The world ended quietly.
ULTRADELVE is a tabletop RPG about exploring an Earth transformed overnight by partial alien terraforming. As Delvers, explore giant tower Structures & discover powerful items for fame and fortune.
The world ended quietly: the Haze swept the globe, and when it lifted, humanity found itself stranded in the shadow of the Structures—colossal Brutalist megaliths erected overnight by beings no one has ever seen (living techno-dungeons). Inside are impossible Biomes, lethal Hazards, strange Entities, and Doodads—alien technologies worth a fortune to the right buyer.
Fame, fortune, and the truth about what’s happened to the world are buried in the Structures—if you’re willing to go in and come back out alive.
The ULTRADELVE experience in four points
Abandoned alien buildings are techno-dungeons. Alien Doodads are treasure. Black-market fences pay top dollar for Doodads, but the Entities inside the Structures also rip Delvers’ heads off for trying to steal them…
Every delve is a gamble. The game loop is high-risk, high-reward. The house always has the advantage.
You’re not a hero. You’re a regular person with a baseball bat and a flashlight (e.g.) who needs to make rent. Delving is gig work—that can go full-tilt sci-thriller: who are the shady factions buying up all this alien tech, anyway?
Ready to play the moment the book is in your hands. There isn’t lore to memorize. You can play in your hometown—gone strange due to the alien Haze.
ULTRADELVE is written by Konstantine Paradias, and the Stillfleet Studio, with art by Anthony Grasso and editing by Wythe Marschall. ULTRADELVE is published in partnership with Plus One Experience.
ULTRADELVE is a 64-page, full-color, heavily illustrated A5 book featuring:
Rules to play. Everything players and GMs need: complete, easy-to-learn rules built for quick, low-prep play, using the tried-and-true Grit System
Structure-building tables. Streamlined tools for GMs to build original Structures on the fly
4 unique Delver classes. Play as the Looter, the Explorer, the Tinkerer, or the Altered (a Delver fused with alien-tech!)
5 Biomes. Fully realized, designed to mix, match, and remix
Plenty of Hazards. A wide array of environmental Hazards to keep every delve dangerous
An arsenal of Doodads. Alien tech for players to loot, sell, and hack
Entities. Fully statted, often hostile aliens who populate Structures (including those charming hover-guards, the pyramid waldos)
Here, abandoned buildings are dungeons, and they’re more interesting because now they’re alien. They’re living Structures with alien artifacts. And you can still bring in as much as you want from modern, weird abandoned urban crap. I think that that is a great idea regardless of geography. — Wythe Marschall
I really appreciate that both in ULTRADELVE and in Blister Critters—because they are set on Earth during a relatively recognizable time—it really allows players to just not have to worry about the lore. You don’t have to know a tome of lore to explain what’s happening. You can just jump right in, get into the action, and do your kind of low-power power fantasy. — Anthony Grasso
Tower crawler RPGs are probably my favorite genre of LitRPG, anime, & manga. Take that and layer on commentary on the Gig Economy, and I was sold. ULTRADELVE it out of the atmosphere, and I am so excited to get it out to the world and onto more tables! Let's get out there and climb, Delvers! — Tony Vasinda
In addition to the core book, we are launching two adventure supplements!
DELVER Magazine #1 features expanded gear, additional weird tech, more adventure spaces, & a new class—the Streamer! This magazine features diegetic and play tools to help GMs players grab onto the world.
The Book of Capers for PICARO! Fun fact: ULTRADELVE is the second collaboration between Stillfleet and Plus One! In PICARO!, you play as desperate folks on the edge of society in the age of sail and steed. The Book of Capers is a system-agnostic supplement for low-fantasy, antiheroic, heist-heavy games (written with PICARO! in mind but useful for Blades in the Dark, &c.) that gives a GM everything they need to launch into play at a moment’s notice.