Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Guncraze is a post-apocalyptic TTRPG that hits for me on a completely different level—and not just because it’s a good system.

I’ve known about this game for almost 20 years. I was there when it was just an idea, playtesting early versions with my buddy and watching him figure this thing out piece by piece. I’ve got a lot of great memories tied to it. Seeing it finally finished and out in the world is honestly something I’m really proud of him for.

And the best part is—it’s actually really good.

Combat is the first thing that jumps out. Guncraze uses two-second rounds instead of the typical six-second rounds you see in games like D&D or Pathfinder. That one change makes a huge difference. Fights feel fast, chaotic, and real—like actual gunfights instead of people politely taking turns.

Character creation is wide open. No classes, no rails—you build exactly what you want. The attributes and skills are clearly built for this world, not borrowed from fantasy and reskinned. Everything has a purpose, and it supports how you actually want to play instead of forcing you into a box.

The setting hits that post-apocalyptic vibe, but it doesn’t feel generic. It’s familiar in a good way, but with enough of its own identity to stand out. One of my favorite pieces is how it lets you pull real-world items into the game—it adds a grounded feel that’s just fun and different.

I’ve seen this thing evolve from a rough idea into a finished system, and he absolutely stuck the landing. If you’re into TTRPGs at all—or especially if you care about gunplay being done right—you should check it out.

I’m not just saying that because he’s my friend. I’m saying it because I’ve seen the work that went into it, and it shows.

I really appreciate you taking the time to write this.

You’ve been there since the early days, so hearing this from you carries a lot of weight for me. A lot of what you mentioned—especially the pacing and how the system actually feels in play—was something I spent a long time trying to get right. Lots of honest playtesting. Lots of people trying to break the rules.

It means a lot that it landed the way I hoped.

And honestly, I’m glad the final version holds up for you after seeing it evolve over all these years. That’s probably the part that matters most to me.

Thanks again for sticking with it, and with me, and for the support.