Eyes and Hands
A game about pairs of Pilots fighting within Mecha. It uses a system called HOLD to reward players for understanding what their partners will want to do.
The Haul is my collection of game design projects, currently including 7 original games, 4 settings for other games, and 2 supplements for other games. The original games are definitely the big-ticket item, though, so I figure that here is the most appropriate place for sharing it. More information about each individual game can be found on the project page.
https://dealerumbra.itch.io/the-umbra-haul

I've launched my urban supernatural heist RPG which like other Beta Maxx games leans into the Movie Trope space and takes reference from decades of heist films, but puts a spin on top of them all. You can see some of the influences on the launch release, or if you get in and check the Appendix M1 and Appendix M2 (no there are no Appendices A to L ;) )
https://halfling-caravan-games.itch.io/beta-maxx-theft/devlog/168242/launched
The Knife is my take on steampunk mixed with fantasy, set in a decaying royal city at the edges of the desert and the sea. The city's on the verge of being colonized by an aggressive foreign empire, and the main characters are "sharps," natives of the city that they call The Knife. Mechanics are inspired mainly by Tunnel Goons, so indirectly harkening back to Fighting Fantasy.
The Duel
https://joel-lafferty-hughes.itch.io/the-duel
A combat system that aims to allow players a more engaging and dynamic way to tell the narratives of martial combat encounters. The system allows for any weaponry players may like to use, in any setting, and has game modes for one, two or groups of players.
There are also guidelines for adapting the system for use in an outside RPG campaign setting to add a more grounded feel to combat.
Here's something quick I came up with today, though this is more of a supplement than a full system but nothing's stopping you:
The basic story is I had a dream about teaching 4-6 year old kids how to play TRPG's but the problem was I only had a coin. In real life I work with kids, so this scenario isn't all that unlikely actually. Anyway, I came up with this system and when I woke up, I thought it was actually a good idea with a few tweaks added.
As a result The 50/50 System was born! I've added a bit more complexity/nuance to it than in my dream, but I want to stress that it isn't a robust system, which is why I call it a "supplemental system". However, it comes with some nice bonuses:
I'm sure there are others but that's what came to mind when I thought about it. The document has been updated with typo corrections and one rule clarification (which was my fault due to a typo), but I more-or-less made this after waking up today. Other folks seem really pleased with it, which surprised me, and I thought y'all might too.
Enjoy, and happy gaming! :D
https://rolistespod.itch.io/paris-gondo-text-only
"The play-based GonParis Method is a simple, smart, and effective way to banish encumbrance forever. Adopt this dungeoneering strategy, and you’ll never be overloaded again."
This game is a tongue-in-cheek tribute to Marie Kondo, encumbrance rules and other tropes found in beloved dungeon-crawling games.
It is a GM-less storytelling game for 3 to 6 players, designed to be played in a few hours with polyhedral dice and no preparation.
Players in this game embody Adventurers who, as a group called a Party, have reached the last level of a Dungeon and defeated the Boss who presided over it. Play starts as Adventurers discover Loot you create. The objects you decide your Adventurer carries home makes up what you pack as their Final Inventory.
If Adventurers hold on to possessions that spark joy, they might feel invigorated and satisfied for the rest of their existence, or at least until their next adventure. But letting go of less emotionally charged but useful Belongings might prove to be a deadly mistake for the Party on their Journey Home.
Also, it is the first game that I designed and published ever.
:D
Watchmaker's Apprentice: A game about reflecting on life choices while building a watch.
The Final Cathedral at the End of the World is basically a storygame dungeoncrawl, where you play as the dungeon.
Games with a Disney World Design
Here is a nice design of games with Disney heroes and world - https://www.films-disney.fr/jeux-casino-inspires-univers-disney/
Oh. I just released THE MENDING CIRCLE, a tender and wholesome TTRPG about healing. You come together as a coven of three witches sent to help. You are there for those that have no one by their side. You can be a helping hand, that one lucky break they need to get back on their feet.
What I really love about The Mending Circle is that it is a game about hope and healing, but not one that is afraid to show its teeth. It's about the authentic and difficult journey that healing demands.
— Avery Alder (Buried without Ceremony)
You can grab it here:

'A hundred years' is a GMless TTRPG game I designed for worldbuilding with my players. It follows the relationships of a group of characters over several generations, building up a family tree and following how the world changes around them.
It is also pretty much setting/genre agnostic :)
https://megasomamars.itch.io/paratype
Paratype is a game about surviving a post-apocalyptic world by fighting giant bugs. The system is semi-crunchy with mutant bug powers & can run in long or short term campaigns! Currently working on creating a proper pre-made module for in book :>
Modern Mythology- A superpunk game combing the near future and superheroes.
https://relentlessfilm.itch.io/modern-mythology-quickstart
https://infantofatocha.itch.io/chronomutants
Do y'all like player shenanigans? do you also think that "it's so crazy it just might work" is a mechanically underserved part of tabletop gaming? Do you like the flavor of Gamma World but don't care too much for the cumbersome mechanics? Do you like the idea of nobody waiting for a players turn to do something? Do you believe that Sasquatch should be a player class? If you are weird like me, I got your back.
Check it out please, give feedback please. You think it stinks? tell me why. You see an obvious thing that I missed because I spent too much time starring at the Docs? Tell me. I need all the help I can get.

Very excited to announce the release of Brightknife, a push-your-luck d6 TTRPG. 70 pages of indie OSR-style goodness with pill bug goblins, quick character creation, lovely art, and a system that encourages roleplaying and clever problem solving.
Thanks for taking a look! https://daggerpress.itch.io/brightknife