Titanbound - Climb and Slay Titans in Shadowdark RPG
Hunt, climb and slay colossal Titans in TITANBOUND, designed for use with Shadowdark RPG. New kaiju-slaying classes, magic, gear and ancestries will help you bring down the biggest monsters ever imagined!
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Titanbound - Climb and Slay Titans in Shadowdark RPG · 1,860 following
14 new weapons to help you climb higher and fight the biggest threats imaginable
New gameplay overview - a look at some of the new rules that help GMs and players enjoy their epic game sessions
First look at the layout and art
After creating the world, the Titans gave birth to the gods. The gods rebelled and struck down the Titans. Their bones became mountains, their blood carved canyons. For centuries, both mortals and the gods believed the Titans vanquished. But now the Titans rise again. Colossal, living maelstroms that stride across the land, bringing ruin wherever they roam.
You are one of the few brave (or foolish) enough to stand against them. To climb their impossible heights. To strike at their hidden weaknesses. To save the cities depending on you. You must fell the Titans, or all is lost.
Titanbound is a fantasy RPG sourcebook, 100% compatible with ShadowDark RPG. It blends classic dungeon-crawl danger with vertical travel mechanics, "point-climb" gameplay, and the epic feel of hunting titanic, unstoppable monsters.
Climb the Titans: Rules for exploring, scaling, fighting, and falling off moving giants.
Cities Under Siege: Defend unique cities threatened by each titan with Titan vs. City combat rules.
New Classes and Ancestries: Elemental Weavers, Titanborne, and many, many more.
Epic Lore: Multiple Titans, each with their own mythology, tactics, and weaknesses.
Titanbound is flexible—whether you want play a single, epic night or a full multi-session campaign, this book has you covered.
One-Shot Titan Hunts - Want to climb a giant and fight for your life? Titanbound is built for stand-alone sessions where the titan is the dungeon, the monster, and the environment itself. Perfect for one-offs or convention play.
Full Campaign of Colossal Battles - Looking for something bigger? You can use the book to run a long-term campaign where Titans rise and attack, one after another, declaring war and threatening the world's last strongholds. Your players become the only hope of countless lives.
Drop Titans into ShadowDark or Other OSR's with Ease - Already running a ShadowDark campaign? Plug Titanbound right in. The rules, new classes, and new components integrate seamlessly, letting you insert titans as world-shaking encounters or recurring threats.
Real Art by Real Artists - All new, original artwork by some of the best artists around, including:
Check out their work, and follow them for sneak previews!
The Titanbound Team: For Torchlight Creative's debut RPG, we're grateful to have assembled an amazing team of tabletop and crowdfunding vets, including UKGE & ENNIE-winning writer Chris Lites (Conan: Roleplaying in an Age Undreamed Of, Twilight: 2000, Zombicide Chronicles)!
A quick note from Torchlight publisher, Geoff Skinner: Hi, I’m Geoff, founder of Torchlight Creative. My favorite Transformer is Unicron, my favorite Marvel villain is Galactus. Godzilla? Attack on Titan? God of War? Inhumanoids? YES, PLEASE, GIVE ME MORE! I've always loved the idea of fighting against what seems to be unbeatable, insurmountable, and overwhelming odds. After years in the gaming industry, I’m proud to lauch Torchlight's first RPG project: Titanbound. It's a game of colossal battles, desperate climbs, and unforgettable stories that's been on my mind for over a decade, and it's humbling to see it come to life. I hope you'll join us on our Titan hunt!
Why Follow Now?
Follow and Reserve your pledge and get the massively titanic, custom-designed Chained Titan d20 (MSRP $19), designed by Rach Ferrell and the dice wizards at Dice Envy!
Be first to see previews of the Titans, classes, ancestries and mechanics!
Gain early access to the Titanbound Discord and help shape the game via playtests! We want to hear from you!
Art by Chris Morelock
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First, I want to apologize for two things: 1) The next beta is later than I wanted it to be, and 2) I also haven’t updated you as much as I should have while we’ve been working through it.
That’s on me, and I commit to detailed updates at least every other week.
