Absolutely. Particularly Orbital Decay and Habs & Garden.
Glitched Tabletop
Creator of
Recent community posts
- Technical Sci-Fi. A blog series with advice on making astronaut missions.
- NASA Image and Video Library. Browsable database of free-to-use images from NASA.
- Itch Game Page Image Guide & Template by Star West - Helps you create itch.io project pages and properly-sized images for them.
- 100 Sci-Fi RPG Faces by GatlingArt. 100 free, Creative Commons 4.0 portraits (can be used commercially).
- Sci-fi character portraits project by Ashen Victor - 100 free, Creative Commons-NonCommercial portraits. Ashen has a second and third collection (paid) with additional portraits.
- Letter TTRPG Pamphlet Template by me - Free template in Google Docs for letter-sized pamphlets. A4 TTRPG Pamphlet Template by Hugh Lashbrooke - Free templates in Google Docs, Canva, and Microsoft Word.
- WTF Pamphlet RPG Template by Wizardthieffighter. Free pamphlet template for Affinity Publisher (the pay-once alternative to Adobe InDesign).
- Mothership Third Party Publishing Guide - If you want your submission to be Mothership-compatible, you need to fill this out and get approval. It usually takes a week, but can take longer.
Real-Life
- Apollo Applications Program
- Skylab 4 Strike
- List of cancelled space missions
- List of proposed missions to the outer planets
- Original Artemis 2 asteroid mission plan (before it became a moon flyby)
Movies/Shows
- 2001: A Space Odyssey
- 2010: The Year We Make Contact
- Ad Astra
- Apollo 13
- Apollo 18
- Europa Report
- parts of The Expanse
- First Man
- For All Mankind (the documentary and the alt-history TV show)
- Interstellar
- The Martian (2015)
- Moon (2009)
- Planetes
- Project Hail Mary (2026)
- The Right Stuff
Games
- Delta-V: Rings of Saturn
- Hardspace: Shipbreaker
- Heavenly Bodies
- Kerbal Space Program
- Moonbase Alpha (
John Madden John Madden John Madden) - Ostranauts
- Outer Wilds (not the Obsidian RPG)
- Tharsis
- Voyager 19
Books
- parts of 2001 Nights
- 2001: A Space Odyssey
- 2010: Odyssey Two
- Calculating Stars/Lady Astronaut series
- Delta-V by Daniel Suarez
- parts of The Expanse series
- The Grand Tour series
- Mars Trilogy
- The Martian
- Planetes
- Project Hail Mary
- parts of Pushing Ice
- parts of Rendezvous With Rama
Definitely Astronat RPGs/Settings
- Apollo 47
- Holdfast Station
- Jovian Despair
- NULL_SPACE
- Orbital 2100 (a setting for Traveller/Cepheus Engine)
- Orbital Cold War (a setting for Cepheus Engine)
- Outpost Mars (a setting for Cepheus Engine)
- Pioneer (upcoming astronaut RPG by the people making Traveller)
- Sixty Years in Space
- Void Above
Can be used for Astronaut Missions
- cramOS. Robotic RPG, which could fit playing as a group of rovers (like the Curiosity/Perseverance Mars rovers) or robotic astronauts (like NASA’s Robonaut)
- Eclipse Phase, specifically a Reclaimers salvage/orbital debris cleanup campaign.
- GURPS Transhuman Space. The rest of the solar system is ripe for astronaut missions.
- HARDCASE. Near-future gig economy on a space station. Salvage jobs (like the Maria Seraph) help this game somewhat appropriate for astronaut missions.
- Jovian Chronicles. A hard sci-fi mech game in our own solar system. A campaign about Explorers, Spacers, and Technicians (rather than the mechs) using a Gritty or Adventurous Reality-Distortion level fits astronaut perfectly.
- Mothership. A game about the stress and horror of working in outer-space. A mission for Teamsters and Scientists would work perfectly as an astronaut mission - just hold the spooky crab monster on the side.
- Mutant Year Zero. Specifically via the Ad Astra expansion/campaign setting, which is all about survival and discovery in our mutated solar system.
- Orbiters Local 519. A game of salvaging space derelicts. Can work well for a darker, dangerous reimagining of Planetes-style space garbage collection.
- Shadows Over Sol. Mostly space-horror, but frequently goes all-in on astronaut missions.
Sammy’s Optional Theme Ideas
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Cancelled Projects (Apollo Venus Flyby, Artemis II Asteroid Redirect, LM X-33/VentureStar, Russian Znamya space mirror, etc)
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Interstellar interloper (rogue planets, objects like ʻOumuamua, etc)
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Last-minute budget cuts
SUGGESTIONS CLOSED. Help us pick our optional themes here: https://forms.gle/4FJ3roLd7pb3DV4Y6
Post up to three (3) optional theme ideas here. You can reply to each other’s ideas and modify your own up until the deadline.
