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How to Play: A 60-Second Overview

PC Architect is a game of risk management. You start with $1,800 and 10 Stability. Your goal is to reach 25+ Performance.

1. The Build Cycle You will acquire five components in order: CPU, GPU, RAM, Case, and PSU. For each part:

  • Roll for the Market: A 1d6 roll determines the price or condition of the market (e.g., a "Used Market" find saves money but loses speed).
  • Roll for Stock: A 1d6 roll determines if you find a Value, Pro, or Elite component.
  • Manage your Stats: Record the cost, Performance (P), and Stability (S) on your build sheet.

2. The Risk of Failure High-end parts give you massive Performance but often drain your Stability. If your Stability drops too low, your chance of a system crash increases during the final step.

3. The Final Boot After the 5th part is installed, roll 2d6 for the "Moment of Truth."

  • High Stability gives you a bonus to the roll.
  • Low Stability gives you a penalty. If you survive the boot, tally your Performance to see your final Rank!

Here is a step-by-step gameplay example to show how a typical turn of Storm Runner feels:

The Scenario: Entering Stage 2 (The Storm)

You have already cleared Stage 1. You are now in the thick of the lightning.

  • Goal: You need a Triple 3s or Triple 4s.
  • Condition: Your card is pristine (0 corners folded).
  • Tools: All 3 tools are available.

1. The Initial Roll

You shake the 3 dice and roll: [ 1 ] [ 3 ] [ 4 ]

Analysis: Not a triple. You need to use your tools.

2. Use Tool: KICK THE DASH

You decide to keep the [ 3 ] because it's part of the goal for Stage 2. You reroll the other two dice (the 1 and the 4).

  • New Roll: You get a [ 3 ] and a [ 6 ].
  • Current Dice: [ 3 ] [ 3 ] [ 6 ]

Analysis: Getting closer! You have a pair of 3s. You need that 6 to become a 3.

3. Use Tool: BARREL ROLL

You look at your Flip Key (1:6 | 2:5 | 3:4). You see that a 6 flips into a 1.

  • You flip the [ 6 ] to its opposite side.
  • Current Dice: [ 3 ] [ 3 ] [ 1 ]

Analysis: Still not there. You have one tool left.

4. Use Tool: THROTTLE

The Throttle lets you add or subtract 1 from a die. You apply it to the [ 1 ].

  • You add +1... it becomes a 2. (Still not a triple).
  • Wait! You realize you have a better move. You use the Throttle on the [ 1 ] again (mental undo) and try to get to a 3.
  • Correction: You can only use the tool once. The [ 1 ] can only become a [ 2 ].
  • Final Dice: [ 3 ] [ 3 ] [ 2 ]

5. The Result: STALL

You have used all three tools and failed to make a triple of 3s or 4s.

  • Action: You fold the top-left corner (W1) of your card. The turbulence has damaged a wing strut!
  • Next Move: You reset your tool checkboxes, keep your health at 3/4, and retry Stage 2.

Here is an example of the first few days of gameplay on Dead Air:

Survivor Log: Initial Setup

  • Survivor Name: Elias
  • Shelter / Health: 10
  • Supplies: 10
  • Radio Parts Found: 0/4

Day 1: The First Draw

  • Card Drawn: 6 of Hearts
  • Suit Theme: Hearts (Biological) — Focusing on infected or hunger.
  • Event: Discovery — You find something useful.
  • Consequence: Gain +1 Supply.
  • Journal Entry: I spent the morning tracking a stray dog through the subway tunnels. It led me to an abandoned roadside clinic. The shelves were mostly bare, but I found a sealed box of protein bars behind a loose floorboard. My stomach finally stopped growling.
  • Updated Stats: Shelter: 10 | Supplies: 11

Day 2: Signs of Life

  • Card Drawn: Jack of Spades
  • Suit Theme: Spades (The Unknown) — Psychological strain or ruins.
  • Event: The Landmark — Find a unique location.
  • Consequence: Write about it and add to Mapped Locations.
  • Journal Entry: I found an old clock tower that still rings at noon, though no one is there to wind it. From the top, I can see the layout of the industrial district. I’ve marked the tower on my map; it’s a good vantage point for future runs.
  • Updated Stats: Shelter: 10 | Supplies: 11 | Mapped Locations: 1/6

Day 3: The Threat Looming

  • Card Drawn: 3 of Clubs
  • Suit Theme: Clubs (Technical) — Fortifications or radio glitches.
  • Event: Minor Setback
  • Consequence: Because it is a Club, lose 1 Shelter.
  • Journal Entry: A heavy storm rolled in, and the wind caught the makeshift tarp over my radio array. One of the support beams snapped. I spent hours in the rain trying to lash it back together, but the bunker is leaking now. The dampness is getting into everything.
  • Updated Stats: Shelter: 9 | Supplies: 11

