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Bolted! A Game of Creative Necromancy

Created by David Malki !

Everyone wants to make friends. Luckily, YOU have a bunch of loose body parts RIGHT HERE. Can you bolt, screw, and rivet them together to construct viable friends for you to enjoy spending time with? NOTE: They CAN have no feet and five heads, IF YOU WANT.

Latest Updates from Our Project:

Bolted! END OF SUMMER PRODUCTION UPDATE
9 months ago – Wed, Oct 01, 2025 at 05:08:02 PM

Hello, Boltonauts! Here is an update on the progress of our game!!

I will touch on THREE IMPORTANT THINGS and leave ONE THING DANGLING to BUILD SUSPENSE.

Also -- a reminder that I am sharing frequent WIP images and progress reports in my  Discord! If you are ever curious what the latest news is, feel free to check there, or ask any questions there.



1. THE TITLE

At the tail end of a previous update, I mentioned a change to the game's title. Turns out that was a FALSE ALARM. The existing title, Bolted, will remain unchanged, except for the addition of an exclamation mark.

As you can see from the rulebook cover above, the Doctor von Gravenstein character has become a sort of instigator/framing device for the "creature-crafting" activity that's central to the game. But I've decided he doesn't need to show up in the title.

Here is a sneak peek at the box cover, with something much closer to final artwork than the WIP version I shared during the campaign!



Most of these appendages are actual parts in the game! I took some creative liberties with how they all fit together, but I think the overall effect is pretty striking.

All the head characters in this game have this same sort of blank-eyed stare (otherwise they look alive/awake, which is unsettling).

But I've attached a poll to this update to get your opinion on whether or not that look is too weird for the box cover. The alternative might be to give him cute little glasses.




2. GAME CONTENTS & SCHEDULE UPDATE

As we close out the summer and stare ahead into the leaf-strewn fall, I'm eager to share some updated timelines with you, revising my earlier estimates.

I've spent the past several months polishing this game to a high sheen, in a process that's proven both exhilarating and exhausting. I've postponed other work and stayed up nights to make every part of this game as beautiful as I can.

Naïvely, I thought the game mechanics were pretty close to done when we started -- but the more I played and the more feedback I got, the more interesting ideas arose for improving the core experience, aiding replayability, and increasing strategy.

So the game has gotten better, in a way I'm very pleased with and proud of! A few new things that will be included in the final version:



These are crown tokens! They represent points!

In early iterations of the game, you scored points for placing body parts. Each part was marked with a point value.

This was OK, but it involved a ton of counting at the end. Some points were conditional ("on the left side", etc.) so it could get confusing when all you want to do at the end of the game is see who won.

Now, in the final version, you can only score points by completing rewards -- each reward card shows a particular pattern that a billionaire patron wants desperately to see:



When you claim a reward, you drop a crown token onto each part involved. ("The patron disdainfully throws a fistful of coins onto your friend.")

Now you've earned those points, but those specific cards have been marked as used -- they can't be used to claim another reward right away.

This introduces a strategic element to which cards you use to claim certain rewards, as well as how to manage your resources to "clean" or "grease" your parts so you can reuse them.

The scoring also becomes easier, because at the end, you just count up your tokens!

That's one example of how the game's evolved. Here is the breakdown of ALL components in the final game, compared to the estimates I listed in the original campaign:

  • REMINDER CARDS (player aids) (4) - Not included in the original estimate; replaces Tool cards (8)
  • BIG LIGHTNING SWITCH CARD (1) - Not included in the original estimate; now added.
  • TORSO CARDS (15) - Was 18; number decreased to allow for the reminder cards on the press sheet.
  • REWARD CARDS (19) - Increased from 18
  • VOICES CARDS (12) - Increased from 10
  • PARTS CARDS (118) - Increased from 90! Removing the Tool cards freed up room on the smaller press sheet, so why not fill it up again with more cards!
  • RULEBOOK (20 pages) - Naturally we need this
  • CROWN TOKENS (99) - New component type added to the game since our campaign
  • PERSONAL LETTER FROM DOCTOR VON GRAVENSTEIN - We gotta include this, of course.

So! I may have gotten a little excited and enthusiastic and added more stuff to the game! But I think it's ALL WORTH IT.



OH RIGHT THE SCHEDULE

The very last thing that still remains to be finished is the rulebook. I'm trying to make it the very best it can be, both clear and concise, and it's gone through many revisions. There's more testing left to do before I'm completely confident it's as good as it can be.

Once that's done, I'm ready to begin proofing the final artwork with the factory. 

I think there's still a chance the games will ship out before the end of 2025. I REALLY HATE announcing dates that are not fully confirmed, so I will have more updates on this as soon as the final proofing process has begun and the factory gives me their timeline.

