MC 23 Annual Digital Edition

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MAGNETIC

PRESS
BIG THINGS
A-COMIN’
Welcome to the second Magnetic-Con Annual!
When we launched the first Magnetic-Con last year,
it was meant to be part celebration of the past year,
part peek at the year ahead, and all cool eye candy.
It went well, so we decided to do it again, and better
this time, with more creative original content -- actual
comics to read and games to play!
If ya ain’t heard: Magnetic Press is expanding
further into the gaming world. We dipped our toe
into tabletop RPGs with CARBON GREY and card
games with KLAW: WERE-WARS, both of which
found modest success -- CARBON GREY was even
nominated for a prestigious ENnie Award this year
(for Best Production Value)! We’ve always believed in
the power of interactive storytelling, and we’ve been
hard at work developing several new RPGs based on
some pretty recognizable properties... We hoped to
reveal one or two in this book, but timing and licensing
approvals just missed the deadline. You WILL be
hearing about those very soon, (perhaps around the
same time you receive this book).
But that’s just the tip of the iceberg. Inside this
year’s Magnetic-Con Annual, you’ll find a look at
several of our upcoming titles that should get you as
excited as we are. Some familiar names, some new
ones, but all fantastically talented.
Once again, a massive shout-out to all of you,
our amazing readers, artists, collaborators, and
supporters. You all rock! Your enthusiasm and support
have propelled us to new heights, and we couldn’t do
this without you. Seriously, you folks are the fuel that
keeps our creative fire burning!

Y O U EN G INES!
STAR T
-MIKE Mike Kennedy,
Publisher
TABLE OF CONTENTS
TEZUCOMI Preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
GEORGES BESS Spotlight . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
SERGIO TOPPI Spotlight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
On Tour with LILLY PRIME . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
MITCH TAGGART (A BLACK BOX Tale) by Caio Oliveira . . . . . . . . . . 22
KAT’S (old school digital) ADVENTURE . . . . . . . . . . . . . . . . . . 34
MAKIN’ MINIS AT MAGNETIC PRESS . . . . . . . . . . . . . . . . . . . . . 38
STEL-EX, a Micro-RPG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
CARBON GREY RPG: Listening Post #1 . . . . . . . . . . . . . . . . . . . 46
THE MIDNIGHT ORDER by Mathieu Bablet Preview . . . . . . . . . . . 48
FRONTIER by Guillaume Singelin Preview . . . . . . . . . . . . . . . . 52
NO FUTURE by Jef and Corbeyran Preview . . . . . . . . . . . . . . . . 56
JIM BISHOP Spotlight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
ZACH HOWARD Spotlight . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

COLOR CODE:

IGH T G A L L E RIES
SPOTL
COMICS
GAMES

Layout Design by Chris Northrop


Front Cover by Zach Howard and Nelson Daniel
Back Cover by Toru Terada
Edited by Mike Kennedy

MAGNETIC™, MAGNETIC PRESS™, MAGNETIC PRESS PLAY™, and their associated


distinctive designs are trademarks of Magnetic Press, LLC. No similarity between any of
the names, characters, persons, and/or institutions in this book with those of any living or
dead person or institution is intended, and any such similarity which may exist is purely
coincidental. All rights reserved. www.magnetic-press.com

1
TEZUCOMI
Top comic creators from Europe celebrate the
ageless works of OSAMU TEZUKA in a two-
volume tribute anthology!
Magnetic Press was born from a mission to
introduce the world’s best comic talent to a
broader English-language audience with our
slate of celebrated creators from France, Italy,
Spain, China, and beyond. As life-long manga
and anime fans, however, it was only a matter
of time before we were able to feature some
exciting Japanese talent as well!
Last year’s 50 ANIMATED YEARS OF LUPIN
THE 3rd was just a warm up for many manga-
and anime-related projects we have in the
works. Next in the queue is an awe-inspiring
comic anthology celebrating the works of
the astounding OSAMU TEZUKA and the
many beloved characters he created in his
extraordinary career.
TEZUCOMI was created by Tezuka Productions
as a celebration of the “Godfather of Manga,”
gathering a roster of talented, award-winning
artists from around the globe to tell new tales of
Tezuka’s characters. Featuring a selection of 18
original stories by 20 European creators (many
of whom have other books already published by
Magnetic), this anthology is the perfect bridge
between manga, bande dessinée, and American
comics.
Just as Tezuka himself elevated the art
of sequential storytelling through over
150,000 pages of manga produced in
his lifetime, TEZUCOMI pushes the
boundaries of storytelling and artistic
expression further through the eyes of
today’s hottest comic authors. From
the riveting adventures of Astro Boy
to the high-wire medical exploits
of Black Jack, these stories will
thrill readers while celebrating their
historical significance.
Visit www.TEZUCOMI.com for more!
Contributing authors featured on this page:
Mathieu Bablet, Kenny Ruiz, Ken Niimura, Bertrand
Gatignol, Luis NCT, Brice Cossu, Mig, Philippe Cardona,
David Lafuente, Reno Lemaire, Victor Santos, Sourya,
and Elsa Brants

2
TEZUCOMI
ABOVE: A page from “Big X” by David Lafuente, based on Osamu Tezuka’s BIG X.

RIGHT: A page from “A Taste for Blood” by Philippe Cardona and Florence Torta,
based on Osamu Tezuka’s DORORO.
4
TEZUCOMI (PREVIEW)

5
6
TEZUCOMI (PREVIEW)

ABOVE: A page from “Catalante” by Mig, based on Osamu Tezuka’s UNICO.

LEFT: A page from “Team Phoenix” by Kenny Ruiz, featuring a team up of various characters created by Osamu Tezuka. 7
8
TEZUCOMI (PREVIEW)

ABOVE: A page from “Parchment of the Cat” by Kenny Ruiz, based on Osamu Tezuka’s MY SONGOKU.

LEFT: A page from “The Last Recital” by Bertrand Gatignol, based on Osamu Tezuka’s BLACK JACK.
9
10
TEZUCOMI (PREVIEW)

ABOVE: A page from “Doppelganger” by Belen Ortega, based on Osamu Tezuka’s BARBARA.

LEFT: A page from “The Moon Rabbit” by Bryce Cossu and Valerie Mangin, based on Osamu Tezuka’s BUDDHA. 11
BUILDING
A BETTER
MONSTER
You may think you know Bram Stoker’s
DRACULA or Mary Shelley’s FRANKENSTEIN,
but you have not truly met them until
you have experienced GEORGES BESS’s
hauntingly beautiful interpretation.

