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A member registered Mar 10, 2019 · View creator page →

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Hello! I've got the link all set up:

When you join, you'll be asked to react to the rules to join the server. As I said previously, this was originally designed as a server for my game MEGALOS, but it's got playtesting channels for Arise as well. In order to reach the playtesting channels, you'll also need to react to a second message after the rules (don't worry, it's right there, can't miss it). o3o

My discord server was originally for one of my other games, but I'm going to shift some stuff around to make the Arise area a little more welcoming. I'll reply to you again with a link when I can. :)

Amazing!!! 😍 Flame dragon princess what adventures will she embark upon

For a quick answer to your first question: It's perhaps not worded as well as it should be. Dash can only be resolved once per turn, but you can spend as many battle dice on it as you feel like. 

You have 1 base Dash on your turn for free. Each additional point of Dash must be purchased at a rate of [2] per point. So if you wanted to move 5 tiles, you'd need to spend at least [8] (1 free dash + 4 more at a rate of [2] each). Note: Surge dice (6s) spent on a Dash opportunity also add to the total Dash available.

Basically-- you can only resolve Dash once per turn, but you can spend as many dice on it as you want.

Thanks for this, lists like this are really helpful as a solo developer.

I've added some stuff to my backlog and I'm working on 0.1c to address some of the more core and/or quick fix issues (particularly typos, clarifications, and fully implementing the weight/load system which somehow got lost in the design process lmao)

Further changes coming or things which don't exist yet and will be clarified (some of these are probably in v0.1c, not in v0.11):

  • Equipment load is mentioned and not elucidated upon. Coming in 0.1c, because this is a core element that needs implementation.
  • Retraining Downtime Action -- mentions of changing your Discipline during Downtime were never given express rules.
    • Alongside that: a full explanation of how battle stats, abilities, and VAWN boosts change when you change disciplines.
  • Accessories table got left out of the equipment section, just like ammunition had previously (ammo fixed in 0.1b). They'll be put back in with 0.1c.
  • Expanding Convalescence Downtime action to address removal of Conditions as well as Wounds.
  • Clearing errant mentions of strain, an old mechanic from a previous version of the doc that I apparently missed.

This has been fixed with the v0.1b release. o3o

The core roll was changed from 2 to 3d6 later in writing. These mentions were  caught and corrected on my end and an updated doc will be uploaded in an hour or so when I get back to my computer. :)

Just opened one up, actually. This link should remain active for up to 30 days. Hope to see you there. :)

The draft rolling out here in a sec has some corrections, revisions, and additions, much of it related to what you were asking/pointing out here. :)

Kith stuff has been reworded a bit-- the intention is for you to be allowed to pick any 2 abilities from your kith(s). Errant mentions of LP & Strength in the MP section were fixed. Hero defenses are meant to be fairly on the low side, but not quite as low as a lot of characters' defenses were coming out, so they've been bumped up by about +1 across the board.

Similarly, enemy defenses were a lil too high, so those have been reduced by close to -1 across the board. And weapons have all been given a native Accuracy bonus from +0 to +2.

I also added a new Encounter Building section with some very light guidelines that I'll be beefing up and refining as playtesting continues.

I'm sorry it took me a month to get back to you!!

Yes, I hadn't even realized the character sheets were locked behind the full purchase. They have been set to "Demo" so you can download them along with the free text-only version of the game.

Pages will be making their return in the final release. The docs have gotten so unwieldy that there's a 2ish hour period of "pdf optimizing" I have to do because I messed something up in the layout. So far I've only had time to put out one optimized pdf per update.

Current plan is a 0.95 early access pass coming next, then the final version is launched off of that. Final version will be both pages and spreads.

That's correct! The bestiaries are bound to the worldbooks so that monsters appropriate for each setting are packaged along with that setting. :] Worldbook coming v soon.

WHOOps yeah Heart of Light is supposed to be an Arklight talent.

Sorry this took so long! I uploaded a page-by-page format instead of spreads. Should be the third downloadable file in the list. :)

Updates are slow-going. I've had a fairly aggressive schedule with my KS project, MEGALOS, and a bunch of life junk going on that has slowed things down (moving to a new town, new job, Covid, etc.).

Originally I was hoping for a major update to this by July but *checks calendar* probably going to have to wait until after August. My plan is to include two new layouts of the book-- one just the "dark mode", one that's a lot closer to plaintext (white background w/ black lettering... will look similar to MEGALOS: NEW GAME, the free quickstart for MGLS found here). 

The layout was definitely one of those "looked cool in my head but is hard to actually 'use' in practice" things.

Update should also include a limited bestiary (stats for ~40 monsters and a few bosses is the goal) and hopefully 2-3 more classes (goals are Dark Knight, Dragoon, and either Scholar or Summoner)

Ohhhh! Yeah I'll see what I can do about that. I'm pretty sure it's in letter format right now, would you be needing A4 or something?

I thought I sent a reply, but apparently it didn't go through for some reason, so I'm sorry if this double-posts or something. X'D

I'm seriously considering cleaning up the bleeds, margins, etc. to make pages for a proper print run-- both as practice/familiarity w the print company's process before the full version is printed, and because it sounds like fun.

Probably going to wait until after MGLS:NG+ comes out, but I'm definitely looking at the possibilities of printing right now. I'll keep folks posted on that when I know more.

Thanks so much for the comment and I'm really glad you're enjoying it!

I've got a free add-on ("Customizing Superfantasy", which will have some optional rules and new resources for players and GMs) and some updates/rebalances to some of the core text coming soonish. Aiming for early July, as I'm moving, starting a new job, and finishing up a big hardcover game release, so this is admittedly coming behind those other things. 😂


So the original release is a d10-based system that I designed specifically for it, while Neology uses an adaptation of my game Superfantasy, which is based around d6 pools and creative/narrative use of power sets.

The Sword Saints: Neology files contain a book which is more or less just the rules, character options, and enemies, and a separate file containing the setting info. If you wanted a system designed for more flexible setting-building (i.e. as you suggested more high fantasy and less science fantasy), I'd venture to say Neology would probably be the better choice.

The original Sword Saints is more of a self-contained product, and the fact that Neology is split into two books could help you to separate out stuff you aren't as interested in with regards to the setting.

Also, Superfantasy is- as the name suggests- built for telling pop fantasy stories, and may be worth checking out as well.

Thank u Adrian that's too fucking nice 😭 <3

yep! Jam's not just for new work. Feel free. :)

That's so strange!! I just downloaded a fresh export and replaced the file on the store page just to be sure... Hopefully this one is correct?

Really appreciating that the tagline is "Gamers are the worst". It couldn't have been anything else.

Yep! I just swapped out the document with an updated version that finalized all the Pg. XX's to reference the correct page numbers.

Ah yeah, it's a little confusingly worded. It's -1% off, a "negative sale", so +10 cents. The reason for this is that in order to get the large goal tracker graphic, I had to set up a sale for it and itch wouldn't let me put it up as a sale of 0% off, so the next closest as a negative-sale of 1%.

Thank you for pointing that out! I'll see if I can get it fixed and uploaded this weekend.

I need more. Moar! MOAAAHHR! 

Excited to see this grow. :>

Worst case scenario I'll email a download code to people. X'D This wasn't as easy to do as I'd hoped and I don't want anyone to feel bad about having bought the pre-release version.

I'm away from home at the moment, but I'll be digging into ways to do that later tonight. The method I'd previously attempted wasn't working so I'll be trying to find a way to get it to people at a discount.