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The real-time element is a really fun gimmick! I feel it could be expanded further with respect to risk vs. reward - either rewarding you with time saves for skipping use of a tool/making sloppy moves, or having some other element of the adventure intervene to disable/steal equipment, forcing PCs to skip them and risk making things worse. As it stands, I still like the adherence to realism in asking the party to track their equipment and make drilling an active minigame beyond "I roll for this > done." You've gotta have your hands on the controls and watch the clock tick down. Make your players spell each other off to go refill drinks and chips. Lots of fun ways to shake up a typical night of TTRPGs!

The isometric-ish map art is great, and I think the Last Caretaker is a really strong horror. Succinct and useable breakdown of motives, the build up to its appearance with the timeline is full of all banger "trailer shot" set piece moments, and its differing behaviour on each Wound will effectively keep the PCs on their toes and lead them further into the adventure's finale!

On the critical side, I think the outside middle panel could use a visual touch up. The gradients on the text boxes feel weak and the equipment images are really squished together. Century Gothic doesn't serve well in body text in my opinion and could be swapped for a more versatile typeface. I also personally question the choice to plug socials on the front cover, especially as hyperlinks. Changing that for a print version might be welcome.