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10 Insane years at PHALANX. Eyewitness Account. [Written by a Human]

Ten years ago on June 14, I signed the papers and, — woof! — became a director of a new and shiny, UK-based company — PHALANX. In fact, the company had been registered earlier and was dormant for two years but if I took the registration date, my beautiful arc wouldn’t work. This is the […]
Author:PHALANX
22/06/2026
26 min. read

10 Insane years at PHALANX. Eyewitness Account. [Written by a Human]

Ten years, countless lessons, and more than a few ‘logistical nightmares’ later, PHALANX is still standing. We are stubbornly, if slowly, making the games others deem too difficult, and we refuse to play it safe. Let’s have a look at that insane decade.


Ten years ago on June 14, I signed the papers and, — woof! — became a director of a new and shiny, UK-based company — PHALANX. In fact, the company had been registered earlier and was dormant for two years but if I took the registration date, my beautiful arc wouldn’t work.

This is the arc: on that same date, years earlier, Napoleon refused to be defeated at the fields of Marengo. Having lost an encounter with the Austrians in the morning, he was basically stubborn enough to wait for the arrival of Desaix. With his columns approaching, he is believed to have said: “We have lost the battle today, but we still have a chance to win another.” Maybe that’s not true but it sounds like a great story.

Funnily enough, by a total coincidence, I met my future wife on that same date, just 200+ years later. And to make it easier to remember, we wed — yes, you’re right, on June 14th too. In fact, the real reason for the wedding arrived a few years earlier and his name is Tytus.

Tytus was a very sneaky boy from the very start. He passed all the pre-natal medical tests flying and scored 9/10 on that funny hospital birth rating on his arrival. He faced a difficult future: our older son Ernest was already a very clever guy, bilingual, quick learning and probably talented too. Yet, Tytus played a trick that ensured we are happy with his smallest achievement to this day. He arrived with Down Syndrome.

This comes together with that blue badge, an object of envy of many, so it’s really not too bad. In Gibraltar, where we used to live at some point, we had another badge and we could fly via the border check leaving behind a multi-hour queue of frustrated drivers. That felt good and fair.

Yet, let’s go back to 2016. Tytus has just arrived and we have no idea how to cope, so I apply for a day of work from home, per week, with my then employer. They seem to understand. Not for long though as they withdraw the agreement 3 months later, probably believing that Down Syndrome is a temporary thing. But I am a Polish man, so I quickly hand them a thank you letter and with satisfaction observe my boss’ surprise when he learns I have a 3-month notice in the contract. I’ve got you sun-on-the-beach! He pays back in kind and makes me come to the office every day of those three months. A real man of principles.

So I am now facing unemployment. But I have a card upon my sleeve. Thanks to Mark Simonitch, I am holding a publication contract for his best selling game: Hannibal. This is my last straw that can keep me afloat. And that’s how PHALANX starts.

Long story short: I could paint the company formation as a clever “business plan” but the reality was quite different. I wanted to make Hannibal a game that would turn the tables and bring unprecedented quality to what was considered a rather complex (not really) wargame. What seemed easy, took almost two years to develop. It was a real struggle of epic proportions, Hannibal himself would probably be proud of (it’s easy to claim, he’s long dead).

So, it’s really amusing to read we are a “corporation”. Oh, boy, I wouldn’t really wish for it! Have you ever been at those boring, multi-hour meetings or calls dragging forever? They pay a lot at those companies — because it’s a really dumb job to do. I know that, I’ve been there. Making games is so much better, more fun and rewarding. Especially if you can get those corporate employees as your customers! 

Hefty Hugh and Lanky Len would exclaim in excitement: We’ve hit on something really clever! We’ll keep on doing it forever. Yet my partner only smiled.

Because we were smarter than Hugh and Len, we started low, with a game that was quick to publish and generate trust: Germania Magna. We signed an existing game, pushed it to Kickstarter and within a few months delivered the product. The foundation has been laid for a larger flop. Come Hannibal & Hamilcar.

