HOSTILE
HOSTILE is a blue-collar science-fiction horror TTRPG about crews working dangerous jobs on a corporate frontier. Using a Cepheus-based 2d6 chassis, it is strongest for linked missions and longer campaigns where hazards, scarcity, and pressure from employers matter as much as firefights.
Blue-collar sci-fi horror * Cepheus-based 2d6 * 2-5 players + Referee * Free intro plus print/PDF core books * Best for hazardous crew campaigns
HOSTILE is a strong pick for groups that want blue-collar science-fiction where every job feels underpaid, dangerous, and one bad decision away from decompression, panic, or a corporate cover-up. It is at its best when the table wants linked missions and longer campaigns built from freight runs, prospecting work, colony trouble, salvage, and the steady grind of trying to stay alive in a future that does not care about the crew.
It is a weaker fit for tables chasing optimistic exploration, heroic space opera, or a low-friction horror one-shot engine. The rules are not especially hard to learn, but the game still wants a Referee who can keep hazards, crew procedures, money pressure, and ugly consequences moving in a way that feels coherent rather than random.
What the game is
HOSTILE is a gritty near-future science-fiction TTRPG by Paul Elliott and Zozer Games. Its default play space is the American Sector: a corporate frontier of mining stations, colony worlds, freighters, tugs, marine deployments, and hostile environments where ordinary workers, contractors, and specialists do the jobs that keep interstellar extraction running.
The game is not about chosen heroes. It is about roughnecks, spacers, agents, marines, explorers, androids, and other people close enough to the machinery of the setting to get crushed by it. Even when aliens or hyperspace horror enter the picture, the day-to-day identity stays grounded in procedure, exhaustion, wages, cargo, equipment, and whether the crew can finish the job before something worse notices them.
Publication history and editions
The line began as a setting for Cepheus-style 2d6 play, and by late 2021 Zozer had repositioned it as a dedicated two-book core line built around the revised HOSTILE Setting plus the companion HOSTILE Rules. The official line page still presents those two books as the core purchase in 2026, with the Setting book remaining compatible with Cepheus Engine and even Mongoose Traveller v1 if a table wants to port the universe instead of using the dedicated rulebook.
That matters because HOSTILE now sits in an in-between space: it is not a brand-new engine divorced from Traveller tradition, but it is also no longer just a thin setting overlay. The current line is a tuned, setting-first version of familiar 2d6 science-fiction play with its own hazards, assumptions, and campaign support.
Product line and what you need to play
If you want the current full game, start with the Setting book and Rules book. Zozer explicitly sells them as the core pair, and the rules page points buyers toward the Double Shift bundle for that reason. The Setting book gives you the sector, colonies, organizations, careers, ships, and tone; the Rules book adds the dedicated procedures for combat, stress, panic, survival hazards, starship operations, trade, salvage, and referee guidance.
The free Introduction to HOSTILE is the best low-risk sampler. It is a 31-page taster with setting overview, task-system examples, a sample crew, and a pile of plot hooks. In practice, that makes HOSTILE easier to evaluate than many niche sci-fi games because the table can test the tone before buying the full line.
Physical books remain available through Lulu and PDFs through DriveThruRPG, so the line is still easy to buy in both formats. For adjacent formats, HOSTILE Solo is a stand-alone solo adaptation, while HOSTILE Survivors is a rules-light narrative variant written by Martin Proctor for groups or solo play.
Major supplements, adventures, and campaign support
The official HOSTILE line page makes it clear that the game has grown into a broad campaign ecosystem rather than a single-book curiosity. The most useful supplements depend on the campaign lane you want. Roughnecks pushes mining and prospecting campaigns, Crew Expendable centers interstellar haulage, Dirtside expands wilderness and colony-surface work, and Marine Handbook 2215 supports military operations.
There is also support for exploration and colony management. The line page highlights Explorers, Colony Builder, and the Colony Books, while smaller focused products like Pioneer Station, Alien Breeds, Synthetics, and Zaibatsu let a Referee emphasize station incidents, monsters, android politics, or corporate conspiracy without rebuilding the game from scratch.
Third-party ecosystem and practical resources
HOSTILE does not present itself like a modern app-heavy platform game, but the official HOSTILE Resources page gives the line more day-to-day table support than the rough presentation first suggests. Zozer hosts fillable sheets, star maps, subsector maps, blank charts, weapon cards, and fan-created career event tables, and the page explicitly mixes publisher-made downloads with community contributions.
That ecosystem is modest compared with a giant mainstream game, but it is useful in the right way. The support material helps a table run ships, colonies, equipment, and campaign paperwork without turning HOSTILE into a software-dependent experience.
Digital tools and VTT support
The current official support is PDF-and-print oriented rather than first-party VTT oriented. The publisher-facing tools are sheets, maps, charts, and downloads, not a branded online platform. That is enough for remote play if your group is comfortable bringing its own virtual tabletop or shared whiteboard workflow, but HOSTILE should not be chosen because you want polished official digital automation.
Core rules and play structure
HOSTILE runs on a Cepheus-based 2d6 chassis, so the core procedures are familiar if you know Traveller-adjacent games: competent characters are built from attributes, skills, backgrounds, and equipment rather than from class powers. What makes HOSTILE feel different is not a strange resolution engine; it is the way the rules emphasize what this universe cares about. The official rules page foregrounds survival conditions, stress, panic, tactical combat, starship procedure, salvaging, trade, speculation, and encounter generation.
That focus keeps the table loop practical. A typical session is not only about whether you beat a target number. It is about what the job costs in supplies, fatigue, ammunition, trust, hull integrity, medical safety, or future leverage. The game can absolutely deliver firefights and alien encounters, but its strongest scenes come from how those events damage the crew's ability to keep operating.