Day 4: High Stakes

  • Card Drawn: Queen of Diamonds
  • Suit Theme: Diamonds (Urban) — Scavenging ruins and rare loot.
  • Event: The Hard Bargain
  • Consequence: Risk 2 Shelter to scavenge 3 Supplies, or vice versa.
  • Decision: Elias decides to risk his Shelter/Health to stock up on food.
  • Journal Entry: I spotted a grocery truck overturned in the middle of a major intersection. To reach it, I had to climb across jagged rebar and broken glass, slicing my arm open in the process. I made it back with a crate of canned peaches, but I'm bleeding and exhausted.
  • Updated Stats: Shelter: 7 | Supplies: 14

Here is a gameplay example of the first two rounds of SKY-GARDEN: The Solar Canopy to show how the mechanics flow:

Round 1: Powering Up

  • Phase One (Photon Intake): You roll a d6 and get a 5. You now have 5 Energy Units (EU) to spend.
  • Phase Two (Architecture): * You spend 1 EU to Install +1 Power into a central hex (Current Value: 1).
    • You spend 1 EU to Install another +1 to that same hex (Current Value: 2).
    • You spend 3 EU to Upgrade your Battery to Level 2. Now, your "Install" actions will add +2 Power instead of +1 for the rest of the game.
  • Phase Three (Atmospheric Shift): You roll a 4 for Static Air. No change occurs to your grid.

Round 2: Managing the Storm

  • Phase One (Photon Intake): You roll a 3. You have 3 EU for this turn.
  • Phase Two (Architecture): * Because of your Level 2 Battery, you spend 1 EU to Install and add +2 Power to a new hex.
    • You spend 2 EU to Insulate your central hex. You circle the number to show it is Shielded against the next negative event.
  • Phase Three (Atmospheric Shift): You roll a 2 for Grid Failure.
    • Normally, your highest-value hex would be reduced by half.
    • However, because your hex was Shielded, it ignores this negative event. You remove the circle, and the hex remains at its current power level.

The "Supercharge" Scenario (Quick Look)

Imagine a hex is at Value 6. If you use an action or an event (like High Noon) that pushes it to 9:

  1. The hex immediately drops down to a value of 1.
  2. You must trigger a Surge, adding +2 Power to two different adjacent hexes.
  3. That hex can never be Insulated again for the remainder of the 10 rounds.

Pro-Tip for New Riders:

Watch out for Box 11 (Wet Roots). That -1 to your White Dice can absolutely kill your momentum right before the Gap Jump at Box 8 if you aren't careful with your routing!.

My Best Run: Silver Medal (7 turns) on the Enduro rig. Getting that mid-game Heat reset saved my skin!

If you’re looking for a quick, "one-more-go" solo game that fits on a single sheet of paper, definitely give this a download.

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Pro-Tactics for a 60-Second Win:

  • Don't Overthink: Unlike 9x9 Sudoku, you don't have time to look for the "perfect" spot. If a number is legal in a column, drop it immediately in the first available row.
  • Focus your Fire: Pick two rows or two columns early on and try to prioritize those. If you roll a column that isn't one of your "targets," just dump the number in a way that doesn't block your target lines.
  • The "Surge" Save: If you have 5 out of 6 numbers in a line and you roll a 6, use the Surge rule (if you have an error) to clear your head, or just placement-spam to fishing for that final number.
  • Rolling Technique: Use a small dice tray or roll close to the card so you aren't chasing the die across the table. Every second your hand isn't writing, the bomb is winning.

Good luck, you will need it!

To help your players understand the flow, here is an example of the first three days of a journey in SHRINE OF CORRUPTION.

Character Setup

  • Class: Necromancer.
  • Starting Stats: 8 Life, 12 Mana.
  • Passive: Grim Harvest (On a 6-9 Discovery, can choose +1 Life instead of +1 Mana).

Day 1: The Journey Begins

  • Draw: 7 of Hearts.
  • Suit Theme: Hearts (Undead)—The physical toll of the crypts and rotted horrors.
  • Encounter: Discovery (Rank 6-9).
  • Action: I find a rusted locket among the remains of a fallen guard.
  • Stat Change: Normally +1 Mana, but I use Grim Harvest to gain +1 Life instead.
  • Journal Entry: "The crypts are cold, but the locket I found reminds me of the world before the massacre. I feel a flicker of strength return to my tired limbs."
  • Current Stats: 9 Life, 12 Mana.

