Colossus Link

Monday, March 9, 2026

Brightnight Academy Update

 


Hi everyone! Welcome to my blog! Today I just wanted to talk about Brightnight Academy for a bit.

It’s almost ready to be published! It’s all formatted and ready to go, except for a little editing here and there and the beautiful cover needs to be formatted onto the front of the PDF. I’m extremely excited! The artwork for this game is lovely, both inside and out. The artists who worked on the illustrations really understood what kind of vibe I wanted this game to evoke.

It’s full of monsters and a little tongue-in-cheek humor, and totally kid-friendly. Despite the backstory of a massive war going on between humans and monsters, the game itself is modestly set in an adventuring academy for mercenaries and heroes called Revenants. This game is like the calm before the storm: Eventually, all of the training and studying the students are involved in will manifest as skills needed on the battlefield against humans, but Skullabelle the Skeleton can’t think about all of that right now, she has a paper on the zoology of shark dogs to write about! And Oliver One-Eye the Cyclops can’t think of anything right now with the way cute Hagga the Witch is looking at him from across the classroom!

It’s cute little moments like that which make an experience in an academy setting game really shine. Sure, it’s up to the players themselves to make those moments and interpret different tables and prompts, but the potential for those slice-of-life events is ever-present in Brightnight Academy thanks to its calm setting amidst a land riled up in the chaos of war.

Brightnight Academy shares many themes with Cozy MMUGS, and that’s intentional. While more action-heavy, Brightnight Academy is about life in the slow lane, taking each day one day at a time. It’s a setting where small events contribute to the larger narrative of growing older and improving yourself in and out of combat. Whereas Cozy MMUGS featured more customization, however, Brightnight Academy prefers to invite you into this world of monsters who just want to learn how to make their world a better place. It’s an established setting, unlike Cozy MMUGS, but like Cozy MMUGS, it would prefer you face each day with an open-mind and an open-heart.

Just today, my husband, a brilliant map-maker, made a map for Brightnight Academy. He made a map of the academy’s campus, and I couldn’t be more pleased with how it turned out. It reminds me of the brochures you get when you tour universities and colleges. It’s bright and open and uncomplicated but made professionally. It’ll be available as its own PDF alongside the game and characters sheets when Brightnight Academy is published soon.

Eventually I plan to publish most of my PDF catalogue as physical books available (probably) through Lulu, and when I do, I’ll make sure to include the map with the book, perhaps on the inside cover. I always like it when maps are on the inside covers of books. It feels like you’re being welcomed into the book’s world right off the bat.

The character sheets for Brightnight Academy are also finished. They aren’t going to win me any awards, but they have all the pertinent information your monster student needs to graduate from the academy and become a Revenant.

And once you do graduate the academy and become a Revenant, the game continues, and I’ve made a character sheet for that as well.

I’ll make another post about Brightnight Academy when it’s all polished and edited and beautified and published on itchio and drivethrurpg. Stay tuned!

Sunday, March 8, 2026

Current Projects (March 2026)

 


Hi everyone! I can’t believe it’s March already! Time is flying by this year, but of course I said that last year, and the year before that, and the year before that…

This month I have a TON of projects I’m working on that are in varying stages of development and completion. I wanted to discuss some of them with you today.

Brightnight Academy

Let’s talk about Brightnight Academy first, since it’s closest to completion and I’ll likely have it published within the week, if not just a little longer. Brightnight Academy is a MMUGS game that is set in the Monster Heroes universe. You play as a bright-eyed monster student who wants to become a Revenant, a mercenary who is a hero to monster-kind. In order to become a Revenant, you must graduate after attending four years of schooling at the prestigious Brightnight Academy. You will have classes, both mandatory and elective, and you can join clubs, meet friends, attend field missions, and eventually graduate and play as a Revenant, exploring the broader part of Notneth, the land of monsters that the game is set in.