This one was easy. The previous publisher promised Hamilcar as a stand alone game. So, without really knowing what was inside, we did the same. Only later we saw that Hamilcar was nothing more than a Hannibal scenario. That stunk. I had to design a new game really quickly to be able to deliver the product. I read a few books and put together something that resembled a game and Hamilcar was born. He was ugly. I had to redesign it a few years later. Now the game plays well but has a bad history and is not available because you know what? I wanted metal minis! So we run another campaign and now we’re stuck as the minis take longer than expected. Yet, check the pic below to see they are a reality looming just over horizon.

Rich with the fame from Hannibal and Hamilcar we agreed to publish U-Boot — a very cool game about German submarine warfare during WW2. So cool a subject that we had trouble finding a German publisher. Only when it turned out that the sales guys in the company are our secret backers they came to realise the game may sell. And they were right — the German market was our best! Yet the stressful production process resulted in a difficult relationship with the design studio, who decided they can do better themselves, so off they went with their next project. We wished them luck. U-Boot: Collector’s Edition was then crowdfunded, this time with the largest mini (to be) ever produced — a 90cm plastic model of the submarine. It is supposed to have all the lights (true) and whistles (not really) and is a real beast to make it right. But if the subs could walk, we could say it moves forward step by step. A comparison with sinking is not correct, mind you. Here is a pic of where we are.

Our third re-print is Nanty Narking. We were very naive and overproduced the original game in the first campaign and printed too many games for retail. So we had to find a way to sell that stock. The game is set in Victorian London of Dickens and Conan-Doyle and we must have been blind not to see an obvious way to make it desired. Cthulhu. Throw in a few monsters, add another mode of play and here we go — another successful campaign. Easy peasy. Yet there was a real cost to that. Just check what’s haunting us in dreams: 

Ah, so these are the three most delayed campaigns so let me continue and give you a quick summary of our other and completed projects.

The Games That Built (and Sometimes Broke) Us

We operate on the unreasonable belief that certain games deserve to exist — usually the ones too ambitious, too difficult, or too obscure for anyone else to touch. Here is the curated history of our best ideas, our worst logistical nightmares, and everything in between.

The “We Should Have Known Better” Collection

  • God’s Playground: Our first publishing adventure. We localized one of Martin Wallace’s least commercial games and proudly declared we would never reprint it. It now sells for €250 on the secondary market. I still have two copies in shrink. It was worth it.
  • Rocketmen: We briefed Martin Wallace hoping for the next Brass. The theme felt very now. Unfortunately it never reached Elon’s desk, so the space race had to continue without us. Still a great game though — and we have decent stock in the US: Check here
  • Total Domination: We took a brilliant little game, “improved” it with minis. Now if you take your time with them you’ll get a game that both plays well and looks spectacular.

The “Historical Rabbit Holes”

  • Freedom!: A game about the Greek War of Independence. Who knew that was a thing? Apparently Vangelis Bagatriakis did. He firmly refused our suggestion to re-theme it as the Siege of Helm’s Deep. His loss. We published it anyway so he could move on to Hegemony.
  • Europe Divided: David Thompson’s New Cold War game. We published it shortly before Russia invaded Ukraine and were promptly called alarmists. David has since moved on to less controversial topics. Lesson learned.
  • 1941. Race to Moscow: Waldemar’s personal opus magnum about two totalitarian regimes grinding each other into the dirt. Who else would publish this? Exactly. We did it mostly so he would stop talking about it. There’s more coming in the system. You have been warned.
  • 1920: The ultimate game on the Polish-Soviet War. The designer was so traumatized by the experience he became a famous TV professor rather than designing another game.

