Death in Space Science Fiction; Survival; Resource Management; Exploration-Driven; Rules Lite; Low Prep; Quick-Play; Dark; Bleak; Team-Based

At‑a‑glance: OSR‑adjacent sci‑fi • d20 tests + simple procedures • 3–5 + GM • Low prep • Rules‑lite • 2–3h sessions

Theme and Setting

Death in Space takes place in the Tenebris system, a crumbling pocket of civilization where stations creak, scrap is currency, and every job could be your last. It’s blue‑collar science fiction: patchwork ships, unreliable tech, and contracts that rarely pay enough to cover what breaks. The universe itself feels tired and hostile; survival means keeping your crew together and the lights on.

Core Mechanics and Rules

The system runs lean, in the OSR/NSR spirit. You make quick tests when outcomes are risky and let the fiction lead otherwise. Characters are classless and fast to build; gear, ship modules, and scars do the heavy lifting. Combat is brief and brutal—cover, positioning, and whether to engage at all matter more than granular tactics. Procedures emphasize exploration pressure (time, light, fuel, air) and rulings over rules, so scenes move quickly and consequences bite.

Resource management is central. Supplies deplete, tools fail, and opportunities to salvage are double‑edged. Your hub (ship or station) anchors play between jobs: repair, restock, and choose projects that improve reliability at the cost of credits and time. Generators and tables seed sectors, jobs, and complications so prep stays light but textured.

What Makes It Unique

Death in Space nails a grounded, desperate tone without heavy subsystem bloat. Its unified, minimal resolution keeps rulings clear while the setting tools feed constant, meaningful decisions: burn fuel for a safer route or risk the debris field; sell an engine part to pay debts or install it and limp a little less. Violence is intentionally unattractive—most wins come from planning, leverage, and knowing when to run. The layout, art direction, and procedures all reinforce that blue‑collar survival vibe.

Target Audience and Player Experience

Perfect for groups who want tense, survival‑forward sci‑fi with minimal math. New players learn fast; veterans get a clean chassis for heists, salvage ops, and grim expeditions. Expect quick turns, lethal stakes, and an emphasis on logistics, teamwork, and creative problem‑solving over build optimization. If your table prefers crunchy ship sheets and long upgrade trees, this stays intentionally light—its strengths are pace, pressure, and hard choices.

Death in Space logo
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What do players think?

Reviewers praise Death in Space for its stark, blue‑collar tone, fast OSR‑leaning procedures, and focus on hard choices under scarcity. Common caveats note swingy lethality and that fights are best avoided—tables that embrace planning, teamwork, and resource play get the most from it.

Related TTRPG Games

Compare Death in Space with other great ttrpg games.

Into the Odd (Remastered) logo

Into the Odd (Remastered)

Shares lethal, exploration‑first play and minimal procedures; Death in Space transposes that clarity to grimy void survival, where resources and hull integrity matter more than loot and Arcana.

Offworlders logo

Offworlders

Both run fast, fiction‑first sci‑fi with classless characters. Offworlders skews pulpy jobs and quick 2d6 moves; Death in Space is harsher and more resource‑pressured, pushing caution and retreat over firefights.

24XX logo

24XX

24XX is a universal, hackable chassis; Death in Space is a finished setting with baked‑in scarcity. If you like 24XX’s speed but want a moody survival frame and ship‑hub play, DIS delivers.

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