Westbound, Steampunk Wild West for Pathfinder Now Funding on Kickstarter!

17 April, 2015


Westbound, Steampunk Wild West for Pathfinder

About this project

Westbound is the second book from the makers of the Pure Steam Campaign Setting. Take your game westward with unique races, new classes, archetypes, gear, and western monsters, all perfect for a rootin’ tootin’ steampunk wild west adventure. The base funding will produce a premium quality, 230-page PDF and print version chock full of Steampunk Wild West goodness.   

Pure Steam:

Our previous Kickstarter campaign brought Pure Steam to life. Pure Steam is an alternate history campaign setting which takes place in the age of steam. It presented two new base classes, the Gearhead, a tech 'wizard' whose contraptions can bring the power of science to bear; and the Chaplain, whose force of charisma can bolster allies and stifle foes. 

Pure Steam presented new steam-themed equipment, weapons, vehicles, and monsters. It has truly become the definitive steampunk supplement for pathfinder. But it’s time to head west.

New Stuff:

In Westbound, you get everything you need to expand your game to the West.

New base classes like:

  • The Marshal, a lawkeeper whose jurisdiction grows with his renown.
  • The Savant, an intuitive contraption builder (think tech 'sorcerer')

Wild West archetypes such as:

  • The Wrangler, who can outrope, outride, and outgun her foes
  • The Gaucho, crazy enough to bring a knife to a gunfight
  • The Gun Devotee, a gun-slinging monk who uses ki for deeds

There is expanded support for the Chaplain and Gearhead, like:

  • New Chaplain organizations
  • New Gearhead archetypes like the Arsenalist
  • Clockwork schematics - expanding your contraption capabilities with options like delayed activation and self-propulsion.

A bevy of new monsters like the sand troll, the loch satyr, and the eternal soul, all with stunning art.

New vehicles to span the desert, like the skiff and the ornithopter.

We’ve got a new gameplay soundtrack, too, to evoke the feel of the Ulleran West!

Premium Quality

What really sets Pure Steam and Westbound apart as a third-party offering is the quality. We’ve got a great team, including dynamite designers and writers, as well as artists--even down to our printer. 

Just like it's predecessor, Westbound is fully compatible with Pathfinder RPG. The book has new races, classes, archetypes, equipment, monsters, factions, NPCs, and tons more!

Westbound will be at (and above) the same high quality mark we set with our first book, The Pure Steam Campaign Setting, which: 

-has 4.5 stars across virtually every rating site available. 
-is compared to Paizo-level quality in terms of content and production.
-is a SILVER best seller on DriveThruRPG!
-is THE definitive steampunk offering for Pathfinder RPG.

Why Back Westbound?

We have some great rewards for our backers, with benefits you won't get if you wait. For example, our PDF will launch at $20 retail, but backers can get a PDF for as low a pledge as $15, and that PDF will be delivered to backers well before it's commercially available. The same is true for the print copy, which you can snag for as low a pledge as $35 and ship to backers ahead of commercial release, and will retail for $40.

Of course, there are plenty of great rewards for folks who want to make an impression on the game. You can help design a faction in the game, or be made into a character or deity with artwork, stats, and story. Some reward levels can even get your character on the cover, AND have the potential of turning your character into a mini!

Awaken Now Funding of Kickstarter!

15 April, 2015


We are proud to present Awaken, a tabletop roleplaying game set in a dark, war-ravaged fantasy world, heavily influenced by Slavic and Mediterranean folklore, where the forgotten mythologies have resurfaced as Vasalli, powerful humans gifted with abilities capable of changing the course of history.

Dark times have arrived for the denizens of the Alliance. Their trusted Colossi, guardians of the Great Cities, are slowly dying out. The monstrous Vargans, who once caused a war that nearly devastated the continent, still hide in the shadows of the underground. At the same time, strange nations from the North continue their incursions at a faster clip, all while the lords and leaders of the Alliance bicker over petty politics.

In such desperate times, the only possible torchbearers are the Vasalli, gifted people spoken of by the old mythologies. But can they bear the burden of being the protectors of humanity, or will they succumb to the darkness that delves in every heart?

Experience a story-driven game that emphasizes player interaction, immersive mood, and narration.

Play as Vasalli, powerful beings destined for greatness, and discover the secrets of your lineage—and your fate.

Enjoy the intuitive and light rules, which help you tell a story rather than burden you down.

