Inside The Box Board Games Review: Every ITB Game Ranked for 2026
A comprehensive review of Inside The Box Board Games' complete catalogue, from the award-winning Sub Terra to their lesser-known releases. Find out which British indie board games deserve space on your shelf.
Inside The Box Board Games Review: Every ITB Game Ranked for 2026
Here's a question that stopped me mid-unboxing last month: why do some British board game publishers become household names whilst others—equally talented—fade into obscurity? Inside The Box Board Games, or ITB as collectors know them, sits in a strange middle ground. Award-winning. Kickstarter darlings. And yet, if you mention Sub Terra at your average board game night, you might get blank stares.
My review desk has hosted seven different ITB titles over the past two years. (Yes, I count. I have a spreadsheet for everything.) And after running each through my usual testing gauntlet—solo plays, full player counts, the dreaded "teaching to a tired group" scenario—I've formed some strong opinions about what works, what doesn't, and why this British indie publisher deserves more attention in 2026.
The Inside The Box Story: Rise, Fall, and Resurrection
Before we rank the games, you need context. Inside The Box Board Games was founded in 2015 by Matthew Usher and Peter Blenkharn whilst studying at Oxford University. Their first release, Molecular, raised over £17,000 on Kickstarter—modest by today's standards, but enough to prove the concept.
Then came Sub Terra in 2017. The numbers tell the story: £350,000 raised on Kickstarter, winner of Best Euro Game at the UK Games Expo. Suddenly, ITB wasn't just another indie publisher. They were a name.
But here's where things get complicated—and frankly, where the industry should pay attention. Subsequent Kickstarters for Newspeak, CryptX, Sub Terra II, and Aquanauts raised over half a million pounds combined. The resulting projects were plagued with delays and mismanagement. Most games never materialised for backers.
In 2024, Naylor Games acquired all ITB assets, including the outstanding backer-allocated stock. It's a cautionary tale about crowdfunding ambition outpacing operational reality. But it's also a story with a relatively happy ending—backers who paid shipping through the Gamefound rescue campaign finally received their games.
Why does this matter for your purchasing decision? Because the games that did make it to market—the ones you can actually buy—represent some of the most atmospheric cooperative experiences in the board games category. The company may be gone, but the games survive under Naylor's stewardship.
How I Tested These Games
My methodology might seem excessive to some. Actually, it definitely seems excessive to my colleagues, who've learned to ignore the towers of game boxes accumulating around my workspace. But testing cooperative games properly requires commitment.
Each ITB title received:
- Minimum 5 full playthroughs at varying player counts
- Solo mode testing where applicable
- "Rules explanation fatigue" assessment (how long before new players start checking their phones?)
- Component quality evaluation under normal handling
- Replay value testing over multiple weeks
I've ranked games on a combination of gameplay quality, production value, accessibility, and—crucially—whether they're still worth buying given the brand's complicated history.
1. Sub Terra: The One That Made Them Famous
Players: 1-6 | Time: 60 minutes | Complexity: Medium
The verdict after extensive testing? Sub Terra remains one of the best dungeon crawler board games for people who want tension without complexity overload.
The premise is brilliantly simple: you're cave explorers trapped underground, drawing tiles to reveal the tunnel network whilst trying to find the exit before your flashlights die. What elevates it from standard cooperative fare is the horror element. Those things lurking in the darkness? They're not shown anywhere—not on the tiles, not in the rulebook, not on the box. Your imagination fills the gaps, and that's genuinely unsettling.
The standout mechanic is the push-your-luck movement. Take two actions, and you're efficient but safe. Push to three, and you risk exertion damage. Push further still, and one bad die roll means you're unconscious in a cave with creatures moving towards you. I've watched confident players become genuinely nervous during the late game, and that's not something I can say about most cooperative experiences.
What I loved: The atmosphere is exceptional. Play with dim lighting and the official Spotify soundtrack, and you've got a board game that actually delivers on its "survival horror" promise. The glow-in-the-dark components—die, tiles, tokens—aren't just gimmicks. They work.
What I didn't love: Character balance is noticeably uneven. The Scout and Engineer feel essential; some others feel like padding. And the difficulty swing based on tile draw can make certain games feel predetermined. You can do everything right and still fail catastrophically because the cave hated you.
Should you buy it? Yes, particularly if your group enjoys cooperative tension. It won Best Euro Game at UK Games Expo 2017 for good reason—and that reason isn't nostalgia.
