2025 was the year I finally published a big one, and some smaller ones. Looking back, it feels like a small miracle that so much is now real and sitting on DriveThruRPG instead of in my brain and my hard drive.
Here is what came to life, and what is already lining up behind it.
What came out this year
The Wailing
Solo folk horror, werewolves in Portugal during the French invasions. You play someone returning to a village that has already suffered war, famine and betrayal, only to find something older and hungrier walking in the dark with you. Written to be played alone, with oracles and prompts that lean into guilt and history, using a dimple d6 system.
Available on DriveThruRpg.
Echopoint
System agnostic horror in a research base deep in the Atlantic. Think pressure, fluorescent lights, strange readings on the instruments and the growing feeling that your team did not tell you everything. Echopoint is a toolkit, you can bolt it onto any system and let the ocean swallow your players, although you can also play it with the simple d6 system included.
Available on DriveThruRpg.
Ars Mechanica
Mecha war during the Thirty Years War. Clockwork engines, alchemical reactors and saints painted on steel plates, marching through snow and mud while princes and cardinals argue about souls and borders. Ars Mechanica lets you mix giant engines of war with religious politics and mercenary drama. Using a simple d6 system, it includes solo rules and stl files for the mecha.
Available on DriveThruRpg.
Medjay
Monster hunting in ancient Egypt. You are a Medjay, a hunter and protector called to deal with creatures and curses that the official priests prefer not to admit exist. Dust, tombs, river mists and the weight of millennia pressing down on every decision. Using a dimple d6 system.
Available on DriveThruRpg.
Durandal
The big one. An epic diceless roleplaying game of mythic chivalry, inspired by The Song of Roland and the Matter of France. You play paladins of Charlemagne, Saxon rebels, Moorish magicians, all caught between faith, duty and impossible oaths. Battles and choices are resolved with Effort and Passions, not dice. This is the game that has been riding with me for years and it is now fully out in the wild. I’m looking at having a POD version available as well, so expect it on 2026.
The Durandal core book
The Durandal Solo Game
The updated Durandal Quickstart
What is written and waiting in the wings
Not everything made it to layout and release in time for the new year, but several things are already written or very close.
American Dread
Street level vigilantes in a version of modern America that feels uncomfortably close to the news. It is finished on the writing side, layout is pending. It is about masks, anger, survival and what happens when the system fails so badly that people decide to act anyway. It will use a simple d6 system.
Mythic Al Andalus
A sourcebook for Durandal that dives into a mythic version of Al Andalus, with its own saints, djinn, scholars and warriors, and all the tension of a frontier between worlds. This is in active writing, a love letter to a part of history and culture that I really want to treat with respect and imagination.
Song of the Last Oath
The epic Durandal campaign that continues from the introductory adventure in the core book. The plan is simple. Start with that first scenario, then ride on into a long story about loyalty, betrayal and the final cost of keeping your promises. The outline is down, the road ahead is long and tempting.
Blood of the Irminsul
Durandal folk horror, almost ready. Born from one of my favourite Durandal one shots, it is a valley of old trees, anxious villagers and powers that predate Christianity. I am now in the finishing touches stage for publication. The plan is for this to be a part of a trilogy, covering different genres of mythic chivalry.
Cypher time travel humour setting
Because not everything has to be doom and guilt. I have a lighthearted time travel setting using the Cypher System rules on the workbench. It is chaotic, playful, full of bad decisions and worse temporal consequences, and it only needs a last pass to be ready.
The things that did not happen and might yet
I wanted to write fiction this year. Short stories, maybe a novella, pieces that would sit next to the games and breathe the same air. A big piece that would support a new setting. That part did not happen. Brain, energy, life and time all had other plans.
Some of those ideas do not want to die though. I have been toying with the idea of taking a few of them and building a setting that uses the rules of the most famous fifth edition fantasy game. If that happens, it will be a place where my weird obsessions meet a system more people already know.
We will see.
Holoverse and the long game
Beyond all of this, support for Holoverse continues. Monthly meetings in Almada, experiments with emotional physics, Passions and anime level powers, and the slow work of turning a shared universe and a rules engine into something that feels right at the table.
Holoverse does not move fast, but it moves steadily, and I want to keep it that way.
Looking ahead
So that was the year. Five games out, several more written or almost there, one big novel shaped silence where fiction did not happen, and a lot of late night layout and design.
The future looks crowded and bright. American Dread needs to step out of the layout shadows. Mythic Al Andalus, Song of the Last Oath and Blood of the Irminsul want to grow Durandal into a proper line. The Cypher time travel setting is knocking on the door. Holoverse is humming in the background.
Let us see if I manage to pull all of this off. One page at a time, one table at a time.
If you want to help, I am of course grateful for every purchase, but even more than that, please talk about the games, leave a review on DriveThruRPG, and drop me a note.


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