Shadow of the Demon Lord Now Funding of Kickstarter!

07 April, 2015

Shadow of the Demon Lord is a roleplaying game of dark fantasy—a genre that weaves elements of horror into a fantasy world. In the game, you create and play characters struggling to survive in a land sliding toward oblivion, a place infested by demons, roaming mobs of undead, strange magic, unhinged cultists, and all in the ruins of the last great empire of mankind. If you love Warhammer Fantasy Roleplay, the Ravenloft and Midnight settings, Joe Abercrombie’s The First Law series, Glen Cook’s Black Company books, or heavy metal music, then this is the game is for you.

The game takes place in a world standing on the brink of the apocalypse.  What is the cause? Who is responsible? The Demon Lord, of course! This being of staggering power and boundless evil authors the catastrophes blighting the landscape. Each new horror released reflects the Demon Lord's approach, the touch of its shadow, and its growing hunger for not only the planet but the entirety of all things. Although near, the Demon Lord remains outside the cosmos, rattling the cage of its prison as it strains to escape the Void to visit catastrophic destruction to your world.

The apocalyptic tone is on a dial. If you don’t want to blow everything up right away, tune it down low and the game plays fine as a less perilous, dark fantasy roleplaying game. But if you are inclined to crank up the volume, the game provides several catastrophic templates you can use to model how the world is falling apart. These templates represent the Shadow of the Demon Lord; wherever the Shadow falls, chaos and upheaval are born. The Shadow might loose global pandemics, famines, droughts, earthquakes, demon princes to stomp across the countryside, the living dead, and other world-spanning disasters and threats.

The game system helps you tell interesting and exciting stories. To make this happen, the game system is easy to learn, plays fast, and requires little preparation to play. All these ensure both novice and veteran players can enjoy the game together. Here are a few ways the game met its goals:

Easy to Learn: The GM decides if a character’s action happens, doesn’t happen, or might happen. If it might happen, a roll of the die determines the outcome. You use the core mechanic to resolve any task, whether you're punching a demon in the face, trying to kick down a door to get away from that demon, or dodge the vomit it spews from its mouth.

Your character develops with the story. Each time your group completes an adventure, the group's level increases. Each increase adds cool stuff to your character. You might learn spells, a trick with a weapon, or some thing else that might help you survive. All benefits you gain come from the paths your character follows. The first adventure you play through helps you decide the first path you will choose. If you spend a lot of time fighting, you might become a warrior. If you cast a spell from a tome bound in human skin and barbwire, you might become a magician. At higher group levels, you choose additional paths that might extend previous choices or take your character in all new directions. You can choose any path you like so you can play the character you want to play.

Plays Fast: Stories (adventures) are playable in one game session lasting from 3 to 5 hours. Stories are short, covering about one page per hour of expected play. You can also complete a typical campaign (a string of 11 connected adventures) in 11 game sessions. The core book has rules for playing characters up to level 10. This means that if you meet once a week for a 4-hour session each time, you can complete your campaign in about two months. That’s six campaigns a year!

The benefit of short campaigns is that the game lets you tell more stories, create more characters, and experience more of the game's options. As a player, you’re not locked into one character for one year or longer. You can have several. And, as a Game Master, it is possible to run a complete campaign in a compressed time span. Best of all, the campaign brevity gives other interested members of the group a chance to become the  Game Master.

Little Preparation: You can make a starting character in about 5 minutes. You make one big choice, note the information on your character sheet, and you’re ready to go. And a Game Master can prepare for a game in the time it takes to read a couple of pages of text. 

If you'd like more information about the game design, please visit There, you’ll find news about the game, design diaries, and much more! 

The game’s complete and ready to move into production. I spent most of 2014 writing, designing, testing, developing, and putting the game in front of hundreds of people. Now I need your help getting Shadow of the Demon Lord into the hands of my editors and then into layout, through printing, and onto your gaming table. It’s ready, but I need your help to make it happen.

Packs! for Savage Worlds Now Funding on Kickstarter!

10 February, 2015

NEARSPACE Now Funding on Kickstarter!

16 January, 2015

A game of cards, dice, and stellar conquest


Two fledgling empires stare across the void at one another.

The Terran Alliance explores space eager for new frontiers and resources to exploit. They are a cantankerous collection of conflicting factions united only in their refusal to accept any limitation to their individual ambitions. They are at their strongest, and happiest, when challenged.

