
Solivago is a GM-less worldbuilding game of space exploration. The characters are highly capable scientists on the way to habitable planets over a dozen of lightyears away from Earth - not to claim, colonize or conquer, but to study, observe and return to Earth afterwards. It is a (somewhat) realistic science-fiction game with focus on worldbuilding, imagining the science behind previously unknown worlds and slice-of-life scenes in the scientist's relationships, interspersed with dramatic updates from distant Earth.
In this game you will find:
- Planet creation rules to create varied worlds to explore
- Questions for collaborative setting creation
- Simple rules for GM-less play, to tell a story together
Solivago was created as a submission to the Barcosa 2025: ,,Liebe Grüße aus..." Postkartenjam (translation: "Greetings from..." postcard jam) and is available in English and German.
You can download it for free here: https://crowberrycake.itch.io/solivago
I recently read To Be Taught If Fortunate by Becky Chambers (a great book) and this game is heavily inspired by it. Other influences are The Martian and Project Hail Mary by Andy Weir, Goldilocks by Laura Lam, the 2018 Lost in Space and the 2019 Another Life. Most of the time this is not an action-packed game, but more of a shared worldbuilding experience, for people who like to think about why things are a certain way on a planetary scale - both here on Earth and on imaginary planets far away.
Rolls succeed most of the time (or just complicate things due to unforeseen circumstances), because your scientists are highly capable. Every roll makes you think about and define how things work on the planet you are on - or how things on Earth might progress in the decades that pass.
My favourite part of the game is the planet creation - I tried to make it at least somewhat close to reality and give players the tools to create planets that sound (at least to laypersons) plausible. It's a game that makes you google "how does a planet's magnetic field influence the atmosphere". Did our game portray physics accurately? Probably not. Did we have fun? Definitely yes.