casts um ranging really all over the place like there's a lot of anime like just like Gundam all over the place and like Eureka 7 um Cowboy Bebop but also like Firefly and then Star Trek we all watched a ton of during the pandemic and so we're just mixing together so many different concepts for episodes like battlesuit as it sort of frames episodes uh as like missions um like very much like a tv show and so a lot of our early work was like okay how does a star trek episode fit in here how does a cowboy bebop episode fit in here like we have to have card battles in them so they need to set those up and we tried some like having an a and b plot and battles and that was like there are a couple episodes that still have some of that complexity like well you can go on one adventure or another within the same mission structure but like we realized like you need to have certain part of your brain is holding the the cards and deck builder in it and part of your brain is holding the plot and you can't have too much of either like overwhelming an episode but so like a lot of the characters evolved during that process of like making a few first episodes and seeing like how does this work how to do how many characters do we need for the card game and how many like core characters do we need for the the ship to feel alive like we can't just make a cast like doesn't have a like ship's engineer or something or like we need a chef and we need a captain and a first officer and um like the ace pilot and so a lot of those roles um sort of just like coalesce slowly and then you start finding those relationships like the the youngins jan jaeger and dasyana like they they're on their own level and friendship and we can build that throughout the game and like the captain is his own guy and his best friend felix and then hanako and heathcliff used to work together in the in the union in the war and and all those things just like it's just a stew that you keep working on and we were lucky to bring on our writer from balshep brigade um who worked with eric on on all the characters um emmy fausty and like that it's just a stew of deliciousness and then you keep you remove the bay leaf when it's had enough time some of the brewery characters and and you you just like find those connections and so like every character becomes richer and richer um and like it was a thrill and then then you add on the voice and you try to find exactly that actor to match what you've what you've drawn and what you've written and just unbelievably fun to see that like a character really come to life the voice like you're saying like really makes them alive in a way that just reading text even if the text is wiggling or colored or something it doesn't feel like they're a character until they've got a voice it is it is about those bay leaves though right like i love the way i love the way you describe that because it is that like you know it's there to kind of emphasize to kind of lift up the the stew but you also have to know when to kind of pluck it out to be able to say oh this is a little it's going to make it a little bit bitter for for what we need the rest of this to be and i feel like it feels like that bay leaf i'm going to continue to use this because that's too good there are a lot of a lot of baileys but i think i think and it kind of leads into the next question of just like with with chef there's so much that was there that i think uh an indie darling hit a lot of people loved it i loved it myself it was really really fun it also kind of leads into a game like this in a very special way where you're like all right here are some of the things that we maybe didn't want to do or we want to change in the way that we process the game making for this particular title.