Why use MMUGS when Monster Heroes has its own rules system? MMUGS is great for journaling and taking an experience one day at a time. When I think of academy games, I think of a somewhat cozy atmosphere where every day, even if you don’t do much of note that day, matters. MMUGS is great for journaling, and so are academy games. MMUGS also has the customization that makes creating your own monster and experiencing life in an adventurer’s academy so much fun.

Also, MMUGS is easy to learn, and I wanted this game to be accessible to a broader audience, including children and adults who have never played a solo TTRPG before.

Brightnight Academy features gorgeous interior and cover art. I know I’m not usually one to include a lot of artwork in my games, but I felt with the monsters I had to truly represent what they look like, and I found an amazing artist named Undead Puppet (Instagram: undeadpuppet.exe) who helped me realize my vision for each individual monster ancestry. I had an equally amazing artist work on the cover art named Flavia Mikaella who illustrated an awesome slice-of-life scene for the cover of the game.

The artwork for this game has really taken it to a place where I can recommend it to both children and adults equally, which is not something I can normally do with my more violent and adult-oriented games like Colossus Complete Edition and Rift Town MMUGS Edition.

I’m very excited to share Brightnight Academy with you all. I’ve ALWAYS dreamed of making a school-based or academy-based game but didn’t know where to start. This time, in making Brightnight Academy, I started where I should have all along: Just at the beginning, and slowly building it out bit by bit.

I’ll make another post about it when I publish it on itchio and drivethrurpg.

My Love Versus All Of Time And Space

That’s an interesting title, isn’t it? This game, My Love Versus All Of Time And Space, is my first foray into the romance genre. It does NOT use the MMUGS system. The system it uses for combat and Stat Checks is closer to Colossus Complete Edition, but with its own tweaks and rules.

I’ve learned a lot in the time I stopped publishing games for a while last year. I’ve learned what systems I like and what kind of rules I enjoy. I learned exactly what makes solo gaming so enjoyable for me, and I learned that I CAN have fun in group play. Therefore, this game is playable both in a group with a Game Master and as a solo game.

In My Love Versus All Of Time And Space, you play as the first Summoner in the land of Rumantica in over 200 years. Rumantica is in the middle of an invasion by Robots who are sucking out the planet’s life force, causing all sorts of havoc and magical anomalies. Together, with Guardian Spirits who you summon to fight for you, you will keep Rumantica safe.

The Guardian Spirits are quite attractive and bonding with them is an important part of gameplay. I’m having art commissioned for eight Guardian Spirits, all of them sensual and intriguing. You can also generate your own Guardian Spirits if none of the ones provided are appealing to you, but I plan for each Guardian Spirit to be appealing in their own way, from sexy, curvaceous bombshells to handsome dad bods to muscular himbos to chubby cuties and everything in between. I want everyone to have at least one Guardian they can be attracted to and want to learn more about and bond with.

If you are dead set against romance, you don’t technically need to romance anyone. Instead of upgrading your relationship to its final stage (Lover), you can solidify your relationship with that Guardian as a Best Friend instead and still receive the same benefits from the bond.

On the other hand, if you want to romance more than one Guardian, that’s okay, too. All of the Guardians are pansexual and can be romanced by any gender and are open to both polyamory and monogamy.

I wanted this to be a very open-minded game. However, while its themes aren’t too racy or overtly sexual, the artwork of the Guardians are very sensual and make this game inappropriate for younger audiences. My Love Versus All Of Time And Space is for adults only.

The artwork, though not for everyone, is GORGEOUS. Illustrated by the same incredible artist who made my covers for Rift Town MMUGS and Mighty Marvelous, Miguelangel Bastidas, the Guardians are sexy and brimming with personality. Their colors pop and I truly believe there’s a character that anyone and everyone will find suits their tastes in attractiveness.