Horror and gothic literature has captivated readers for centuries, with Bram Stoker’s
DRACULA and Mary Shelley’s FRANKENSTEIN standing as timeless classics. In
collaboration with internationally renowned artist GEORGES BESS, Magnetic Press
has brought these chilling tales to life, bridging the gap between the written word of the
original texts and the expressive power of his illustrations, giving life to the most accurate
graphic novel adaptation of these classics ever produced.

Having illustrated comics in Sweden and France since the


1970s, Georges’s artistic mastery is key to the success
of these adaptations. Renowned for his versatility and
detail, Bess has worked with complex authors for
much of his career, most notably with avant garde
screenwriter Alejandro Jodorowsky on several
long-running series. These experiences fueled
many explorations into the darker corners of the
human psyche with an uncanny understanding
of the horror genre.

Bess captures the Gothic style and haunting


atmospheres of both DRACULA and
FRANKENSTEIN with his select use of shadows,
textures, and layouts that transport readers
into the dark and haunting environments that
Shelley and Stoker originally crafted in words.
Focusing on the vulnerability of the many flawed
characters in these tales, Bess lures readers into
connecting with their struggles and dreams.

These graphic novels highlight the timeless


appeal of gothic horror, breathing new life into
two cautionary tales that teach us what it is to
be human... and inhuman.
ABOVE: Frankenstein’s machine breathes life into his
monster. Art by Georges Bess.
12
GEORGES BESS

ABOVE: A page introducing the infamous Van Helsing from DRACULA by Georges Bess
13
14
GEORGES BESS
GEORGES BESS

ABOVE: Pages from FRANKENSTEIN by Georges Bess


15
Yesterday’s
Tomorrow
Take a sneak peek at SERGIO TOPPI’s newest
posthumous masterpiece: FUTURE PERFECT.
The master illustrator takes a rare dive head-first
into the realm of sci-fi, exploring themes that are
startlingly relevant today...

SERGIO TOPPI stands as a towering figure in the world


of illustration having left an indelible mark on the art
form that continues to resonate today. Renowned for
his intricate linework, impressionistic designs, and
a profound understanding of storytelling, Toppi’s
contributions have enriched the field of both comics
and illustration in general. His unique approach
to composition, use of contrasting textures, and
meticulously crafted details have set him apart as a true
master revered by some of today’s top comic artists,
including Bill Sienkiewicz, Frank Miller, Kent Williams,
Dave McKean, Sean Gordon Murphy, and many, many
more.

Toppi’s incredibly prolific oeuvre is filled with works


exploring various historical settings from every corner
of the world. His astute research adds an almost
documentarian degree of authenticity to each of these
periods. Among Toppi’s major works, Sharaz-De: Tales
from the Arabian Nights stands as a testament to his
mastery. Originally published in 1981, this collection
of stories based on the classic “1001 Nights” series of
Arabian folk tales transported readers through a visual
symphony of cultural nuances and a mesmerizing
blend of realism and abstraction.

Now, Toppi turns his considerable talent and unique


flavor of unconventional storytelling away from the
past and toward the future, one filled with rogue AI,
virtual reality, programmable psychedelics, pandemic
isolationism, and extraterrestrial occupation... all
created in the late 80’s and early 90’s but eerily
prescient to the topics making today’s headlines.

Are we living in Toppi’s imagined future? Or was he


gifted with foresight, too?

RIGHT: Cover image to Toppi’s FUTURE PERFECT

16
SERGIO TOPPI

17
18
SERGIO TOPPI

19
LILLY
ROLLING SOL
ISSUE #93

PRIME

THE TOP
OF THE
CHARTS
TO THE
EDGE OF
THE
GALAXY
The original sensation, featured in
BLACK BOX CHRONICLES

RUNNING
FROM
! EN RT

HERSELF
DE M CE
T

FASHION
SI CE N
IN N CO

AND TIME
OU E
N SIV

This singer’s trend-setting clones echo


AN CLU

her voice across galaxies for eternity!


EX
ROLLING SOL SPECIAL
HOW ONE
SINGER CAN BE
EVERYWHERE
AND NOWHERE
In the vast expanse outside of Sol Prime
space, a dazzling star emerged, captivat-
ing audiences across the galaxy with her
mesmerizing performances. That star?
Lilly Prime, the extraordinary pop sensa-
tion who has taken the intergalactic music
scene by storm. With her confident stage
presence, catchy lyrics, angelic voice, and
a unique twist—clones of herself spreading
her artistry faster than the speed of light—
Lilly Prime has become an unstoppable
performing artist.

Born to shine, Lilly Prime possesses a tal-


ent that knows no bounds. Hailing from the
Vega system, this otherworldly songstress
has mastered the art of captivating audi-
ences with her dynamic and unforgettable
performances. From the moment she steps
on stage, she commands attention, radiat-
ing a charisma that instantly mesmerizes
all who bear witness. Her voice, a celes-
tial blend of power and vulnerability, tran-
scends mere melodies, reaching deep into
the hearts of her devoted fans.

Her legion of Lilly Prime replicas, each pos-


sessing the same undeniable talent and
magnetic stage presence, act as her em-
issaries, spreading her unparalleled mu-
sic to the farthest reaches of the cosmos.
It’s an unprecedented phenomenon, with
Lilly Prime clones performing simultane-
ously across multiple star systems, leaving
fans in awe and craving more of her inspir-
ing voice.

The secret behind Lilly Prime’s unwavering


popularity lies not only in her remarkable
vocal prowess but also in her ability to con-
nect with her audience on a profound lev-
el. Her lyrics delve into universal emotions,
ABOVE: Art by David Messina
exploring love, heartbreak, and the human PREVIOUS PAGE: Art by Shane Molina
experience.
Read all about Lilly Prime and more in BLACK BOX CHRONICLES!
www.BLACKBOXCHRONICLES.com 21
EXTRA CONTENT:
A WORD FROM THE CREATOR
Early in the development of BLACK BOX
CHRONICLES last year, Chris and I spent several
weeks brainstorming ideas for the stories that
would be included in the anthology. Early on,
Chris conceived an arresting visual: A retro
rocket, reminiscent of those seen in 1950s sci-
fi movies, crashed into the eye of a massive,
derelict robot—standing hundreds of feet tall—
that was slumped motionless on the side of a cliff.

