Tabletop Roleplaying Game

Runehack: The Asterist is a short TTRPG built primarily around its hacking system. Hack the world your character is in by placing six-sided dice on a square grid, linking them by their pips. Use your abilities to influence what die roll you're using, or how the board itself looks.

The TTRPG Ruleset

The Setting

Runehack: The Asterist takes place in the world of Runehack, the same setting that's already explored in Runehack: Fairy Heist and Runehack: University's Pillars, and many articles on my blog. In this game, each player's character is a sentient mind scan, usually refered to as a "ghost", simulated within the hologram-like city of Everling that hovers above the ocean's floor. Asterists are citizens of Everling who are capable of hacking the city itself, as well as its other citizens. Take a look at my blog if you'd like to learn more about Runehack.

Interactive Demo

This page also features an interactive demo of the hacking system utilized in the TTRPG. In it, you will find:

  • 8 levels, in which you can get used to the core mechanics of the TTRPG, and see some example levels it could feature.
  • Solo Hack functionality, as described in the TTRPG.
  • An original dynamic soundtrack composed by me with no prior composing experience. It develops with each level, and sometimes even on significant progress in a level.
  • A small surprise after finishing all eight levels.

Controls:

  • Space to spin the die (puzzle mode), or to roll a die (solo hack mode).
  • Left and Right arrow keys to swap difficulty (solo hack mode).
StatusReleased
PlatformsHTML5
AuthorProph
GenrePuzzle
Made withGDevelop
TagsCyberpunk, Dice, Hacking, Synthwave
Average sessionA few minutes
LanguagesEnglish
InputsMouse, Touchscreen

Development log

Comments

Log in with itch.io to leave a comment.

(+1)

So I have to say that it's intriguing; it's also hard to infer what the rules are.  Things have to connect...corner to corner?  When can you ever put dice next to each other?  (I lost on the last move of Level 2 an awful lot.  I also figured a 6 pointing at a 4, side by side, would have their pips "connected", but apparently not?)  I think this would be a good demonstration of the rules, but only if it actually told us what the rules are.

It's a comment I've been receiving for a while now. I'm working on a mini-tutorial that I would like to add to the game ASAP.

Consider only the middle pip on that side when connecting the dice side-by-side. A 6 can connect to another 6 if they are rotated the same way and not touching by the sides that lack a pip. The only other dice that can touch by sides are the odd-numbered dice if their middle pip is pulled to the side.

Apologies for the inconvenience, and thank you for the comment! :) I appreciate it