Today, what I CAN confirm is:

  • Final address surveys have not yet gone out -- meaning, don't worry about any moves or shipping address updates. All that is yet to come.

  • I still pledge to leave my pricing unchanged, regardless of any tariffs or duties that I may incur. The only additional thing you'll need to pay is the final shipping charge, once our surveys go out.

  • For folks who pledged for limited rewards such as the collages: The time is nearly here! I will be in touch with you each directly to discuss the particulars of your rewards.

  • I've left the post-pledge store closed since the campaign because I wanted to focus on fully finishing the game. Now that that's pretty close, I will probably reopen the store for late backers soon, so there'll be one final chance for folks to get in on the first (and probably only!) print run.

3. THE ARTWORK

One of the things I'm most pleased with is how lovely all the final colored art has turned out!



Preparing the 150+ pieces of art in this game has been a labor of love -- so interesting and fun that I often had a hard time narrowing down which specific pieces to include, from all the cool vintage source material that I collected.

(In case you missed it earlier, here's an example of how I've built each game card out of individual pieces of period artwork...)



It's been a ton of work, but it's been SO satisfying getting everything just right.

There were probably another 100 pieces of art that I worked (at least a little bit) on before ultimately discarding, as I wound through the process of refining the game's contents into the final set.

My goal was to create a set of cards that maximized variety, visual interest, and fun.



They are very striking in all their various combinations!

I'll end this update before it gets any longer with just ONE BRIEF TEASER:

I have made a hand puppet of Doctor von Gravenstein and you'll see him in a video soon!!!!

Until then... keep on boltin' (???)

Gen Con SCHEDULE CHANGE (Now Saturday)
11 months ago – Wed, Jul 30, 2025 at 09:25:41 PM

Very quick update! BackerKit has changed my demo time for our game at Gen Con this weekend. The new time is:

  • SATURDAY, AUGUST 2, 12:00 pm - 1:45 pm
  • Booth #1939

Hope to see you there! Or somewhere else, sometime else! Who knows!!

Gen Con! Plus: production update for July!!
11 months ago – Tue, Jul 29, 2025 at 04:42:22 AM

Late-breaking news: I will be at Gen Con this week!

This was a last-minute addition to the schedule! I'm mainly attending to help my buddy Sam Logan peddle his corgi T-shirts, of which he has very many. We'll be at booth #1217 all show long. 

If you discover a booth selling corgi T-shirts, take a moment to think, "Is Malki here?" Chances are, you'll have found me.

I WILL have: Wondermark pins for sale!

I WILL have: Roll-a-Sketches available, on a "speakeasy" basis. You gotta ask for it! You gotta say, "Gimme dat sketch, willya??" Otherwise I'll think you're just there for corgi T-shirts like everyone else!!

I WILL have: Free high-fives and the sparkling wit you have come to expect! Also if you want to order something else from me directly, I'll be happy to work out some kind of arrangement.

PERHAPS MOST EXCITINGLY, I WILL have: A playable copy of our game!!


I'll be doing a demo on Sunday at the BackerKit booth:

  • Sunday August 3, 12:00 pm - 1:45 pm
  • Booth #1939

The rest of the show, I'll be at Sam's booth (#1217). But outside of show hours, I'll be wandering around! 

Drop me a line on Discord if something fun's going on, or you want to meet up somewhere to play the game! That's the message I'll get most readily.

PRODUCTION UPDATES

  • This game has really enjoyed a slow marinating process this summer. However, it's nearly time to pull back the plastic wrap and slap this baby onto the grill. The card artwork is all done now -- over 165 separate pieces of art! 
  • I've enlisted the help of a colorist to help with the final polish; he's been delivering finished pieces over the last few weeks.
  • Meanwhile, my current focus is the rulebook. I got a GREAT suggestion from a playtester recently to offload as many card FAQs as possible to the reverse sides of the cards themselves -- this saves putting a big ol' list in the manual! (For cards where it doesn't matter if the backs aren't identical.)

So, it's not ready for the press yet, but it's getting closer every day. So close I can taste it! It tastes like ink and body parts!!

There's another huge piece of news.

You may have noticed I keep referring to it as "the game." This is because I've changed the title.

I love the punchiness of Bolted (or, as it would probably have ended up, Bolted!) -- but the truth is, I've done a lot of playtests now, and when I tell people the title, their eyes don't light up. It doesn't seem memorable or exciting.

So instead, I've chosen a different name that I think better communicates the fun and whimsy of building all these wild creatures.

I'm super fortunate to be in the position where I can still make a change before production, and I've taken advantage of that flexibility.

BackerKit will still continue to call it Bolted, just because the project is already completed. Don't be alarmed if you keep seeing that name in these updates and in the pledge manager.