The good news is: the beta is not late because we’re stalled. It’s late because this next release got big, and because several pieces needed the kind of final pass that only happens when you actually sit with the material, test it, push on it, and ask, “Is this fun? Is this clear? Is this balanced? Is this actually ready for other tables?”
We’re very close now, and I wanted to give you a fuller look at where things stand.
Beta Status Report
The next beta is shaping up to be a huge release: roughly 200 pages of new Titanbound material. It will include all 12 new Titanbound classes, plus the supporting material that makes those classes actually work at the table:
Class features and advancement tables
Spells
Weaves and Threads
Relics
Summons
Potion recipes
Class-specific rules and reference tables
But that’s not all. This beta will also include the major rules that make Titanbound feel like Titanbound:
Full climbing rules
Titan climbing rules
Titan fighting rules
Titan hunting rules
Titan creation rules
That means this beta is not just a character packet. It’s a much deeper look at the actual engine of the game: creating titans, hunting them, climbing them, fighting across their bodies, and surviving the chaos when the ground beneath your feet is a living apocalypse.
The Relic Hunter brings usable, disposable relic magic into the game. The Elemental Weaver brings roughly 120 Weaves and Threads. The Planeshift Summoner brings a full summoning and bonding system. The Bloodbinder brings potion recipes and ichor-fueled choices.
And the titan rules bring the scale, danger, and verticality that sit at the heart of the entire book. I want this beta to feel useful the moment you open it, not like a rough pile of notes, but like a real preview of the book taking shape.
The Current Beta Pipeline
Here’s where we are right now: The Relic Hunter, our former resident problem-child, had that title taken by the planeshift summoner. The core idea was always exciting, but it needed a lot of attention to make the summons (a few dozen new creatures) balanced, and most importantly, very easy to play. We want a brand new player to be able to quickly pick up the class and run with it.
We’ve also been tightening the climbing, titan hunting, and titan creation rules so they’re easier to understand, easier to run, and easier to use at the table. These are some of the most important pages in the book, so we’re giving them the attention they deserve.
That means the biggest remaining pieces of this beta are moving through layout, proofing, and final internal review. Once that pass is done, we’ll get the beta out to you. When we do, I’ll include a link to the Discord so you can come tell us what you think, what you love, what broke, what confused you, and which class caused the most glorious trouble at your table.
Dozens of New Pieces of Art
One more thing I’m really excited about: the art is coming in fast. Our incredible artists have finished dozens of new pieces of art, and it’s making the book feel more alive every week.
I’ll include a few favorites at the bottom of this update so you can see some of what’s been arriving behind the scenes.
Class Balance Snapshot
One of the big things we’ve been focused on is making sure these classes feel exciting without simply outclassing the core Shadowdark classes. We want them to be bold. We want them to feel different. But we also want them to live in the same ecosystem.
Here’s a quick look at where the new classes currently stand compared to the core class power level:
Titan Slayer (Green)
The Titan Slayer is right where we want it: strong in its lane, built for big monster fights, but not overwhelming outside its specialty. It feels heroic without becoming a universal answer to every problem.
Free Runner (Green)
The Free Runner is mobility-forward and extremely fun in Titanbound’s vertical environments. Earlier versions pushed a little hard, but the current build feels much cleaner: fast, stylish, useful, and very tied to the setting.
Pantheon Priest (Green)
The Pantheon Priest has settled nicely into its own identity. It brings a different divine flavor than the core Priest without replacing it, with flexible support and utility that feel very Titanbound.
Spell Reaver (Yellow / Almost Green)
The Spell Reaver is one we’re watching closely. It is extremely cool at the table, but because it interacts with spell power, risk, and reward, it naturally lives near the top edge of the balance band. Right now we like where it is, but it’s getting extra attention.
Death Shot (Green)
The Death Shot is doing what it should: delivering a focused ranged experience. It feels satisfying without creating balance issues.
Elemental Weaver (Yellow)
The Elemental Weaver is one of the most ambitious classes in the book. With roughly 120 Weaves and Threads, it has a huge amount of variety and customization. That makes it exciting, but also means we need to be extra careful. It is powerful, flexible, and very fun and the key is making sure the weaves come together smoothly.
