A Note on What's Coming
You may have noticed a pattern in the games I've been releasing. Voyager's Child. ZDAY. Mushroomers. Make Dirt. Nobody. Each one is a complete experience, but they all share a skeleton.
That skeleton is called Hexmaul. It's a core engine that powers everything I make—and everything I will make.
What Hexmaul does:
· One resolution mechanic that scales from a d6 to a d100.
· Three primary stats (Mind/Body/Soul) that map to any genre.
· An age ladder that lets a 4-year-old and a 40-year-old play the same game at the same table.
· A modular structure where terrain, factions, oracles, and journaling prompts can be swapped in and out.
What Hexmaul is not:
· A finished product. It exists across multiple files, versions, and experiments.
· A promise of a single, unified book—yet.
· A guarantee of a Kickstarter, a print run, or a release date.
I'm currently consolidating everything into a single core document. The goal is simple: make it easy to grab any of my games and know exactly how to play—without reading three different versions of the same rule.
If that sounds like something you'd want to see:
· Follow my itch page.
· Try any of the games already there.
· Let me know what works, what doesn't, and what you'd want in a unified version.
No campaign. No pre-orders. No timeline. Just the work, as it comes.
Thank you for reading, and thank you for playing.
— saneromeo