The Alpha Centauri Regime advances into space to meet the alien threat and eliminate it. They are a single people united under a single banner. The State gives every citizen a purpose, and every citizen gives their all to the State. Anything less is unacceptable.

Now aware of the existence of the other, both sides advance eagerly for the conflict to come. The one thing they share is an appetite for war.


In the standard game, each player takes on the role of an intergalactic empire in a head to head battle for domination. A field of cards between the players represents the space that separates the two homeworlds, with every card offering a potential threat to overcome or resource to conquer. Each player uses the resources of the homeworld and conquered planets to construct ships in the form of polyhedral dice. The number of facets determines the firepower and resilience of the ship, while the color dictates its armaments and special functions. Purple royal crafts inspire greater production from the colonies they control, while the gray stealth ships advance upon the enemy unseen.

The growing fleets explore space and claim worlds, fighting the enemy whenever they make contact. All ships attacking a contested card roll to determine the effectiveness of their assault. The defending ships roll and pair off the highest roll against the highest attacker, then the second highest, and so on until all ships are paired. The higher roll of each pair survives while the lower falls as a casualty. If any defending ship survives the onslaught, the attacker is repelled.

The game continues until an empire loses its homeworld for three turns, is crushed entirely, or suffers unbearable losses to its fleet represented by 100 facets worth of ships destroyed.


  • Every die you own is a potential ship waiting to help you conquer the Universe.
  • Add new ships to your fleet throughout the game to counter enemy strategies.
  • Variant rules for 3 and 4 player games.
  • Customize your deck to fit your strategy, using negative value cards to make room for advantageous cards.

Mistborn Allomancy Dice on Kickstarter!

31 December, 2014

Mistborn Allomancy Dice on Kickstarter!

Dice for fans of Brandon Sanderson's Mistborn and the Mistborn Adventure Game

About this project

A couple years ago, we released the first Mistborn dice. They were so popular, we were out of stock in a couple weeks. We've been looking for a way to bring Mistborn dice back, and this is your chance to help us make them better than ever.

Mistborn Allomancy Dice are premium six-sided dice that can be used with any game, but they're especially great if you're a fan of Brandon Sanderson's Mistborn and the Mistborn Adventure Game. They'll look great in your dice collection.

Each Mistborn Allomancy Dice set will start out with eight (8) dice and four (4) unique physical metal symbols, each displayed on the 6 side. Every time we reach a new stretch goal (see below) we'll add a new symbol from the mental metals to the set - until there are eight unique symbols across all eight dice.

We won't stop there, though. With your help, we hope to expand the Mistborn Allomancy Dice sets to include ten (10) dice, each with a unique symbol.

Paranoia RPG on Kickstarter!

30 October, 2014


Paranoia RPG on Kickstarter!


The classic RPG of a darkly humorous future; Rebooted by James Wallis to be faster and even easier to play!

Serve the Computer! The Computer is your friend!

Imagine a world designed by Kafka, Stalin, Orwell, Huxley, Sartre and the Marx Brothers. 

Paranoia is a roleplaying game set in a darkly humorous future. In Paranoia, a well-meaning but deranged computer desperately protects the citizens of an underground warren from all sorts of real and imagined enemies. You play one of The Computer's elite agents. Your job is to search out and destroy the enemies of The Computer. Your worst fear is that The Computer will discover that you are one of these enemies. 

Paranoia: A light-hearted game of terror, death, bureaucracies, mad scientists, mutants, dangerous weapons, and insane robots, which encourages players to lie, to cheat, and backstab each other at every turn. 

Is that fun? Trust us.

Paranoia Rebooted

The all new, rebooted Paranoia box set has been designed to be played almost immediately from opening the box. It offers fast, manic game play through the use of streamlined mechanics and substantial components including Computer Dice and high quality cards to represent equipment, mutations and much more!

Paranoia now offers a thoroughly modern roleplaying experience, allowing you to get into the game even quicker:

  • Streamlined, simple rules with new card play that allows maximum carnage while allowing you to concentrate on the action (and survival).
  • A 21st Century approach to Alpha Complex - Terrorists have taken their proper place as the greatest threat now but Commies are still lurking in the background, and the Computer's benevolent surveillance capabilities are as all-encompassing as they were envisioned in 1984 (Paranoia's original release!).
  • The principal designer is James Wallis (Baron Munchausen, Once Upon a Time), the most celebrated designer of story-telling games (the Computer says so), assisted by original designers Eric Goldberg and Greg Costikyan, and Violet-level High Programmers-to-be, Grant Howitt and Paul Dean.
  • Minimum effort, maximum fun - with the simplified game system and card decks, you will be able to get into Paranoia within 10-15 minutes.