But when your copy of the game arrives, it'll be called:


The world-famous Doctor von Gravenstein, creature-crafter extraordinaire, is announcing their retirement. To determine their successor -- a new apprentice who will become heir to their  scientific empire -- they are holding the world's first creature-crafting competition: an Elbowpalooza!

It will have the side effect of using up a bunch of excess body parts that are starting to cost the Doctor a lot in storage fees!!


Do you have what it takes to
make the best friend the Doctor has ever seen??

Let me know what you think of the new title in the comments! But only if you like it!!

Bolted Production Update for June!
12 months ago – Mon, Jun 23, 2025 at 06:39:05 PM



Hello, fine Boltonauts! It is me, the guy who is making this game, with an update for you on said game!

I had to take a little time for personal stuff (including a bout of covid) but I'm back to work now and trying to hammer out the last details so I can get the whole thing off to print.

One big change that I've introduced is an extra mechanic that allows for additional strategic choice in the game. 

Because the game is all about building specific configurations -- and you need certain cards to build them -- and you can only get cards by drawing them -- it became clear that a little something was missing. 

Players were too constrained by a bad draw. Even adding ways to cycle your cards more often didn't fully solve that, in my opinion. 

It's not fun to end up blocked from being able to do much. What I wanted instead was to enable all players to make big, fun plays! 

Updated Card Strategy

I've introduced a new mechanic that gives your cards a secondary ability. If you don't want to play a card onto your creature, you can instead "scrap" that card for a variety of different effects.

This opens up a new dimension of strategy and also allows for the creation of combos that can be really fun to pull off! I think it's a great new wrinkle for the game.


Join Virtual Playtesting With Me

I'm now doing more playtesting to confirm:

  • That the secondary effect options are interesting without being too overwhelming.
  • That the effects I've designed are fun, and affect the game flow positively.
  • That what you can do is clearly explained to players.

To get in more reps with the updated rules, I'm hosting more virtual playtesting this week:


Feel free to grab a slot at: picktime.com/wondermark

If you've played before, I'd love to have you back! If you've never played, I'd love to have you too!

Unsupervised Playtesting

Pretty soon, I'm going to be sending out the rulebook to folks to confirm it's clear and understandable. Please feel free to sign up here if you want to be on that specific review list!

(If you've signed up for this earlier, I've still got your info and will be in touch soon enough.) 

Other Updates

  • I THOUGHT I was basically done with the art for this game, but then I unfortunately stumbled across thousands of additional vintage images. (As documented here.) This might necessitate some new additions.

  • I'm going into much more detail on the finer points of game updates and design over on my Discord. Feel free to pop in there to ask any questions or get into the nitty-gritty with me!

  • If you happen to be in Seattle, I'm also doing in-person playtesting most Wednesdays at the Playtest Northwest meetups. Drop me a line on Discord if you want to connect in-person at one of those.

  • I'm pretty excited about this game, friends!!

SOME of you have also already received various pledge items; I did one round of advance shipping just because I already had the stuff handy for your rewards. You already know if you are one of these people. I mention it just so everyone else knows that some fulfillment on this project is already complete.
 
I'll be in touch with further updates as I have them! Thanks everyone!!

Post-Campaign Bolted Update & Timeline
about 1 year ago – Tue, Apr 08, 2025 at 05:48:41 PM

It's been a few days now since the conclusion of the Bolted campaign!

Thank you so much to everyone who's joined -- I'm so excited to get the game finished and into your hands.

If you missed the livestream I had with Ryan North, you can watch it on Twitch for a few more days. I showed off a ton of the art I've working on for the game!



[ LINK TO VIDEO ]

I've had my head down working on more artwork this week, but here's a brief update on what to expect from here:

• I'm going to tunnel into a little hole for a while to crank on the artwork and other elements. My goal is to have everything finished and off to the printer by the end of May.

• You may hear about more playtesting opportunities between now and then! One cool thing to do is to sign up for remote playtesting if you're interested in spending some quality time with the rulebook. I'm not sure when I'll be sending that out for review, but that link is how to be specifically notified when I do.

• You are also welcome to join me on Discord -- I've just added a new games channel specifically for playtesting and sharing updates on Bolted. This includes an announcement of playtesting sessions later this week!

• Pledge manager survey links will probably start going out in June.

• Shipping will probably begin in August or September.

Tariffs, trade wars, etc. are definitely a key concern of mine, but I have a good manufacturer lined up and I'm confident I can get the product made -- the only part still uncertain is the costs that will end up being involved. 

That's not something worth fretting over in April though. So much about that can change from day to day that instead, I'm just going to focus on what I can control for a while, and we'll see what the situation is later this summer. Things could be entirely different.

More from me soon! Thanks!!