Characters, roles, and advancement
The Setting book advertises 15 careers, including roughneck, commercial spacer, android, and corporate agent, and the rules page notes both expanded character generation and a non-random design option. In practice that means HOSTILE is classless but not shapeless. Characters enter play with distinct professional histories, skills, and implied workplace competence even though they are not locked into class tracks.
Advancement matters most at the campaign level rather than as a power-build puzzle. Better skills, better gear, ship access, survival, and changing crew relationships all do more work than a dramatic heroic escalation curve. That is one reason the game fits blue-collar campaign play better than heroic arc storytelling.
Signature mechanics
The mechanics that make HOSTILE feel like itself are its stress and panic rules, the extensive hazard procedures, and the strong attention to professional operations. The rules page calls out survival rules for radiation, deserts, deep sea diving, acid, vacuum, and related threats, plus tactical combat options like aimed fire, area fire, and vehicle combat. It also emphasizes ship operations, trade, salvage, and encounter tables as live campaign procedures rather than optional chrome.
That combination is important. Many science-fiction horror games are excellent at panic but thin on ongoing work life; many sandbox sci-fi games are excellent at ships and commerce but weak on dread. HOSTILE's niche is the overlap, where mundane labor systems and horror pressure reinforce each other.
What play feels like
At the table, HOSTILE feels procedural, tense, and unglamorous in the best possible way. Crews are usually trying to do a job while the environment, their employer, or the unknown keeps making the job worse. The strongest sessions feel like a mix of checklist competence and rising dread: patch the leak, scan the anomaly, keep the cargo moving, keep the android stable, make payroll, and hope the next compartment really is empty.
That tone makes HOSTILE more grounded than many cinematic sci-fi horror games. It is not only about screaming and dying. It is about working while scared, and about how even a successful mission can still leave the crew poorer, injured, compromised, or more dependent on the same institutions that put them in danger.
Running the game
GM load is moderate. Rocky Mountain Navy praised the rules for being simple in structure while still strongly thematic, and that matches the publisher material: the game gives the Referee plenty of procedures, tables, and subsystems, but it still expects someone to turn them into coherent jobs, hazards, factions, and consequences. This is not a no-prep story game, and it is not as plug-and-play for one-shots as something like Mothership.
The best prep style is scenario prep with live pressures. Build a mission, define the workplace, map the obvious failure points, decide what information is incomplete or false, and know what corporate or environmental pressure arrives if the crew stalls. If you prep that way, HOSTILE's systems feel supportive. If you want the game to improvise all of its pressure for you, it is easier for sessions to become flat or repetitive.
Campaign fit
HOSTILE can run short missions and sharp convention-style incidents, especially if you use the free introduction or a focused station or freight scenario. Still, the official line is built for recurring play. The supplement structure, colony support, haulage support, exploration support, and campaign-facing procedures all point toward groups that want the same crew or operating unit to accumulate scars and context over time.
That makes campaign play the natural home for the game. It handles one-shot horror better than a sprawling heroic epic, but it is strongest once the crew starts learning what this sector does to people who stay too long.
Reception and awards
I did not find a major award record for HOSTILE in the sources checked, but the review pattern from the Cepheus and Traveller-adjacent scene is consistently positive. Rocky Mountain Navy highlighted the gritty setting, thematic character generation, and the stress-panic-hazard package as the main selling points. Alegis Downport, which the official rules page itself links, treated the revised line as one of the stronger Cepheus/2d6 settings on the market.
The common caveat is not that the game is weak, but that it is evolutionary rather than revolutionary. Reviewers who want a brand-new engine may find it familiar. Reviewers who want a cohesive application of proven 2d6 procedures to gritty industrial sci-fi tend to think that familiarity is a strength.
Where it is strongest
- Blue-collar campaign play where jobs, logistics, and employer pressure matter every session.
- Groups that want survival hazards and workplace procedure to stay visible instead of fading behind plot-only horror.
- Referees who like Traveller-adjacent 2d6 structure but want a narrower, darker, more industrial identity.
- Tables that want a large official line of campaign add-ons without jumping to a giant mainstream rules ecosystem.
Where it can frustrate groups
- Players who want heroic competence to reliably overpower the setting.
- Tables that prefer very light prep, ultra-fast one-shot onboarding, or minimal procedure around equipment and hazards.
- Groups looking for polished first-party VTT support or glossy digital tooling.
- Anyone who wants a science-fiction game with optimistic exploration as the default emotional mode.
Content and safety notes
Expect lethal workplace danger, decompression, radiation, panic, corporate exploitation, isolation, body-horror-adjacent alien threats, and the possibility of characters being cornered by systems that treat them as expendable labor. The exact intensity depends on the scenario lane you choose, but even non-alien campaigns are built around a bleak and dangerous future.
Best starting path
Start with the free Introduction to HOSTILE if you need to test tone and table appetite. If the group wants in, buy the Setting book and Rules book together. From there, choose your next book by campaign lane: Roughnecks for mining and prospecting, Crew Expendable for freight and haulage, Dirtside for surface expeditions, or Marine Handbook 2215 for military action. If you mainly want a solo format or a lighter narrative branch, move sideways into HOSTILE Solo or HOSTILE Survivors instead of expecting the main game to do those jobs by default.
Research notes
Last checked: July 12, 2026.
- Zozer Games: HOSTILE line overview
- Zozer Games: HOSTILE Setting
- Zozer Games: HOSTILE Rules
- Zozer Games: Introduction to HOSTILE
- Zozer Games: HOSTILE Resources
- Zozer Games: HOSTILE Solo
- Zozer Games: HOSTILE Survivors
- Rocky Mountain Navy: HOSTILE Rulebook review
- Alegis Downport: HOSTILE Rules Review
- DriveThruRPG: HOSTILE Rules