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Sasquatch Games

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A member registered Dec 14, 2015 · View creator page →

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I'll update the total now for you.

No progress news at this time. A few delays happened, so everything is pushed back into the new year.

I've added a few copies to catch-up with sales. Enjoy!

Good questions!
1 - Play with a starting Momentum of 2. This will prevent any weirdness from happening with the other rules.
2 - I'll update the Spades rule to represent a roll+Momentum total of 3 to 9 (to account for the potential to crash).
3 - Each route is 5 cards (found under the "How to Play" section). So playing cards in reverse would mean drawing 2 (when possible) and playing the second card drawn before the first. It's just a bit of fun that could provide a possible twist of fortune.

I've added a print-friendly version for you. It includes the covers and interior images, but removes the border and background texture. Hope that works for you. If not, let me know and I'll make additional changes.

Correct. Ending a round on the location contributes to the completion of the objective.

Thank you for sharing. I'm thrilled that the game left you feeling great and that you created a story from the experience. 

I honestly forgot to modify the version number. Will do that now - thank you for the reminder!

Oh weird. Yeah, that should be Stamina. I'll export a fix in the next few minutes. Thanks!

I'd say play the current version of the game, plus the expansions. The new GLIDE will be a stand-alone experience written from the ground up.

I got you. Check the "Demo" section for the file named "GLIDE - Character Sheet (Shapes)." This one has the heart for stamina, droplet for water, engine block shape for fuel, etc. 

I'm removing Turns from the game, allowing players to just take Actions (Move, Explore, Trade, etc.) as they choose to. This will reduce the amount of upkeep needed to play, with the game responding to player's choices and overall removing  the "action economy" mechanics. This changes also aligns more closely with traditional TTRPG systems, moving away from the board game mechanic hybrid I was using.

I'm happy to hear the sentiment. My hope is to create something much more expansive while filling the niche of sci-fi "hope-punk" games. Recent releases, like ECO-MOFOS!! and Cloud Empress, have put me back into the creative process for GLIDE. I recommend checking those out, if you haven't already.

Hey! Check the "Demo" section of this page for the character sheets - two version are there.

In the full rules there is information on setting the distance for the enemies from the player. This is directed towards the GM but is also applicable for solo players. It is essentially roll a die, see if an ambush occurs, and set the distance for the encounter. Players can try to ambush enemies as well. Sorry that the preview doesn't show all of this!

Hey there!

ZONES is an entirely different game from Courier, both mechanically and thematically. In ZONES, you are playing a more "standard" RPG experience using the Mausritter ruleset. If you've seen anything on Mausritter, then you'll understand what ZONES offers, just with guns and humans instead of mice.

Everything you need for solo play is included in the ZONES core rules, such as generating locations, factions, encounters, NPCs, and more. You will need to fill in the gaps, but the game leads you through creating a ZONE (19 hex-tile area) filled with things happening that the player can interact with. 

Hope that helps.

Thanks, Seal! I'm aiming to have a full preview available for free sometime in September.

  • Events all require Wits tests except for ones with the "b" (Being) listed (see next answer).
  • B-evil are automatic combat. You don't need Wits for those.
  • Shortcut is intended to provide a Thing reward.
  • You should still resolve the location as the game is intended to follow the Event, Location, Track Check order. I always think of this as following the final Tracks to the Location.
  • There is no maximum Spirit (design oversight), so feel free to add the addition 3 onto your character! Spirit really helps balance some tougher encounters with the +1 bonus per spent Spirit on a die result.

Great idea with the Houses. I was skeptical on including them in the game as they are ripped right from Dune by design. I will however include some interactions with them, likely through missions and relationship bonds.

The new system I'm trying, Bonds, allows you to access better resources, prices, and specialties if you reach certain levels with the Houses. This accompanies the Guild Progress, which is specific to your rank in each Guild in the same way as the original game provides. More on both systems in future update.

That is amazing to hear of your massive Eridoor exploration. I've not heard of so many hexes explored from a single player!

I'm expanding the Guilds in every way. Players will pick from 6 total Guilds this time around, each focusing on a different aspect of living on the planet such as history keeping, travel, and ecological study. I'll run through them in a future update once I get more interactions finished for preview.

If you can get some into Canada, hell yeah. I missed grabbing a copy from RattiIncantati a while back.

Got it! Thanks for reminding me - it was on my to:do list. 

FAQ can be ignored as those changes have been implemented in this version. I'll change the display name to represent that.

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Oh, yeah. I'll get that fixed ASAP.
*Now fixed. Sorry about that.

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Check the "high resolution digital" ZIP for better quality. I'll repackage the other lower resolution files for mobile users.

There are community copies available for the GLIDE - Expansions Collection, which has all the expansions combined. I'll add some more for GLIDE now.

Thanks for the support! I hope that you enjoy your time with ZONES.

You're welcome. I hope to see a beautiful book from you soon!

I used Mixam for the 200 copy print run. My specs were 100lb uncoated, cover was 130lb satin with a matte anti-scuff. I wanted an even thicker interior, but 100 weight was the max at the time. 


On the page 14, opposite of the Conditions Rules:
"Encumbrance
If your stalker is carrying more items or Conditions than available inventory slots, they are considered  to be encumbered. While encumbered, the stalker cannot run, moves at half speed, and makes all saves with Disadvantage."