Chris quickly drafted a treatment, and we


both spent several days scripting the story.
In hindsight, we may have been laughing
excessively while writing. (I blame Chris’s
ridiculous accents he creates for the characters.)
We knew BLACK BOX CHRONICLES would
ultimately have a darker tone, but we were having
fun and decided to finish it.

The incredibly talented Caio Thiago Oliveira,


known for SUPER EGO, illustrated the story. In
fact, it became the first one completed for the
ABOVE: Sketches for Taggart Always anthology. However, as we continued to develop
Delivers, by CAIO OLIVERIA. the Black Box Universe and compile the book, we
felt that the tone of this particular story was too
lighthearted. It was an incredibly difficult decision
to omit it, but we remain very satisfied with the
finished story. We hope you will enjoy
exploring one of the early stories
that we didn’t “deliver” in the final
book. And while the story didn’t
make it into the finished anthology,
some major pieces of the universe,
like Taggart Industries, originated in
this story.

-MARK SCHEY

ABOVE: FLASHBACK! The first book ever


published by Magnetic Press: SUPER EGO,
written and illustrated by CAIO OLIVERIA!

22
MITCH TAGGART
ALWAYS DELIVERS
Ughn...
Was that
a FreakiN’
mountain?!

WORDS - MARK SCHEY & CHRIS NORTHROP


ART - CAIO OLIVEIRA

Damn
spaceship
windows!
JAMMED
iN REAL
GOOD! MAYBE iF
I punch it
really
hard...

23
Heh, nothing unusual.

H!
Giant robot sitting

S
SMA
in the middle of the
otherwise clear skies.
Who parked that
damn thing?

Not bad.
Both arms. Legs.
Everything my
mama gave me is
still here. BUT, Most
importantly--

--the look
is intact.

Things
could be
wors-- Hm?

24
A weird
mysterious
AGH!
BEEDY Little
noise?! eyes in the
darkness!
Who’s
there?
Take it easy,
compadres.
Don’t you
know who
I am? I’m a
big deal!

Listen up, MONSTERS! I’m Captain


Mitch Taggart. Legendary Space
hero. Best of the best, I’ll have
you know. The whole Galaxy
knows! I’d think twice about
harming a hair on my
stunning head!

?!

Ha HA!
Oh, man.
You’re
sooooo
tiny!

25
This way!
Take him
to the
Grayfuzz
king!

*EHEM MMPH*
I don’t suppose anyone
here speaks Galactic Basic,
do they? Of course not...
buncha low-rent Ewoks.
What about Hogwontian
Blark? Or any of the
dialects of the Six
Ocean Quasars?
They
love me
there.
I learned
it in three
days.

Mitch
Taggart,
you are a...
“Space hero.”
Is this
True?

D!
THU
Well… yeah.
Of course it’s true!
And You better start You see, We
showing me some are not alone in The
respect! Giant Robot. Another
faction has claimed
Well then, The arm
territory. The right arm
Space Hero, You find has an Arm-y?
is now inhabited by
yourself trapped in this This is getting
the Right Army.
place, same as us. Our people wild.
were curious. Their curiosity
ultimately led to us, their
ancestors, to be sealed inside.
The walls are impenetrable.
The only exit too high to climb
down from safely. There is
only one way to leave The
Giant Robot. We’ve had
centuries to ponder
our fate.

*ahem*... yes.
They are also searching
for the power source
that would fully activate
this Giant Robot. We could
literally “walk it” home.
But alas, they do not
see things the way
we do.

26
Will you Why do
lead us, you need
Space Hero... my help?
Mitch
Taggart? There’s
another
problem. A
terrible, most
difficult
problem.

Space Heroes
can overcome
any problem!

You haven’t
seen the Great
Door of The A devious puzzle...
SevenS! Impossible to solve!
Our ancestors’ most brilliant
minds have been unable to
make any progress. Legend
says the door was Forged by
an ancient civilization in the
heart of a dying red dwarf
star moments before it went
supernova. That, my new friend,
is what stands between us
and the power required
for us to get
home.

What a stupid Don’t give me that


name for a door. mamma jamma! Maybe that
All that back- 7 means you need to try
story and it has 7 times HARDER! That door
nothing to do can’t stop Mitch Taggart!
with the number I’ve had a more difficult
seven. time opening a jar of
That’s really
not the important applesauce.
part of the story. Show
It’s the traditional me this
name given by our so-called
ancestors.
“door!“

27
Hmm! A combination lock?
This “Ancient giant robot”
was built by humans, not some
ancient civilization! And if the
number 7 is so important... Could
it be? Lucky number seven?
But these uncultured aliens
wouldn’t know that! Time
for me to live up to
my own “legend!”
So, this is it? heh heh heh...
This is the Door
of the Seven?
Have you
even tried
opening
it?

Ah-ha! will you and I, Mitch


look at this? This Taggart, have now
explains everything. validated your tales.
Your ancestors were What may have been
right after all! A fictional stories
devious mechanism told by your naive
indeed! ancestors are
now facts!
Why would
we attempt the You’re
impossible? going to want
to stand back.
This is going
to be very
impressive.

ok now...
7....7...7...

Wha-la! All hail Heh, I


Mitch do what
Taggart! Space I can.
hero!

28
BLACKBEARD!
How did you get past
the Door of the
Seven?

We used the
combination. it
wasn’t hard to
?! figure--
Give us
the power
core!

We thought
you had the
power core!

My brothers, Just as I
it seems you have thought! The power
come to take what source is in the left
LiAR! no one has. leg, behind The Great
Triangle!

No, can’t
you see–

To the
Triangle! Quick,
before they catch
on. We’ll seal the
Door of the Seven
and they’ll never
get through!

Mitch Taggart
is a mega-loser!
Ha! Ha! Ha!

29
I must apologize for
the actions of my fuzzy
brethren. You see, the GrAyfuzz
are, quite frankly, adorable to
look at but they’re not very
intelligent and can be cruel.
They were using you--

--with no care for


you as an individual,
Captain Taggart.

I’m not
He’s a corporate logo
Captain Mitch Oof. for the delivery service I
Taggart.
work for. They make us all
dress like the character
when we deliver packages.
This isn’t even my real hair.

I know.

I’m a fraud.
A phony. A cog in the
machine of Taggart
Express.

Under all this


corporate branding,
I’m just an average Joe.
Name’s Joe Wolinski.
This is a costume. Every
driver has to wear this.
I’m a walking logo.
But the kids
love it.

I pretend to
be someone I’m
not. Professionally
and personally.
Do you feel
that, Wolinski?
That’s hope
growing inside
of you.