While the gameplay for My Love Versus All Of Time And Space is similar to Colossus Complete Edition, it is heavily focused on character and enemy Strengths and Weaknesses when it comes to weapon types and elemental types. There are three weapon damage types: slashing, piercing, and bludgeoning. And four elemental damage types: fire, water, earth, and wind. Nearly every enemy in the game has a weakness and strength, and some have more than one weakness and strength. The best strategy is to exploit those weaknesses with the proper weapons and spells.

The game uses an XP currency system to purchase Skills that upgrade your Guardians. I like this kind of upgrade system because it makes gaining even small amounts of XP meaningful and allows the player to control how their characters are enhanced and gives enhancing your character a sort of strategy to it.

My Love Versus All Of Time And Space is still in the drafting phase. The draft will likely be finished by the end of this month and then I can start formatting it into a publishing program. I’ll keep you updated on its progress as time goes on and work continues on it.

Cyuteemon

Simultaneous to working on My Love Versus All Of Time And Space, an adult-oriented game, I’m working on a game made with young players in mind called Cyuteemon (pronounced Cute-ee-mon).

Cyuteemon is a creature collecting and training game for both children and adults and can be played solo or in a group with a Game Master. It features a roll-under system where you roll a d20 and try to roll at or under your Cyuteemon’s Stats to achieve your goal in or out of combat.

Like My Love Versus All Of Time And Space, elemental weaknesses and strengths play heavily into the strategy of this game. Cyuteemon are animals (there are 20 different species available to catch) and each animal has an elemental type from Electric, Shadow, Fire, Water, Earth, and Air. That’s 6 elemental types for 20 different animal species, bringing the number of combinations to 120 different Cyuteemon to potentially capture and tame.

An animal’s elemental type affects how it looks and plays. But the animal itself offers different bonuses depending on its species. The different combinations of animals and elements make each Cyuteemon special. As a solo player, you can control up to three Cyuteemon in and out of battle at a time. If you’re playing in a group, you will only be controlling one Cyuteemon at a time. You can capture however many Cyuteemon you want. Your trainer character wears a technologically advanced watch called a Kewlwatch that can transport Cyuteemon that you are not actively utilizing to a Nursery where you pay for their upkeep weekly.

Your trainer also receives a base: a treehouse in the center hex of the hex map you will make of your world in Cyuteemon. You can upgrade your base with credits, the world’s currency. Upgrading your base will give your Cyuteemon things to do outside of combat to entertain themselves and temporarily increase their Stats.

You can challenge other Cyuteemon trainers to one-on-one battles, explore your hex map, capture more Cyuteemon, delve into dungeons, and defeat unique enemies known as Data Malfunctions. There’s a lot to do in this game to keep players entertained. There’s also plenty of tables for solo players to help move the story and the gameplay forward without a Game Master.

I’m working on Cyuteemon at the same time as My Love Versus All Of Time And Space because the games are kind of related yet opposite to one another. Cyuteemon is a fun game where no one dies and focuses on the bonds between trainers and their Cyuteemon as pals. My Love Versus All Of Time And Space has similar gameplay but is adult-oriented and focuses on the relationships between Summoners and their Guardians as lovers. Both feature strategies that exploit strengths and weaknesses, especially elemental ones. Both are about bonding with your summoned creature/Guardian, but one is made with children in mind, and the other is aimed at adults.

Like My Love Versus All Of Time And Space, Cyuteemon will feature some artwork of the various creatures you might run into. Illustrations for Cyuteemon are currently in progress and are looking totally adorable so far. I’ve gotten illustrations of an electric squirrel and a shadow fox at the moment, and I couldn’t be happier with the direction the artist is going with them.

Cyuteemon will continue to be in development throughout March as I’m working on the draft version alongside My Love Versus All Of Time And Space.