This rule is changed from Mausritter, where you would discard an item to make room for the condition. I decided on a "video-gamey" solution for carrying lots of stuff as I'm not a huge fan of inventory management.

That was an old rule that didn't make it out of playtesting, yet I missed removing it. Thank you for letting me know.

Just ignore it for the Improvised Kit armor as there shouldn't be a keyword - it is just improvised protection after all!

Thank you for the kind words. Enjoy!

Good question regarding more dice on a skill test. From the core rules:

A success is achieved when the player rolls a d6 with a result of the chosen Stat’s level or lower. To complete a Skill Test at a location the player must roll dice equal to the level of the location and achieve a success on each roll.

What this means is that adding more dice to the Skill Test offers more chances to reach the required number of success for the location. Essentially what I should have had the rule read is,  "You must roll successes equal to or greater than the location's level." So if you are rolling 3d6 at a level 2 location, you now gain an additional chance to win the Skill Test. 

Good point. Crashing would have to happen elsewhere to accommodate for the minimum 1 Momentum change. I would put it into the Hazards (clubs) result instead.

Thanks for giving the game a play.

The Bounty Hunter doesn't really fit with the core rules of GLIDE right now, but I'm including them in the new edition of the game. In the meantime try this as a custom character option:

The Bounty Hunter

Hardy - 2, Knowledgeable - 2, Resourceful - 2
Contracts - You may hold 1 Contract at a time. A Contract can be completed after 3 Clues are found. Each Contract has a maximum of 3 Clues.
Find Clue (Action, any location) - Perform a Skill Test (choose one) equal to your current location's level and if you have not already performed the Find Clue Action for your current Contract at the location. On a Success, gain 1 Clue.

Confrontation (Settlement only) - Remove all 3 Clues on your character. Roll a d3 for the Skill Test difficulty (1-2=1, 3-4=2, 5-6=3).

  • On success, you complete the Contract and gain Credits equal to the Skill Test Difficulty x 10 and gain a new Contract. 
  • On fail, the contact gets away but you start with 1 Clue.

Goal - Successfully complete 3 Contracts.
Reward: Relentless Pursuit - You may re-roll one d6 during a Confrontation. Contracts now reward Skill Test Difficult x 20 Credits.

Use the tables in this rulebook to make the contracts come to life! I'll add the character to the rulebook sometime this weekend.

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Glad to hear you are having a great time with the core game and the added expansions. I'm happy to answer the questions

  • Nimble provides an additional d6 for Skill Tests by spending 1 Stamina, meaning you roll 1 more d6. For example: a Desert location (level 3) would have you normally rolling 3 d6 but with Nimble you can spend a Stamina to roll 4, 2 Stamina to roll 5, etc. 
  • Quick Thinker provides a success for any doubles result on a Test. You gain an additional success as well (plus 1) to account for the 2 dice used, otherwise you wouldn't be able to complete some tests due to a lack of dice. If the dice were also success normally for the test then you gain their additional successes as well. It is a force multiplier, having a possibly 4 success from 2 dice!
  • Calm Mind has you choose odds (1,3,5) or evens (2,4,6), not a specific number. On you first roll for the stat test you will count the total odds and evens. If your chosen side has more total results, gain a free success. Ignore the "value" wording as that is incorrect usage.
  • The Downtime rules are intentionally vague to spark players to create their own story within the game. Ideally the player would have an idea on what their business does already and the goals they want to accomplish. Including some tables to roll on would have been better on my part for players who wanted a more guided system. See below for a d6 table I've done for you to help get started.

Example roll (2,4,6): Security - conflict - locals angry. 

"The security at the landing pad in the settlement is fighting with the importers planetside. Locals are unable to obtain the goods they need, which is affecting operations and causing a large crowd to swell. I'll need to head down to the port or contact my supplier to find another solution to getting my materials in the meantime."

d6TopicActionFocus
1SupplyPromiseGuild involved
2SecurityCancellationSomething banned
3ContractMissingReward offered
4PropertyConflictFaction control
5DebtSabotagePower outage
6LicenseOverdueLocals angry

Aces do not count as their suit right now. I'm adding more events in the next update which will make things more varied there.

The five cards are kept in the discard pile. When you don't have any card left to draw, then you shuffle everything together.

Momentum has a minimum of 1 with the rules as written. This is on the list for clarification.

Good idea on a simple character sheet. I can throw something together for players with a little glider picture on it.

Thanks for taking the time to play! Answering your questions:

1. Ending the current delivery counts as a success if you have one or more cargo. Otherwise, you can start again with a new 5 cards. This will be clarified in an update sometime soon.

2. This event counts as a success no matter if you have cargo or not. Will be clarified as well (Lone Adventurer on YouTube had the exact same concern).

3. The Diamonds results are going to have another option - choose none. The problem you experienced makes it impossible to complete a run if you don't already have cargo.

4. Correct. All cargo is dropped-off and you score points. The restocking of one cargo will be implemented as it was an oversight on my end for getting more cargo. Otherwise you are just drawing cards and hoping for a result that provides cargo, which can be brutal. 

Thanks for taking the time to provide feedback. I'll be sure to get the update out as soon as I can.