And shipping is free, worldwide!

Paranoia is better. Other games are not better. Back Paranoia.

Apocalypse Prevention, Inc. 2nd Ed (DGS and Savage Worlds) Now on Kickstarter

23 October, 2014



Apocalypse Prevention, Inc. 2nd Ed (DGS and Savage Worlds)

Join API and defend the world from annihilation between coffee breaks. Includes updated rules and more demons for DGS and Savage Worlds

Third Eye Games is launching a 2nd Edition of their iconic, flagship RPG, Apocalypse Prevention, Inc., rebuilt from the ground up and packed with more action, horror and fun! Also includes additional material for API Savage Worlds.

In API2E, players take the role of agents working for a shadowy corporation defending the Earth from the various beings who want to destroy it and the entire dimension. This includes monsters and demons from other worlds, as well as those of the domestic flavor. Those demons who choose to call Earth their home and live in (some) harmony with humanity have been invited to join API. The company takes in new agents and trains them in three key categories that help in this task:

  • Field Combat: Not only are the agents equipped with state-of-the-art and often futuristic weaponry, but many are masters of martial arts. 
  • Magic: Some are born with it, but most are taught how to wield magic. If the bad guys are using it, then there are no rules against it, right?
  • Cybernetics: When normal weaponry won't do (or someone's lost a body part in the line of duty), cybernetics are implemented to enhance the agent.

Once they have the tools they need to take on the night, they are thrust out into a world of mystery and danger, often on a shoe-string budget. Make no mistake, API is a for-profit company and it has a bottom line. Sure it'd be easier to take out the three-story gorilla monster with a sonic cannon, but you'll have to find another way to do it unless you convince HQ there is money to be made. Some agents spend more time on expense reports than fighting demons. 

At the end of the day, agents are no one. They have been plucked from their normal lives and recruited to serve in a fight no one knows about. The public is blissfully unaware of the existence of demons and magic, and the agents are cut off from their families, so there's no one to write home to. Everyone has their reason for joining, though, and these reasons are important to the overall job they have chosen to do. 

The Last Parsec Now Funding on Kickstarter

03 October, 2014

The Last Parsec - Savage Worlds is now funding on Kickstarter.

The Last Parsec is a scifi setting of planetary exploration and adventure using the Savage Worlds system!

Faster-than-light travel has finally allowed humanity to spread beyond its lonely corner of the Milky Way. In the depths of space these explorers found millions of star systems, strange planets, and exotic alien races. Centuries later, they form the Known Worlds, a vital region of trade and technology where empires grow and business thrives.

It is an unparalleled age. Cutting edge science has opened limitless frontiers of space and consciousness, and has even begun to hint at the mysteries of the universe itself. But to find them, one must travel beyond the familiar, to the last parsecs of reality. 

The Last Parsec is a science fiction roleplaying game of exploration and adventure. It requires the Savage Worlds core rules and the Savage Worlds Science Fiction Companion to play.


Check out the Kickstarter for Kromore now funding on Kickstarter!

07 June, 2014

Kromore is a multi era tabletop roleplaying setting that appeals to old and new RPG fans alike.


Bringing Kromore to the RPG world has been a long 7 year process. With professional Indesign layout, artists, writers, and editors we are now very ready to present the game to the players of Earth. 

As a small company we don't have the capability of launching without the communities help. We want everyone to enjoy Kromore as much as we do and this Kickstarter allows us to print and ship texts where we otherwise would only be able to share the books in PDF format. Everything is printed in Color for all editions and rewards.

Kromore brings gamers a setting and system that opens the door for multi-era gameplay, time travel, expansive terrain exploration, political and social role play situations, and of course endless combat.

Our 350 page book gives players and GM's everything they need to run and play countless adventures in Kromore. We have already begun work on the next massive Kromore expansion Enemies & Engines to give gamers more monsters and vehicles along with several multi level campaign modules. We have also begun talks with the fine folks at Roll20 for custom Kromore campaign Modules. None of these additional works will be available if we don't raise enough for Kromore so please help us meet our goal and in exchange we'll give you some great rewards.