Twilight Sun

A TTRPG of personal struggle, poetic horror, and the long, painful climb toward godhood.

Twilight Sun
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The world of Twilight Sun is sealed beneath a sky that no longer changes. A vast mechanical sun hangs motionless over a forgotten city. It hums, but it does not speak. It shines, but it gives no warmth. The outside is myth. Madness. Forbidden. Inside, people survive by inventing meaning in a world that has lost its own.

God is gone. Or replaced.

In the vacuum, nine Traditions have risen. Ideological Houses that each claim to offer a path to salvation, transformation, or liberation. Some try to find god. Others try to become god. Others want to live without one. The Church of Dracula believes god is already here, born of blood, myth, and will. House Frankenstein insists the divine must be built, piece by piece. The Monte Cristo Alliance seeks justice without the need for miracles. Each Tradition grants players three Tenets. Personal commandments that shape their identity, tempt them toward greatness, or drag them toward ruin.

Players take on the role of Seekers. Tragic figures defined by their beliefs and by what breaks them. Each Seeker also chooses a Heritage, a mythic archetype such as the Ghost, the Obsessed, or the Created. Heritages grant evolving powers as the story progresses, but also a Burden. A flaw so central that it can undo everything. Your Tenets pull you upward. Your Burden pulls you down.

Twilight Sun uses a custom D12 + d6 resolution system. The d12 determines success or failure. The d6s, tied to one of five narrative Approaches (Force, Method, Scheme, Instinct, Support), define the tone and potential of the action. Skills range from 1–5 and determine how many d6s you roll. When you act, you roll the d12 and your pool, aiming not just for mechanical success, but for meaningful outcomes.

Characters rise (or fall) along the Divinity Meter, a seven-step scale called Strata, which reflects spiritual transformation. As you ascend, you gain greater Gifts, but grow further from what you once were. There is no XP. You rise through Clashes: moments where your Tenets or your Burden are tested. You fall by giving in. You ascend by holding on.

The setting and rules are tightly bound. Each Tradition expresses one of the seven literary conflicts — Man vs Self, vs Fate, vs Society, etc. Your beliefs are mechanical. Your failures are tracked. The game does not assume heroism, only that your struggle means something.

Visually, Twilight Sun avoids fantasy illustration in favor of classical paintings that reflect emotional and symbolic weight. These are supplemented by anatomical sketches, engravings, and printed materials from the late 1800s to early 1900s — theatrical posters, mechanical diagrams, medical illustrations — used sparingly, as thematic accents. The result is not a literal depiction of the world, but a textured reflection of its meaning: part Victorian Gothic, part industrial dreamscape, part allegorical ruin.

Created by solo developer Fibz under the independent label Fibz Games, Twilight Sun was recently selected as one of the featured projects in Gamefound’s RPG Party showcase. It is now preparing for crowdfunding.

Follow the project on Gamefound:

🔗 https://gamefound.com/en/projects/fibz/twilight-sun

For press inquiries, interviews, or review materials, contact:
📧 info@fibz-games.com