A story fit for a library,
built one choice at a time.
Your decisions. Your world. Your story.
In Wanderhold, you make the choices and the engine handles everything else: presenting scenes with real stakes, keeping track of the rules, logging your decisions and story.
Free during beta. No credit card required.
The campaign you've been planning -
now you can start it tonight.
Scheduling a group for the same Wednesday never works. The group dissolved, or you moved, or you're just the only one still obsessed. And the DIY solo stack - ChatGPT, an oracle, a notebook - still puts you in the GM chair. You spend more time re-establishing context than playing.
Something that holds the whole thing
Your campaign state lives in the system. Every session starts where the last one ended.
No GM hat required
The engine applies the rules. You don’t have to act as both player and storyteller.
Play when you have an hour
Not when everyone does. Not after you’ve scheduled four adults into the same evening.
No group to coordinate. No GM to wait for. Play for an hour and pick it up next week. The world will be exactly where you left it.
You hold
all the agency.
Wanderhold gives you a complete RPG experience where every narrative decision is yours. Your campaign persists across sessions - choices made in Act One reshape Act Two. Dice rolls, character attributes, and resource management are enforced by an engine that doesn't cheat, doesn't overstep, and never takes the story out of your hands.
Every decision is yours. The engine responds; you direct. No predetermined path. A campaign that goes where you take it.
Hull damage persists. Crew losses persist. The game remembers what you’ve done - every session, automatically, without recapping.
Randomness enforced. The engine writes with your bad rolls, not around them. Attributes and skills matter. Luck has consequences.
Every choice, every roll, every twist feeds into one living campaign carried forward automatically. Stop re-establishing context. Just play.
Three steps
to your campaign.
Open it and the story is waiting. The engine handles the setup.
Choose Stellar Odyssey - a solo space-opera RPG built on the Wanderhold engine. The first world on a platform built for any genre.
Name them, set their attributes, define their crew. The campaign is ready the moment you confirm. No spreadsheet. No pre-reading. The game teaches you by playing it.
Each session presents a scene. You make decisions. The engine enforces dice rolls and consequences. The campaign carries forward automatically - ready whenever you are.
This is what it
feels like to play.
You command the survey ship Meridian. Sensors detect a distress signal near an uncharted planet. The decision is yours - the engine enforces what happens next.
“You command the survey ship Meridian. Sensors detect a distress signal. The decision is yours - the engine enforces what happens next.”Ready to play? Start Playing Free
Your story.
Your schedule.
Solo is the design - not the fallback. Wanderhold was built for three kinds of players who have been waiting for the same thing.
You’ve been re-establishing context every session. Your DIY stack works - ChatGPT, oracle tables, a notebook - but you’re still acting as your own GM. The overhead never disappears.
Wanderhold carries your campaign state automatically. Roll and see what happens. The engine handles the GM layer. You stop administrating and start playing.
You’ve watched hundreds of hours of actual play. You know the kind of story you want. The barrier has never been the game - it’s that you don’t know anyone who plays, or couldn’t keep a group together when you did.
You don’t need to know anyone. No rulebook to memorise before your first scene. The game teaches you by playing it.
You discover the story rather than outline it first. You want external pressure on a character - something that reacts, pushes back, and surprises you - without the vulnerability of showing unfinished work to another person.
Wanderhold gives you structured scenes with real stakes. The Mission Log is a draft you couldn’t have outlined. Show up for an hour and see what the story gives you.
“I sat down for thirty minutes and looked up two hours later. My ship had taken hull damage, lost a crew member, and stumbled onto something I didn't expect. I'd been the one driving the whole time.”
Early access tester - Stellar Odyssey
Your story starts
here.
The campaign you've been planning finally has a place to live. Build a character, pick your world, and play your first scene tonight. The engine tracks your campaign across sessions - hull damage, crew history, every decision that shaped what comes next. No group to coordinate. No prep work to do before you sit down.
Hull damage. Crew losses. Past decisions. Your campaign carries its history so you don’t have to rebuild it every session.
The engine responds to your choices. It does not steer. Every significant turn is yours to make.
Pick it up next week. Nothing is lost because you had to stop. The campaign survives real life.
No billing during beta. Just early access to a game built by someone who believes evenings deserve better than a scroll.