Dragoon (Green)
The Dragoon has been a joy. Big movement, big leaps, dramatic combat moments, and a playstyle that feels completely at home in a game about climbing Titans. It feels strong, but in a very clear and flavorful way.
Shadow Raider (Green)
The Shadow Raider is brutal, direct, and easy to understand. It hits hard, starts fights fast, and has a strong fantasy without needing a complicated subsystem. This one is feeling solid.
Bloodbinder (Green)
The Bloodbinder needed a lot of tuning, but the current version has settled into a very good place. The recipe system gives it a strong identity and plenty of tactical choices without letting it run away from the rest of the party. The trick was finding any loopholes that would have let the bloodbinder craft too much too quickly (and loopholes were found! and plugged!).
Relic Hunter (Green)
This one a lot of work. The Relic Hunter now feels like an intellectual adventurer and battlefield improviser who brings something genuinely new to the game: usable relic magic. Relics are powerful, limited-use tools that can be attuned to, used, combined, and eventually spent. The goal was to make sure the class didn't feel like any other magic user without adding a lot of new rules.
Planeshift Summoner (Yellow)
The idea behind Planeshift Summoner was to bring a summoner to the table in a very Shadowdark-turn-economy kind of way. But it also has a very clear structure: you call creatures, trade places, build bonds, and make big positioning choices. For the Summons, we ended up going with a mix of SD Core monsters, monsters from Unnaturual Selection (used with gracious permission of Dungeon Damsel), and lots of originals.
Wastrel (Green & Yellow, and maybe Red - if you hate lots and lots of luck, this may not be for you)
The Wastrel is exactly the kind of troublemaker we hoped it would be. A dark twist on a bard, powered by luck, charm, and terrible decisions made with absolute confidence. It has a press your luck mechanic that can be, to undersell it, EXTREMELY swingy - but that's by design.
For clarity:
Green means the class currently feels in line with the core game and is behaving the way we want.
Yellow means the class has mechanics that are naturally more flexible, swingy, or powerful, so we’re paying closer attention to wording, limits, and edge cases before release.
And honestly, that’s exactly where I’d expect classes like the Elemental Weaver, Spell Reaver, and Planeshift Summoner to land. They’re ambitious by design.
Thank You for Your Patience
Show Your Work!
How did we get to the above valuations? Below, you can find a few charts that we've been using internally. After an incredible amount of simulations (i.e. rolling a d20 A LOT), here are the results:
Beta Progress by the Numbers
89 pages final
76 pages in final edit pass (layout complete)
32 pages being layed out currently
The beta will include all 12 new classes plus their spells, weaves, threads, relics, summons, recipes, and tables
The beta will also include the full climbing rules, titan fighting rules, titan hunting rules, and titan creation rules
Dozens of new pieces of art have arrived and are being worked into the book
Thank you for giving us the room to do this right. I'm grateful everyday that you took a leap with us, and want to deliver big.
🧾 Project Update: Survey Smoke Test + Next Beta Progress!
Titan Hunters, Rally!
We have some updates from the climb.
First, the pledge manager smoke test is going out! That means about 5% of backers will receive their surveys in the next couple of days. We’ll use that small batch to make sure everything is working properly, all the options are showing up correctly, and the process is smooth before we send surveys to everyone else.
Once we confirm everything looks good, the rest of the surveys will go out, ideally next week.
And I'm happy to report… there are two surprises waiting for you in the surveys... hope you like them :)
I’ll give you all a chance to discover them on your own, but once folks have had a little time to poke around, I’ll post another update with additional details.
📚 Next Beta Update
Work on the next beta is going great and exhausting!
The “problem child” — hrm, Relic Hunter, hrm — turned out even better than I hoped. It ended up being a lot of work in the best possible way, and while our superstar graphic designer Matteo was getting it formatted, I charged through the work on the Planeshift Summoner. That class is now over with Matteo as well, which means the next beta is going to be a big one.