30
I’d like
to offer you a You still have
place here. Not just a chance to fulfill
here in our kingdom, any dreams you had as
but in this universe. a child as you looked
You’ll have control to the skies. It wasn’t
over your own fate. to deliver packages
Isn’t that what we all for a multi-galactic
want? You’ll be the corporation. This
captain of your own isn’t the life that was
ship. In charge predestined to you.
of your own You just needed a
destiny. catalyst for that
change.

Many It’s poetic.


of us choose The universe has
to live inside this brought you here to
Giant Robot. It brings observe our missteps
us comfort. This life is and inform your
enough for us. Others own future.
don’t realize they’ve
trapped themselves
inside a machine they
inherited. They lack
the courage to break
through arbitrary
doors.

Then again,
Hmmph. I’m gonna
some people
need to get my
don’t change
ship out of the
do they?
robot eye.
Fuzzies,
help him
un-jam his
ship.

31
Wolinski! Where the
hell are you? We have
a priority delivery in
Section 8.4 that’s due Repairs?! What is it with you?
in six hours! It’s an easy job, loser. You put
on the Mitch Taggart uniform.
You say the approved lines!

Sorry sir,
I got held up. Just
finished some minor/
major repairs.

I know the damn tagline, asshole.


If you’re not in orbit within five
minutes, you’re done. Finished!
Mitch Kaput! You won’t be missed. I
Taggart have a pile of Mitch Taggart
Always applications on my desk.
Deliv–

Don’t worry.
sir! I’m ready
to--

32
--blast
off!

Holy hell--
is that a freakin’
mountain?!

FIN

33
RETRO
C H R ONICLES
B OX MAC,
A BLACK B L E O N WEB, PC,
AY A
GAME PL OY COLOR
B O Y, GAME B
GA M E VANCE!
N D G A M E BOY AD
A

Top: Art by Giovanni Rigano, from BLACK BOX CHRONICLES

Return to Ascender
A short, Zelda-inspired handheld retro
adventure set in the universe of BLACK
BOX CHRONICLES. Get ready for puzzles
and all the lore you can handle!

KAT’S ADVENTURE is a classic top-down


adventure game produced by Horrible Future
based on the short story “Return to Ascender
Station“ from the upcoming Sci-fi anthology,
BLACK BOX CHRONICLES.

Kat is a courageous kid yearning for adven-


ture. An orphan who lives in the shadow of an
abandoned Ascender Station space port, her
days are filled with exploring its vast tunnels
and ruins (much to the dismay of her caregiver
at the orphanage, Ms. Donovan.)

This byte-sized adventure is a perfect fit for


Kat’s short story. Filled with retro charm, it
captures the wonder of childhood. Ascend-
er Station serves as Kat’s playground as she
unravels mysteries that ignite her imagination
and fuel her determination.

As players guide Kat through the atmospheric


setting, they’ll witness her infectious enthusi-
asm and insatiable hunger for exploration.

34
KAT SPRITE KAT’S ADVENTURE

MS. DOVOVAN SPRITE

SCAVENGER SPRITE

TINY TILES AND SPRITES


Pixel art is all about simplicity and
clarity, so avoiding details that may
get lost in the limited resolution is
key. With a sprite, it’s best to pick
a dominant feature and let that
define the character.

Sprites by Francesco Coda, pixel artist for Horrible Future.

While exploring, you’ll encounter cryptic symbols


etched into walls and long-forgotten treasures scat-
tered throughout. The game is a treasure trove of enig-
mas begging to be solved. As players join Kat on her
quest for answers, they’ll experience the thrill of piec-
ing together clues and solving puzzles.

The Game Boy aesthetic holds an undeniable charm


that makes it a perfect fit for a nostalgic adventure
game. Its limited resolution, 4-color palette, and dis-
tinctive pixel art instantly transport players back to the
golden era of hand-held gaming.

In-game cut scenes based on artist Giovanni Rigano’s


original artwork bridge the gap between the original
short story and the game.

And guess what? You can play Kat’s Adventure for


FREE on your computer, smartphone, iPad... even a
real Game Boy and Analogue Pocket! Just snap the QR
code at end of this article and head to the website. It’ll
be available on September 30th, 2023... for FREE!

35
THE GAME
WORLD
There are three major locations in KAT’S
ADVENTURE. Each one with it’s own cast
of characters and secrets!

1 THE ORPHANAGE/TOWN CENTER

Nestled amidst an arid desert, the orphanage


stands as a beacon of hope for children who have
experienced the profound loss of their families.
The building itself is a modest yet sturdy structure,
its walls worn by the harsh desert winds. Inside,
the orphanage radiates warmth and resilience,
providing a safe haven for the young souls who
seek refuge within its walls. The rooms are
adorned with colorful drawings and handmade
crafts, a testament to the creativity and spirit of the
children who call this place home. Together, they
create a close-knit community, forming bonds
that transcend their shared hardships. They are
watched over by Ms. Donovan, their guardian and
caregiver... who hates when they stray too far... and
miss dinner!

2 ASCENDER TOWER

The orphanage is situated in the shadow of a


towering relic of a bygone era, the Ascender Tower
looms against the sky. Once a thriving spaceport
area, it now stands abandoned and forgotten,
its structures bearing the weight of time. As Kat
ventures into this haunting space, she discovers
a complex network of interconnected structures,
punctuated by oxidized metal support beams and
crumbling concrete.

3 THE CAVES

Beneath the sun-scorched surface of the desert


planet lie the mysterious underground caves, a
ABOVE: Level layouts for KAT’S ADVENTURE by
labyrinthine realm waiting to be explored. Within Francesco Coda.
these enigmatic chambers, Kat encounters a
diverse array of characters. Some are locals who
have made the caves their sanctuary, adapting to
the subterranean environment.
36
KAT’S ADVENTURE

BUILDING AN OVERWORLD
Background design on Game Boy adheres to a tile-
based framework with screen dimensions reminiscent
of the Game Boy’s display, and a confined tile count
and the monochromatic 4-color palette due to classic
memory constraints.

With these limitations in mind, they served as the


ABOVE: In-game level layout by Chris
launchpad for the creative environment art. Embracing Northrop, running on a Game Boy Color
this grid-based canvas, creators strategically placed
tiles so as not to hog memory.

