I almost feel bad posting this as I don't think you can get copies now unless you were a KS backer and/or you're willing to pay absurd prices. I think it's slated for retail release, but that might not happen until May-ish (if I'm remembering correctly). What's the game?
Sleeping Gods.
I don't have any prior experience with the designer, though I know he's well regarded - that's why I backed this. It's a game that can be played cooperatively with up to 3 other people, but since you're here you know I'm going to go Han Solo. The basic story is that it's 1929 and while traveling back from Hong Kong, your ship is somehow transported "elsewhere". The only way for you and the crew to return home is to find special totems and awaken the Sleeping Gods.
I guess it's a bit like 7th Continent in that you're exploring and encountering things. However, instead of tiles, there's a flip book with numbered locations that you move between and read keyed entries from a giant story book. As you move around the map and reach the end of a page, the edge tells you what page to turn to next to continue. Here's a shot of what it all looks like setup, just after the tutorial.
You might notice there's a lot going on, particularly in terms of the characters, and you'd be right. *So far* it feels manageable as a solo experience, but it does take up a bit of room. I have started using a side table rather than open this one up fully as I find it easier to turn instead of scootching and reaching. When you're playing cooperatively with others, you split up the characters you're controlling and everyone shares control of the captain. However, as a solo game, you control all 9.
Each character has their own set of general skills, a special actions that might help out on the ship (like repairing things or making food) or in combat (adding damage).
I should also mention that the ship itself is a bit like a character in that it has areas you interact with (healing, crafting, making food) and it too can take damage and threaten the success of your return trip home. The boat's info is on a large card, pictured to the right of the world atlas in the photo.
At this point you might be panicking as no dice are pictured. If that's your thing, I have bad news - no dice are in this game. Instead it's a bit closer to Gloomhaven in that you will always be pulling a card with a random value to add to your skill being checked to determine if you're successful. This is the one things I'm a little iffy on, but it's not a deal killer for me. Instead, the combat is wholly unique - I can't think of a single comparable system, but maybe it's related to something Euro-based that I just haven't played. Here's a shot of what combat looks like:
The encounters all come from a numbered deck (that isn't shuffled) and the game simply tells you what cards to pull for an encounter in the story book.
Like the crew, the monsters have basic stats - health, defense, damage, etc...) and so when you attack you're comparing your attack still (for example) using the weapon the crew member has + the random card and compared to the creature's defense. If you fail to beat the defense, the creature attacks first and then you do a minimum of 1 damage. If you beat their defense, you apply damage and then the creature counter attacks (if it can). On the whole, not complicated. What's really interesting to me is how it actually plays out.
The character I was using did 3 damage. This means I apply three wounds on the creature grid in a horizontal or vertical line. Some of creature's grid is blank, so you need to be strategic. A spot might contain a health point (so you're wounding it) or it might only contain a damage icon (meaning if you hit that spot the creature would lose that damage ability). There's also a tiny diamond in some of the squares that allow you to "synergize" with another crew member, basically aiding them in their attack by providing an increased bonus to hit or more damage. Where it's even more interesting is you don't need to place all three tokens on the same monster. Here I've hit the second monster with "splash damage" - transferring part of my damage that round from the guard to the brute. Why? Because the Brute is harder to hit normally (his defense is 6, not 5) and by applying damage to that specific square, the Brute will only be able to do 1 damage to a crew member, not 2 (the guard is powerless). Again, maybe there's another game that does this, but certainly not one that I own.
There's other things like skill cards, leveling up the crew, quests (that drive exploration) and an encounter deck (that acts like a timer) - and I didn't even mention that the components and included organizational system is A++ quality. There's fully indexed rulebook and a getting started/how to play guide (which is what I did here).
Anyway, I'm just getting started and you can play and pause without problem. They include a pad of adventure logs to keep track of things and each full adventure is somewhere around 10 hours to complete (though don't quote me on that).
I'm not sure exactly what differs for the retail version. I have metal coins, wood tokens and cardboard tokens (I didn't upgrade them) and an expansion. I believe the KS copies also came with a dungeon expansion, but it's not recommended that you integrate that on your first adventure. The boxed expansion (Tides of Ruin) has been fully integrated into my core copy at this point - it's more cards, another atlas, storybook and a new mode to play ("Arcade mode" - a rogue-like adventure version).
On the whole, something I completely recommend you consider. I play games to explore and that's the heart of this game. It has a big footprint on your table, but the box isn't unreasonably large. I'll try to get another update in after I finish a campaign, though I'm not sure if I'll have more photos - everything I've shared is from the tutorial so not really spoilerish.