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Sasquatch Games

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A member registered Dec 14, 2015 · View creator page →

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(1 edit)

I'll add some now.

Shoot me an email (cody @ sasquatchgames . ca) and I'll get you a code for itch. I'll send a complimentary copy via DTRPG too.

Apply damage to HP first, then TOU. Hit Protection is just that, protection from hits before it wounds you. 

I'll update this to be a bit more clear in my next upload of UNIT.

I've updated the DTRPG digital copies but not the print-on-demand. The process takes 2-3 weeks for updating print copies, so it will be a bit of a wait.

I'll throw some in for you.

Page 24 should've been fixed - I'll get it updated. A post will be going out for everyone to outline what has changed (not much).

Last page is the back cover. Looks like an error occurred on export, so it is now blank. That will be fixed too.

Absolutely. You could have one player control the party and the other the player character. I'd say that experimenting with 2 player characters would also work, using the same difficulty modifiers as you would for companions. 

It doesn't actually define MW, that was a mistake I didn't correct (but will!). It should be defined in place of W (Wounds), as MW (Max Wounds) makes more sense to how a wound is gained and stays on your character.

Thank you for the kind words. I'm hearing good things so far!

Thank you, zerodan. Hope you enjoy.

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Thanks! I hope that people take inspiration from it and create their own set of maps and events.

Thank you for the kind word and support.

I can understand Dice Value (DV) being confusing. Agility +1 and +1 Agility are interchangeable i.e. they mean the same thing. A DV modification would be clearly stated, such as Agility DV+1. 

So, the Blade of the Wyrm (Fight DV+1, Fight +1, Harm 4) would modify the Fight DV by +1 and a +1 bonus to Fight rolls.

Crump's Hammer (Fight +3, -1 Agility, 3 Harm) would give +3 to all Fight rolls, -1 to Agility rolls, and deals 3 Harm. There are no modification to DV.

Iron Knuckles (Deal 1 Harm on failed attacks) deals a guaranteed 1 Harm to the target when your character misses.

I'm actually working on an update for TROVES, making it simpler for players, and addressing issues like DV and modifiers. I'm aiming to have the new version out by the end of this week.

I'm very glad to hear you are enjoying the game. I really wanted to extend the "creepiness factor" with it, and am always happy to hear others feel like it actually worked!

As for the tables; I believe that these are errors on my part. The actual requirement are there, but the lord behind it is wrong. I'll get that updated ASAP. Appreciate your eyes on this!

Thank you for the review. I'm happy to hear UNIT worked for you!

Advantage and Disadvantage are is on page 18 of the core rules with the other "How To Play" rules. It's doesn't come up a lot as the player/GM determines it by their current standing i.e. are they prepared for what they are doing and/or do they have the tools to do it.

More ZONES content is cooking!

Happy to hear you are enjoying the game. 

1. The 4 Stamina is your starting Stamina for the custom character.  When choosing Starting Abilities, look at the Stamina cost to use each. Then, you pick up to your total starting Stamina worth of abilities for your custom character. So, a "tier 4" character would have 4 Stamina point to "use" for picking Starting Abilities from the existing characters. In most cases, you will get 4 Abilities as most only cost 1 Stamina from the Starting Abilities cost 1 Stamina to use.

2. An Unlockable refers to Abilities that you only unlock with the main characters during gameplay. You can see them on the bottom of each character under "Unlockable Abilities." With a "tier 4" character you pick abilities from these lists up to the 4 Stamina cost total. Choose what you want, calculate the total Stamina to use them, and then adjust (same as above). You unlock these the same way as the base characters, i.e. you need to do Training and spend coins.

3. When you are rewarded "Equipment" pick either table to roll on. It is split this way to make it easier to get things you want as some Delves require items from specific lists.

Let me know if you have any additional questions.

Thank you for the support! I've watched a few of your videos (with auto-translations) and enjoyed them.

The intention with UNIT is to get people on-boarded to ZONES. I would say that if you are having trouble getting into ZONES, then this is right for you. 

Got it. I'll find your second purchase and submit a refund request.

I'll update this post now to prevent further confusion.

Check the "Demos" section of the game page for the character sheet.

You shouldn't have been charged for a game you've already bought. I'll try to figure out a solution on my end.

I've updated the Community Copies for all my games, as of this week. Should be some copies available.

I had added some a month ago when you originally asked, just forgot to respond; sorry!

I'll review and add more copies now.

Enemy Reactions would be used for any encounters from the "Encounter Table" on page 53. NPC Reactions are used in "safe location" such as settlements, faction locations, etc. The roll results are different for each, with the small chance that an Enemy Encounter actually being friendly!

No additional realms, that I know of. I hope that what is included provides a good starting point for your solo campaigns!

Pledge manager will open soon, allowing for late backers. Just need a few days to set it up and test. I'll make a post when it goes live!

Remove "Reactive" from the Improvised Kit.

Combat vest would be worth the same or less as the "tactical vest," as they share similar keywords and stats.

Combat Vest is not Bulky, Tactical Vest is.
Med-kit is the same as the Field med-kit. This is an oversight on my end.

That is the Protection value of the item (see page 19, "Attacking" for info on how that works).

Absolutely. Let me know the published page when you are done and I'll link it here as a translation option.

Feel free to share all the rules with your players! If they want to support the game later on, have them grab a copy on discount (I run sales every couple of months).

All the same thing when concerning gameplay. A detector can do both anomaly and artifact detection. Treat the "Basic Artifact Detector" as a "Basic Anomaly Detector" too.

I'll add some more today.

I am experimenting with the inclusion of "Non-Traversal" terrain types as it did add more dimension to the hex map. Feel free to modify the preview rules however you want. I'm always happy to hear how players feel about the game with their own changes.

The digital versions don't impact the physical copy prices. I give the digital copies for free so that players have something to look at while they wait for the physical copies to arrive.

Finds are found on page 51. You "find" something depending on the Encounter type. If it is an Encounter with no enemy, roll on the "Humanoid and Encounters" column.

Combat encounters are just that, nothing more. This was an oversight on my end, where I didn't make it clear that you don't need to roll for a "Test Type" for the combat result. Just roll an enemy at that point.

Grab the preview (108 pages) here: https://sasquatchgames.itch.io/glide-part2-preview


Enjoy!

GLIDE: Part Two is a total rewrite of the GLIDE system while adding a lot more. It doesn't include the expansion directly, but will have similar rules covering the mechanics found in the said expansions.

I'd say just change over all "Non-Traversable" location to be Green Spaces, as non-traversable is not a hex type this time around. Location levels transfer using the new rules, so nothing extra needed there. Your map will probably be good to go after that!