2. Sub Terra II: Inferno's Edge
Players: 1-4 | Time: 60-90 minutes | Complexity: Medium-High
The sequel shifts setting—ancient temple instead of cave—but keeps the core formula intact. After testing both extensively, here's my honest assessment: Sub Terra II is the more polished game, but the original has more personality.
Temple exploration means treasure hunting rather than pure survival. The horror element is still present (things absolutely want to kill you), but the addition of loot creates different decision points. Do you risk another room for gold, knowing the temple might collapse?
What surprised me during testing was how differently the games play at lower player counts. The original Sub Terra works brilliantly solo; Sub Terra II feels designed for groups. Running a full expedition alone is possible but loses something in translation.
What I loved: Refined mechanics across the board. Tile placement rules are clearer. Character abilities interact more meaningfully. The "danger track" that triggers temple hazards creates natural pacing.
What I didn't love: Some of the original's rough edges were actually features. Sub Terra felt dangerous because it was unbalanced. Sub Terra II plays fairer, which paradoxically makes it feel safer. Horror works better when the game might genuinely be unfair.
Should you buy it? If you already own the original and love it, yes. If you're choosing between them, start with Sub Terra. Its flaws are more interesting than Sub Terra II's polish.
3. Molecular: The Underrated Debut
Players: 2-4 | Time: 20-30 minutes | Complexity: Low
Here's an opinion that'll get me letters: Molecular might be ITB's most underappreciated release.
Limited to under 600 copies initially, this set-collection game about building chemical compounds never achieved the visibility of its successors. And yes, the theme sounds dry. "Build molecules" doesn't compete with "escape a monster-filled cave" for board game night pitches.
But the mechanical elegance surprised me. Players share a common pool of element cards, competing to complete molecular structures that score points. The tension comes from watching opponents collect atoms you need, knowing you can only grab one per turn.
What I loved: The 20-minute playtime hits perfectly for filler games. Setup is minimal. Teaching takes two minutes. And there's genuinely interesting decision-making about when to pivot to different molecules versus committing to your current build.
What I didn't love: Availability. Finding a copy requires patience and willingness to pay collector prices. The game deserved a wider print run—but then, hindsight is easy.
Should you buy it? If you find one at a reasonable price, absolutely. But don't pay collector premiums unless chemistry-themed games genuinely excite you.
4. Newspeak: The Controversial One
Players: 4-10 | Time: 30-45 minutes | Complexity: Low
Social deduction with a twist: one player describes words using only "approved vocabulary" whilst others guess—and potential Heretics try to blend in without knowing the correct answer.
I'll be direct: this game divided my testing groups more than any other ITB release. Half found it hilariously tense; half found it frustrating. The variance comes entirely from group dynamics. Newspeak requires players comfortable with ambiguity, willing to make accusations based on gut feeling, and—crucially—not prone to analysis paralysis.
What I loved: When it works, it works brilliantly. The Moderator role (creating restricted descriptions) is genuinely creative. Watching someone try to describe "umbrella" using only three approved words creates memorable moments.
What I didn't love: Party games live or die on player count sweet spots. Newspeak technically supports four players, but it needs six or more to shine. Below that threshold, the social deduction lacks enough noise to mask the Heretics.
Should you buy it? Only if you regularly host larger game nights and your group enjoys Big Potato Games-style party fare. Otherwise, shelf space goes to better options.
5. CryptX: The Puzzle Box Game
Players: 1-4 | Time: 30-60 minutes | Complexity: Medium
CryptX technically made it to production before ITB's collapse—though barely. The copies that exist are treated as collector's items, which makes objective review complicated.
The concept is clever: a competitive puzzle game where players race to decrypt codes, with physical components that shift and rotate. Think Escape Room in a box, but competitive rather than cooperative.
My testing sample came from the Naylor Games rescue programme, so I've handled production components. Build quality is surprisingly good for a troubled release. The mechanism of manipulating the crypt wheels whilst tracking opponent progress creates genuine tension.
What I loved: Physical manipulation puzzles haven't been done better in the tabletop space. There's something satisfying about the tactile clicks as you rotate the crypt.
What I didn't love: Limited replay value. Once you've solved the included puzzles, you're relying on community-created content. For a game this difficult to acquire, that's a significant limitation.
Should you buy it? Collectors only. Gameplay is solid, but availability makes this a curiosity rather than a recommendation.
