A Tabletop Roleplaying Game

You can't explain it.
Everyone would call you crazy.

Something is calling you out of the City.
You don't know what it is yet.
You only know you can't stay.

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The World

The Cities consume everything.
That's always been true.

Pale Frequency is a tabletop RPG set in the long aftermath of a world that chose comfort over everything else. The Cities grew until they swallowed their regions whole. Resources ran out. The old world was abandoned where it stood.

Somewhere out in the ruins known as the Grey, something is broadcasting. A signal nobody inside the City can hear. You can. You don't know why. You can't unhear it.

This is a game about leaving. About what you find when you do. About what it costs to come back carrying the truth.

"The signal finds people whose grip on the illusion is already loosening."
— excerpt from a runner's field notes

The Mechanics

Built for your run into the Grey.

Pale Frequency is a tight, narrative-emergent system designed around one question: what does this cost you?

Signal / Stability

Two tracks. Signal measures your attunement to the Frequency. Stability is your grip on the world you left behind. The system watches both. So should you. Lose the Frequency, lose your path. Lose your Stability, lose reality.

The Grey

The ruins between here and wherever you're going. Procedurally structured with a narrative that weaves in between the cracks. Every run reveals more secrets in the Grey, but only if you survive.

The Run

Every session is a push further into the unknown. Resources deplete. The Signal shifts. The Grey doesn't give up its secrets easily — and it remembers everyone who came looking.

SIGNAL RANGE:         UNKNOWN
CITY DESIGNATION:     [REDACTED]
RUNNER STATUS:        IN TRANSIT
DAYS IN THE GREY:     —
SIGNAL STRENGTH:      FLUCTUATING
LAST KNOWN COORD:     — — . — — — N  /  — — — . — — — W
TRANSMISSION AGE:     ONGOING

The Frequency

One live signal in a dead world.

The world didn't end in a flash. It administered itself to death. Comfortable, compliant, and slowly empty. The Cities are not prisons. They're just everything there is, and they stopped asking questions decades ago.

The Grey isn't wilderness. It's the corpse of a world that fed the Cities until there was nothing left to give. Old housing. Dead factories. Infrastructure left to rot, not ancient, not dramatic. Just unmaintained. Everything out there was made by someone. Not long ago.

Somewhere in all of it, a signal is still running. Where does it lead? Who is transmitting? Rumors are whispered that the Signal leads to a Paradise, a life so different from the one you have now that it sounds like a dream. Only a fool would follow a dream. Yet, here you are.

The Product

Pale Frequency
is coming.

A complete tabletop roleplaying survival game. No GM. Narrative-emergent mechanics. A world with weight. Fast paced combat and procedural exploration.

FORMAT
Print + Digital
PLAYERS
1
GM
None
SYSTEM
Original
STATUS
In Development
RELEASE
TBA

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No timeline yet. When there is one, you'll hear it here.

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