🏔️ What’s Coming in the Next Beta
The next beta will include all 12 Titanbound classes, plus all the major class support content that goes with them:
spells
weaves
threads
relics
summons
class tables
and all the extra tools needed to actually run them at the table
All told, this beta is going to clock in at around 200 pages.
It’s a huge chunk of the book, and I honestly can’t wait to hear what you all think. When we send it out, I’ll include a link to the Discord as well, so you can come tell us what’s working, what you love, what needs a tweak, and which class immediately caused trouble at your table.
Shall we have another class preview now? We shall.
A Closer Look at the Planeshift Summoner
This class has gone through a lot of development, and I’m really happy with where it has landed. It’s not a traditional “pet class,” or even a normal summon class, where you stand safely in the back while another creature fights for you. Instead, the Planeshift Summoner does something much stranger: when you summon a creature, you switch physical places with it.
The creature appears in your mortal world, and you are pulled into the strange and endless realm (the Endless Wilds) it came from. For a few rounds, your party fights alongside the summon instead of you. Then, when the summon ends, you return, and it goes home (unless... well, see below).
You aren’t adding another full combatant to the party. You’re deciding what kind of presence the party needs right then. Do they need a protector? A predator? A scout? A chaotic little menace? The Summoner becomes a class about choosing the right creature for the moment.
The Four Starting Summon Types
At early levels, Planeshift Summoners choose from four summon categories: Guardian, Hunter, Scout, and Trickster. Each category fills a different role.
Guardian Summons
Guardian summons are called when the party needs protection more than raw power. These creatures are sturdy, loyal, and hard to move. They block passages, shield allies, punish enemies for getting too close, and help the party survive when things get dangerous. A Guardian might be a mastiff, a shield beetle, a porcupony, a stoneback tortoise, or something even stranger. They usually don’t hit as hard as Hunters, but they are much better at standing between your friends and danger.
Use a Guardian when you need to hold the line.
Hunter Summons
Hunter summons are predators. They are faster, more aggressive, and more dangerous than most other summons, but they are not built to protect the party. They chase, ambush, leap, bite, tear, and pursue. A Hunter can deal more damage than the Summoner normally could, but that power comes with risk. Hunters are easier to isolate, surround, or bring down. A Hunter might be a wolf, starfang, honey badger, rift leaper, moon stalker, great griffon, or rift drake.
Use a Hunter when something needs to die quickly.
Scout Summons
Scout summons are for movement, discovery, and survival. They fly, climb, swim, leap, track, spot hidden paths, hear danger coming, and help the party cross terrain that would otherwise be impossible. They are not strong combatants, but they can completely change how the party approaches a titan, ruin, cavern, or battlefield. A Scout might be an owl, fox, wayfinder hare, giant bat, cliffstrider gecko, mistwing manta, far-eye moth, cloud ray, or horizon drake.
Use a Scout when you need to find the way forward.
Trickster Summons
Trickster summons are agents of chaos. They distract, mislead, steal, confuse, hide, escape, and turn an enemy’s certainty against them. They don’t hit as hard as Hunters, don’t protect like Guardians, and don’t explore as reliably as Scouts, but they can create openings no other summon can. A Trickster might drop an enemy’s weapon, mimic someone’s face, vanish into shadow, create a false target, or force a foe into an embarrassing mistake at exactly the wrong moment.
Use a Trickster when the best plan is making sure your enemy’s plan falls apart.
Bonds Make It Personal One of my favorite parts of the class is the Bond system. Summoned creatures are not disposable minions. They are beings from another plane who choose to answer your call. If a creature survives, contributes, and remains long enough, it can form a Bond with you.
Over time, a bonded creature can grow stronger, develop new traits, and become a recurring companion. But there’s a cost: if a bonded creature dies, it is gone forever. It's dead.
That means summoning is not just tactical. It’s emotional. You might start by calling “a Guardian,” but after enough adventures, that porcupony, shield beetle, or rift drake becomes yours. When you call, it answers.
Stranger Summons at Higher Levels
As the Summoner grows, more unusual options begin to open up. We’re currently building the class so the early game focuses on the four core summon types, while later levels unlock more specialized categories such as Mystic and Siege summons.