6. Aquanauts: The One That Almost Wasn't
Players: 1-4 | Time: 60-90 minutes | Complexity: Medium
The final ITB Kickstarter before the collapse, Aquanauts exists in the strange liminal space of "technically delivered" releases. Through the Naylor rescue effort, backers received English-language copies of a game that nearly vanished entirely.
Thematically, it's underwater exploration—think Sub Terra meets Subnautica. Mechanically, it borrows the tile-laying exploration formula but adds resource management and base-building elements. Your diving team needs oxygen, equipment, and shelter, creating a different flavour of survival pressure.
What I loved: The expanded scope compared to Sub Terra gives longer-term strategic planning room to breathe. Building permanent structures that persist across the exploration phase scratches a satisfying itch.
What I didn't love: Component quality reflects the troubled production. Some cards arrived with minor printing issues. Rulebook clarity could be better—I had to check BoardGameGeek forums to resolve ambiguities. These aren't dealbreakers, but they're noticeable coming from the polish of Sub Terra.
Should you buy it? If you backed the Kickstarter and received your copy: enjoy it. For everyone else, availability is too limited to recommend actively seeking it out.
Comparing ITB Games to Other British Publishers
The British board game scene has exploded since ITB's 2015 founding. How do their games stack against current competition?
Lucky Duck Games, while not British-founded, has strong UK distribution for their app-integrated titles. Their approach—digital companions enhancing physical games—represents where the industry might be heading. ITB's purely analogue design philosophy feels traditionalist by comparison.
Slugfest Games offers similar cooperative experiences with their dungeon-crawler titles. Compared directly, Sub Terra trades complexity for atmosphere. If your group wants more tactical depth, Slugfest delivers. If you want more tension per hour invested, ITB wins.
Osprey Games, working with designer Martin Wallace, produces heavier fare—Brass, Age of Steam. Different weight class entirely. But both companies represent British design philosophy: theme-forward, mechanically interesting, willing to take risks.
The honest assessment? ITB's best work (Sub Terra, Molecular) competes with anyone. Their troubled releases (late Kickstarters) explain why they're not household names. But the games themselves? Worth your attention.
Where to Buy Inside The Box Games in 2026
Here's where we need to talk availability honestly.
Sub Terra and expansions: Available through Naylor Games directly, most UK board game retailers. Stock is stable—this is the safest purchase. Check the board games category at major retailers.
Sub Terra II: Limited availability. Naylor has stock, but the rescue effort prioritised backers. Retail copies exist but may require searching.
Molecular: Secondary market only. Check eBay, board game trading groups, and dedicated collector communities.
CryptX, Aquanauts: Extremely limited. Backer-only copies primarily. Not recommended to seek actively unless you're a collector.
Newspeak: Periodic availability through specialist retailers. Worth checking if you want a larger party game.
The supermarket comparison won't help you here—these aren't products you'll find at Tesco. Specialist board game shops remain your best bet, both online and high street.
Understanding Board Game Complexity: A Quick Guide
ITB games generally sit in the medium complexity range, which deserves explanation for newer hobbyists.
BoardGameGeek uses a 1-5 weight scale. Sub Terra scores around 2.2—heavier than Ticket to Ride, lighter than Pandemic Legacy. This means:
- Rules can be taught in under 15 minutes
- First games won't feel overwhelming
- Strategic depth reveals across multiple plays
- Good entry point for moving beyond mass-market games
If your Toys, Games & Books experience is primarily Monopoly and Cluedo, Sub Terra represents a manageable step up. The cooperative element means you're not crushing inexperienced players—everyone succeeds or fails together.
The Cooperative Gaming Revolution
Inside The Box rode—and helped shape—the cooperative board game boom that defined the late 2010s. But why did this format explode?
The answer matters if you're deciding whether ITB games suit your collection. Cooperative games remove winner/loser dynamics that create tension in relationships. Your partner won't refuse to play because you "always win." Family game nights don't end with someone storming off.
Sub Terra specifically adds something that pure cooperation (Pandemic, Forbidden Island) lacks: individual character stakes. Your caver can die whilst the team survives. That personal vulnerability creates investment without creating conflict.
The format particularly suits groups that:
- Include competitive people who don't compete well against each other
- Have varying skill levels
- Prefer shared experience over victory pursuit
- Enjoy puzzle-solving over opponent-reading
If that describes your game nights, ITB's catalogue aligns well.
What Happened to ITB: Lessons for Crowdfunding Backers
I've covered this briefly, but it warrants deeper examination. The ITB collapse isn't unique—crowdfunding platforms are littered with similar stories. But it's instructive.