ABOVE: Background tile sets for KAT’S


ADVENTURE by Francesco Coda

LEFT: Enemy sprite by Francesco Coda

YOU CAN PLAY THE GAME


WITH THIS QR CODE!
AVAILABLE ON 9/30/23:
https://www.magnetic-press.com/kat
37
MAKIN’ MINIS:
AN INSIDE LOOK
at creating
an ENnie
Nominee

FROM 3D CONCEPT TO A
FINAL PRINTED MODEL
WITH
MAGNETIC PRESS PLAY

38
MAKIN’ MINIS

In 2021, Magnetic Press launched its


first tabletop RPG, CARBON GREY, under
the new gaming imprint Magnetic Press
Play. Based on the thrilling dieselpunk
war comic created by Hoang Nguyen,
Paul Gardner, Khari Evans, and Kinsun
Loh, this unique and lushly painted
series provided a fertile new universe
to set exciting role-playing adventures
within. Led by award-winning lead writ-
er Andrew E.C. Gaska, and built on the
venerable D6 System of roleplaying rules
(made popular in the 80s by West End
Games, with titles such as STAR WARS,
GHOSTBUSTERS, and MEN IN BLACK),
CARBON GREY was positioned to launch
a new enterprise for Magnetic Press.

For all of the care and creativity that went


into its design, CARBON GREY was nom-
inated for a prestigious ENnie Award for
Best Product Value. And from that hum-
OPPOSITE PAGE: 3D Cannon Walker model from CARBON GREY
ble beginning, a plethora of exciting ta- by Kieran Russell
bletop experiences are about to be born. TOP: Cannon Walker mini in packaging, CARBON GREY
BOTTOM: 3D render of a mini from KLAW: WERE WARS by Kieran
Russell 39
While the core of a Roleplaying Game varied, more detailed, and more afford-
experience is imagination and improvi- able. Nowadays, you can find plastic
sation, a wealth of tools and accesso- miniatures for just about any genre or
ries have been incorporated over the item you might be looking for. And if
years to enhance the unpredictability you can’t find them already mass pro-
and immersion of the shared narrative duced, you can probably find digital 3D
experience. First with dice (of various files ready to be printed at home on a
shapes and number of faces), then consumer-ready 3D printer.
with tables of randomizable events,
then maps to help orient players to Magnetic Press Play has used both
their location in the story. In the sev- mass molded and 3D printed pro-
eral decades since RPGs first became cesses, with the key difference boiling
popular, the tiny pewter playing pieces down to cost vs. quantity. Molded min-
beloved by wargamers became more iatures cost less, but require a much

1. Selecting a 3D Printer:
Enthusiasts can choose from a variety of 3D printers suited for their needs, ranging
from budget-friendly options to professional-grade machines. Resin printers are
favored for their ability to produce high-detail miniatures, while Fused Deposition
Modeling (FDM) printers are known for their versatility and cost-effectiveness.

2. Material Selection:
Miniatures can be printed using various materials, with resin and PLA filament being
the most popular choices. Resin offers unparalleled detail and smoothness, making it
ideal for intricate designs. PLA filament is a robust, eco-friendly option that is widely
accessible.

3. Printing Process:
With the 3D printer and material chosen, the miniature is ready to be printed. The
printer’s slicing software translates the digital model into a series of layers, each of
which is meticulously printed atop the previous layer. Supports are often added to
prevent overhangs and ensure structural integrity.

4. Post-Processing:
Once the printing is complete, the miniature emerges from the printer covered in
support structures and possibly uncured resin. Post-processing involves carefully
removing supports, cleaning off excess resin, and curing the print under UV light to
ensure its durability.

5. Detail Enhancement:
To truly make the miniature shine, hobbyists might engage in additional artistic
endeavors. This could involve hand-painting the miniature using acrylic paints, applying
washes and highlights to enhance details, and even adding texture to the base to
immerse the figure in a thematic environment.

6. Ready for the Game:


With the miniature’s printing and post-processing complete, it’s ready to take center
stage on the tabletop. Whether used as player characters, villains, or scenic elements,
these 3D-printed miniatures elevate the gaming experience by adding a tangible,
visually stunning dimension to the world.

40
MAKIN’ MINIS

ABOVE: 3D product render, CARBON GREY minis

larger print quantity to be affordable. tegrity of the piece once printed and
On the other hand, 3D printing is good assembled -- delicate flowing ele-
for producing one-off or low-quantities, ments without support can be prone
but can be more expensive per-piece. to breakage. Many complex and de-
tailed sculptures may need to be split
into pieces that are later assembled
A SOLID STRUCTURE with glue.

FUTURE GAMES
The key to a good mini, however, is a
good 3D model. Quality is measured
not only in artistic style, but careful CARBON GREY was Magnetic’s first
attention to the limitations of mini pro- foray into the world of plastic minia-
duction. For example, details should tures, but it is far from the last. Dis-
be relative to the eventual output size counting the 3D Printed statuettes
of the model. Having a nice wooden created for KLAW: WERE-WARS,
grain in the stock of a rifle might look there are two large-scale RPGs in
great in Z-Brush, but when scaled development that will be revealed
down to a 35mm figurine, they are at very soon! These projects will build
best a waste of time and data, and at upon the excellence that earned
worst a complication of noise that can Magnetic Press their first ENnie
affect the printing process. nomination... this is just the begin-
ning for Magnetic Press Play and the
Another factor that is important when D6MV System!
designing a mini is the structural in-
41
(A MICRO RPG)
What is a micro-RPG? It is a bite-sized ROLEPLAYING GAME -- an interactive, improvisational party
game wherein players take on different roles and act out a scenario in character while reacting to
spontaneous and random changes in the story. Pretending to be someone else can be fun for all
ages! Is there a winner and a loser? That depends entirely on whether you had fun playing!
INTRO:
You work for STELEX, the premiere Interstellar Delivery Company in colonized space. Immedi-
ately recognizable by their Red, Yellow, and Brown shuttles and their equally recognizable Brown,
Yellow, and Red uniforms, being a StelEx employee usually leads to no follow up questions. Which
suits you just fine.
Frankly, for most of your peers, it is a dead-end job with little interesting growth potential
unless your goal is to be an even bigger cog in a vast, multi-planetary machine. But hey – it pays
enough to keep you out of trouble and it’s not really all that difficult, normally.
But something happened to an important delivery, and you and several of your peers have
been called into the General Manager’s office to explain what happened. Somebody might get fired
today. Or maybe promoted if you can figure out how to make the most of this rare audience with
the Boss. Who knows? Either way, lives may change forever. So don’t get nervous, just get in there.
The Boss is waiting.
SETUP:
This game is played with a single Player designated as the GM (in this context, the “General
Manager”) who will conduct the interviews and judge the players’ testimonies. The other Players
are employees essentially defending themselves from getting the axe.
Before the interviews begin, the GM will first secretly define the misdelivered item in question.
This starts with that Player picking any object at random found nearby or secretly brought to the
game session. It can be something as mundane as a pair of scissors or as unique as a two-axis
digital inclinometer. What this item really does in the context of the game world is completely up
to the Players’ imagination. This item will be kept hidden from the other Players until the climax of
the game.
The GM will then determine the general nature of the item, who was meant to receive it, and
what happened to it that led to this little inquiry. Each of those three factors are determined at
random by rolling a single 6-sided dice from the following three charts.
ITEM NATURE ITEM RECIPIENT WHAT HAPPENED
1 Medicinal Use 1 A Popular Celebrity 1 Item lost in transit
2 Collectors Value 2 A Wealthy Elite 2 Item arrived broken
3 One of a kind Prototype 3 A Research Scientist 3 Wrong item arrived
4 Sentimental Value 4 An Average Nobody 4 Item was tampered with
5 Political Trade Secrets 5 A Government Agent 5 Item arrived late
6 An Intended Gift 6 A Relative of the Boss 6 Item stolen from door-
step
42
MICRO-RPG
For example, rolling a 4, 2, 6 respectively on the these charts would suggest that the item was “of
Personal Sentimental Value” to “A Wealthy Elite” before it was “stolen from the recipients doorstep.”
Meanwhile, the Players will each define the characters they will be playing in this scenario. There
are only four relevant stats in this game: STRENGTH, WEAKNESS, PERSONAL GOAL, and JOB DEPART-
MENT. Each one is randomly determined by rolling a single 6-sided dice from the following charts.

