I featured the game a while back when I tried the demo. Now, Trinity Team has launched a Kickstarter campaign for Intermundia Dungeons, Polygons and Magic, a project that ties a printed gamebook to a digital RPG.

The campaign went live a few days ago, with a goal of €10,000. At the time of writing, it is listed at roughly forty backers and halfway to the goal, with public trackers showing totals in the mid €4,000 range.
The pitch is built around what the team calls a gamebook 2.0 structure. The reader follows the story on paper, then switches to the video game for dungeon exploration, combat, plus character progression.

Excaliber describes it as a way to keep the tactile flow of a traditional gamebook while moving the bookkeeping and rules handling into the app layer. Trackers echo the same idea, describing an experience where the app tracks the state so players do not have to manage notes by hand.
Intermundia is framed as a virtual reality MMORPG with millions of users. The story follows Mar, a novice summoner, plus his friend and mentor David3, a paladin, as they take on dungeons and quests while building toward the Immortal Games tournament.
Excaliber ties the campaign to the broader narrative universe, including a copy of Intermundia Genesis for backers, described as a novel set in the same world.

Rewards include physical and digital editions of the gamebook, an artbook, exclusive pawn sets, plus higher creative tiers that let backers contribute content such as enemies, bosses, or even a character meant to travel with the main duo.
The studio has not made the full tier breakdown easy to quote outside Kickstarter itself, but the broad categories are clear from the campaign announcement and community messaging.
Regarding the video game itself, Intermundia is a single-player RPG built around turn-based combat and branching choices with multiple endings.
Combat uses action points per action. Party building is part of the loop, with companions tied to different classes, techniques, plus magic with equipment choices and consumables like healing potions and explosive vials.

The final release will include nine story chapters, over twenty hours, eighteen dungeons, over forty enemy and boss types, twenty-five techniques and spells per character, more than one hundred items, plus six biomes.
A demo is already available on Steam, and Trinity Team says it recently updated that demo to version 0.9, adding a pawn swap feature for team members, bug fixes, plus new language support.
Steam currently lists a planned release date in Q2 2026, while a post mentioned an Early Access version planned for April 2026 and that backers who pick a digital tier will receive their Steam key at launch.
