The Wretched

The Wretched is a rules-lite solo journaling RPG played with cards, a tumbling block tower, and a microphone. You are the last survivor of a salvage ship stalked by a hostile alien creature. Isolated and desperate, you chronicle your final days through audio logs while the creature lurks just outside your hull.

At-a-glance

Aliens • 1-1 players • 3/5 complexity • None prep

The Wretched

Solo Journaling • Cards + Jenga tower • 1 player • No prep • Rules-lite • 1-2 hour sessions Theme and Setting You are the sole surviving crew member of the intergalactic salvage ship The Wretched . After an engine failure left you adrift between stars, a hostile alien lifeform slaughtered your crewmates.

Theme and Setting

You managed to eject it into space, but the creature survived—and now it stalks your ship's hull, searching for a way back inside. The game is a meditation on isolation, fear, and human resilience inspired by Ridley Scott's Alien , the music of John Carpenter and Nine Inch Nails, and the desolate beauty of deep space.

How Play Feels

The Wretched uses three physical components to generate tension and narrative: a standard deck of playing cards (no jokers), a tumbling block tower (like Jenga), and a recording device. Each day, you draw a card and roll a six-sided die.

What Makes It Distinct

The suit determines what aspect of your situation you confront—Hearts for ship systems, Clubs for memories of the dead crew, Diamonds for the ship's physical structure, and Spades for the creature itself. The die result tells you whether you succeed or fail at your task.

Where It May Not Fit

You want combat and action to drive most of the session You mainly want short standalone sessions with minimal carryover.

Decision guide

What this game is about

Key facts
Players
1-1 players
Session
60-120 minutes
Prep
None
Play profile
Complexity
3/5
New GM Fit
4/5
Roleplay Focus
4/5
Combat Focus
2/5
Tactical Depth
2/5
Campaign Depth
4/5
Who it suits
Best for
Players who want hostile encounters with alien life and worldsTables that want quick onboarding and low mechanical dragPlayers who want character, atmosphere, or story to matter more than pure tactics
Avoid if
You want combat and action to drive most of the sessionYou mainly want short standalone sessions with minimal carryoverYou want the system to stay almost invisible at the table

A strong fit for groups that want hostile encounters with alien life and worlds, with rules Lite helping define the experience.

Agent data

Structured data and an explicit decision profile JSON document are available for remote agents.

Open agent JSON