49:26And also, here's some of the flavor that we know really worked in that space that we want to carry over into that space. What were some of the biggest kind of learnings you got from Chef and moving into Suit Aces in that way? What were some of the kind of big takeaways that you were like, ooh, we got to keep that as a part of not only the lineage of what we're building as Trinket Studios, but also something that we can carry into this game that fans will love? yeah i mean the symbol obviously their voice was a big one we we did like 99 of battle chef and we're like oh that wasn't that hard it wasn't too expensive that should be a thing we do battle suit aces was like we intended to be like you know two times bigger than battle chef and it was like six times bigger so like that ended up being kind of a nightmare to have that many actors and but also you know a wonderful thing but um there was also that the sense of pacing in battle chef brigade so the structure there is sort of your amina the main character is is entering a cooking competition tournament and uh between those like challenges where you're challenging a chef and you go have like a 10 minute food hunting and cooking battle there's time you spend in town and the town is where you do like sort of puzzle cooking you reinforce all the different the two main genres are being mashed together so like you can focus on cooking in in the workshop or in the restaurant and then you can uh do like hunting focused challenges with in the hunter's guild and um we wanted a similar structure where the the ship the zephyr in battle suit aces provides those similar opportunities but we just like amped up the amount of like visual novel content like depending on what characters or who you've been upgrading or what episodes you just did you're going to get dynamic um little like visual novel portions on the ship but there's also the sim chamber puzzles and bounties and uh choosing new cards from the factions um and then choosing where to go on the map and upgrading crafting new uh mods for your mechs and then uh actually installing them in the hangar and choosing what cards are in your deck um so that that's sort of like overall structure of like intense times in the battles in the challenges in battle chef and then more leisurely pacing breaks on the ship where you're doing more of the customization deck building and just hanging out with the characters i think that was that was a really clear um sort of north star for us um the other thing we we joke about a lot and this has maybe led us astray some there's a very early scene in battle chef where so the structure there it's sort of visual novel-y but there's a lot of like custom poses it's more in world um like the can't there's camera moves and stuff um there's a scene called the breakfast scene we call it where mina is sitting down with ziggy the undead necromancer chef and they're like having breakfast at a table and so there's all these custom sprites just so they can sit down to like exchange a meal and later we're like we can't do that for all these scenes but there's there's some element that we always were drawn to of like try to like really put your your best foot forward at the beginning and at the end and and have some highlights in the middle but you don't have to go overboard on every single thing especially in battlesuit aces where there's a lot of content that people won't see on a given run and so like knowing where to focus your time um super valuable that was a lesson we we called back a lot to be like okay is this a breakfast scene or it's like really going in the weeds here no but i like that because it is so layered i think one of the things that i'm sure is a pain in the butt for you all but as a player it showed it gave another layer of like oh wow these these teams really really care about building this world for for the player and i think i love because as a person who grew up on on robotech and gundam and all that kind of stuff like the instant kind of just visual styling that comes along with this game is beautiful the art team is is magnificent please give them my love and kudos to them because I think in every scene, everything shines and everything feels really, really just like robust in that way.

53:36And it just makes me, I was like, I don't even, I want to sit, I want to see what the throwaway files were that never made it to light a day because I'm sure that even those would be just fantastic. What was it like to kind of like really play around with that too? Again, you've had a ton of different inspirations that have come along that you mentioned some of those there. but how did you kind of land on this very specific aesthetic because i think it lends really well to the visual the visual novel style but i think it's also a thing that adds to that like space epic kind of vibe in that way what were the discussions around like how do we want to kind of showcase this visually yeah i think the the sort of out of the gate we were like let's try doing a visual novel with um because we wanted to tell a story that was like battle shuffer gate just happens in a town basically and there's like a little movement but it's basically in one spot and there's like the kitchen coliseum and there's a town and we wanted to like go on a grand adventure and that means like have like visiting the lava planet visiting the jungle planet like everywhere in between i think there's something like 45 uh different like missions and i think they all have you this is a failure of us as developers they all have unique they're unique places where they happen and some of so so we wanted to sort of expand where you could go expand that adventure and that meant uh deciding on on tons of places and uh that that meant that we felt like we couldn't draw like custom places where you're visiting we're drawing backgrounds sort of like cartoon backgrounds and then the characters are layered on top so we call them stripe picks but like all the backgrounds are sort of stripes and then the visual novel characters are outside of that frame so they're like sort of in the world but not not literally placed in the world um and so that and that also let us just have full-size visual novel characters like eric could just draw in his style at full size they take up the tallest character almost hits the top of your screen and that was that was so that was like a that set the tone for the visual novel it was like we don't want this to be too overwhelming of course it was too overwhelming for us we made too much but But we wanted to find the creative ways to make it not too ridiculous, not too painful for the art team.

55:55And then the cards and the battle backgrounds really went through a lot of iteration. We wanted the – so on the card, it's both a mech and their pilot. And so there's a lot of art to jam in there already. And a lot of card games will have the description of what the card does is in text on the bottom half of the card. So we're like, okay, how do we fit all this? And eventually we decided, you know what? Screw it. The text doesn't need to be on the card. We're going to have big mech art. We're going to make it parallax, do some 3D stuff, and we're going to have the pilot there. And then you have to inspect or hover or select or whatever on console to see what the abilities are.

