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Arcane Atlas Games

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A member registered Jun 19, 2021 · View creator page →

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Thanks! We'd love to hear how your voyage goes!

Thanks! The idea was that you had to access engine through the roof to unlock the door.

Thank you! 

An atmospheric climb to an inevitable doom for our agents of the inquisition. I love the focus on light in the room descriptions and the weaknesses of each of the creatures.

A beautifully concise den of sin. Interesting magical items and foes that conflict well with each other and the players. I love the information design here. So much is conveyed through clever use of the map. Keying it with icon-like illustrations is brilliantly done.

A beautifully concise den of sin. Interesting magical items and foes that conflict well with each other and the players. I love the information design here. So much is conveyed through clever use of the map. Keying it with icon-like illustrations is brilliantly done.

A afterlife landscape for the players to escape from. I love the thought that has gone into the theme of negative emotions.

A afterlife landscape for the players to escape from. I love the thought that has gone into the theme of negative emotions. I wonder if a more explicit hook for the characters could prompt more connections between locations and encounters.

An high-society heist for a one of many suitably high-stakes magical items. The cover-stories / hooks are great. I love the map and how easy it feels like this would be to run (which is not easy to pull off for a heist!).

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A high-society heist for a one of many suitably high-stakes magical items. The cover-stories / hooks are great. I love the map and how easy it feels like this would be to run (which is not easy to pull off for a heist!).

A chaotic conflict between ice worshipping yetis and fire elementals. This packs ideas and humour into concise descriptions. I love the clear summary page introducing the factions, kettle (clock) and suggested hook for the players.

An atmospheric climb to an inevitable doom for our agents of the inquisition. I love the focus on light in the room descriptions and the weaknesses of each of the creatures.

Thanks! We love the pocketmod format, it’s a lot of fun to create with.

Thank you!

Thanks for the kind words! It’s technically 16xA7, but ends up feeling like a mixture of sizes with how you unfold it!

This garden glistens with fabulous flavour. The art, text and layout come together to ooze old-school. I love the A6 format.

This garden glistens with fabulous flavour. The art, text and layout come together to ooze old-school. I love the A6 format.

Thanks! Let us know how it goes!

A seaside mystery prompting roleplay focused solutions. I love how simply asks/knows/hides builds a complex web of relationships between characters.

A seaside mystery prompting roleplay focused solutions. I love how simply asks/knows/hides builds a complex web of relationships between characters.

A neat forest camp of precariously balanced factions for players to knock over! I love how much flavour is packed into few words.

Thank you for the kind words!

Thanks!

A challenging mountain ascent through cunning NPCs for a hard-earned reward if you succeed. I love the layout - it’s clear and fits the theme.

A challenging mountain ascent through cunning NPCs for a hard-earned reward if you succeed. I love the layout - it’s clear and fits the theme.

A mysterious monster, a deceitful priest and some wonderfully laid out maps. I love the cover and the little annotations that get a lot of double use out of the art and writing!

A mysterious monster, a deceitful priest and some wonderfully laid out maps. I love the cover and the little annotations that get a lot of double use out of the art and writing!

I wonder if the motivation for why the cult is feeding the Dandan is clear, but reading your responses it makes a bit more sense!

A fabulous fantasy adventure jam packed with great maps, magic items and reality warping effects. I loved how many challenges that entering the tower could present to players in so few words.

A fabulous fantasy adventure jam packed with great maps, magic items and reality warping effects. I loved how many challenges that entering the tower could present to players in so few words.

Ghost pirate ship raiding with an elegantly concise layout, punchy colour scheme and great art. 

Ghost pirate ship raiding with an elegantly concise layout, punchy colour scheme and great art. I wonder if just a little more detail would help a GM to run it.

A howling tempest drives you ever deeper into the caverns, skirting travellers who embraced a final escape from its fury. What your party doesn’t know is that the storm exists only in their minds. Will they discover the cause?

I love the storm as a hook and how well laid out this module is! 

A howling tempest drives you ever deeper into the caverns, skirting travellers who embraced a final escape from its fury. What your party doesn’t know is that the storm exists only in their minds. Will they discover the cause?

I love the storm as a hook and how well laid out this module is! I wonder if there could be even more foreshadowing of the beast.

That sounds like a fab playtest! 

Hell yes, clearly we need to up our writing game! 😂 Thank you for the kind review.

A cool cult-filled ball. I love the layout and style of this module!

A cool cult-filled ball. I love the layout and style of this module!


I wonder how easy it would be to work out the name of the cults in play, but imagine that’s down to being adaptive as a GM!

Classic dungeon meets Outer Wilds problem solving and environmental storytelling - an excellent adventure. The art, colour, text emphasis and layout is all used to great effect to create a module that would be easy to use at the table. The plot (stealing someone elses sun) fits the theme brilliantly.

Classic dungeon meets Outer Wilds problem solving and environmental storytelling - an excellent adventure. The art, colour, text emphasis and layout is all used to great effect to create a module that would be easy to use at the table. The plot (stealing someone elses sun) fits the theme brilliantly.

V minor, but I wonder if it's clear where players should start from how  the rooms are numbered. I imagined room 1, but think it's more likely room 4.

This cool module packs a lot into a sea-focused region, a cool hand-drawn map and a detailed monkey-jammed temple. I love how much is packed in here.