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Gone to Gaia box art

Gone to Gaia

Game ID: GID0452281
Game Info
Year
2025
Players
1-2
Age
14+
Playtime
120 min
Collection
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Description

Cooperative roguelite campaign for 1-2 players with a 30-hour branching story protecting humanity from a toxic mist of monsters

Description

Cooperative roguelite campaign for 1-2 players with a 30-hour branching story protecting humanity from a toxic mist of monsters

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 1 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–2 of 2
Video NdsgNqQck3Y Board Game Critique Review at 0:48 sentiment: mixed
video_pk 84070 · mention_pk 213047
Board Game Critique - Gone to Gaia video thumbnail
Click to watch at 0:48 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Tight tactical puzzle on a 5x5 grid with meaningful positioning
  • Compelling roguelike progression with satisfying midquest power spikes
  • Strong narrative integration where choices affect future quests
  • Excellent two-player focus with clean, duel-oriented design
  • Production pedigree and design by experienced creators
Cons
  • Hard cap of two players limits game night variety
  • High price point (~$135 base, $150 MSRP) for a campaign-driven game
  • Permanent stickers on campaign sheets create reset friction
  • Potential depth concerns for long-term replay beyond early chapters
  • Prototype balance and final-component tolerances risk until retail
  • Crowdfunding risk and unknowns about final product
Thematic elements
  • Cooperative roguelike progression with narrative stakes and community-building decisions that influence future quests.
  • Sci-fi fantasy post-apocalyptic world centered on a living community hub called Bird's Nest, with a 30-hour campaign arc across waves of quests.
  • Story-driven with branching paths and consequential choices that affect NPC relationships and resources.
Comparison games
  • Slay the Spire
  • Dead Cells: The Board Game
  • Wingspan
  • Scythe
  • Assault on Doom Rock
Mechanics (from transcript analysis)
  • Action Points — Action points are spent to move, attack, and trigger abilities each turn.
  • Action points system — Action points are spent to move, attack, and trigger abilities each turn.
  • Branching paths and replay modifiers — Branching questlines, bonus quests, and New Game Plus modes for replayability.
  • Campaign sheet with stickers — Campaign progress is tracked on sheets with permanent stickers; resets may be required or supported via resets packs.
  • Deck Manipulation — Elements like wind, earth, magic alter the board and counterattacks.
  • Delver teleportation — Characters can teleport into the battlefield to start encounters.
  • environmental manipulation — Elements like wind, earth, magic alter the board and counterattacks.
  • grid-based tactical combat — 5x5 tactical arena where positioning and counterplay matter; enemy counterattacks are directional and immediate.
  • Narrative Choice — Bird's Nest narrative hub where NPC goals and choices affect quests and accessibility of future rewards.
  • Narrative exploration hub — Bird's Nest narrative hub where NPC goals and choices affect quests and accessibility of future rewards.
  • Permanent progression with resets — Upgrades persist between quests, but the overall campaign resets postquest (or optional perma death mode).
  • Roguelike progression with midquest upgrades — Spend resources to gain temporary and some persistent upgrades; midquest power spikes.
  • Spawn deck — Enemies appear based on a draw-pile, introducing randomness and tension.
  • two-player focus — Core design emphasizes duo play; higher player counts are not supported.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • That dual progression is the hook.
  • The rogike growth curve is chef's kiss.
  • Felt like chess with superpowers.
  • Bird's Nest choices affect availability and outcomes. It's not just flavor text.
  • Buy the base game with the wooden tokens.
  • cautiously optimistic and yes, as a duo, we're in.
References (from this video)
No references stored for this video.
Video XvoDXAmneAQ One Stop Co-op Shop Discussion at 4:30 sentiment: positive
video_pk 80840 · mention_pk 198246
One Stop Co-op Shop - Gone to Gaia video thumbnail
Click to watch at 4:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Really cool spatial adventure campaign like boss battler game
  • Core experience is awesome
Cons
  • Wish it had funded more
  • Some wacky crowdfunding stuff (romance options expansion)
Thematic elements
  • Adventure
  • Campaign-based
Comparison games
  • Vampire Survivors
Mechanics (from transcript analysis)
  • Boss Battler — Includes boss battles.
  • Campaign play — The game has a campaign mode.
  • Leveling up weapons — Players improve their weapons as they progress.
  • Rogue-lite Elements — Incorporates rogue-lite mechanics.
  • Spatial adventure — Features a spatial adventure element.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm kind of off of the Chronicles of Crime series in general.
  • I think it really uh brings Battlecrest to life.
  • I had a blast with this one, and I think it makes Uprising even easier to get to the table, which is a good thing cuz there's a great game design.
  • This is also the one of the last videos where I was like hand-holding things and showing them and giving people like vertigo as I moved.
  • The puzzly board movement of trying to get around and deal with all these threats is really exciting.
  • And as I mentioned in my review, the deck building is my favorite kind where you're upgrading your deck and you're getting rid of one card as you add another one in, so you just purely get cooler and cooler.
  • But this is one I called not for any good reason and actually Peter was asking me the other day if I still had it and he wanted to play it and I kind of regretted that I didn't have it.
  • This is probably the lowest of the four games I covered release games this month because it didn't feel like a racing game.
  • So yeah, this one just was pretty much a flop for me and all my groups that I tried it with.
  • And by all four I mean keeping none of them.
References (from this video)
No references stored for this video.
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