Mystics bring supernatural support, strange senses, wards, and healing. Siege summons are built for breaking objects, structures, vehicles, and terrain.
Turn to the Undead
There’s also a darker, optional path: calling not from the Endless Wilds, but from the Endless Depths, a plane of restless dead and forgotten things. This creates an Undead Summoner variant with a very different feel and a much more dangerous bargain.
The Planeshift Summoner has become one of the most distinct classes in Titanbound. It feels tactical, weird, dangerous, and very different from a standard fantasy summoner. Instead of commanding a pet or magical being from the back line, you’re opening a door between worlds, stepping through, and trusting that whatever comes through in your place will protect your friends until you return.
Thank you again for your excitement and continued support. The surveys are moving, the beta is growing, and Titanbound keeps getting closer to your hands.
🎲 The Titan Dice Have Arrived! + Kobold Pilgrimage + Beta Progress + Relic Hunter Preview
Titan Hunters, Rally!
Big news from the climb: product samples of the Titan dice have arrived! I've been involved in a lot of projects over the years, but this is my first time I've designed and produced one from top to bottom as a publisher... and to hold these in my hands is a really moving experience. All thanks to you, so a big shout out to backers of Titanbound for making this real.
These things are BIG... exactly the kind of oversized, table-commanding dice you want to roll when a Titan is bearing down on the city and everyone is holding their breath.
And yes, if you reserved your free 55mm Titan d20, you chose wisely.
If you love fast, table-ready adventures, one-shot friendly design, and more Shadowdark goodness in your library, definitely give this one a look before it ends. It's got some really great art and tons of clever ideas to bring to the table when you're short on time.
📚 Beta Update: Taking a Little More Time
Now for the next Titanbound beta. We were hoping to get the next beta release out by now, but we’re taking a little more time with it. I won’t point fingers, but a certain hunter of relics ended up being a lot more work than expected... but in a good way, I promise.
We know you’re excited to see more, and trust me, we’re excited to show it. I'm working around the clock to get all these new classes tested and over to you! To attempt to make up for that, here's a peek at the trouble-causing-class.
🏺 Class Preview: The Relic Hunter
Since the Relic Hunter is partly responsible for the extra work, it only feels fair to give you a sneak preview at what makes this class so exciting.
The Relic Hunter is an intellectual adventurer: part scholar, part treasure-seeker, part battlefield improviser. They read ruins, decode ancient markings, recognize forgotten craftsmanship, and know that the “worthless trinket” everyone else ignored might be the thing that saves the party, because the big thing the Relic Hunter brings to Titanbound is Relic Magic.
Relics are ancient objects infused with power. They might be buried in Titan ruins, sealed in forgotten tombs, traded through black markets, hidden in monster lairs, or sitting in plain sight if you know what to look for. But relics aren’t permanent magic items you hoard forever. They are powerful, strange, disposable resources.
To use a relic, a character must first attune to it, learning how to wake the magic inside. Once attuned, the relic can be activated to unleash its effect, but every relic has a limited number of charges, and every risks burning it out, where it will crumble, crack, go inert, or otherwise become nothing more than another dead artifact of a forgotten age.
That’s where the fun begins. Since relics are meant to be used, burned out, and discarded, players get to experiment with a wide range of strange effects, tactical tricks, emergency saves, and wild combinations depending on what they’ve found and what they’re carrying.
One delve might leave the Relic Hunter loaded with tools for movement and escape. Another might give them damage, defense, healing, or battlefield control. The class is built around that feeling of discovery: what did we find, what does it do, and when is the perfect moment to spend it?
At the table, this turns relics into a constant source of creativity and surprise. Do you save that ancient charm for later, or use it now to survive the fight? Do you attune to the item that helps the party climb, or the one that might turn the tide against a monster?
Very fun and challenging to design, and creating the relics has been a blast. Currently we're working with a list of 80 relics, and I've broken them down by effect below:
Control Relics: 8 relics (10%) - Slow enemies, trap targets, create barriers, alter terrain, force movement, disrupt attacks.
Weird & Risky Chaos Relics: 6 relics (7.5%) - Powerful but unpredictable relics with strange consequences, tradeoffs, or dramatic effects.