Themes are due by Sunday, August 2nd at 11:59pm EDT (UTC-4).
If you need inspiration/examples of themes, check out themes from prior years: 2026 Sci-Fi One-Shot Jam, the Cyberpunk Jam’s optional themes, the Derelict Jam’s optional themes, 2025, 2024, 2023, or 2022.
Good question. I think we can relax the “two or more separate scenarios” requirement and allow what you’re asking, as long as Home Scenes can still happen somewhere in the middle of your mini-campaign. Without some space for Home Scenes, mini-campaigns quickly blur the lines with standalone “big” scenarios.
If you want want no/loosely-defined scenarios for your mini-campaign, I would suggest adding explicit guidance for pacing Home Scenes.
To give credit before I forget: I’ve replaced the dice-throwing with a triangle method I found from Shurebis.
We had the quarter-way voicecall yesterday. Everyone in the VC’s making exciting progress, and we were able to help each other with some roadblocks:
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My CORAL NOMAD campaign (attempt #3) is making fine progress, with the player chapter complete, the skeleton for the GM introduction present, modifications to the random mission generator made (still need some more random tables), and the first scenario (of four) outlined. The main obstacle I had with the first scenario was whether I want the NOMADS to rescue a single weird spaceplane from the ocean, or if I want to have two near-identical spaceplances with near-identical crew to rescue. The voicechat convinced me to do the latter, since it has a more blatant “weird” factor to hook players. The plan is to finish that draft, hand it off to a newbie GM, and use my mission generator to create the second mission by mid-July.
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Evelyn B is expanding her FISHER KING WWII adventure into a three-part campaign, breaking the existing bits into two halves and adding a third part at the end. The current struggle is choosing what to trim (although she’s already cut a good chunk of excess words) to make room for part 3, since the OG FISHER KING already borders the 30,000 word cap. Very excited to see what she cooks up for Part 3.
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Dr Perky is cooking up a revenge-fueled conspiracy inspired by the ending of The Killing of a Sacred Deer. He’s still trying to determine the main objective and shape for this campaign, but he has an exciting hook and subject. He’s targeting having part 1 worked on by mid-July.
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MrDaBeef is working on a Shub-Niggurath mini-campaign built around Tormsen’s shotgun scenario Mother’s Brew. He wanted to incorporate some ideas from the players’ relationship with Baast in God’s Teeth. He’s settling on giving each player a “Siren” that visits their dreams during Home Scenes, offering to either come closer to Shub (in exchange for cool magical powers) or resisting Shub’s call (costing SAN). We brainstormed some ideas of what those could be, and he seems excited to toy with them. His current plan is to have the modifications to Mother’s Brew complete, and start work on the other four parts by the mid-June check-in.
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Nik is planning on making a three-part Phenomen-X campaign set in the UK against the Shan. We spent some time brainstorming each of the three parts, and coming up with justifications to rope the players in and keep them hooked, despite the danger and the lack of normal DG obligation. The current idea is for players to make PX crewmembers with motivations the mini-campaign will explicitly hook into, offering players relevant latitude in making characters while not accidentally breaking the campaign. Nik’s planning to get part 1 written up by mid-July.
Brokenimage321’s suggestions:
- A pre-WW1 historical setting (Gaslight London, Imperial China, Wild-West USA)
- A crossover with an existing supernatural investigation team from another franchise. How would the stars of The X-Files, Supernatural, Rivers of London, Gravity Falls, or Scooby-Doo fare in the world of Delta Green–or vice-versa?
My ideas:
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Wibbly-wobbly, timey-whimey
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P4-Era Campaign (1917-1945)
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Uses a Rehabilitated Great Old One
List up to three theme ideas here.
Since themes are optional, you should choose specific and evocative themes.
Closes Thursday, May 21st at 11:59pm EDT (UTC-4).
Vote for themes here: https://forms.gle/kS96GxhFC69tDDaD8
- Blue-collar desperation
- Science the shit out of this
- Side Effects May Include
Edit: nixed “Deep in the guts” for “Side Effects May Include”
Edit: replaced “Defiant hope” with “Lunar.”
Edit: Removed “Lunar” (since someone did “Moonshot”) and replaced it with “Science the shit out of this”
Edit: replaced “conflicting identities” with “Blue-collar desperation”
Post up to three (3) theme ideas here. I’ll eventually collect these for us to vote on our favorites.
Themes are due by Thursday, April 23rd at 11:59pm PDT (UTC-7).
If you need inspiration/examples of themes, check out themes from prior years: the Cyberpunk Jam’s optional themes, the Derelict Jam’s optional themes, 2025, 2024, 2023, or 2022.
