
System Unknown
A downloadable game
System Unknown is a 194-page science-fantasy tabletop RPG designed for solo play, but adaptable for groups. where you inhabit the role of a villain. You are not a hero. You are the sharp edge of conquest—the right hand of a ruthless Empire, advancing its dominion into a world that never asked for your presence.
This is not a game of balance sheets, maps, or hex grids. It is a narrative experience, driven by decisions, consequences, and the slow erosion of whatever conscience you once held. Your journey is told in eight episodic chapters. Each episode will test your loyalty, your cunning, and your resolve.

-
Grim narrative focus — You’ll face betrayal, rebellion, and diplomacy as tools of survival.
-
Simple D6 mechanics — Streamlined rules let the story lead.
-
Episodic structure — Play unfolds like a dark TV series. Each "episode" is a full scenario.
-
Moral decay and legacy — Your actions shape your fate—and the Empire's.
The story unfolds chronologically, and your past decisions will shape the present. Each scene is written as a cinematic narrative, placing you in the moment. You are the Night Cleric. You act. You speak. You choose.
Unlike most RPGs, System Unknown does not rely on a single mechanical framework. Some episodes feature combat, others negotiation, others moral trials. The rules bend to fit the story—not the other way around.
You may find yourself negotiating in one scene and overseeing executions in another. Adapt. Survive. Conquer.
As you progress, the lines between right and wrong will blur. You are a symbol of Empire, of domination, of control. But you are still a person—a character shaped by pain, belief, fear, or zealotry.
Every choice deepens the shadow around you.

If you want to roleplay diplomacy, colonization, betrayal, and power, and if you enjoy moral grey areas, cold empires, and tough decisions, then this game was written for you. It is ideal for solo or small group TTRPG players looking for moral weight and hard choices.

Once united, “Our Space” now smolders in civil war. It spans multiple neighboring star systems—an interconnected web of planets, moons, and stations fractured by a relentless power struggle. Three great houses—Ambition, Tradition, and Virtue—now vie for dominance over the Capital Planet, believing that whoever rules it commands the fate of all.
These houses are more than factions; they are ideologies made flesh:
-
House Ambition burns with hunger for power under the iron will of Imperatrix Selinn III, a self-proclaimed Night Goddess who founded the Dark Dynasty.
-
House Tradition clings to bloodlines and the weight of history, seeking to restore an ancestral crown.
-
House Virtue dreams of a republic, desperate to replace thrones with senates and order with reform.
While war rages across established space lanes, elite crews are dispatched beyond the map’s edge. These are the Star Conquerors—envoys of conquest who expand territory, claim alien worlds, and spread their house’s will to the stars. They are feared and revered in equal measure, their boots often the first to fall on soil not their own.
You are a Night Cleric—diplomat, enforcer, and mouthpiece of House Ambition. You serve beneath a Star Commander aboard a vessel dispatched beyond known space. Your mission: secure and subjugate SU-4, a newly discovered planet of haunting beauty and alien civilization.
Every decision you make is political. Every action you take is strategic. You will speak for the Empire. You will carry its banner. And if necessary, you will burn what must be burned.
“They will resist us. They will hate us. But they will become us.” — Imperatrix Selinn III
To bring the vision of System Unknown to life, some graphics have been enhanced or created with the assistance of AI to reflect the tone and atmosphere of the game.
- PDF (194 pages)
- Adapted for digital use and printing
- Hardcover edition available via Lulu
Status | Released |
Category | Physical game |
Release date | 47 days ago |
Rating | Rated 5.0 out of 5 stars (2 total ratings) |
Author | Mindgame |
Made with | Adobe Photoshop, Adobe Illustrator |
Tags | Dark Fantasy, Indie, Narrative, Sci-fi, Singleplayer, Solo RPG, Space, storygame, Story Rich, Tabletop role-playing game |
Average session | A few seconds |
Languages | English |
Links | Support |
Download
Click download now to get access to the following files:
Comments
Log in with itch.io to leave a comment.
When I read the premise of System Unknown I instantly wanted to play it. Solo game. You get to play as a villain. Science fiction setting. The dark art (its so good and immersive). All of that held big appeal to me.
System Unknown isn't the greatest game of all time, but it is great at what I feel it sets out to do: guide you along a narrative of dark imperialism with a beginning, middle, and end. It isn't a sandbox. But your choices and play style still matter.
System Unknown isn't a game system like Powered by the Apocalypse. This game reminded me of when I was a kid playing gamebooks like Lone Wolf and Way of the Tiger. Except I got to play the character I really wanted to play: the bad guy.
This game really shoves the evils of imperialistic expansion in your face. There can be some heavy emotions, if you get into the roleplay and invest yourself in it. Dark, evil stuff. It doesn't have gory, graphic detail, but it's there.
I can see potential for replayability. There are multiple character/archtypes you can choose from, multiple patron factions to support, and a variate of randomness. That said, while I enjoyed System Unknown a lot, I'm not likely to play through it again without a pallet cleanser. The secret objectives, too, add an "achievement hunter" element to the game, for people that are interested in that or want to spice tings up.
Speaking of secret objectives, accomplishing your secret objective can completely change up your play style. When I saw that my warrior general style character was going to get his martial prowess completely nerfed and his spiritual side ramped up due to consequences and rewards, I decided to make a judgment call and set aside the secret objective so I could keep the play style I wanted for my game.
My advice to people playing the game is to lean into your character's personality traits and quirks when making decisions. Their skillsets reinforce their personalities.
For MindGame, if you're reading this, first, thank you for the experience. I enjoyed your game. I also have a question: During character creation do you start with 1 in your Skills and Character/Chosen Sub-skills? There are some checks that can happen before you allocate points at the end of episode one.
For anyone curious about my play through/ending: By Fire and Iron. My character was an an Invincible and Ruthless Trailblazer.
Thank you so much for your incredibly thoughtful and insightful post. I’m Watcher, the creator behind System Unknown—hearing directly from someone who took the time to play, reflect, and write about the experience means the world.
Your feedback is both valuable and genuinely encouraging. Reading your impressions—what resonated, what challenged you, and what stuck—helps me better understand how the game lands in practice, both narratively and mechanically. Thank you.
To answer your question about Skills and Sub-skills during character creation: You can start with either 0 or 1 in your Skills and Character/Chosen Sub-skills. Starting with 0 means you’ll have no modifiers during episode one, making your early rolls raw and unmodified—so a D6 result of 4 stays a 4. This makes the first episode a bit tougher, emphasizing a kind of "prove yourself" arc. But if you'd prefer to start with a 1 to ease into the mechanics, that's also perfectly valid. I encourage players to shape the system to fit their desired experience.
Also—I absolutely loved your epilogue. Your Ruthless Trailblazer sounds like they walked the line between belief and brutality in a way that’s very much in the spirit of the setting. Genuinely, I could see them as a canonical figure within the larger narrative world System Unknown belongs to.
Thanks again for playing and for sharing your journey. It’s the kind of interaction that makes all the work worthwhile.
– Watcher, Mindgame