At‑a‑glance: OSR/NSR‑inspired • Step‑die (Breathless) • 1–5 (solo‑friendly) • Low prep • Rules‑lite • 1–3h sessions
Stoneburner drops you into the Long Belt: cursed asteroid mines where House Grandrock’s legacy is equal parts debt, demons, and dwindling hope. You play a tight‑knit crew of space dwarves tasked with reclaiming galleries, salvaging relics, and keeping a fragile settlement alive. It’s sci‑fantasy with grime under the nails—part Deep Rock Galactic, part Dwarf Fortress, with a vein of doom‑hunting heroics.
The game runs on Breathless, a rules‑lite step‑die engine that models exhaustion and risk. Actions use dice that degrade (d10 → d8 → d6 → d4) as the delve wears on; careful resupply and clever play restore your edge. Kits (like Striker, Sinker, Spellwinder, Stanchion) give immediate identity without build crunch. Procedures cover delving, crafting, looting, and community management, keeping turns snappy and fiction‑first. Player‑facing rolls, clear clocks and tracks, and simple opposition make it ideal for solo or GM‑light tables.
Stoneburner marries tense survival play with tangible colony‑building. Expeditions push deeper for ore and answers, then return to invest in workshops, defenses, and amenities that shape future dives. The loop rewards prudence: light, tools, and time are precious; pushing your luck invites calamity. The demon ecology and mine generators offer strong prompts without locking you to prewritten plots, making each shaft feel discovered rather than designed.
If you want quick, punchy sessions with meaningful consequences, this sings. Solo delvers get clean guidance for oracles and procedures; groups get emergent objectives and shared risk management. New players can grasp the kit‑forward characters in minutes, while veterans can savor route‑planning, loadouts, and settlement tradeoffs. It’s perfect for short campaigns and one‑shots that feel complete—salvage a gallery, stave off a crisis, upgrade a district, and feel the settlement breathe again.
Players praise Stoneburner’s approachable, rules‑lite Breathless engine and strong theme, highlighting fast character creation, satisfying base‑building, and tense resource decisions. Common notes: swingy step‑die attrition can punish overlong delves; shines in short, purposeful expeditions.
Compare Stoneburner with other great ttrpg games.
Harder sci‑fi survival with stress and panic; deeper lethality and procedure, less colony‑building between dives.
Gritty, minimalist space decay—more cosmic rust and faction scum; fewer management layers than Stoneburner.
Solo‑first vow‑driven exploration—richer narrative tools and oracles; crunchier than Breathless but similarly expedition‑minded.
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