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(+4)

having read both, there’s very little in common, an unexpected comparison really. The system here is totally unique, involves mashups from a few sources but is more about how cleverly you can channel your mutations and how you can mitigate trouble.  Players choose between damage and fallout each roll, so every action has potentially huge consequences for the PCs and the world. Especially when it gets into combat and confrontation, how those come into play feels heavy.
Mutations and ability stuff are super weird, even within the realm of mutant games. Lots of potential for gonzo play and inspiring abilities.

The “point” of each game feels very different to me too imo. Both are exploratory and about surviving in a harsh place, but adventures here are often more about how you interact with opposing factions and integrate into freaky subcultures (or don’t) vs ecomofos which I’d say is a more traditional adventuring conceit. 

Both are out there and have huge potential for fun but plasmodics is one of the weirder settings & systems I’ve read! In a good way! I hope you check it out and dig it