56:36And that also affected the game design. But we were like, the art is really important. And so it was just a lot of iteration of slowly finding like what reads well on a card. What's really exciting to see enormous on the hanger in the hanger. And like you said, pull from all those different inspirations and just make something that was like exciting to do. Because at the end of the day, it's like we want to be having fun making this. We don't want to be too constrained. So and then, of course, like the UI is very L cars from Star Trek. um so we we there's a lot of iteration to find like how do we balance all this how do we make it work a lot of eric did a lot of uh really beautiful mock-ups of like trying to explore what it would mean like we could have drawn all the cards or like i'm in a battle pose that is all very similar yeah um but or like they all look like they're on like a generic planet or something but we're like okay like magic does a great job of just being like any card can be anything doing a cool pose and and that was like really freeing for the art team just sort of draw something cool i mean i love that i mean my my whenever i've gotten a chance to work at a studio i always want to sit by the ui folks i think that ui folks don't get enough love because they i really think they're under under under loved in that way uh because they just really have an interesting mind about like spatial awareness and understanding of like where things can fit where they should fit where your eye leads all of that stuff i think they're the most dangerous people on the planet because those are the folks who are like can see into your soul in a way that nobody else can um but i also love the fact that like we talked a little bit about the multiple kind of genres that this plays in but what i think is really interesting about the game is how deep this game is in terms of its core systems i think the you know a lot of folks when you think about card battlers or things games like this you think about a very kind of almost simple gameplay loop like the the game loop is a lot more simplified in the way that it is but there's like the card battling layer you talked a little bit about the customization layer which i thought was really really cool and i didn't expect it first because i was like oh wait a minute i can like add stuff to these mechs to make these to make my my my cards even more powerful and my characters more powerful what was it like to also kind of think about the branching out of those systems too which are you're adding stuff to the genre that i kind of want other people to ape in that way i want people to pull and kind of steal some of that as well because i was like oh that's really smart so how'd you kind of come together with the rest of the team to think about like oh let's let's add this kind of layer of of flavor to this too that was a great question and a lot of it is like just being insecure like if you're combining two genres it's really easy to be like each each part of this game needs to be best in class each one needs to be really good and then they need to be really good together too and it's like okay we got to make the finest chocolate and the finest peanut butter and like only at the end do you try mixing them together oh you're like oh we got to keep tweaking until together they're also amazing yeah it's like yeah this is so we have the exact same problem on battleship brigade where for a long time we're like designing just a cooking system and we're like how do we make it so that you can make pizza and quiche and pie like fruit pie and like all in the same system and it's just if you over focus on that one part it is really painful then when you try to match it up with like a side scroller brawler which you also want to be like hitting all the things you loved in your childhood like streets of rage or something you're trying to hit all of these notes and then you combine them and you try to make them work too um battle suit aces had a lot of that where we're like we want the card game to stand on its own and be really really good and accessible but super deep um so that players can play it a whole bunch of times and see all the different story content and we want the visual novel to have all the like great things from visual novels have interesting choices and different like make it replayable and uh i think that really comes from sort of an insecurity and maybe we're like gonna eventually learn how to like mix them up a little earlier and like a little solid more solid early on but it's also something that's like really it's an enjoyable challenge you know it's really fun to like make to try to make a deep system that's accessible um while also like when you combine those two games you want someone who doesn't play card games but does play visual novels to to be able to enjoy it and then vice versa like someone who just loves card battles we want them to have the full like deck builder interesting ability experience while also enjoying the story and uh battleship brigade showed us that that that could be done and that the venn diagram challenge of like okay are these people actually going to be into this and it's a huge marketing challenge each time like how do you describe something that is not just a easy fit into a genre um but it's also like oh it's a fun challenge instead of just being like yeah we're just gonna like clone some other game and easy peasy yeah i mean that's the i think that's the the special sauce that trinket brings to the world i think there's a there's a level of care and a level of um we're gonna try something new that i think is lost in this in the space right now i mean i think we're in this really interesting uh kind of um spot in the industry where we're either having folks go like balls to the wall, wild, crazy stuff that kind of works and kind of sometimes doesn't.