Here’s my progress so
- Google Sheets character sheet. I started working on this this week. It’s not pretty, but all the fields are there. I’ll spend the weekend to make this
- Underwater technical recovery mission. I started drafting the obstacles and minor objectives for this mission. I should have a rough draft uploaded by
- Algae bloom survey adventure. I’m still not certain on the specific details of the mysterious algae, but I do have the specific player objectives and two of the six encounters drafted. This hopefully should see a public draft by
- Food web of Poseidon. I haven’t started this yet, and it may go by the wayside.
Yeah, it uses an unconventional style for mysteries that can be hard to judge.
If you know about Brindlewood Bay, it basically works the same way. As a mini-explanation: in “Carved from Brindlewood” mystery games, there is no pre-determiend solution. Instead, there are a bunch of clues.
When you want to “solve” the mystery, you come up with a solution that uses as many clues as it can for evidence. Then you roll 2d6 + # clues used - the mystery’s complexity. Roll 7 or more, and you’re correct (possibly with a complication). Otherwise, back to the drawing board.
So these kinds of mysteries are about gathering as many clues as you can, then weaving a solution that uses as many of those clues as possible.
However, being unfamiliar with the rules, I find it very hard to rate.
If you don’t want to buy two different rulebooks (understandable), I suggest skewing your ranking towards the lower end of your range. It’s the “safer” score, and it’s possible any issues you currently have persist even after learning the rules.
Legibility
Very effective in organizing and communicating its contents. There are a few spelling mistakes, but none hinder comprehension. The author regularly places the most important details at the beginning of any long description, and the early GM’s summary effectively contextualizes the entire mission for the GM.
The only ambiguity I could find is with the list of Challenges. It’s ambiguous if all the Challenge items need to be overcome, or if only some need to. It seems to flip-flop between sets of Challenges. A GM can parse it on subsequent readings, but it can still be clearer.
Despite those minor blemishes, this mission is still clear enough in its writing and organization to be easily-comprehended.
Design
The mission starts on a good foot by establishing its core values (anonymity and autonomy) to the players and tying that to a meaningful player motivation (desire to avoid surveillance and access useful gear and NPCs). The setting of the adventure also does a great job of seeding suspicion in the players’ minds: the 10 hour time limit of the NULL zone before it moves prevents players from getting too comfortable in the space, the totalitarianism of NIHIL (even if never exercised) contradicts the intention of the NULL zone that foreshadows the reveal, and even the “everything is a little too quiet” when the players first enter demonstrate the uneasy artificiality of the NULL zone.
In addition, the resolution portrays an interesting test of values for the player characters, whether to reaffirm their commitment to true freedom by forfeiting a useful place that grants them ore privileges or to accept the co-opted “free” situation and willingly submit (either temporarily or permanently).
However, this commitment to unease and transience also creates a feeling of detachment from the NULL zone. For me, this is caused by a lack of any notable, characterful occupants and utilities. There is supposedly a wide array of interesting characters: patrons, fences, merchants, and revolutionaries. But none are actually provided. Not only does this point to the NULL zone’s artificiality and lifelessness, but it also prevents players from caring enough about the place for the final choice to feel meaningful.
Speaking of detachment, the three missions and their Challenges feel sparse, like mere skeletons of missions. They’re reminiscent of the 1HP Dragon (which is neat), but the first two missions feel thematically disconnected from the rest of Welcome to Null and have few details to make them memorable on their own. The first mission resembles a stock cyberpunk adventure so much, that it feels like an invitation to skip or replace it with anything else the GM has.
Aesthetics
Beyond the colorful text and stylish GM info box, Welcome to Null is visually very clean and plain. For me, that reinforces the co-opted sanitiziation of the Null zone itself. My only wish was that there was a proper printer-friendly version of the PDF (with black text on a white background). The markdown version is a helpful addition though.
Thematically, the central tension between true freedom and a carve-out in the existing power structure is compelling. It’s one I can imagine certain players having a genuine struggle with, and portrays the struggles and compromises seen in some real revolutionary struggles.
Suggestions
I only have a few suggestions for a future version:
- Add more distinct characteristics to the Challenges of each mission, tying into the themes of the rest of the piece.
- Provide a list of specific, interesting NPCs in the NULL zone. This should increase player attachment to the Zone and make the final choice more difficult
In the end, Welcome to NULL is an interesting space and plot that I personally plan to use in my next cyberpunk game.
Yeah, uploads are locked during the rating period.
Since itch’s interface is a little weird (and Calvin Ball is separate run from One Eyed Lumberjacks), I recommend actually uploading Calvin Ball as a separate submission. It’s easier for me to allow “late” submissions than it is to let people edit their submission.
Go ahead and make a separate project page for Calvin Ball. Once you do, post the link here and give me your email. I’ll then generate a unique submission link for you and email it to you. Sound good?

















