We're still working on it, yes. We've had a number of writer scheduling conflicts but we're pretty nearly done with it - our aim is to have it release early 2026 in text-only format with a Kickstarter launching in early Spring.
Valorous Games
Creator of
Recent community posts
I can look to expand that a bit! We're a d10 opposed roll system with grid-based combat. Our big unique points are that we have a balanced Technique creation system where you can customize your own battle abilities, and we have an active roleplay system where players are encouraged to shout attack names and dramatically monologue to receive rewards from the GM which can be spent to boost rolls.
On the non-combat (or Challenge) side, we use a Meter system where players still act on initiative and describe their actions, justifying a specific stat to use while doing so. Successes can push the meter higher and failures can push it lower, with the success of scenes based on the end result of meters. This system has a lot of flexibility where the GM can set time limits or other conditions as needed to represent more complicated scenarios.
Thanks for those catches! I'll get those fixed in the updated version. And yes you are correct, 5 CP every season and CP is the only pool that can be used on Traits and Proficiencies but you can augment it with standard SP - basically you can only add Traits or Weapon Proficiencies when you promote.
Usually we recommend at least 3 players, although we can go as high as 6 fairly easily. We style ourselves on a typical TTRPG experience that you might find in a bigger game like D&D so 2-3 hours depending on people's availability and attention span is a good length of time for a session, with a single "season" of play (Levels 1-5, 6-10, etc) expected to run about 12 sessions total.












