Exceptionally high quality, hand packed orders of independent games and books. My go to for anything that I can’t source directly from creators.
MIRU is my absolute favorite solo TTRPG. It has a chewier experience than many other solos out there, an incredibly satisfying game loop that makes you want to play one more turn, then one more turn, then one more...you get the idea.
And while there is a lot of game here, there are plenty of RP opportunities as you think about your character's experiences wandering this world in order to kill a god.
I cannot recommend MIRU enough. 5/5, 10/10, all the numbers.
I'm honestly not sure what to make of this just yet. I've never gotten around to play any solo. It'd be nice if the card system works for a group like GM-less game.
I wish some of this was afforded to be put in the first book, it's too important to be left to second thought. That said, I'm glad they made this book to follow up.
It blows my mind how I hadn't heard of this RPG when it's this good. I can't wait to bring it to the table with my group.
Fantastic, original take on the traditional tabletop rpg. This book, as well as **** Night, is a work of art.
It’s a lot of fun if you want to go into a world and really sink in
Perfect if you like that punk vampire vibe. The art and tables throughout this book also help spark ideas for adventures, character backstory creation, etc
An insanely immersive and fascinating story. It’s clearly crafted with care, from the actual make of the book to the content within. Very well laid out too! It’s easy to follow and run, and easy to navigate as a GM in the midst of a session. And don’t even get me STARTED on the art—all of it is stunning. So glad I picked up a copy.
It's a neat idea to make a game about the backstory of a castle, then use that castle as a dungeon. I think the implementation needed a little more time in the oven.
For a book with a ton of rolling tables for space ships this gets the mind and creative juices flowing. The tables and information within are fun, interesting and useful.I could write a book with just the tables creating space ships and crew.
Love the dice! MTG from Fanroll always has great dice!
Adds fun to any card game. My grandchildren were tickled by the cards.
Fun zine, glad I grabbed one of the last few available. Hopefully they do a reprint for those who missed out.
Somehow it manages to do every bit of the heroics that the other guys' official RPG does without anywhere near the complexity.
Both clever and creepy, this is an engagingAND challenging solo RPG.
Orbital Blues is a game that wears its theme proudly and delivers on it beautifully. From the moment you open the book, you’re struck by how the art perfectly captures the “sad cowboys in space” aesthetic—lonely drifters, smoky starports, and the melancholy beauty of the frontier between the stars. The visual design isn’t just window dressing; it pulls you into the mood before you’ve even rolled a die. The layout supports that aesthetic as well, balancing evocative illustrations with clean presentation so that every page feels atmospheric yet still approachable for reference at the table.
Mechanically, Orbital Blues strikes a sweet spot between simplicity and depth. The rules are streamlined, intuitive, and easy to learn, but they also give players plenty of freedom to lean into character-driven storytelling. The system supports both the thrill of daring heists and the quieter, more introspective moments of life aboard a beat-up starship. Nothing feels overcomplicated or bogged down—everything from character creation to conflict resolution flows smoothly, letting the narrative and the theme remain front and center. For a game so steeped in mood and tone, having mechanics that never distract from the experience is a huge strength.
Finally, the book itself is a pleasure to use. The organization is thoughtful, with rules and guidance laid out in a way that’s both logical and easy to reference during play. The marriage of text and illustration feels deliberate, guiding the reader’s eye without ever overwhelming the information. It’s clear that care went into making sure this wasn’t just a rulebook, but an artifact that reinforces the world it’s inviting you into. As a whole, Orbital Blues is one of those rare RPGs where the mechanics, art, and theme are in complete harmony. It’s not just a game—it’s an experience.
I read through the entire book in a day and am so excited to introduce it to my table! The book was easy to read with lots of useful advice - more than enough to get started. And the system is great for tables that love being powerful heroes! Absolutely love it!!!
This book is not only light years deep on details for any kind of ship you could possibly imagine, it's also clever and eclectic. The artwork is top notch. Well worth the price.