Our History

“Hey John, want to work on a card game with me?” — Jesse

Sure, why not...

Depending on who you ask, we either started this thing unofficially in 2011 or 2012. We technically had a trial run around 2011 with a miniature table top game, but then life happened and the project was more-or-less scrapped. About a year passed and Jesse went back to his game design binder from college. By the end of 2012, Jesse and John began to deep dive into fleshing out a card game that eventually became Battle for Sularia. By 2013, we began enlisting a number of our friends as well as college students, that had been taking John’s graphic design class, for play testing the card game every weekend.

In 2014, Jesse, John, and on occasion, our friends and main playtesters, Frank and Kent began hitting the convention circuit to demo and promote our upcoming Kickstarter. By early 2015, we began our push to get our Kickstarter ready for the summer. It would be an understatement to say there were a lot more moving parts to making games, attending conventions, and launching our first Kickstarter than we would have ever imagined when we first decided to do this thing. No regrets and we can’t thank our friends enough for their help—then and now! Fortunately, our hard work paid off and Battle for Sularia: The Battle Begins, our first game on Kickstarter, successfully launched in July 2015.

The rest of 2015 definitely kept us busy. We made sure to get Battle for Sulria: The Battle Begins off to the manufacturer in a relatively quick turn around time, and while we unfortunately missed the 2015 holiday season, the game was available in January of 2016. While The Battle Begins was being manufactured and stuck on a boat for a few months, we had wrapped up the design and most of the creative for the first expansion—Blood, Profit, and Glory. The expansion went to Kickstarter in March of 2016 and was also successfully funded and released to retail by the fall of 2016. Also in the fall, we had partnered up with a well-known game designer, Jay Little, to publish something a little different from our previous games—titled Pompeii: Wrath of Vesuvius. Unfortunately, we had to cancel that Kickstarter as it didn’t seem to reasonate with our existing player base as we had hoped. It was a tough lesson for us and we ultimately decided it just wasn’t the best fit for our company at the time and relinquished the rights back to Jay. We definitely wish Jay the best on his future plans for Pompeii and greatly appreciated the opportunity to publish his game. Overall, 2016 was a solid year for us, but it was clear we still had a lot to learn.

Leading into 2017, our next expansion, Reign of Terror, which featured two new factions—the Protoan and Exsularian—was nearly ready to launch on Kickstarter in February. However, we ultimately decided to take a step back and re-evaluate how we did things and hit a soft reset that lead to us shifting our focus on an entirely new business strategy which we launched coming into 2018—the Alpha and Omega Programs. Of course, we’re super excited about the coming year and can’t wait to share more with you!

Game Maker

Jesse Bergman

Jesse Bergman

President/Senior Game Designer

Jesse is an avid gamer, business maker, and the game designer of Battle for Sularia. He is also a Spartan warrior whose not afraid to get a little dirty to reach the finish line!

Graduated from the University of Advancing Technology with a Bachelor of Arts in Game Design Magna Cum Laude.

Art Guy

John Kimmel

John Kimmel

Vice-President/Creative Director

John is a visual artist and educator, gamer, and the creative force behind the world of Sularia. While not a Spartan racer, nearly nothing can prevent John from getting his morning coffee—Ha!

Graduated from the University of Nebraska – Lincoln with a Bachelors in Fine Arts – emphasis in Graphic Design.

The Fixer

Neil Mohlman

Neil Mohlman

Game Development Director

Neil is a recent addition to the team, but he is by no means new to the game industry. In addition to Neil’s background and experience as a competitive card game player, he has also worked a number of years in both the hobby and video game retail space. With the combined experiences of both Jesse and Neil, the design and development teams have essentially hit a huge power-up in terms of game mechanism knowledge and awareness to how to balance them. We’re very excited with the addition of Neil – his positive impact has already been felt in our development!

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