The Witches Of Ruth

The Witches Of Ruth is a continuation of the story of Forever Witchy. It is set in the same land of Ruth, but with a new coven of witches (or you can use your old one). The rule system is the same, but the game features all of the additional potions and spells from Beldam’s Bedlam. The special thing about The Witches Of Ruth is that it adds to the lore of the world by introducing new enemies known as the Gorgons who must be defeated and each have their own strengths and weaknesses.

It’s not groundbreaking, but not every game needs to be. Playing Forever Witchy is some of the most fun I’ve had playtesting my games. I wanted to bring more into that world.

The Witches Of Ruth also features tons of tables to help the solo player navigate playing the game, and to help Game Masters in group play to come up with ideas. I also added some journaling tips to this edition.

In The Witches Of Ruth, just like in Forever Witchy, if you are playing solo you create four witches in character creation and if you are playing in a group each player just creates a single witch. There are tons of spells and skills to learn, tons of potions to make, and lots to explore.

If you liked Forever Witchy, The Witches Of Ruth is just more of the lore and storyline for you to sink your teeth into. It’s great for returning players but also features all of the rules from Forever Witchy, so it’s appropriate for new players as well.

I’ve written the entire draft of The Witches Of Ruth. All that’s left is to format it into a publishing program. It would be safe to say that you can expect The Witches Of Ruth to be published on itchio and drivethrurpg by the end of the month.

Other Projects

I have more projects than just these that I’ve been working on sporadically. I have a novel I’m currently editing and then plan to format as a PDF and then publish on drivethrufiction. The novel will be released around the same time as its sister TTRPG that will be set in the same setting as the novel and it will feature some of my most dynamic rules in any game I’ve made yet. I’d like for the two to be released at the same time, as they are connected by setting and storyline, but we’ll see which one gets done first.

A few years ago, I published a novella called Bizarre. I plan to re-edit and re-publish that novella to drivethrufiction. Bizarre is the prequel to Colossus and Colossus Complete Edition. It is about a Scout of the wasteland named Cryer Baron who follows a talking serpent to a great tower beyond a nameless mountain. His goal is to reach the top of the tower, and he encounters strange inhabitants along the way who each have their own agendas.

I originally wrote Bizarre in a week for my father for Father’s Day. Over the years I’ve expanded it and edited it. I published it on smashwords a while ago, but I’m preparing to re-publish it on drivethrufiction where it will be more easily accessible to players of the Colossus games.

I’ll keep you all updated on its progress.

I’m also working on a children’s book called My Little Superhero. It’s going to be quite short but full of heart and emotion and stunningly gorgeous watercolor artwork. It’s my first children’s book so I’m very excited to be working on it. I’m learning as I go, so it might take a while to publish, but I’ll keep you all updated on how it’s going.

I’m also making notes for Monster Heroes Complete Edition. It will feature the core Monster Heroes game plus all of the supplements, new tables, and more tips for playing solo and in a group with a Game Master. I’d like to add a few adventures to it as well, but we’ll see.

I’m developing a concept for a supplement for Brightnight Academy that will feature sample NPCs, including some examples of Archenemies. I have plans to commission artwork for it. It’s still just a concept, though.

I have more games that I’ve developed notes for but aren’t quite where I need them to be conceptually yet. I’ve got tons of ideas, some that have more details to them than others, but all of them I’m excited for. A zombie survival game, more MMUGS games in unique settings, supplements for Mighty Marvelous…the list goes on. But I’m trying to pace myself and work on only a few things at a time for now.

Anyway, I hope this has excited you for the future of Sarah Solo TTRPGs and novels! I know I’m excited about all of these upcoming projects and I’ll keep you all informed as I make progress on them.

One last thing: I have a Q and A on April 4th with Randomworlds on discord. It’s set for 1-3 pm Eastern Time. I hope you’ll be there to see me answer questions about Colossus Complete Edition!

And if YOU ever have questions for me, feel free to ask in the comments on itchio or on my blog. I check them regularly.