CHARACTER STRENGTH CHARACTER WEAKNESS


1 TIMELY; gets things done quickly 1 SELF-CENTERED; fails to notice others
2 PRECISE; gets things done properly 2 NERDY; overly fixated on a personal
3 FRUGAL; gets things done cheaply interest
4 CHARMING; is likable upon first encounter 3 FORGETFUL; has trouble remembering
5 EDUCATED; knows esoteric facts details
6 TRENDY; knows what’s currently popular 4 WEAK; incapable of relatively average acts
of exertion (lifting, running)
5 LAZY; will look for the easiest way to get
JOB DEPARTMENT / DESCRIPTION something done
1 PICKUP; receives original item from 6 DEFENSIVE; nothing is their fault. EVER.
source location.
2 ROUTING; determines which locations
an item must travel through to reach its PERSONAL GOAL
final destination. 1 To replace the Boss as the head of the
3 HANDLING; physically carriers item from company.
one station to the next. 2 To get the hell out of this miserable job.
4 LABELING; applies final order address 3 To start a crafty boutique business of their
label to item. own.
5 DISPATCH; assigns packages to Delivery 4 To reach a million followers on InstaQuark.
Agents. 5 To retire young and wealthy (and never
6 DELIVERY; transports package to final have to work again).
destination. 6 To visit as many exotic places as possible.

Players may share the same traits, and may even work in the same Department. Such similarities
can lead to bonding or bitter rivalry. It’s up to how the Players choose to play it.
STARTING THE GAME:
The game begins with the GM welcoming the players to whatever conference room feels suit-
able for the gaming environment you are all in. He or she then explains that they have been called
here to discuss a… situation. An important item failed to reach its intended recipient as expected,
and someone will need to answer for it. The GM describes the nature, recipient, and mishap as
determined by the dice roll, but does not reveal the secret physical item that is now placed cov-
ered on the table for everyone to speculate over. The GM may embellish as much or as little of the
situation as they wish, but the less info provided to the Players, the more they will have to come up
with themselves during their testimony. Frankly, the GM doesn’t particularly care who is ultimately
responsible for the failure – this exercise is about more than a single misdelivery (as important
as the item may have been); it is about streamlining the department: someone has to go, as an
example.
43
INTRODUCTIONS: THE TESTIMONIES BEGIN:
The GM picks which Player will speak first, Now that introductions have been made,
either randomly or by some other means that the testimonies begin. One at a time (prefer-
the table finds fair. (Perhaps the Player whose ably in the same Player order defined during
name falls first or last alphabetically? Doesn’t the introduction phase), each Player explains
matter, just pick someone to begin.) The first what they know about the delivery in ques-
round of questions begins with that selected tion in character, taking into account all of
Player being asked to “Introduce yourself, then the new information available about the other
introduce one of your coworkers.” Players. They have 60 seconds to state their
The selected Player then introduces them- case without interruption. There are many dif-
selves in character based on the Traits they ferent angles they may take: defending their
rolled. Their chosen personality and attitude is own innocence in the failure, blaming another
completely up to that Player to decide – surly Player, supporting another Player, speculating
and suspicious, eager and excited, blasé and a theory, asking a rhetorical question, comple-
bored… have fun with it! menting the GM, complaining about work con-
ditions, proposing solutions, gossiping about
Once the basic introduction is made, that another Player, etc. Where and to what degree
Player then picks another Player (either by the Player wants to steer the investigation is
personal choice or at random) and introduc- completely up to them… for 60 seconds.
es them based on a pre-existing relationship
connecting their two characters. The nature of TURNS:
this relationship is randomly defined by roll- Once the Player’s testimony is complete,
ing a single 6-sided dice against the following the GM thanks them and quietly evaluates
Relationship chart. them based on a 6-point Quality Evaluation
Chart:
PLAYER RELATIONSHIP
QUALITY CHART
1 Worked closely on previous project(s).
1 EFFICIENCY (Speed is a priority)
2 Friends from childhood/school growing
2 FISCAL RESPONSIBILITY (Keeping costs to
up.
a minimum is a priority)
3 Blood relative.
3 QUALITY OF SERVICE (Customer
4 Met at a company retreat once. satisfaction is a priority, regardless of
5 Dated the same person once. cost and speed)
6 Met in a rehab situation (AA, jail, etc). 4 TEAMSMANSHIP (Works well with other
employees; has a positive, supporting
Once the nature of the relationship is attitude)
defined, the first Player completes the intro- 5 CORPORATE LOYALTY (The Company Brand
duction with that in mind. That second Player comes before self)
now introduces themselves in character the
6 AWARENESS (Knows details about the job
same way the first Player did before introduc-
in question)
ing the third Player with a similar random dice
roll against the Relationship chart. This cycle For each Player, the GM will keep a
proceeds until all Players have introduced separate 6-category score card, assigning 1 or
themselves. The last Player to introduce them- 2 points (either positive or negative) in those
selves rolls a random Relationship to the first categories they feel were illustrated in the
Player, completing the network. Player’s testimony. For example, if the Player
emphasized how proud they are to wear the
44
MICRO-RPG
Brown, Yellow, and Red, they may receive a point or two in the Corporate Loyalty category. Or, if the
Player quickly passed the buck to another Player, they may loose a point or two in Teamsmanship.
These scores are not revealed to the Players until the end of the game.

