One Engine · Your Story

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.

Over 150+ oracle tables
Your story data stays yours
No GM required
Plays on any device. No app required.

Why Wanderhold exists

That campaign you've been waiting for...
now you can start it tonight.

Scheduling a group can be hard. It dissolves, or you moved, or you're just the only one still obsessed. And the DIY solo stack - an oracle, a notebook, ChatGPT - 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 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.


Your story, decision by decision

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
Campaign Log · Act 2, Scene 3Survey Ship Meridian
Sensors return fragmented data - a hull signature consistent with a deep-range probe, but broadcasting on a frequency that hasn't been used in forty years. Lieutenant Voss looks up from her station. “That signal shouldn't exist,” she says. “Which means whoever's sending it wants us to think it does.” The distress beacon pulses every eleven seconds, precise as a heartbeat.
Your decision
Launch a rescue mission - approach the signal source.
Hold position and run a full sensor sweep first.
Send a probe. Don't risk the ship until you know more.
Navigation + Daring - systems check
7
Success. The Meridian threads the debris field cleanly. Voss confirms a lock on the signal source - a sealed escape pod, still warm.

Oracle Tables

159 tables. 4 worlds. And counting…

Click any card to roll. Switch worlds to see how the same engine powers entirely different stories.

Stellar Odyssey

You are the commanding officer. The decisions that can't wait for orders, the first contacts that go wrong before protocol applies, the crew members who trust you to get it right -- those are yours.

Mission Type
Spiritual
click to roll
Incident Verb
Transform
click to roll
Scene Theme
A Border Drawn on a Map Means Nothing to the People Who Live There
click to roll
Adversary Archetype
Philosopher
click to roll
Adversary Tactics
Trigger a medical crisis that requires the SAF to stand down and assist
click to roll
NPC Goal
Secure exclusive mining rights to a newly mapped system before the SAF charts it
click to roll
Ship Idiosyncrasy
When one of the decklifts passes deck four, the lift's lights flicker.
click to roll
Crew Recreation
Hexmatch
click to roll
Encounter Type
Uninhabited Planet
click to roll
Injury Location
Right leg
click to roll
Ship System Hit
Communications
click to roll
Cultural Trait
Art
click to roll
Space Weather
Plasma Eddy
click to roll
NPC Outlook
Furious
click to roll
Location Theme
Alien
click to roll
Government Type
Oligarchy
click to roll

No rulebook. No homework.

Three steps
to your campaign.

Open it and the story is waiting. The engine handles the setup.

Step One
Pick your world

Choose Stellar Odyssey - a solo space-opera RPG built on the Wanderhold engine. The first world on a platform built for any genre.

Step Two
Build your character

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.

Step Three
Play your sessions

Each session presents a scene. You make decisions. The engine handles the rest.

Built for the player who plays alone

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.

Solo RPG Players
Finally just be a player.

The engine handles the GM layer so you stop administrating and start playing.

“Play when you have an hour.”
TTRPG Fans Without a Group
Start the campaign tonight.

No group to find. No rulebook to read first. The game teaches you by playing it.

“You’ve watched a hundred hours. Now play one.”
Creative Writers
Play to find out what happens.

Structured scenes with real stakes. Show up for an hour and see what the story gives you.

“Find out what your character does under pressure.”
The story only you could have made.

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 everything: hull damage, crew history, every decision that shaped what comes next. Show up and play.

Start Playing Free

Free to play. No credit card required.

Wondering why it costs what it costs? One person built this. The pricing page explains the deal.