Four travellers on the worn steps of a broken stone tower, a lamp burning in an iron cage at its top, a small stone hut at its foot, the sun low and red behind them.
A story game for one room

Your friends. Your heroes.Our world.

Hand-written adventures, told out loud at one table. Explore every corner, try anything, and leave your mark on a story that remembers.

About 10 minutes. Bring friends, or play alone.

How a session works

One screen for the table. One phone per player.

The big screen is the DM. Your phone is you. Nothing private ever appears where the whole room can see it.

  1. 01

    One screen for the table, a phone each

    Open the table screen on a laptop or TV: the scene, the map when a fight starts, and the story spoken aloud. Each player scans the code on it with their phone to sit down.

    Nobody plays through the big screen. It has no buttons.

  2. 02

    Your phone is your hand

    Your hero, your dice, your secrets. What your hero notices, and a private line to the DM, arrive on your phone and never on the big screen.

    One hero per phone. The game enforces it.

  3. 03

    Say what you do. The DM answers aloud.

    The table listens to the room. Hold the button on your phone when you speak to the DM, and the words are yours. Rolls the DM asks of you arrive on your phone alone.

    Hold your button mid-sentence and the DM stops to listen.

Listening
Dungeon Master

Hesk
Tamsin
Ancel
9:41 private
Tamsin · Wizard
Armour 125 / 7
The DM asks
Nothing yet. Play on.
Party
hold
Speak
hold · to the DM
What the DM does

Everything a good DM does at the table, without the one friend who has to do it.

Prep, rules, voices, maps and secrets. The parts that make a session feel run rather than read out.

“Stay on your feet. Give me an Acrobatics check.”
The whole prompt. The die, the modifier and the difficulty are on your phone, not read aloud.
  • Narrates for the ear

    Every line is written to be spoken, not read. Short sentences, no dice arithmetic out loud, distinct voices for the innkeeper and the thing in the cellar. The words appear on screen as the voice reaches them.

  • Runs the rules

    It calls for the right check at the right difficulty, applies your modifiers and armour class, tracks conditions and initiative, and knows whose turn it is. When it asks your hero for a Perception check, only your phone asks you to roll. Every danger shows itself before it strikes. The dice that can kill you are rolled by the game, not the storyteller.

  • Draws the scene

    A place is described once and remembered forever. The tactical grid appears only when position matters, and a fight opens with words before the board fills in, one combatant at a time as each is named.

  • Keeps secrets

    Your phone knows things the others don’t: what your hero notices, remembers or fears. Say it aloud, or keep it. Whisper to the DM from your phone and the answer comes back to your phone. Enemies in ambush stay off the board until the fiction reveals them.

A walled town at dusk, one great lamp still burning high above its roofs.
The first world

The first world: the Evenlands

The sun has been setting for three hundred years.

Swear an oath at a roadside lamp, walk east toward a town going dark, and find out what you swore to.

Fall, and the lamp you swore to will catch you. Not forever.

  • Hesk Lanthorn
    Hesk Lanthorn
    Human · Fighter

    “Stay behind the light. I’ll tell you when to bring it forward.”

  • Tamsin Candlewright
    Tamsin Candlewright
    Duskborn · Wizard

    “Light does what it’s told, if you ask in the right order.”

  • Ancel Flint
    Ancel Flint
    Halfling · Rogue

    “Every lamp in this town has a dark side. I’ve slept on most of them.”

  • Edda Trimmer
    Edda Trimmer
    Dwarf · Cleric

    “Trim the wick, feed the oil, say the name. That’s the whole of my faith.”

Four of the people you might be in the Evenlands. Pick one when your table starts, or make your own.

The Evenlands is the first world. It won’t be the last.

Try for free
The voices

The people of Tallowgate.

Tallowgate is the first town on your road: a candle-town at the edge of the dark. Eldrin narrates, and everyone you meet there has a voice of their own. Press one to hear it.

Pricing

One subscription seats the whole table.

The host pays. Everyone else scans the code and plays free, on their own phone.

  • Wandering Party

    For parties that gather when they can.

    $9a month
    Sessions
    About 2 a month
    Players
    Up to 6, free
    Per player, party of five
    $1.80 a month
  • Most Popular

    Weekly Table

    The standing Thursday game.

    $19a month
    or $204 a year
    Sessions
    About 4 a month
    Players
    Up to 6, free
    Per player, party of five
    $3.80 a month
Only play now and then? A Session Pass is $5.99 for one evening, no subscription, and it never expires.
The fight finishes.

Play past your month's sessions and the table keeps going for up to half a month more, at no extra charge, on a lighter version of the same voices. A session that has started always finishes, even mid-fight. After that, the host can add a Session Pass or wait for the month to turn. The balance is shown to the host, never on the table screen.

Questions

The things people ask before the first session.

  • A free scene of about 10 minutes, backstage, minutes before the curtain goes up: one room, one locked chest, one very small fight. You learn every way of playing by trying it. No account needed.

  • Yes. The rehearsal and the Evenlands both play with one hero or with four. Alone, you still have the table screen and your phone, and you can type instead of speaking.

  • No. Your friends scan the code on the table screen, pick a hero and sit down. Only whoever pays for the table needs an account.

  • One screen with speakers and a microphone for the table, such as a laptop or a TV with a laptop behind it, and a phone for each player on the same Wi-Fi. Everything runs in the browser. There is nothing to install.

  • Yes. Share the table screen on your call, and each player scans its code with their phone. Speak to the DM with your phone’s buttons: the table only hears the room it’s in.

  • The world’s rules are enforced by the game: health, dice, deaths, rests. They are never left to the storyteller’s memory. Underneath are the open numbers of the System Reference Document 5.1, so if you’ve played tabletop roleplaying games before, a sheet will feel familiar. The story is improvised. The arithmetic is not.

  • The table screen listens; phones never do. What it hears is shown on the screen so everyone can see what the DM heard, and the microphone can be muted at any time. Table talk about pizza does not become a plot point. Things said directly to the DM do.

  • No. The host pays and everyone else joins free by scanning the code. The rehearsal is free. When the Evenlands opens, Wandering Party is $9 a month for about 2 sessions and Weekly Table is $19 for about 4, which is under $4 each for a party of five. A $5.99 Session Pass covers one evening with no subscription. Play past your month’s sessions and you get up to half a month more at no charge, and a session that has started always finishes.

  • No. Each rehearsal is anonymous, and it’s cleared within three weeks. We keep only anonymous totals. Saved heroes and campaigns come with accounts, when the Evenlands opens.

Tonight, then

The table is set. The DM is already in the room.

Come to rehearsal first. Then carry your light into the Evenlands.