Day 2: A Brutal Encounter

  • Draw: 10 of Spades.
  • Suit Theme: Spades (The Abyss)—Arcane ruins and the fraying of sanity.
  • Encounter: Hazard/Boss.
  • Action: A Unique Demon, a wraith of the Abyss, lunges from the shadows.
  • Stat Change: Lose 2 Life and 2 Mana.
  • Journal Entry: "A shadow with eyes like dying stars tore through my defenses. My mind reels from the void-touch of the Abyss. I am bleeding, and my magic feels thin."
  • Current Stats: 7 Life, 10 Mana.

Day 3: A Glimmer of Hope

  • Draw: King of Diamonds.
  • Suit Theme: Diamonds (Wilderness)—Harsh terrain and damp caves.
  • Encounter: Staff Fragment.
  • Action: Hidden within a hollowed-out tree in the freezing wilds, I find a piece of the Horadric Staff.
  • Stat Change: No stat change, but I have 1 of 4 Kings needed to escape.
  • Journal Entry: "The wind howls through the mountain pass, but my hands are warm. I have found the first fragment. Three more, and the portal will open."
  • Current Stats: 7 Life, 10 Mana. (1/4 Staff Fragments Collected).
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"I'm so glad you're enjoying the descent!

To answer your question: No, you do not automatically recover Stamina between chambers. In Cinder & Ash, your Stamina represents your current momentum and physical limit. To get it back, you have two main options:

  • The Recover Action: You can regain 2 ST during an encounter, but it leaves you vulnerable, and the enemy will hit you freely that turn.
  • The Bonfire: Rolling a 5 on the Chasm Table allows you to rest and fully restore both HP and ST.

Managing that limited pool is the heart of the game's challenge—knowing when to strike and when you're forced to catch your breath while under fire.

BUT... If you feel the game is becoming too difficult, you could consider a "house rule" where you regain 1 ST after successfully clearing a combat encounter.

UPDATE

Fixed a typo on the pdf manual:

* Strike (1 ST): Roll 1d6. If result > Enemy DEF, deal 2 DMG.

This section: If result [ > ] Enemy DEF.

Solo Session: The Vault of Rust

System: CORE & COIN Scenario: The Heist

The mission is simple: secure three ancient data-coins from the center of a 2'x2' scrap yard. My warband, The Scavengers, faces off against a relentless Auto-Bot sentry unit.

The Warbands

  • The Scavengers (Player):
    • Kael (Warrior): 3 Health, Hits on 3+.
    • Midge (Scout): 3 Health, Hits on 4+, Moves 7".
    • Rook (Deadeye): 3 Health, Hits on 4+, 12" Range.
  • The Sentries (AI): 1 Warrior, 1 Scout, 1 Deadeye.

Round 1: Opening Moves

Initiative: Player rolls 5, AI rolls 2. The Scavengers go first.

  1. Midge (Scout) moves 7" toward the center objective. She uses her second action to Interact and claim the first coin.
  2. AI Turn (Deadeye): I roll a 4 on the AI table. The Deadeye Advances: it moves toward the center and attacks Midge.
    • Solo Rule: The AI "Burns the Luck". Coin Toss: Heads!.
    • The attack is an automatic, perfect success. Midge takes 1 Damage (2/3 Health remaining).
  3. Rook (Deadeye) moves to a shipping crate for Cover and fires at the AI Scout. Roll: 5 (Hit!). The AI Scout takes 1 Damage.

Round 2: The Melee Lock

Initiative: AI rolls 6, Player rolls 3. The Sentries go first.

  1. AI Turn (Warrior): I roll a 6. The Warrior Agresses, moving toward Midge (the weakest player) and attacking.
    • Roll: 4 (Hit!). Midge is down to 1 Health. Midge is now in Melee Lock.
  2. Kael (Warrior) moves 5" to intercept the AI Warrior. He attacks.
    • Roll: 2 (Miss).
    • Burn the Luck: I flip a coin. Tails!.
    • Kael fumbles and his activation ends immediately. Note: Because Kael is a Warrior, he ignores this first "Tails" flip of the game. He stays active and uses his second action to attack again.
    • Roll: 5 (Hit!). The AI Warrior takes 1 Damage.

Round 3: Attrition

  1. Midge (Scout) is desperate. She tries to Recover. Roll: 6. She heals to 2 Health. She then tries to Disengage from the AI Warrior.
    • Roll: 5 (Success!). She moves 7" away toward the second objective.
  2. AI Turn (Scout): I roll a 2. Since the Scout is at range, it Defends: moves to cover and attempts to Recover.
    • Roll: 2 (Fail). No healing occurs.

