The design is absolutely stunning! The upper part of the page is a bit tricky to read but c'mon, it sets the vibe.
And the image of a skeleton band with percussion and brass section, playing some unholy funky tunes somewhere In the distance is a chef's kiss!
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Not gonna lie, the whole premise was rock solid for me — shady people, down-to-earth criminal stuff, I really like that vibe.
Then I got to "The Fracture" part, and oh boy, you had my interest, now you've got me hooked! I really like that sullen, slice-of-life criminal action-drama being infused with a "floating animated asterisk emitting loud crackling radio static." A Sopranos and X-Files (I guess, even Delta Green-level eerie stuff) crossover I didn't even know I needed!
Very nice and punchy gameplay – I'll definitely use it as a one-shot game!
The cardinal sin of this game is that it uses the pun I wanted to use in this intro. Such a nice name!
In a game where you're literally parting ways with your flesh while negotiating a family crisis (well, kind of) and trying to somehow continue functioning with your spouse, you can't even come up with a better title. It wraps all the themes and mechanics neatly!
What I really love is that this game is not just a romcom horror story – it touches on some subtle topics as well.
"The only way to save yourselves is to fall apart for each other. After you see your spouse's roll, you may tear off a piece of your own Flesh to give them a success" – the rules say. And what a sentence it is! The game turns care into the authority to decide where damage lands.
That's a precise, and well, unsettling model of intimacy. Love is not presented as protection from harm. Love is the capacity to say: let this happen to me rather than you. Very poetic!
When someone pisses you off, an axe is the only answer. Especially if you're a goddamn rabbit.
Had an absolute blast with this game! I imagine it as part Monty Python lost feature film, part medieval marginalia come to life, but it's definitely a ride altogether.
The revenge list is a chef's kiss. "They are outlawing the carrots" — HOW DARE THEY, WHERE IS MY AXE! And in my playthrough, the pure SVG build yielded the most fun. You don't need to be quick-witted when your enemies are going to be chopped evenly. Also, the Hop – sorry, THE HOP Almighty– was ripping poachers and unicorns left and right. Very satisfying!
The gameplay loop is really cinematic; it's so evocative and fun! The tables provide enough pressure, grotesquerie (finally, a context where this word fits!), and random detail – flatulent humans, hopeful animals, poisoned water, outlawed carrots, tyrannical nobles – to turn that phrase into a violent woodland folktale. Think Sherwood Forest Axe Massacre
An amazing game to spend a couple of sessions with!
I think, the provided scenario where three boundary hysterical people who are trying to escape the Megastructure and trapped inside the enclosed space with steadily rising water infested with half-human half-machine servitors (Tetsuo the Iron Man, is it you?) really sealed the deal that this game is something really cool.
Well, you get it from the design alone – the whole underground punk-zine aesthetic absolutely nails the theme. Personally, I dig the strong "Blood Electric" by Kenji Siratori vibe from the whole project – even the page you're holding in your hands is visibly hostile to you. "You, hacker!" the page tells me in SHODAN voice.
The coins (What an idea for resolving checks! Metallic smell on your hands dials the immersion to 11) don't love you too, the checks are adrenaline inducing. The game rapidly teaches you a lesson that capitalism, bureaucracy, and every broken workplace already understand: find the one person who knows how to do something, then make them solve the machine while you stand behind them holding a gun. Or swinging something to scare the servitors back – it's up to you. The different stats for different roles flesh them out easily.
My run of the game failed successfully and miserably – my TWO hackers from the party died quickly, succumbed to servitors. It made the escape part even more rewarding! And I think the intentional ambiguity in rules makes it even better, there's no happy end (obviously), you just keep moving (or wading) through the industrial sludge filled with mechanized menace.
The whole session feels like a story told later by someone who cannot stop shaking. I can absolutely imagine the under-the-voice dialogue late at night, in a godforsaken by relatable safe pocket of the Megastructure:
“Then we got the door open”
“And?”
“And the door opened”
Absolutely rad stuff!

