Posted September 29, 2025 by Jack Shirai
#design-diary
I posted a bit of a design diary about Undersong to my blog, but you know what? It makes a ton of sense to post about just that sort of thing over here on my Itch, too!
So, how did Undersong happen? About six weeks ago, I got tapped to run a campaign for a pretty mixed group of folks, going from absolutely zero tabletop experience to at least one person who might even have more hours wasted pretending to be an elf than myself. The request was specifically for something D&D-like, so I tucked in and started looking around for something kinda-OSR, kinda-PbtA that I would enjoy running and that wouldn't feel so off the mark as to be confusing for a newbie.
I... I looked at a lot of games, yo. I initially wanted to go with my absolute favorite of the options in this category, Freebooters on the Frontier 2E, but I figured it would be a little more involved than the group would have been comfortable with. So, I went over all the traditional Hacks (Black, Blue, White), the family of Knave and Maze Rats derivatives, and a few games I hadn't previously heard of (Realms of Peril, Grimwild, Wildsea) and nothing really jumped out as having everything I wanted/needed in a system to run. Add to this the fact that the group was excited about the campaign pitch I gave them as an excuse to try using the Downcrawl supplement and I ended up doing the stupid thing every designer ends up doing at least once: I wrote a hack that stitched together all the bits I thought I needed.
But, like, that by itself is not really an interesting diary, is it?
The initial result was a game I called "Undervale", which, for the deathly curious, is available for a peek over on my website. We've played a couple sessions of it and had a good time! Immediately, though, a couple things happened.
First off, I wanted to start changing things based on friction points this particular group had with the game. The major examples:
There were a few more things, certainly, but let's get to the second big thing that happened: Hollow Knight: Silksong shipped.
We were already playing a game at least partially about traipsing through Hollow Knight-esque caverns and fungal forests, and so I figured if I was going to gut a handful of the mechanics anyway, why not do a bit of a reskin at the same time into something a few of us were obsessed with?
Once that work was done, the game actually had a lot more original material than I was initially expecting, and so it was just a little more work to trim things to the "24 pages max" rule I arbitrarily set for myself years ago, as well as add some oracle charts that a person might need to actually run the game itself without supplementary resources. Jade made some really nice key and cover art for the game, and now it's up for everyone to play.
Honestly, I didn't ever think I'd ship something as close to a traditional fantasy tabletop game as this (it has the basic 6 attributes! it uses polyhedral dice!), but it was fun to go from start to finish on something in only six weeks. Undersong will remain free for the foreseeable, but my plan is to eventually finish up a third video game-inspired 24-page ruleset and then bundle it and some bonus content together with this and World of Sanctuary. We'll see if that ever comes to fruition. In the meantime, I'm digging back into my other tabletop project, so hopefully I'll have more to talk about that very soon!