Wow.
Long time no post. Sorry. Been hung up with working on Malifaux as well as building the demo board for Wyrd Miniatures.
As for the miniatures for the game, you should go check out
http://www.wyrd-games.net/shop/home.phpJust look under the headings Guild, Neverborn, Arcanists, Resurectionists and Outcasts.
Those are the figures that are already out for the game. A lot of the figures that were previously released are being used in the game. It's actually what prompted the creation of the game in the first place.
As for the fluff it's Steamvictoriohorrorwestpunk.
So:
Steampunk
Victorian Horror
Western
All of these flavors are rolled into the game. It's set in an alternate Earth that has a breach to Malifaux. Basically a tear in space time. Malifaux is so magic saturated that almost everyone that goes from Earth side to Malifaux develops some form of magical talent. The really magical ones become masters.
Some background on the mechanics:
Unlike Warmachine or Hordes where if you lose your Warcaster or Warlock the game is over if you lose you Master you continue playing. It's actually possible to win a game even if your opponent wipes out your entire force. Every game is objective driven. There are 5 strategies that are randomly selected before a game and about 15 to 20 minor schemes that you can choose from. The strategies are always revealed. The schemes are not. So you can have hidden objectives in the game that you can reveal when you complete them. Also, since the strategies are random (And will be for tournament play as well) it is really hard to build a min max force that targets only one aspect of the game that remains competitive.
The game will remain a skirmish game and will not grow up into a full on war game like Warmachine has. The game size mechanics are built in such a way that the rules actually prevent it from happening. That is not to say that you couldn't play a massive game. You just need to tweak the rules for yourself a bit to make it happen.