1:02:17And then you have another layer that's like, we only need to make this one thing because we know it's profitable and we know it makes a bunch of money and we know that this is a thing. And I think like you all have found yourself in this really cool middle space where you're making stuff that I think a lot of folks, you've built up a really good community who really loves what you make you're pulling in new people like you talked about who are really finding smart and interesting ways to connect with the brand but also providing like really fun joyous joyful games that are like deep and interesting and have really great characters with really fun interactions and like i was waiting for a bunch of them to kind of to like start to go like hey i was waiting for the dating sim layer to kind of pull in a little bit i was like i know these characters aren't necessarily animated in the eyes but like i see a twinkle like I see a twinkle between these characters like there's good stuff there too there's good shipping that could be to potentially happen in those spaces too with which is in that space I think the visual novel fans will absolutely love um so I think you've really nailed a really cool spot within all of those spaces right and I think you know learning what you've learned from Chef and now seeing how how Aces has kind of grown um what do you feel like is the kind of big takeaway now that the game is out people have been playing it you've had fans and and and players kind of give some feedback what's been the thing that's kind of come back to you as a team that says that says like oh i really like this what's the kind of uh things you're hearing from the community uh i think i think the biggest thing is the characters as always like like when we did that transition from like all the cards are guns to all the cards are characters um that that's always been the focus and that's the thing that we really wanted to emphasize as a company so it's been super gratifying to see people like uh really love certain characters and love the talk about the episodes where things really felt amazing um like the game is a little darker than battle chef brigade it's still very wholesome and optimistic and somewhat cozy but it's still like mecca battle saving the world um so we were able to have some episodes that that got a little deeper into like the relationships the whole game is really about family but battle chef brigade was like a very small version of family and uh battle today just has so many different themes of family different types of family um all coming like in the simplest form like you're building a deck and that's your family um but the but the relationship to children and like parenting and uh like sort of peers and different like power structures of family and there's a lot of characters they each have crew the main castle have crew missions that you can unlock by doing things in the battles um and then you get to see some of their backstory and how they ended up as a character they are and how they progress through that usually trauma um to that to the end of the story and uh it's just a just a dream to be able to dig into that level of depth and then see players like really react to it and enjoy it yeah i i have to say like again when when i saw the email in my inbox that was like hey you want to check out this new game and i was like oh cool let's check out what this thing is and i came away really really surprised and happy just at how deep it was and how all of those connected connected pieces of tissue in that conversation really do come together and that that theme of like found family is really really prevalent within within the game too which I think is really important and actually very special in the, in the days and times we're in right now, because we need each other as much as we ever have.

1:05:57Yeah. So it was great to be able to see a game kind of like push forward with that messaging and push forward with that idea. So it's always great, man. Like I, I'm always pushing for y 'all and it always is really fun to see new, new, new joints come out of, out of trinket. So I'm, I'm pulling for you all. I know it's out on steam and PlayStation five and switch currently. so y 'all can go get this game go get it now go cop it go go snag and go play this is actually we're updating all the time yes and this is a perfect game for the holidays as well like this is a perfect kind of just sit and hang out and chill uh and vibe out and play it um which which is really really fun until you get into those battles where they start throwing everything at you and you're like shit they're throwing everything at me i don't know what to do at this moment what's gonna happen somebody save me please um tom thank you so much for being on uh I seriously do appreciate it.

1:06:47Thank you so much, Delive. I hope that we can just see each other in the not-too-distant future. I want to give you a hug in person and be like, thank you for making this and thank the team for making this. And anytime that you have a game that you want to share, please, please, please come back. I would be happy to have you. You have a seat here anytime you want. So give the folks at home a quick rundown of, again, where they can find the game, any other spaces that they want to go to to go check out more information if you want to check out and be a part of the community where they can go to go check out more of Aces.