The next Player then offers their own 60-second testimony in character, taking into account
or reacting to all information revealed so far. If accused by another Player, they can defend
themselves, or pass the buck further, or even accept the blame with an attempt at pleading their
case with a sob story. They are then scored by the GM before the next Player in sequence offers
their own testimony, and so on until all Players have had a chance to speak.
This round of play continues three more times, with each new testimony building on or
rebutting everything that has been said so far. During the second round, each testimony only lasts
30 seconds. During the third round, each testimony only lasts 15 seconds. The fourth round is a
final 5 second plea. After each testimony, the GM further modifies each Player’s Quality Evaluation
accordingly based on their judgment of each testimonial.
At that point, the item itself is revealed. Each Player then has one final opportunity to react
to it or try to identify it in a way that either supports or even changes their position in a way that
completes their story.
THE DECISION:
The GM then tallies each Player’s final Quality Evaluation before rolling a single 6-sided dice
to determine what Quality the company considers most important. The Player with the highest
score in that Category is promoted!
That’s right -- not even the GM knows who’s in the lead for promotion until that overruling
category is determined! (If more than one Player shares the same high score in that category, they
are each given one round to prove themselves better than the others in that identified Quality. The
GM can pick the winner based on that final testimony or simply flip a coin. That’s the manager’s
prerogative.)
A loser is also determined based on the lowest score in a separate randomly-defined Quality
category. That Player is fired. (If the Winning Quality is rolled again when picking the Losing Quality,
simply roll again. If more than one Player shares the same low score in that Quality, they each have
one round to defend themselves. In this case, the newly-identified Winner gets to decide who is
ultimately fired.)
45
NO FUTURE
Tease

46
CARBON GREY

CARBON GREY: THE LISTENING POST No. 1


ATTENTION TO ALL ON THE FRONT LINE!
Get ready for a fresh dose of intel and resources to expand your
CARBON GREY adventures!

The first in a series of regular expansions, each


issue is packed with new stat blocks, helpful GM
charts, in-world rumors and lore, NPCs, items and
vehicles, adventure plots, hooks, and scenarios.
And best of all, it can be downloaded for FREE!

Grab the first LISTENING POST at DriveThruRPG


by scanning this QR code and start playing now!
https://www.drivethrurpg.com/browse/pub/20062/Magnetic-Press-Play
47
MIDNIGHT ORDER
Preview

48
MIDNIGHT ORDER

THE MIDNIGHT ORDER

MATHIEU BABLET IS BACK AND BEWITCHING!


In a world teeming with mystical energy, elite witches Johnson and Sheridan serve as
hunters for THE MIDNIGHT ORDER.
ORDER Their mission: to track down other rogue witches
whose powers threatens both the realm and their own sanity. With every capture, a
chilling ritual is undertaken: the witches’ hands, a conduit of magic, are severed to halt
their arcane might. Yet, as Sheridan’s convictions waver under the weight of her actions,
Johnson’s world shatters as she learns the unthinkable – her own sister is their next
target. Loyalty to the Order clashes with the need to question its ancient rules, thrusting
these two witches towards an eventual conflict at the gates of Hell that destiny seems to
demand...

Award-winning author MATHIEU BABLET (SHANGRI-LA, CARBON & SILICON, ADRASTEA)


guides this anthology of tales with a team of collaborators whose work blurs the bound-
ary between reality and mysticism. 22 chilling chapters of supernatural action by a roster
of mega-talented artists and authors are interspersed with case reports, prose, and
dossiers that build to an ultimate showdown. This fully realized paranormal universe pulls
back the curtain on a world of the unimaginable that exists right under our noses.
TOP: Panel from “Night of the Walpurgis” by Claire Fauvel

LEFT: Splash page from “Hometown Memories” by Allanva


49
MIDNIGHT ORDER
Preview

50 ABOVE: Page from “Hometown Memories” by Allanva


MIDNIGHT ORDER

MIDNIGHT ORDER
Preview

ABOVE: Page from “Variations on the Theme of Death” by Daphne Collignon 51


FRONTIER
Preview

52
FRONTIER

A NEW IDENTITY
AMONG THE STARS
As the Earth gasps for breath under the
weight of its waning resources, humanity’s
gaze shifts skyward to an uncharted realm:
the boundless expanse of space, just
beyond the confines of our solar system
- a realm known as “The Frontier.” Within
this exhilarating new wilderness, a trinity
of fates converge and diverge: Ji-soo, an
intrepid scientist driven by the allure of the
unknown; Camina, a fiery and exuberant
mercenary with a thirst for adventure;
and Alex, a miner whose feet have never
touched Earth’s soil.

Amidst the cosmic rush for untold riches,


this narrative weaves an intricate tapestry
of their turbulent odyssey whilst unfurling
the threads of their everyday existence
in an alien world. At its heart, it poses a
question that resonates beyond the stars:
Can humanity forge a new identity with
no more connection to Earth? Guillaume ABOVE: Design sketches by Guillaume Singelin
Singelin takes the hard road into the future FACING PAGE: Cover image by Guillaume Singelin
with a tale that is disarmingly dramatic.
53
MIDNIGHT ORDER
Preview

54
FRONTIER

MIDNIGHT ORDER
Preview

FRONTIER SAMPLE INTERIOR PAGES: Art by Guillaume Singelin


55
NO FUTURE
Tease

56
NO FUTURE

A FUTURISTIC
CYBERPUNK
METROPOLIS
In the ominous expanse of a futuristic
mega-city, where the towering neon
lights and soaring traffic cast long
shadows across a congested population
below, life is a daily game of survival.

When the president of Stella Company,


the leader in space tourism, recruits
rugged mercenary Halen Brennan to
retrieve crucial documents, one point
is made clear: eliminate the audacious
thief. True to her street-learned vices,
Halen finds herself chasing Jean-Claude
Belmondeau, an activist equally out of
place in this eco-techno-bobo future...