The New And Improved Rift Town

 


Hi everyone! I recently published a new game, Rift Town MMUGS Edition. You may remember another game called Rift Town that I published last year. Think of this version as the Second Edition, with a shiny new ruleset and more in-depth gameplay. Also, lots of lore has been added.

In Rift Town MMUGS Edition, you start out by making your very own rift town. What is a rift town, you might ask. A rift town is a town semi-secluded from the rest of the world around it because it features a rift, or scar, in the fabric of reality that affects the town and everyone in it. Strange things happen in rift towns, dastardly things, things that range from paranormal to just exaggerated versions of the same old evils humans have always committed throughout history.

You decide the origin, name, and location of your rift town. Then, you create a character from one of four backgrounds to protect this rift town from threats both supernatural and mundane.

It won’t be easy. Enemies are difficult to defeat. And the actual people in your town all have their own secrets that they hide until you Bond with them and they trust you enough to share them.

Unlike the original Rift Town game, which put a lot of work on the player to create a story, the MMUGS system in MMUGS Edition does a good job of helping you both procedurally and randomly create events, quests, characters, and rift dungeons.

If you liked my other MMUGS games or if you enjoyed the original Rift Town, you’ll really enjoy this one. This game has more enemies than any other MMUGS game yet. And like other MMUGS games, it features a ton of useful tables and generators to facilitate solo play.

If you’re interested in Rift Town MMUGS Edition, you can purchase it here on itchio or here on drivethrurpg.

Colossus Complete Edition Available Now

 


Hi everyone! I recently wrote, edited, and published Colossus Complete Edition. Let’s talk today about some of its features and what makes it “complete” compared to the PWYW versions of Colossus and its supplements.

Colossus was the first TTRPG I ever published. It was not the first one I ever worked on, but it holds a special place in my heart as the herald of my new passion of creating TTRPG game books.

Colossus is set in a post-apocalyptic world that is trying to rebuild after a devastating war with an alien species called the Yaun, who you may recognize from another of my TTRPGs as a playable species: Aethership. In Colossus and Colossus Complete Edition, you play as a Scout of the wasteland, a tough, no-nonsense kind of person who protects the people of the Spire, the location where the game is set. Scouts are trained with weapons and certain skills depending on their class, but they also have power over Miracles, which is like this game’s version of magic.

In Colossus and Colossus Complete Edition, you complete quests as a Scout and keep the wasteland safe from scum and mutated beasts who would hurt the innocent.

In Colossus Complete Edition, I’ve added a ton of tables. I figured since this was built to be a solo game, the players needed more tables than what could be found in the original version. Complete Edition also contains ALL of the supplemental materials, which include new classes, Miracles, adventures, and optional rules.

I added journaling tips in Complete Edition in case you wanted to treat your solo gaming experience as a creative journaling experience.

Everything in Complete Edition has been formatted better than the original for better readability. The cover was also redesigned by me in Canva. I think it turned out pretty well, personally.

If you loved Colossus, you’ll love Colossus Complete Edition even more. It looks better, reads better, all of the rules and additional systems are now in one book, and it has more tips and tables than the original.

I hope you’ll give it a try. You can find it here on itchio and here on drivethrurpg.

Monday, February 23, 2026

How I Write My Own TTRPGs (And You Can Too!)

 


Hi! I’m an indie TTRPG developer and I’ve been working on TTRPGs for about a year now. I just wanted to share my process and what I’ve learned. Hopefully this will inspire any aspiring TTRPG creators who haven’t yet taken the plunge into publishing or making their own games. As a note, this is by no means a definitive explanation of how to create TTRPGs. This is just my own method. Maybe it will help you, maybe it will inspire you, or maybe it doesn’t apply to you. Any of those are okay. I just thought I’d share to show what my process looks like and see if it helps anyone else.

