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Sandy Pug Games

A member registered Mar 08, 2018 · View creator page →

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Hey! So, two answers! Firstly, you're entitled to a download code for itch with your physical purchase, just email me at and I'll send you one

Secondly, we've got the character sheets up for free right here! - 

Have fun!

yeah, just email me sandypuggames (@)

Ce'st Magnifique! Ah! Beautiful!

What are you working on 👀

An outstanding collection of weirdos dripping with a perfect unique twist on Ald-Amuran weirdness. Nice work!

Yeah but folks who bought the physical book, or the PDF from a third party retailer, or whatever, might not have gotten them for a variety of reasons

already added to the page 😅 Awesome video! Huge thanks for pointing people our way!

I love this!

This is a *fantastic* review. Almost all of these make me wish the movies in question were real but this is one of the few that makes me believe it might be. Thanks!

Not at all! Glad for the chance to chat about it!

Mechanically speaking the Mentor character should only take one of the given Guide moves at the start of the game, then through Advancement they gain more. Unfortunately we goosed the advancement rule that helps clear this up, it's in the errata here:

Otherwise a Mentor character has access to all the abilities of a regular one, with the sort of agreed upon fictive conceit that you are acting as a mentor within the game, and you'd be a pretty bad one if you hogged the spotlight, or got in the players way. Try to play with a mind to the character back at base or on the sidelines. The moves, hopefully, try to reflect this style of play with big once-in-a-session supporting acts. I dunno how well I did with those alas 😅. You can of course opt not to use those rules if you're concerned about it at all! Playing through as a more traditional GM/Player relationship works just fine.

Aw heck yeah it's here! Can't wait to read through these!

fwiw there will be a time when these resources are easily available for free, we're just working on it.

Wherever you bought it should have a note that says you're entitled to an Itch key. just email me at and I'll hook you up.

Hey Mushrooms!

I believe you should hit File and there should be an option to save a copy. I didn't make the sheet tho so I can't say for certain. As for the art, I'm not sure what you mean by maps, but we have an art drive we've made publicly available, and you're very welcome to extract the images from the book (if you rename the PDF to a .zip it should allow you to unextract the contents). I'll follow up this comment with a link to our drive when I get back home.


this is the first one of these where the player was the agent of chaos actively trying to destroy Adam's asperations of screenwriter fame

Hit me up at!

Besides the HTML version, no.

Outstanding work. Love all the new archetypes, love the adventure starters in the case files section, just a great addition to the universe!

Oh I see! Thanks!

Hey friend! Could you post a screenshot of what you mean? I'm not seeing what you mean in my version

Thanks for the heads up Ceetee! It's a glitch with the PDF elements getting rasterized that seems to hit us at random, will try and get a clean copy up today

This was a point of some contention within the squad, with some of us thinking the size restriction was a balancing thing, and others thinking other forms of physical contact are ok - I think the spirit of the move def. allows for some leeway with the physical contact, just means you'll have to get creative with the bigger Monsters (Interesting to imagine applying it to Gaa’domi!)

Generally marking a clock segment as a failure should happen when narratively appropriate - when a lead goes dry, when a resource is permanently out of reach, or just generally when it's unlikely that this avenue of investigation fails. Marking a segment is kind of like the full stop at the end of a little mini arc.

I can see how that's not clear, and we should have made it explicit, but almost any move rolled at 6 or below could potentially trigger a X for a clock. Hope this helps 

Or, as it turns out, right now. Should be downloadable now.

There is! I'll try and get it up over the weekend.

Alas it looks like we goofed on 1. It should read that the Mentor can pick 2 additional Mentor moves from the Mentor starting moves selection.
2. Its a straight swap out for a background/training at that level. If you have a -1 in Boating, you can't use that to swap out for a 0 in Chicken Keeping, although I suppose if you wanted a slightly faster or more broadly capable character that would be an easy tweak.

Played and deeply enjoyed this over on steam. Wonderful and interesting mechanic well realized in an engrossing and strangely familiar world. Dreamlike and the mechanic feels complimentary to that. Loved how playful the whole thing felt, from the subtle humor to the phone backgrounds. Got the rocket ending!

Totally understandable. This is your work, and you're the one who gets to decide how and why things get done.  

Hey NiftyHat! Great questions, I'll add them to the errata doc.

1) Yes you may.

2) All equipment stacks, yes. This can become very broken very quickly.

3) After, tho before is an interesting idea.

4) I think changing their character sheet is a reasonable interpretation of that rule. Equally so would just be a character change too, emotion, goals, internal philosophy, loss or gain of loved ones, etc.

Good lord, Adam

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Communism is by definition stateless, where common ownership of the means of production enables massively more in the way of private enterprise (in the sense of individuals having time to build, make, research, develop projects, offer services, etc) than the fascist state depicted in the game (Fascism itself is often said to lack an economic ideology, frequently finds itself allied with large corporations and I tend to agree that it often plays out as a state-capital alliance in modern times, see Italy and Germany in WW2, or the various fascist/corporate collaborations in the global south), though I agree maybe a better word could be used given how the term kinda carries the connotation of enterprise as in corporate enterprise or a capital venture. I mean it more in the sense of the freedom to do what you want with your own time has been outlawed by the state.

Ideologically you may be mixing up Full Blown Communism with the transitionary state of Socialism, which does tend to carry state monopolies on production as a means of removing the means of production from the hands of the few and democratizing them among the workers directly, typically coordinated into a centralized state. In the world of Rennasistance this period passed for most of the world decades ago, and now everyone is living Fully Automated Luxury Space Communism. I'd say most of the people outside of Neo-Klettgau don't work for anyone but themselves now.

Utterly lost it at the reveal in the last paragraph, well done

They do! You're supposed to do two rounds of both, at least how I figured it. Generally you can set your own intervals and even total health, if you wanna play 300,000,000HP Planet. Eagle eyed readers may notice the health total in the book adds up to more than 10 Million, at least at the time of this comment. Honestly that was a mistake but I thought it was so funny that I'd done all this Branding around it being 10 Million, then fucked up the maths, that we wanted to keep it in till it was noticed. May or may not actually fix it. 


heck yeah!

Looks like that section got trimmed in the layout for some reason - Mooks deal one damage per player action, and that damage doubles whenever you spend a Power on them. They're one of those run-away-train style things that start off being weak but can quickly end up doing absurd Damage to the planet. I'll fix the missing section and upload a V2 in a few minutes, thanks for letting me know!