Relic Hunters can search for relics almost anywhere, and roll for random search results. Relics they can find in Bazaars, differ from ones they can find in Black Markets, Wilderness, and Crawls. Easy to use tables make playing the character incredibly easy, and our testers have had a blast discovering new ways to use all the ancient powers.
Climb Cleared! Wastrel Player Aid UNLOCKED! 🌹💀 One stretch goal to go!
Titan Hunters, Rally!
You did it! You unlocked the next stretch goal, which means the Wastrel Player Aid PDF is officially UNLOCKED for backers! 🎉
This is a clean, table-ready handout with everything a player needs to roll up a Wastrel and start playing in minutes, perfect for quick starts, one-shots, and dropping a chaos-loving charmer into the party without slowing the game down.
And now…
🧗 One More Stretch Goal Left!!!
We’re down to the final climb: The Wastrel Luck Coin.
A beautiful, limited-edition coin featuring art by Bunni Daniel (Dungeon Damsel / Druskara).
On one side: a rose; on the other: a skull. It unlock at $69k!
And I suppose we should preview the class to give a taste of how the Luck Coin comes into play...
Class Spotlight: The Wastrel
Some heroes trust steel. Some trust gods.
The Wastrel trusts luck.
"Some women trust steel. Some trust gods. Me? I trust luck. Most of the time, it never fails.” - Vesper Crowe, Wastrel, moments before the ceiling collapsed
A gambler, scoundrel, charmer, cheat, poet, liar, lover, and pure walking chaos, the Wastrel is the kind of adventurer who should have died a dozen times already, but somehow keeps grinning through the dust and rubble.
This is a class built for players who love taking risks, making big dramatic choices, and turning terrible odds into unforgettable table moments.
At the heart of the Wastrel is their Luck Coin. Each session, the Wastrel gains a small pool of Luck Coins they can spend to tempt fate. Flip the coin and fortune either smiles or bites back. Win the flip, and you might turn a last chance roll into your advantage, cheat death, twist an enemy’s attack, or pull off something spectacular.
Lose the flip, and things get worse. Maybe much worse.
As the Wastrel levels up, they gain Lucky Breaks, strange gifts of fortune that make their coin flips even more dangerous and unpredictable. And a Wastrel who isn't satisfied when luck breaks their way can push their luck even further by doubling down for the chance at an even bigger reward (but can end up with an even more painful consequence).
The Wastrel is not careful. The Wastrel is not reliable. The Wastrel is the character who looks at a collapsing bridge, a charging monster, a bad plan, and one last coin in their hand and says: “This is gonna go my way, I can feel it.”
For players who want a class full of danger, charm, comedy, tragedy, and clutch moments, the Wastrel brings something fun to the table: a hero powered by bad decisions, impossible luck, and the thrill of the flip.
Thank you again, Titan Hunters. We’re so close to the final summit. Let’s bring that coin to life.
Quick reminder before anything else: late pledges are open right now. If you missed the campaign, want to upgrade, or have a friend who’d love Titanbound, this is the window to jump in and join the hunt.
In you were waiting to try Daggerheart until they had a Lovecraft setting, take a gander at Heart of Cthulhu: 1912! The team behind it is absolutely stacked; I’m lucky enough to know the design crew: they’re fantastic humans and seriously talented creators. If you like gorgeous presentation, sharp writing, and that “oh no… we should not open this door” energy, give it a look and toss them some love. Act now: there's only 24 hours left in the campaign!
📚 Titanbound Status: 120+ New Pages Near-Final
We’ve now got 120+ pages in near-final shape, meaning: tight text, layout underway, and the book is starting to feel real in the best way.
🧪 Next Beta: More Classes Moving Into Layout
We’re currently pushing the next pack of character classes from design & testing into layout. After one more internal pass (testing, proofing, tightening language... then tightening some more to get to that sweet & elegant Shadowdark layout) we’ll release them as the next Beta.
This next Beta will include the Elemental Weaver, and it’s one of the most ambitious classes we’ve tackled. It'll come with roughly 120 “Weaves” and “Threads,” which means it’s both a ton of content and a ton of balancing. We’re deep in the details to make sure it lands clean and plays smooth.
