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Comanauts Preview: Martin's Inner Child

The Ghost that Lives in Dreams

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"Our technicians are currently tracking something we’re calling Martin’s inner child. We believe interacting with this inner child is the key to helping Martin. Your job is to enter a comazone, find the child, and extract information from it in an attempt to identify the dark influence that hinders it. We call these dark influences I.D. Entities. The I.D. stands for inner demon. These are the same kinds of hangs-ups we all have, but in Strobal they have been twisted and enlarged by his exposure to the radiation."

Inner Child

Welcome to another Comanauts preview! We’ve had a great time exploring the different aspects of your journey into Martin’s mind over the past few weeks as we approach the release of Comanauts. This week we’ll be exploring how Martin’s inner child affects gameplay for the Comanauts, as they attempt to locate the I.D. keeping Martin captive. But first let’s see how Martin’s inner child might appear in a comazone.

Inner Child Die

The Inner Child Die

At the start of each player’s turn, they’ll be drawing five dice out of the bag to use on their turn. These dice function in a variety of ways depending on their color. One such die is the translucent blue die. This is the inner child die, and when drawn by a player, it is rolled and placed on the inner child slot of the sideboard. Once slotted, Martin’s inner child standee is then placed on the space of the current page. Each page has a special entry corresponding to the space that players can activate in order to interact with the inner child as it travels from one comazone to another. Successful interactions allow players to draw clue cards, invaluable hints as to the nature of the I.D. and where it might be lurking. Remember, the value rolled on the inner child die will have some bearing on players’ ability to interact with Martin’s inner child,  so be sure to approach it with plenty of dice to use on skill tests if need be!

Inner Demons

Inner Demons

As we discussed in a previous article, each comazone has an inner demon (or “I.D.”) associated with it. These inner demons are tied to regrets, traumas and events throughout Martin’s life, but in his current condition they have been empowered and are currently dominating their respective sections of Martin’s mind. At the beginning of each game, players will select five inner demons to challenge in order to locate Martin. The inner demon holding Martin hostage is called the Prime I.D. but players run the risk of running into any of the five I.D.s chosen as they explore Martin’s mind. As players gather clues they will get a better idea of which comazone Martin is trapped in, but keep in mind that spending too long in any comazone might cause another I.D. to emerge and challenge the players. The key to success is gathering clues quickly, and rightly interpreting them in order to swiftly rescue Martin!

Comanauts is available for preorder now , and will be available from retailers and our own web store soon! Remember, preorders from our web store and participating retailers will also include the exclusive Drake avatar! Ask your retailers for details or reach out to us directly for more information!


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