My first piece of advice is to read. Read TTRPGs, novels, comic books, everything and anything in different genres. Figure out which kind of stories and settings you connect with. For TTRPGs, figure out what kind of rules or game systems you enjoy. Also, when reading TTRPGs, keep an eye on the formatting of the PDF or book. It could inspire your own formatting for your own TTRPG. The most important thing you need to write your own TTRPGs is experience with different game systems. You need to figure out what YOU like, because odds are if you like something, someone else will, too.

Developing a concept is important in creating TTRPGs. The first step to realizing your vision is figuring out what your vision is. I like to start broad. What kind of setting or genre am I interested in at the moment? Am I vibing with post-apocalyptic these days, or maybe a cozy, slice-of-life type of game? I decide on the setting or genre of the game as a loose concept and then I slowly add notes about what the game is actually about, such as goals of the game, how many players, what kind of rule system I (think I) want to use, is there any resource management like tracking Rations or Stress. Nothing has to be too detailed at this point. Just putting words of your thoughts and ideas on paper, even abstractly, is progress in creating your TTRPG.

Once you have a list of notes, it’s time to start with the details. This is around the time I like to come up with the lore for my setting. The lore doesn’t have to be extremely in-depth, not at this stage, anyway. Just write down something about the history of your game world, maybe list some major characters or sample characters. This is the time to figure out how the rules you want to use interact with the lore and the setting of your game. For example, Miracles are both pertinent to the lore in Colossus and to the rules system. Scouts use Miracles to perform feats of “magic” and psychic prowess, but they gain the ability to use Miracles by the same process that turns them into Scouts in the first place, by bathing in miasma. In Colossus, there are rules for how to use Miracles. Your lore and/or setting should connect to the rules of the game in some way.

You’ve probably already decided at this point whether your game is solo, group play, or co-op. Or you may have rules for all three in your game. I personally love creating solo games, but some of my games have rules for playing with a Game Master. Whether you’re creating a solo game or a group game, the important thing to work on with the rules at this point is balance. The balance of difficulty for combat and skill/ability checks in a solo game will look differently than the balance in a group game. In a solo game, you really don’t want to make the enemies you battle too overwhelming, unless you just want to make a hard game where combat is not always the best idea when facing enemies. You should also balance how much damage your character can do whether you’re playing solo or in a group. Now is a good time to come up with any skills, abilities, or powers the players can learn and/or use in the game.

After you balance the rules, now would be a good time for the first playtest. Just playtest a few combat or Ability/Skill Check scenarios. See if the balance is right. If not, go back to your rules and fix them, then playtest again. A common theme you’ll see here is playtesting is important at pretty much every stage of game development.

If your game has any items, now would be the time to make them. Come up with some magic items or helpful equipment. Decide on if you want to make any special weapons. How do the players acquire these items? Are they bought, found, or a reward after a successful combat encounter?

If you’re making a solo game, tables and oracles are important. They can also be important for group play as well. Tables can help emulate a Game Master if your game doesn’t use one. A Yes/No oracle is especially helpful. You could also create d100 or d20 lists of plot points, sidequests, events, NPC generators, monster generators, dungeon generators, and Action/Theme tables. When you are making a solo game, the more tables, the better. Tables can be fun to make, or they can be really difficult to make. I’ll probably post an article at some point with advice on how I make tables. Really, though, the best and most original way to make tables is to use your imagination to come up with ideas for them. The tables should be relevant to the gameplay and setting of your game. You can be as vague or as detailed as you want with them. For example, Ironsworn’s tables are very vague so that it can work with a variety of stories and settings. But Mork Borg’s tables tend to be very specific to the kinds of circumstances you’ll run into in its own unique world. You should decide how vague or how detailed you want your tables to be based upon the gameplay and setting of your game.

Now that you have the lore, notes, gameplay, tables, and have playtested extensively, you should put everything together in a first draft. I start with a Table Of Contents and list everything I need to describe or detail or explain in my game under the Table Of Contents. These are the headings for each section I plan to write about. I may add or remove headings and sections as I go, but I always start at the beginning, which is usually an Introduction chapter that explains what the game is about briefly and quick rules for gameplay and dice rolling. Then I go in order of the Table Of Contents, with explanations of the rules and settings and tips under each heading. I refer back to my notes constantly as I write.