Written by Corbeyran and illustrated by


Jef (MEZKAL, CONVOY), NO FUTURE is
a love letter to the science fiction of the
80s and 90s, recapturing the over-the-
top fantasy of Jodorowsky, Moebius,
Druillet, as well as films like Blade
Runner, The Fifth Element, and more.
ABOVE: Illustration by Jef
COMING IN 2024! RIGHT: NO FUTURE cover by Jef
57
58
NO FUTURE

2-PAGE SPREAD FROM NO FUTURE: Art by Jef


59
60
JIM BISHOP
THE BEAUTIFUL AND BIZARRE DREAMLANDS OF

JIM BISHOP
There are few things more satisfying than coming across an artist or author you’re
unfamiliar with whose work absolutely and immediately blows you away. That discovery
becomes even more exciting is when that author comes with a list of published titles that
have somehow managed to stay under your radar despite numerous awards and praise. For
us, that list includes names like Merwan, Mathieu Bablet, Bertrand Gatignol, and so many
more that we’ve been proud to introduce to an English-speaking audience over the years.
That thrill never wanes -- it’s what makes what we do so exciting. And boy, were we excited
to come across the works of JIM BISHOP.
Born Julien Daniel Jacques Bicheux in 1985, he grew up inspired by the works of
Hayao Miyazaki and Osamu Tezuka with the dream of someday making his own comics.
The youngest of three siblings in a modest blended family, he kept and nourished that
dream privately, taking normal jobs while drawing stories for his own self-exploration.
Eventually, nearing the age of 30, he decided to pursue his dream for real, resulting in his
first book Nubo, the Cloud Guardian published in 2015 under the penname Jim Bishop.
This surreal adventure tale filled with adolescent gravitas drew the
attention of Ankama Editions for whom he next wrote Jill
and Sherlock with artist Yo One. That seemed to settle
his professional concerns enough to focus on what
would be his first widely-celebrated opus, Lost
Letters. Filled with a vibrant and engaging
cast of characters occupying a dreamlike
island community, like something out of a
Miyazaki film, Lost Letters drew readers
in with its inviting illustrations before
hitting them over the head with
some profound plot twists and a
emotional melancholic finish.
Lost Letters collected
numerous awards throughout
Europe, a celebration the author
tried his best to ignore as he
set out on his next project, My
Dear Pierrot. Equally colorful,
alluring, and dramatic as Lost
Letters, it too walks the fine
line between innocence and
haunting darkness. And, like
Lost Letters, it too drew stellar
reviews.
The reoccurring themes of
dangerous obsession and the end
of youth are ripe in both tales --
qualities every reader is familiar with,
perhaps intimately.
61
MY DEAR PIERROT

MY DEAR PIERROT
Cléa, a young noble woman, is groomed
for a promising future with Berthier,
the son of a Count. It should be a
comfortable life, but is it what she
truly wants...? Fate introduces
her to Pierrot, a charming street
magician who sweeps Cléa off her
feet and reveals what her sheltered
life lacks. Fascinated by Pierrot,
Cléa follows him to a hidden cave in
the woods, where wonders unfold.
Yet, is she really chasing freedom,
or is she trapped in Pierrot’s
spell...?

This beautiful, award-winning


graphic novel weaves together
passions, perils, and the loss of
innocence. Jim Bishop’s masterful
storytelling belies categorization -- this
is no simple fantasy romance... this dark
affair will speak to all readers of gripping
fantasy fiction.
62
LOST LETTERS

LOST LETTERS
Young Iode waits patiently for a letter to
arrive, one that seems to be perpetually
delayed. Could it have been lost? Maybe
a trip into town will help reveal where
it went... Amidst the verdant hum of
his little apple-green car, Iode crosses
paths with Siss, a spirited hitchhiker
entrusted to deliver a mysterious
package by the enigmatic underworld
syndicate, “The Octopus.”

Their two missions intertwine leading


not only to unexpected adventure, but
deep realizations for both of them... The
world is not what it seems, and the idyllic
surreality of their little town may not be
everything it seems to be.

LOST LETTERS is coming in 2024!

63
ZACH HOWARD

A MEMORABLE COVER BY
ZACH HOWARD
Crafting a stunning comic book
cover is a blend of artistic skill and
narrative insight. Collaborating
with ZACH HOWARD, we developed
the concept for this annual’s
cover, distilling MAGNETIC-CON
23’s hi-octane theme into a single
compelling image. Zach’s layout set
the tone and carefully guides the
viewer’s gaze to the centerpiece: a
Magnetic Logo crashing from space.
The design is all Zach’s (including
the inclusion of the iguana)! Nelson
Daniel’s vibrant colors nailed the
scene.

ABOVE: Zach’s initial pass

RIGHT: The artist at work (on a page from BLACK BOX


CHRONICLES)

64
BRACING FOR
IMPACT...

As we put the last touch on this year’s Annual, we have to restrain ourselves
from throwing in additional pages and words announcing so many other cool
things that we simply aren’t able to mention just yet. 2024 is going to be a big
year for us. Not only because of all of the exciting projects on the slate, but it
will also be Magnetic Press’s 10th Anniversary.
TEN YEARS!
So much has happened since our very first release in 2014 (Super-Ego
by Caio Oliveira, showcased in this very Annual, if anyone is curious). We’ve
weathered structural changes, pandemics, market shifts, travel bans, supply
chain challenges, and so much more... all of which have only crystallized who
we are and what we’re good at: bringing amazing books by incredible talent
to you with premium production quality. We have no intention of ever lowering
that bar. In fact, next year that bar may be raised a notch or two...!
We already have a dozen exciting graphic novels scheduled for next year,
only a few of which you’ve seen here, with several more in the works.
As mentioned earlier, we have several exciting Tabletop RPGs in the works,
the first of which will be announced imminently. Magnetic Press Play has so
much in development right now, it may rival our graphic novel slate next year!
And somewhere between the two is a brand new interactive fiction initiative
we haven’t even hinted at yet. (I guess we just did, right there...)
With all of that going on, you’d think we were a regular-sized company,
but in full transparency, we are still a small group of passionate folks who do
a decent job of looking much bigger than we actually are. Next year will be a
milestone, and with it, inevitable growth. But we can’t do it without you.
So get ready, ambassadors...! There will be fireworks!
— Mike Kennedy, Publisher
August 20th, 2023

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