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A jam submission

SolariumView project page

A tiny RPG in a world with a shattered sun
Submitted by metalsnail — 17 hours, 36 minutes before the deadline
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Solarium's page


CriteriaRankScore*Raw Score
Use of Theme#103.8333.833
Setting (or Location)#163.5003.500
Story (or Starting Scenario)#323.3333.333

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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I really love the theme and setting. Though I feel it would be a bit difficult to get glow in the dark stones and to play in complete darkness.

And why 50% chance of success/failure regardless of difficulty?

I feel that you could have done something with the Peace, Life and Drive, but they end up being mechanically the same?

Developer (1 edit)

I'll admit I leaned pretty hard on the storytelling ability of the players. I might do a supplement that gives each part of the remnant a different mechanical power, but I was pretty pressed to get under the word count.

Difficulty here is more about how much failure hurts than how likely you are to succeed. I wanted to make something diceless that you could teach quickly and play in the dark, so it's pretty abstract.

You might want to try this variant: 

  • Moderator states the difficulty, splits that many stones between their hands.
  • Player splits the same number of stones between their hands
  • Both moderator and player say which hand the other should reveal. If the player reveals more stones, they succeed. If they reveal less stones, they fail, and lose all stones in their hands.

This is one of the most original, thematic mechanics I've seen so far! Honestly, cost is not prohibitive, when many games call for dice you can only buy in sets that are more expensive. I also think playing in the dark is neat, but the overall light in the room would be dim given the number of glowing stones everyone has. Really great idea!


Okay, the setting and story are fairly original. I like how the stats are distributed between the species, although agreeing on what stat represents what action could get a little iffy. I laughed when I read the Chyrek ability, because it's basically dark all the time, right? Still, cool stuff all around.

I'd have to say playing in the dark could get difficult, even if it is a cool idea. Also, I'm not prepared to go out and buy X number of glow in the dark anything, even if it is a cheap ceiling sticker set that I cut apart carefully. However, I like all of this. The idea is great, even if the difficulty is pricey. No one said surviving would be easy!


Thanks for checking this out! It's my first time posting an RPG, and I don't really have a group I was able to playtest this with, so any feedback is appreciated.

A lot of dollar stores have bags of plastic glow-in-the-dark stones for around $3-5. I'll admit it isn't the most common material to find. Mechanically you could use anything and play in the light, but I thought playing in the dark was neat thematically.

Originally I had hard attribute bonuses for each group of remnants, but I decided to make their abilities softer and more story-based.

It's dark in the wasteland, making the Chyrek ability a bit OP, but the Chyrek become vulnerable any time people are nearby, who might have infrared equipment or artificial lamps. They make good scouts, but need to keep hidden in settlements.

And yeah, this is an RPG that expects plenty of character death, the world is over, some people are just late.