For the SAKE of the Dice
Hello Adventurers
Nineteen indie creators submitted their games to the wiki this week. Nineteen. That's roughly one every eight hours. The request queue has gone from "a nice trickle" to "I should probably build a triage spreadsheet." Thank you so much to everyone who submitted! If your system hasn't gone live yet, please hang tight as I go through each entry as fast as humanly possible.
Three of the submissions made it onto the site this week, and we've got a big one in the spotlight. Let's get into it.
New System Entries This Week
— Neon samurai cyberpunk-fantasy set in a Japanese-inspired future empire where public belief shapes reality. (indie-submitted)
— Flawed adults get dragged into a cursed fantasy RPG and reshaped into warped versions of the archetypes they used to play.
— A gonzo MÖRK BORG hack where anthropomorphic pig-scum scramble through a dying universe in rattletrap starships. (indie-submitted)
Corrections In Action
Shoutout to the community for corrections this week. Shadowdark RPG is now correctly named, and the Without Number series no longer claims to have the D&D OGL license. This is exactly what the review process is for, and a second set of eyes is always welcome. Keep them coming.
Indie Of The Week — SAKE
If D&D is a game about killing the dragon, SAKE is a game about what happens next. You kill the dragon, claim its territory, charter a trading company, marry into the neighboring duchy, and somewhere in between you accidentally summon a hostile spirit because your sorcery roll went sideways.

SAKE is a 590-page system from Seventh Son Publishing that stitches four independently-working systems into one early-modern fantasy sandbox:
Adventuring — classless, skill-based, deadly. Opposed d20 rolls (Attack vs. Parrying), with armor as damage reduction.
Sorcery — six schools, each with real consequences. Learning spells risks madness. Failed casting can summon hostile spirits or damage your soul.
Domain & Warfare — quarterly Domain Turns covering taxes, construction, events, espionage, and faction politics.
Trade & Seafaring — supply-and-demand economics across mapped trade regions, with piracy built in.
Each module works solo, but they're designed to click together. Run a pure dungeon crawl, a kingdom-management chronicle, a trade fleet campaign, or all four at once. SAKE reminds me of the Adventurer Conqueror King System with its meticulous attention to detail of the economic systems and domain management.
It's unambiguously crunchy, and the default Asteanic World setting is deeply baked into the rules (caste system, trade routes, faction politics all assume it). Character creation can run several hours, so making sure you set the proper expectations is essential. This isn't the game you put in front of new players for a Tuesday night one-shot; it's the game you commit to for a minimum two-year campaign.
SAKE is absolutely worth a look if you want some real domain play and are tired of always being murder hobos breaking the local economy like a fantasy version of Mansa Musa.
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