Round 5: Final Tally

After five rounds of trading shots and repositioning:

  • Kael (Warrior) managed to strike down the AI Warrior. (+1 Point)
  • Midge (Scout) held onto 2 Objectives. (+6 Points)
  • Rook (Deadeye) was taken out by the AI Deadeye. (AI gets +1 Point)

Final Score:

  • The Scavengers: 7 Points.
  • The Sentries: 1 Point.

Victory: The Scavengers successfully extract the data-coins!.

Gameplay Example: The Maiden Voyage of The Brass Kestrel

To help you get started, here is a look at the first three turns of a typical expedition.

The Setup

Our cartographer names their vessel The Brass Kestrel and draws an [X] in the center of an A4 sheet. They place a small copper coin on the [X] and draw four circles (O) in the corners of the page to represent the Beacons. They start with 5 Steam Tokens.

Turn 1: Setting Sail

  • The Roll: 2, 4, 6.
  • Navigation (2): North (Up).
  • Throttle (4): Move 4cm.
  • Aether-Scan (6): Anomaly!.
  • Result: The player draws a 4cm line straight up from the Capital. At the tip, they draw a Jagged Bolt [ϟ]. Because of the Anomaly, they lose 1 Steam Token (4 remaining).

Turn 2: Evasive Maneuvers

  • The Roll: 1, 1, 3.
  • Navigation (1): North.
  • Venting Steam: The player doesn't want to go further North into the edge of the paper. They spend 1 Steam Token (3 remaining) to change the Navigation die from a 1 to a 3 (East).
  • Throttle (1): Move 1cm.
  • Aether-Scan (3): Floating Island.
  • Result: The player draws a 1cm line to the right and sketches a small Cloud/Island shape. This is now a Safe Harbor for future refueling.

Turn 3: Reaching the First Beacon

  • The Roll: 4, 6, 2.
  • Navigation (4): East.
  • Throttle (6): Move 6cm.
  • Aether-Scan (2): Clear Skies.
  • Result: The 6cm line is long enough to touch the top-right Beacon (O).
    • Step A (Event): They roll a 1d6 and get a 1 (Steam Vent), gaining +2 Steam (back up to 5!).
    • Step B (Upgrade): They choose the Reinforced Hull, increasing their maximum Steam capacity to 7 for the rest of the game.

Current Map Progress

  • Beacons Lit: 1 / 4
  • Steam Reserves: 5 / 7
  • Hazards Plotted: 1 Anomaly
  • Total Path Length: 11cm (-11 points so far).

The Brass Kestrel is fueled up and upgraded, but with three Beacons left and a growing web of flight lines to avoid, the descent has only just begun.

Welcome to Cinder & Ash, let’s follow a lone traveler through a single Chamber and a desperate moment at a Bonfire.

Character Status

  • Vitality: 10/10 HP
  • Stamina: 3/3 ST
  • Souls: 0 SO

I. The Ascent

You roll a 1d6 on the Chasm Table. You roll a 3, encountering a Hollow Sentry (HP: 4, DEF: 3, DMG: 2).

II. The Stance (Combat)

Round 1

  • You (Strike): You spend 1 ST (now 2). You roll a 4. Since 4 > 3 (Enemy DEF), you deal 2 DMG.
  • Enemy (Turn): The Sentry is still alive (2/4 HP). It swings its rusted blade for 2 DMG.
  • Status: HP 8, ST 2, SO 0

Round 2

  • You (Strike): You spend 1 ST (now 1). You roll a 2. 2 < 3, so you miss!
  • Enemy (Turn): It strikes again for 2 DMG.
  • Status: HP 6, ST 1, SO 0

Round 3

  • You (Dodge): You are low on Stamina and HP. You spend your last 1 ST (now 0) to Dodge.
  • Enemy (Turn): The Sentry attacks, but you roll past the blade. 0 DMG taken.
  • Status: HP 6, ST 0, SO 0

Round 4

  • You (Recover): You have no Stamina left to Strike. You stand your ground and catch your breath. You regain 2 ST.
  • Enemy (Turn): Because you Recovered, you cannot Dodge. The Sentry hits you for 2 DMG.
  • Status: HP 4, ST 2, SO 0

Round 5

  • You (Strike): You spend 1 ST (now 1). You roll a 5. 5 \ge 3, dealing 2 DMG.
  • Enemy (Death): The Sentry falls. You harvest 1 Soul.