Once the first draft is done and all of your game’s information is in one document, go back over it a few times editing, adding, removing, and just reading it to make sure it all makes sense. This is the hardest part for me. After I finish the first draft, I like to wait a day or two to look at it again with fresh eyes to notice if I’ve made any continuity errors or grammar/spelling mistakes.

Once I’ve confirmed I’m happy with the draft, and I’ve playtested some more to the point I’m satisfied with how the rules work and are perfectly balanced for solo and/or group play, it is time to format the draft. I use Microsoft Publisher, but it’s going away in October and I’m currently on the hunt for new formatting software. If you have any suggestions, leave them in the comments. Anyway, I format the draft into software that I can easily create a PDF with. This is also around the time I commission art for my project. For art, you can use public domain art, draw your own art, or hire an artist. I used to use Canva and public domain art to make my book covers, but for my recent projects I have hired artists and it really makes a big difference in both sales and the overall vibe of my game books. However you get your art, make sure to leave room for it while you’re formatting your game book in Publisher or whatever other software you use.

Now would be the time to make any character sheets that you need. Again, I use Publisher for that, but you can also use Canva and transfer the character sheet into Publisher then make it into a PDF. I don’t have much advice for making character sheets. Mine aren’t great, they’re just useable. Maybe look at other games’ character sheets for inspiration on formatting.

After that, I like to wait a few more days and look over it all one more time before committing to it. Once I’ve done that, and playtested the game one last time, I transform the game and any character sheets into PDFs. Then once more I look it over as a PDF, both on my laptop and my phone, to make sure everything is correct and that it looks good.

Now it’s time to publish it. You can publish it on your website, on itch, or on drivethru. At least, those are the options I’m familiar with. Each website has its own process for publishing and will guide you along.

Anyway, those are my tips for creating and publishing your own TTRPG! I hope it helps and inspires other budding TTRPG creators. Like I said earlier, it’s not the definitive way to do things, but it’s my way, and it works for me. Whatever works for you, works perfectly.

Sunday, February 22, 2026

New Projects In The Works

 


Hi! I just wanted to keep everyone up to date with my current projects. I’m juggling multiple projects at once in varying stages of development.

The first project is Rift Town: MMUGS Edition. It’s an expanded version of my 2025 game Rift Town using the MMUGS engine. You can create your own rift town and fight to protect it from creepy monsters. This version offers tons more options and tables than the original. It’s been drafted and formatted. I’m just waiting on the cover art, and I still need to make the Character Sheet for it. If you know me, you know that creating Character Sheets is the bane of my existence. I’m just not very good at making them pop. I’ve thought about hiring someone to make them for me, but for now I’ll just make my basic Character Sheets and maybe in the future I’ll release updated versions of them.

The second project is Brightnight Academy. Last year I came out with Monster Heroes and supplements for it. Brightnight Academy is set in the Monster Heroes universe at an adventuring academy. It uses the MMUGS system instead of the Monster Heroes system. It includes more lore about the Monster Heroes world, twelve monstrous ancestries to choose from to create your character, and daily life in a magical adventuring academy. You can even graduate from the academy and become a mercenary/hero known as a Revenant and continue your character’s adventures from there. Brightnight Academy is currently drafted and formatted. I’m waiting for the beautiful interior and cover art, and I’m also procrastinating on making Character Sheets for it as well.

I have an idea for a sequel to Forever Witchy called The Witches Of Ruth that’s a standalone game which continues the story of Forever Witchy and its supplement, Beldam’s Bedlam. It’s currently in draft form. There are some things I still wish to add to it before I commission art for it and format it into PDF form. The rules are the same as Forever Witchy, but the story has been updated and there’s a new plotline for the player or players to follow, as well as tips for journaling and extra tables to roll on.

