At‑a‑glance: Solo survival horror • Tumbling block tower • 1 player • Near‑zero prep • Rules‑lite • 45–120 minutes
You are the last survivor aboard a ruined salvage ship. Help will not come. You record messages, salvage what you can, and try to keep the reactor, air, and nerves from failing. The tone is bleak but human—resilience, regret, and small sparks of defiance under crushing odds.
Play revolves around a tumbling block tower and daily logs. You draw prompts, act in the fiction, and pull blocks when risk or strain intensifies. A collapse ends your story. There are no stats to track; procedures are concise: make choices, narrate outcomes, and escalate pressure through pulls. Resources (food, air, power) and damage are tracked through simple notes and cues rather than heavy subsystems.
The result is immediate tension: every risky action is a literal, shaky decision. Because rules stay light, you focus on fiction—what you try, what it costs, and what you’re willing to sacrifice to see dawn.
The tower turns stress into touch. It transforms silent rooms into heart‑pounding scenes without crunch. Prompts steer you between practical survival (repairs, rationing, messages) and emotional beats (memories, fears, small comforts), producing a complete arc in one or two sittings. It’s also highly replayable: outcomes hinge on your choices and on the tower’s timing.
Ideal for solo players who want a physical, immersive survival tale with minimal prep. Writers and facilitators can use it as a tone piece or to frame side‑stories between group sessions. Expect a doomed, cathartic journey; success is rare, meaning matters more than winning. If you want crunchy advancement, look elsewhere—this shines when you lean into consequence and quiet courage.
Reviewers praise The Wretched for raw, tense solo survival: tight procedures, escalating pressure via a tumbling block tower, and a bleak tone that builds catharsis. Common notes: death is likely, luck can swing hard, and the experience depends on careful prompt framing and journaling.
Compare The Wretched with other great ttrpg games.
Both are solo, rules‑lite experiences; Alone Among the Stars is reflective, vignette‑driven exploration, while The Wretched is tense, time‑pressured survival with a physical collapse looming. Choose AAtS for quiet wonder; The Wretched for desperate endurance.
Each delivers survival‑horror with minimal rules; Green Dawn Mall is group play in an uncanny labyrinth where caution and clues save lives, while The Wretched narrows to one survivor’s dwindling options and literal, shaky risk.
Both emphasize tense choices under pressure; Dino Island runs pulpy, GM‑led escapes with PbtA mixed results, while The Wretched is solo, tragic horror—no rescue, just hard calls as the tower teeters.
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