III. The Fading Light

You are battered (4 HP) and decide to search for a Bonfire before moving to the next Chamber.

  • The Roll: You roll a 5—Success!
  • The Rest: You collapse by the flames. Your Vitality returns to 10 HP and your Stamina to 3 ST.

Note: Since you only have 1 Soul, you cannot afford an Ascension yet. You need 4 more Souls to permanently increase your stats.

Lone Path Echo Example Session

Scene 1: The Journey Begins

Kaelen crests a ridge of obsidian sand. I want to know if he sees a landmark in the distance. I’ll use The Fate Table.

  • Question: Is there a visible tower or shelter on the horizon?
  • Roll: 2
  • Result: No, and it's worse than you thought.

The horizon is an endless, blurring heat haze. Not only is there no tower, but a massive dust storm is whipping up, obscuring the path behind him.

Scene 2: An Oracle Intervention

As Kaelen seeks cover from the rising wind, he enters a new region of jagged rocks. It’s time to roll on The Core Oracle.

  • Roll: 3
  • Result: Sudden Weather Shift.

The dust storm hits with unnatural force, a heavy mist of grey grit that forces Kaelen to hunker down beneath a narrow rock overhang.

  • Prompt: Which memory from your past haunts you while you wait for the sky to clear?

Kaelen stares into the swirling grey and remembers the day he left his sister at the gates of the Silver City. He promised to return in a month; it has been three years. The guilt feels heavier than the stone above him.

Scene 3: The Search for Resources

Hours later, the wind dies down. Kaelen is parched. He searches the nearby rocks for any sign of moisture.

  • Question: Does he find a trickling spring in the rocks?
  • Roll: 5
  • Result: Yes, but there is a cost.

He finds a small pool of water trapped in a basin of stone. It’s cool and clear, but as he drinks, he realizes he has dropped his only whetstone into a deep, narrow crevice to reach it. His blade will grow duller now.

Scene 4: A Moment of Rest

Exhausted, Kaelen finds a small, sheltered alcove to set up camp for the night. I roll on The Core Oracle again.

  • Roll: 10
  • Result: Absolute Peace.

The twin moons rise, and for a brief moment, the biting wind stops and the Wastes look like a sea of silver. The world feels perfect.

  • Refresher: Kaelen recovers 1 point of Will/Stamina (Total: 4).
  • Prompt: Who would you write a letter to right now?

He pulls a crumpled piece of parchment from his bag. He doesn't have a pen, but he "writes" a mental letter to his sister, finally admitting that he is lost—and that he's sorry.

/// Signal Lost: Example Mission Log ///

Survivor Status:

  • Hull: 10
  • Supplies: 10
  • Beacon Components: 0/4


Day 1: The Descent

Card Drawn: 9 of Diamonds Event: Discovery

The dust from the crash hasn’t even settled, but the geological scans of this canyon are already yielding results. I spent the morning scaling a jagged obsidian ridge and discovered a vein of crystalline phosphorus. It's not food, but it provides a steady heat source for my portable stove, saving me from burning through my primary fuel cells.

  • Consequence: Gain +1 Supply.
  • Current Stats: Hull 10, Supplies 11.


Day 2: The Screaming Wind

Card Drawn: 10 of Clubs Event: The Hazard

A localized electromagnetic storm rolled over the wreckage of the ship today. The mechanical shrieking of metal against metal was deafening as a loose hull plate tore free and slammed into the life support module. I had to vent a significant amount of pressurized oxygen to prevent a total blowout, and the repair drone I was using was fried by a static discharge.

  • Consequence: Lose 2 Hull and 2 Supplies.
  • Current Stats: Hull 8, Supplies 9.


Day 3: A Piece of the Puzzle

Card Drawn: King of Clubs Event: Beacon Component

I returned to the engine room today once the static cleared. Digging through the charred remains of the internal comms array, I found it: the Long-Range Transponder. It’s covered in soot, but the internal circuitry is still humming with a faint, hopeful standby light. That’s one piece of the SOS secured.

  • Consequence: 1/4 Beacon Components found.
  • Current Stats: Hull 8, Supplies 9.


Day 4: The Monolith

Card Drawn: Jack of Spades Event: The Landmark

While searching for more wreckage, I stumbled upon a series of obsidian pillars. They are arranged in a perfect circle and hum at a frequency that vibrates through my very marrow. They aren't natural. I sat in the center of the ring for hours, watching the alien stars, feeling a strange sense of peace despite the crushing isolation.

  • Consequence: No stat change.
  • Current Stats: Hull 8, Supplies 9.


/// Transmition interrupted... ///