A downloadable game

Buy Now$8.99 USD or more

The original THE SOL SURVIVOR 200-word RPG was rated #1 in story and #2 overall in Ian Magenta's #microrpgjam.

The Sol Survivor is a GM-less RPG for 3-6 players, played using a deck of playing cards. Inspired by Chinese Mythology, players share the role of a sun who was shot down from the sky. We tell the story of their journey to make it back to the heavens before the world is plunged into eternal darkness.

Written and designed by W.H. Arthur, with artwork by Sam Windsor.

The game's mechanics is inspired by Joshua Fox and Becky Annison's Lovecraftesque.

The download contains a 12-page PDF that is easy to print and run. (There are some colour images, but they can be printed in grey scale on a B&W printer.)

This is a Guided by the Sun game.


Buy Now$8.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $8.99 USD. You will get access to the following files:

The Sol Survivor v1.11.pdf 4 MB
The Sol Survivor text only.docx 286 kB

Community Copies

Support this game at or above a special price point to receive something exclusive.

Free Community Copies

If you are unable to afford the listed price of The Sol Survivor, you can grab a community copy. This goes especially for people in marginalised communities, and those who want to review the game. I will add more communities copies as further purchases are made.

Download demo

The Sol Survivor (200-word version) 1 kB

Development log


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Take on the role of a mortally wounded sun on a road trip quest back to the sky through a gloomy twilit world where the real treasure is the friends we made along the way.

Some highlights:

  1. The title is a pun. This is good.
  2. This is a game about dead or dying gods. This is great.
  3. Gameplay is simple, narrative heavy, and every mechanic builds towards the story's climax.
  4. It uses playing cards, not dice, which I have a fondness for.

The mechanics of resolving turns present the sun with a choice: prioritise overcoming trials, or prioritise gathering companions. Failing challenges costs faith, losing faith ends the game and makes a bad epilogue more likely, but gathering companions for the journey makes the sun stronger (or more versatile) in the long run, and increases the chances of a positive epilogue. Of course, it's not always up to the sun's player: the luck of the draw plays into everything, because this is a game, not freeform storytelling (which is fine, but a different thing). So the sun often has to make the best of bad situations.

All of these factors - faith, companions, the goals of the sun and their mortal needs - come together to define the end of the game, be it a glorious re-ascension, a bitter exile, or something else entirely. The epilogue then touches on the impact of the sun on the world and on their companions.

W.H. Arthur's concise and evocative rules writing is a joy to read, and the game bubbles with potential. It's one of those games that you can feel how it will be to play just by reading it.

I definitely recommend this game!