A downloadable story game

Download NowName your own price

For those drawn to myth and heroic tales: share authorship, embrace discovery, and follow an open-ended chronicle to learn what becoming legend demands — and what it costs.

Everdoom is a four-player shared-authority game that tells a fable about a legendary hero moving toward an inevitable destiny. 

Each player assumes a role that owns a domain-lens interpreting Doom and shaping the fiction. The interlocking roles are not “jobs players do,” but voices the game speaks. The game is a conversation, the players take turns talking. 

  • The Guide says, “Here is the situation.”
  • The Prime says, “Here is what I do.”
  • The Companion says, “Here is what I help or challenge you with.”
  • The Doomsayer says, “Here is what ending this forecasts.”

The table plays scenes forward in free narration, calling for rolls when uncertainty matters. Doom is the only explicit track; it shifts on its 20-point scale whenever you roll, and also through specific triggers. 

  • The Guide shows paths and interprets Faith: how trust and hope between the world and Prime manifests; roll to see if uncertainty resolves cruelly or kindly.
  • The Prime decides direction and interprets Trials: how resolute actions turn events; roll to decide whether consequences land on mythic or mundane scales, expressed by fabled or frayed outcomes.
  • The Companion advises on pressure and interprets Balance: how the Prime’s Will and Longing interacts with Law and Chaos in the world; roll to see whether the world pushes order or entropy.
  • The Doomsayer foretells becoming and interprets Purpose: how the portents of myth and mortality appear; roll to see if a new prophecy fits.

The fable ends when Doom reaches an extreme, the world becomes untenable, or fictional exhaustion concludes it. Either way, collaborative storytelling sparks destiny to unfold.

What Everdoom is: 

The game gathers four players, each with a distinctly different role, carrying a dedicated, ongoing responsibility throughout. No one stands above the others; motion needs all four corners to engage. With narrative power deliberately distributed, no single player controls the plot. Each depends on the others to move the fable forward, and the game expects participation and teamwork. 

It's closer to mythic tragedy than to heroic RPGs. It’s in the lineage of indie story games with an acumen for big drama and history, resolving masterlessness through role-based narrative authority. 

The game mechanizes inevitability without scripting outcomes, and embodiment is preserved while rejecting simulation. You get role authority and consent-driven meaning in a long-form arc that treats destiny as pressure, not a plot. 

What Everdoom is not:

This game is a consensual adversity game, not a conflict game. Players are advocates for the fiction, not for characters or interests. The Guide is not a game master. The Prime is not defending turf. The Companion is not a spoiler. The Doomsayer is not an enemy. 

This is not an adventure party game. It’s not about assembling a posse of super-powered heroes and watching them conquer a world. Don’t play this game if you’re unkeen about telling a fable together with curiosity, interdependence, and openness.

Get the Beta version of Everdoom now.

Create your world, uncover the Dooms that await along your Marches, and help shape the game on its path to a fully illustrated print edition.

Request a full playtesting document by commenting below or by joining the Everdoom Discord.

Download

Download NowName your own price

Click download now to get access to the following files:

everdoom v1 preview.pdf 5.2 MB
everdoom keeper
External
everdoom printouts.pdf 105 kB

Comments

Log in with itch.io to leave a comment.

I keep fixing a million newly discovered typos and bugs here and there. 
one thing I don't have capacity to insert into the docs now but I know it'll come up is the game's duration which I forgot to cover so far.
based on our home table test, it's reasonable to expect that a full game needs 3-4 sessions if you run the usual 3-4 hours per session. it can run longer for sure but I don't think it can or should go faster. 

for those who have a copy of the keeper already:
I noticed that the Forged Arc still featured some outdated text on the Data tab. I fixed it now, take it again.