I’m ruminating on a kingdom management game that is as of yet untitled. In it, you play as a prince or princess who must run the kingdom for a full year as their mother/father the queen/king was cursed to slumber for a year by a spurned witch or warlock. I’m still planning out the lore and setting, as well as the management gameplay. I’ve never done a heavy resource management game, but I really like the concept of it and I’m looking forward to working on it in the future.

What you may not know about me is that I’m not just a TTRPG creator, I’m also a fiction writer. I wrote a draft for a book years ago. It is set in a junkyard of dead worlds where four sisters seek to reach a place called Sanctuary, stalked by a familiar foe known as the skull man. I’m currently in the process of doing a final read-through of it and formatting it into a PDF. I plan to publish it on Drivethrufiction. In tandem, I’m working on a TTRPG set in that same fictional world that is to be released at the same time as the novel. This system will not use MMUGS. Instead, it will use a game system similar to my Colossus and Aethership games. I’m currently formatting and reading over the novel and working on notes for the connected TTRPG but expect me to heavily advertise them both when I finish them! It’s my main project I’m working on and I’m very excited!

I’m also in the process of gathering notes to create Colossus Second Edition, which will have all of the supplemental and main rules together in one book, plus tips for journaling and more tables and streamlined formatting. I also plan to commission a new cover illustration for it. Colossus is dear to my heart because it was the first TTRPG I ever made and released.

I have another game that I’m ruminating on that is tentatively titled “Psychic Cowboys” that will be about just that: psychic cowboys in a fantasy Western setting. I don’t have much information on it now, other than the concept is exciting to me and I can’t wait to finally leave my comfort zone and work on a Western-style setting.

I have more projects in mind, but so far that’s where they’re staying: in my mind, for now anyways. I have a lot to work on but I’m excited and up to the task. I’ll keep you updated on the progress of my projects and make special posts as each game is released. I just want to thank you all for your support, allowing me to work on my passions: fiction and TTRPGs.

As a side note, my MMUGS games (Mighty Marvelous, Cozy MMUGS, and MMUGS High Fantasy) are on sale on itchio and are available in a bundle on drivethrurpg. If you are curious about the MMUGS engine, this is a great time to take the plunge and try them out!

Thursday, February 19, 2026

New Cozy Game Available Now!

 


Hi everyone! I’ve just released Cozy MMUGS, a cozy farming and slice-of-life game set in a small town you create using the MMUGS engine. When you’re looking to play something with a little less intensity and create a more relaxed story, give Cozy MMUGS a try!

It’s heavily inspired by the video game Stardew Valley by ConcernedApe. It features farming, mining, taking care of livestock, and even raising a family. You can upgrade your house, map out your very own cozy town, and populate it with friendly townsfolk!

There are low combat or no combat options. Some people like combat in their cozy games, and some don’t. Therefore, I decided to include combat as an option when exploring the town’s only “dungeon”, the mines.

I also include tips for journaling your stories in your cozy town. There are tons of tables to roll on to generate events, characters, and more.

My goal with this game was to create something you can play when you want to relax and not want to have a world-ending storyline to commit to. The kinds of missions, or Jobs, this game has are simple. Grow a certain amount of a certain crop. Help a talking squirrel find its magical acorn. House sit for an old woman with a plethora of feral cats.

That’s not to say you can’t add drama or peril into your town. You could totally journal Cozy MMUGS as a soap opera if you wanted to. That’s the great thing about the MMUGS engine, it’s expandability.

You can find Cozy MMUGS on itchio and drivethrurpg. I hope you’ll give it a try and have hours and hours of fun in your own cozy town!

Brightnight Academy Update

  Hi everyone! Welcome to my blog! Today I just wanted to talk about Brightnight Academy for a bit. It’s almost ready to be published! It’...