The “Logistical Nightmares” (That We Secretly Love)

  • Successors: Rescued from legal limbo. The logistics were a nightmare, but worth it. The last copies of the game were miraculously discovered in the US. One day we will crowdfund it again. With metal minis of course, to make the project and the minis last longer. We want them to become an artifact of the lost culture of the 21st century for the archaeologist to discover.
  • Purple Haze: Started as a simple 1-hour game about patrolling the rice paddies of Vietnam. Then I had one of my visions and decided I was THE creative guy in the company. The result? We had to write a Harry Potter-length rulebook so players wouldn’t have to use their own imagination. The community loved it for reasons that remain unclear. We’re still recovering from the proofreading.
  • Huang: A premium edition of a Knizia classic; we pushed production standards to match the game’s stature. Too far. More below. Here are some copies if you need one: Check here
  • Coalitions: Diplomacy meets Risk. It took forever to develop and even longer to ship. We created an entire system with multiple boxes. Too ambitious? Probably. But the reviews suggest the wait was worth it. We’re still not entirely convinced.
  • Sovereign: Bretwalda: A massive project that required significantly more mechanical development than anyone expected. We received a masterclass from a designer who is very quick to form strong opinions — and share them freely.

The “Quiet Achievers”

Not everything we do needs to be a massive, multi-year crowdfunding campaign. Sometimes, we find a game that is just… good. So we fund it with a little help from our friends, skip the campaign drama, and put it out because it deserves to exist.

  • Fire in the Sky: A legendary Pacific War game through the eyes of a Japanese designer, Tetsuya Nakamura. It’s widely considered a masterpiece, which usually means it has a tiny audience. We republished it because we’re fans, not just publishers.
  • Iron, Blood, Snow and Mud: The entire Eastern Front in 90 minutes. A mechanical gem that deserves far more attention than it gets. David Thompson loves this one — so if you don’t buy it, you’re essentially arguing with David.
  • Unhappy King Charles: A restored classic by Charles Vasey, a living legend of “Perfidious Albion.” I love to tease him about the state of his history books, but his design work is timeless. We brought this back because some classics shouldn’t be allowed to fade away.
  • A Very Civil Whist: Fred Serval’s trick-taking game on the English Civil War. It’s niche, it’s bizarre, and it’s brilliant. If you can handle a game that’s both a civil war simulation and a card game, this is the one.
  • Dominant Species: A sub-licensing staple. We took a heavy-hitting classic, overhauled the art, and published it in Polish and French. If you only speak English, you can look at the art and weep — it’s much better than the original.

How We Made Life Difficult for Ourselves

During the (last) pandemic, we chose to double down. We wanted to keep the jobs for our small team and the market demand was finally there! We increased print runs, banking on retail growth to fund payroll. Apparently, the logistics channels were not ready for our massive growth. We faced shipping cost spikes, customs barriers, and a sudden change in US distribution strategy that forced us to rebuild our overseas network from the ground up. What a nasty surprise it was. Just sick. The pandemic taught us that we are remarkably bad at predicting the future. We ‘doubled down’ — a fancy term for gambling with retail growth while the world was falling apart. It didn’t work. We blamed logistics and politicians for a while, but the reality is simpler: we were optimistic when we should have been cautious.

The Hybrid Model: A Cautionary Tale

If you produce plastic in China and paper in Europe, the product that comes out is considered EU-made. We used to think it was smart. It wasn’t. It was just a complicated way to create more points of failure. When an army of Hannibal minis arrived on the train in numbers higher than the body count at Cannae, we were winning! It worked very well. Well, until it didn’t. When that model broke, we didn’t ‘pivot’ or ‘rebuild’ — we just accepted that we’d been over-complicating a simple process. We aren’t going back. However, the decision to keep the core game (a retail edition) separate from the minis was a good one, and we are going to stick to that — we can’t be wrong all the time.