1:07:20Right on. Yeah, so the easiest thing to do is buy it on Steam always. It's Battlesuit Aces. You can hang out with us on our Discord. We've got the Trinket Community Discord. You can get there probably from our Blue Sky or Twitter or Instagram or TikTok, all over. We're Trinket Studios on everything. Yeah, and I'm Trinket Tom on all those two. Not all of them. blue sky i guess is where i post the most um but our community there's a newsletter on on trinketstudios.com or battlesuitaces.com um that'll get you all the the best updates um yeah but our trinket community discord is the place to hang out talk about battleship brigade battlesuit aces the community has been amazing at finding typos in the uh like 22 000 line script uh so that we got to keep updating the game to fix little typos but it's a really fun fun group we try to make our games really wholesome and our community echoes that and it's a really fun thing.

1:08:18It's a great community because they're doing it out of love. The folks aren't doing it out of just trying to be jerks about it. People are being really nice about it, which is great. Go check out Battlesuit Aces. I am very excited to get more time in. I've just been playing so many things I need to go back to it because there are a couple of bay leaves in there I got to get out of the way. and get some things out of the mix. A lot of games this year. It's so much stuff to play this year, but this was a joy, and this was a highlight for my year, for sure, because I needed something good in the space that wasn't me trying to run down and hurt people.

1:08:57This was like me trying to just figure out good ways to be a decent human being with some good relationships in the mix. Everybody at home, we're going to take a quick break. Please go give Trinket some love. Go check out the game. go buy the game. It's a fantastic game to go cop. And we'll be back right after this. So that was great. Again, I'm really excited for both of those particular, you know, the game and the Wild Cube, especially because it is a very different device than I've seen before. I have been really excited to see and hear about what that is going to be bringing to the market.

1:09:33I think there are a lot of things that I am actually really excited to do with it. So we're hoping to get one in the studio to go play around with and go check out for sure. And we'll have more updated information about that. But please, again, make sure you're checking out all the goodies on the feed. Massive love and massive thanks to the folks from Wildcube and the folks from Trinket, Trinket Studios, who came by and hung out with us. And we have a lot of goodies that are going to be coming through in 2026. I have some things I'm going to be poking at that might be a little bit different. we might actually start our first crowdfunding campaign for Spawnies.

1:10:10So lots of different things in that mix too. So keep your eyes out for those things. And word again, 2025 has been a really fantastic year. You kind of forget sometimes about all the cool stuff that's happened on the show. So it's been nice to be able to kind of reflect on all of that. And none of the would be possible without all of you at home being fans of the show and continue to keep up with us and continue to push us forward. So next time you see me, it'll be 2026 and it'll also be year 13 of spawn on me. So, so thank you again for 13 strong years of support and for all of you coming through and, and, and giving us your biscuits in all the ways that you possibly can.

1:10:52So until then, much love to you all have a wonderful rest of your week. Hope you have a wonderful holiday, Merry Christmas, Happy Hanukkah, all of those wonderful things. and we'll see you all very soon. Much love and peace.

From the publisher

We are closing out 2025 with a double-feature episode packed with fresh tech and big game energy. First, we sit down with Napoleon Smith (CMO, Cubios) to break down the WowCube, a modern twist on the classic Rubik’s Cube that turns nostalgia into a fully loaded, interactive device, complete with games, apps, customization, and a real push into STEM learning.

Then we link up with Tom Eastman (President, Trinket Studios) to talk Battlesuit Aces, a story-rich, fully voiced, mecha-anime-inspired card battler that blends deckbuilding, visual novel storytelling, and deep customization into one cohesive ride. We dig into how the team iterated their way to the game’s core identity, why characters became the “cards,” and how themes like found family, community, and care show up in the design.

To wrap, we reflect on the year, show love to the community, and look ahead to what we are bringing into 2026, including year 13 of Spawn On Me and some big ideas we are exploring for the future.

More from Spawn On Me with Kahlief Adams: A Video Game Podcast

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WowCube Is the Ultimate Flex, and Battlesuit Aces Is a Story-Rich Deckbuilder With HeartSpawn On Me with Kahlief Adams: A Video Game Podcast · 1 h 11 min
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