ITB raised significant funds across multiple campaigns. Each success created pressure to fund the next project to keep the business running. Production costs increased. Shipping chaos during 2021-2023 (pandemic, container shortages, warehouse delays) compounded problems. Strategic decisions about manufacturing locations created additional complications.
The result: games funded years prior remained undelivered. Communication slowed. Eventually, insolvency became inevitable.
Naylor Games' intervention saved the situation for most backers. James Naylor, CEO of the UK-based tabletop company, purchased ITB assets and established a Gamefound campaign for backers to pay shipping only. Most received their games.
The lessons for future backing:
- Kickstarter isn't pre-ordering; it's venture investment
- Companies scaling rapidly face operational challenges
- Market conditions can invalidate project budgets
- Clear communication during problems matters more than silence
ITB's games weren't the problem. Their operational capacity was.
FAQ
Are Inside The Box board games worth buying?
Yes, particularly Sub Terra and Sub Terra II. Both received critical acclaim, with Sub Terra winning Best Euro Game at the UK Games Expo 2017. The games offer atmospheric cooperative experiences that justify their price points. However, availability varies—Sub Terra is readily available through Naylor Games, whilst other ITB titles may require secondary market searches.
What is the best Inside The Box game to start with?
Sub Terra is the clear recommendation for first-time ITB buyers. It combines accessible rules (teachable in 10 minutes), high replayability through random tile draws, and the atmospheric tension that defined the publisher. Starting with the original also lets you evaluate whether the sequel's refinements appeal to your group.
Where can I buy Inside The Box board games UK?
Naylor Games now owns all ITB assets and sells directly through their website. UK board game retailers like Zatu Games, Board Game Guru, and Chaos Cards stock Sub Terra and expansions. For out-of-print titles like Molecular, check eBay, BoardGameGeek marketplace, and UK board game trading Facebook groups.
How long do Inside The Box games take to play?
Most ITB games fall in the 60-90 minute range. Sub Terra typically completes in 60 minutes once players know the rules. Sub Terra II can extend to 90 minutes with full player counts. Molecular is the shortest at 20-30 minutes, making it suitable for filler game slots or weeknight play.
Is Sub Terra a good cooperative board game?
Sub Terra is widely considered one of the best dungeon crawler board games for groups wanting tension without excessive complexity. The cooperative survival horror format creates genuine atmosphere—particularly when played with dim lighting and ambient sound. Player reviews consistently highlight the push-your-luck mechanics and the memorable moments of narrow escapes or tragic defeats.
What happened to Inside The Box Board Games company?
Inside The Box Board Games entered insolvency after multiple Kickstarter projects faced production delays and cost overruns. In 2024, Naylor Games acquired all ITB assets, including manufactured stock intended for backers. Through a Gamefound campaign, most backers received their games by paying shipping costs only. The ITB brand now operates as an imprint of Naylor Games.
Can you play Sub Terra solo?
Yes, Sub Terra supports solo play with modified rules. Players control multiple cavers simultaneously, managing their combined health and actions against the game's hazards. Solo mode works well for learning the game before teaching others, though the optimal experience is with 3-4 players where decision-making becomes genuinely collaborative.
What are the best British board games in 2026?
The British board game design scene includes established names like Martin Wallace (Brass, Age of Steam) alongside indie publishers. Inside The Box's Sub Terra represents one of the best British cooperative designs. Other notable British-designed or published games include Room 17's Miremarsh, Osprey Games' historical titles, and numerous designs from Dranda Games.
Final Verdict: The ITB Ranking
After all the testing, teaching, and Tuesday-night sessions with increasingly tolerant friends, here's my definitive ranking:
- Sub Terra — The essential purchase. Atmospheric, tense, and repeatedly rewarding.
- Sub Terra II — Superior mechanics, but less character. Worth owning if you love the original.
- Molecular — Hidden gem. If you find it, grab it.
- Newspeak — Situational success. Great for the right group, frustrating for others.
- CryptX — Clever design, limited availability. Collector territory.
- Aquanauts — Troubled release, decent game. Not worth hunting down.
Inside The Box Board Games' story ended before it should have. But the games that made it to market—particularly Sub Terra—deserve their reputation among best rated board games. The company may be gone, but if your shelf has room for one more cooperative horror experience, you could do far worse than trusting the cavers to ITB's caves.
Just maybe keep the lights dim. The creatures prefer it that way.
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Tom HartleyProduct Reviewer
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