The Weight of Scope

We must admit to have a bad habit: we fall in love with our projects and then try to make them “better” by making them bigger. Coalitions, Purple Haze, and Sovereign: Bretwalda all grew beyond their original scope. We thought we were adding value; we were actually adding complexity. Lessons learned: Don’t get carried away by excitement. Expansions are nice, but they take development time we often don’t have.

It’s a good moment to illustrate how much development work actually goes into a project. Beyond the mechanical changes and countless playtests, you only need to look at the sheer size of the rulebooks to realize the scale of the effort. To put it in perspective: the Bretwalda rules (Polish version) as delivered by the designer were just over 24k characters. The final rulebook? Over 92 thousand characters.

The Localization Trap

We once thought shipping English and localized editions simultaneously was a good idea. It was a logistical catastrophe. A single file error in one language would delay the entire global run — a Bretwalda case. Going forward, we are treating translations as separate projects with entirely separate timelines. No more holding the English version hostage!

Therefore today at PHALANX, translation, DTP, and layout for non-English editions are treated as de facto separate projects. Localized editions receive their own timelines, entirely separate from the English print run, so that one language’s hurdle doesn’t derail the entire delivery.

A Window Missed by an Inch

Huang, our Reiner Knizia tile-laying game, was on schedule for Essen Spiel, until we decided to refine the miniatures one last time. We missed the window by two weeks. Was it the right call? Yes. Was it costly? Yes. Were we happy? Not really. Who is happy? The dragon mini lovers — they bought the deluxe add-on just for the sculpts. The game is fine if you like that sort of thing.

Turning the Tide

Keep’em Rolling to the Rhine: Our beacon. We kept the scope tight, controlled, and focused. It delivered smoothly and provided actual support after launch. We returned to our roots and hopefully re-discovered the formula for a quick publication. Assuming we can control our impulses to make things “bigger.”

Nothing’s Quiet on the Western Front

In the early years we worked hard to break into the US market. We secured a deal with distributors and almost celebrated with a Michelin-star dinner… only to learn next year at GAMA Expo that the deal was about to collapse. We had two weeks to save the situation, so we hit the road, talked to retailers, and came back with enough intel to set up our own warehouse and distribution in the USA. Our games are now available through Bridge and GTS Distribution. 

With help from our friends Jason Matthews and Kevin Bertram at Fort Circle, we also set up a US-based company so we could finally sell on Amazon. It sounded simple. Of course, we took the scenic route and ran straight into trademark issues — apparently “Phalanx” isn’t the ideal brand name in the US. We’re still working on it. Worst case? We rebrand. Who really cares about the name PHALANX anyway?

The good news is that, as you read this, our container has just been unloaded in Houston. Whether this becomes the big step forward we’ve been hoping for remains to be seen, but at least there’s movement. Below is the list we have in stock in the USA. Grab them while you can — before a flood, a storm, or something else happens.

We know many of you in the US are wary of expensive shipping from Europe. That’s exactly why we brought the games to you. Now it’s your turn — you buy the games, and we get more breathing space. Ain’t that beautiful? Here’s the link to our store: https://gamefound.com/projects/phalanx/phalanx-store?refcode=W3EOIuIhbEW1puXvOvqO6A

The “Debut” Addiction (and why it’s Shogun’s turn)

If you look back at our catalog, you’ll notice a pattern: we have a chronic, perhaps even masochistic, tendency to find debut designers and shove them into the deep end. We don’t just want to publish safe, guaranteed hits from established names. We want projects that make people ask, “Who is this?”

We’ve spent the last decade acting as a springboard for first-time designers like Bartosz Pluta, Artur Salwarowski, Wei-Cheng Cheng, Bernard Grzybowski, Andy Rourke or Lew Sołowiej. We don’t do it because it’s easy — it’s actually the opposite. It requires months of additional development, sleepless nights, and constant arguments about rulebooks. But we do it because if we aren’t taking risks on new talent, we aren’t doing the job we set out to do.