We’re being a little extra careful here because we want these classes to be as close to “final” as possible before they go public. We will appreciate any and all thoughts you all have about these classes, but we also don't want to outsource all of the playtesting to you fine folk.
Class Preview: The Elemental Weaver
While priests attain their magic from divine gifts and wizards from the arcane forces that bind the world together, Elemental Weavers use their wisdom to create magic from the building blocks of the universe itself. They weave one or more of the 10 known elements together to create a personal, evolving spell repertoire. Every element they learn reshapes the magic they already know, creating strange, powerful, and surprising combinations.
As a Weaver, you start by mastering a single element (one of 10), then unlock new elements as you level. Each element comes with its own list of Weaves to choose from, but the real meat of the class is how the Weaver grows. Every time you master a new element, you not only gain Weaves from that element, but you also learn Threads from that element that “thread” themselves through previously learned Weaves. These threads grant your Weaves new powers and effects that permanently reshape and evolve your magic.
One Weaver’s fire-based Weaves might become a climbing tool or a battlefield control engine, while another’s becomes raw damage infliction. It’s a class built for players who love tinkering, discovering unexpected combos, and watching their character’s magic evolve in surprising directions over time.
No two Elemental Weavers look the same at the table, but all employ a very easy to use Weave creation system, so there's no learning curve for players who are ready to try out this unique class.
🗻 The Heart of the Book: First Titan, First City & Titan Combat Rules
We’re also just about done with the first Titan and the first City.
And here’s the plan: as the third public beta, we’re going to release those together, alongside the Titan climbing and fighting rules.
That’s the beating heart of Titanbound: the city, the threat, the climb, the fight. We want that first impression to hit like a thundering footfall.
Thanks again, Titan Hunters. More soon; no spam, just the good stuff as it locks into place.
And one last reminder: late pledges are still open, so if you want to jump in, upgrade, or nudge a fellow gamer into the hunt, now’s the time. Help us unlock some awesome post-campaign stretch goals!
Late Pledges Are Open! + Post-Campaign Stretch Goals Continue
Titan Hunters, Rally!
The campaign may be over, but the climb continues...
We’re excited to announce that late pledges are now open! If you missed the campaign, want to upgrade your support, or know someone who meant to back Titanbound but ran out of time, this is your chance to jump in and join the hunt.
And because this project has outperformed our expectations at every turn… we’re doing exactly what we promised: We’re Forging Ahead with Post-Campaign Stretch Goals.
This means late backers can still help us unlock even more for Titanbound. We had too much momentum to stop now, and frankly… there are still a few treasures high up on the mountain I’d really love to bring to life.
🏔️ Post-campaign Climb #1: Wastrel Player Aid PDF
At $64,000, we’ll unlock the Wastrel Player Aid PDF for all backers.
This will be a clean, table-ready handout with everything a player needs to create a Wastrel and start playing in minutes so you can drop this silver-tongued disaster straight into the action.
Hand it to a player and say: “Congratulations. You’re the party's problem now.”
And then… the big one.
🏔️ Grand Finale Climb: Wastrel Luck Coin designed by Bunni Daniel
At $69,000, every physical backer will receive the Wastrel Luck Coin, a beautiful, limited-edition coin custom designed by Bunni Daniel of Dungeon Damsel / Druskara.
One side bears a rose; the other, a skull.
This coin is the perfect Wastrel artifact. Dramatic, stylish, a little dangerous, and far more fun than any ordinary d2. When it’s time to press your luck and drag the party out of a jam… especially one the Wastrel caused… this is the coin you’ll want in hand.
🌹💀 First Look: The Coin Design
We’re excited to debut a first look at Bunni Daniel’s coin design.
It’s gorgeous. It’s flavorful. It absolutely nails the Wastrel’s mix of elegance and doom.
Thank you again for making Titanbound what it is. The campaign may have ended, but the project is still growing, and with late pledges now open, there’s still time to climb higher.
If you know someone who missed the campaign, now’s the perfect time to send them our way.