That is why our next campaign is Shogun. It’s a debut project that we’ve decided to throw our weight behind. We believe in the design, and we invested a lot of time and effort (read: money) into its development to prove it deserves a place on your shelf. It’s risky, it’s going to be a lot of work, and it’s arguably not the “smartest” business decision we could make — but it’s the Phalanx way.

The Elephant in the Room (Our Next Campaign)

We’re launching the campaign soon (check here). I can hear the collective eye-rolling from here. “Wait, you’re launching something new while the other projects are still not delivered?”

It’s a fair point. Our track record isn’t a straight line, and I’m sure you’re tired of “soon” being the most popular word in our vocabulary. But here’s the reality: we truly are a small house that makes specific, difficult games that — frankly — no one else wants to touch. If we stop launching new projects, the engine stops. We are launching this one because the design is too good to ignore, and we think it belongs on your shelf. 

We aren’t asking for blind faith — we’ve used up our quota of that. We’re asking for a vote. If the project is funded, we build it. If it doesn’t, we learn our lesson and stop trying to push the boundaries of scope. The ball is in your court. If you want us to keep making these “weird” games, you know what to do. If you think we’ve reached our limit, I completely understand.

Recovery Plan (the part where we talk about now and future)

We’ve cut our operating costs — not because we’re strategic geniuses, but because pretending to be a big corporation was getting expensive. We are now running two parallel tracks. Track A is for the “old debt” — the projects we’re dragging across the finish line from pre-2025. Track B is the “fast track” — new titles that actually pay the bills. We’re essentially trying to outrun our own history while keeping the lights on. It’s not elegant, but it’s the only way forward.

What’s coming next?

Lords of Heaven:
We are thrilled to announce that the game is just now entering the shipping phase. The games were produced and are ready for pickup at the printers. The shipment from China should begin in upcoming weeks.

Bretwalda:
We are preparing for the production of the second English print run of the game. Along with it, the production of all the highly anticipated localized language versions will be completed. Most importantly — the localized versions will receive a full update. All the problematic issues noted by players in the first print run have been addressed and corrected. This means that backers will receive an even better, fully refined game matching the standard of the second print run.

TRIVMPH
TRIVMPH (or Triumph, if you prefer the modern spelling) was a textbook case of scope creep. You asked for highly detailed architectural miniatures and hand-painted artwork (strictly sans AI). The hardest work began the day the campaign ended, and we are not taking shortcuts. We have been  deep in the “factory feedback loop,” which consists mostly of back-and-forth sending of files and samples to make sure the 3D files translate into plastic as perfect as it could be.

The Amphitheatre, Temple  Theatre, Port, Forum, and Baths have just left on the operating table; we’ve been fixing missing columns, correcting structural flaws, and ensuring the roof lines don’t look like melted wax. It’s slow, tedious work, but if you want the “monumental” aesthetic we sold you, this is the only way to get it. I was able to see the corrected samples at the UKGE but Valdemar ran away with them. We still have the release in the books for Essen Spiel. Keep your fingers crossed!

U-BOOT: Collector’s Edition
We could have just reprinted the original game. Instead, we opted for a Collector’s Edition — because apparently, we enjoy doing things the hard way. This project combines physical components with a digital app, creating a hybrid environment that is twice as prone to technical failure.

The app has been reinstated to both platforms and now contains the mission editor. So why don’t you go and create some missions for the public while we do the job behind the curtain and work on the model? HERE are the links for the app.

Pre-orders

There are two games on our preorder list at the moment. No pressure — we’ll produce them anyway — but if you want to secure a copy early, now’s the time: 1943: Race to Rabaul and Tora Tora Tora! We’re aiming to fast-track both for pickup at Essen Spiel.

Pre-order now

If you want to help us keep making these weird, ambitious games, here’s the quickest way to do it right now:

We might have lost the first battle but are up for another one.

Thank you for reaching so far. Goodbye and good luck!

Jaro

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