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Mörk Sol

Created by Infinite Citadel

A faster-than-light Mörk Borg-inspired RPG set in a horrific galaxy consumed by entropic decay.

Latest Updates from Our Project:

Pre-GenCon Update (June + July Progress)
about 23 hours ago – Tue, Jul 21, 2026 at 07:13:58 AM

It's been too long since our last update in May, so first off we want to thank you for your patience. We knew we wanted to update y'all before GenCon, but we didn't expect it to be this close. On the bright side, that means we have SO MUCH to show you!

The past two months have seen a lot of exciting Mörk Sol development. A quick summary of everything below:

  • 3/5 chapters of the core rulebook are now done!
  • We've started prototyping the physical add-ons (like GM Screen and the Battlemat).
  • Pre-Orders are open!
  • An overall production schedule update.

Let's dive in!

Manuscript Progress

Last update we told you about three areas of focus we'd been tackling in the manuscript: balancing the math, enhancing the lore, and fleshing out Entropic Decay. If you've been following along on our Patreon, you know we've made some fantastic progress on that front. But you'll be happy to know it's been more than just those three aspects!

A "loading bar" chart of progress made on Mörk Sol. The Setting, Skips, and Skavs chapters all have orange bars marked, with their Text sections completed and progress begun in Art, Layout, Edits, & QC.

In diving into those three areas, we ended up completing three of Mörk Sol's chapters.

The Setting has been thoroughly punched up, making the Galactic Contenders more vicious, the Span's technology more defined, and giving players & GMs alike a clearer picture of this grimdark galaxy.

Skips didn't just get more Specialty Crew (although we had a lot of fun scoping out what those could be and how they impact your games both mechanically & narratively), but we also made sure all the modules were double-checked for proper math while clarifying those bits that were impacted by our lore changes. You can dive deeper here.

Skavs got some much needed love across all their Equipment, including the Services one might want to trade for. Stuff like a fresh coat of paint, memory wipe, spoofed Hull IDs, or simply transport to-and-from a planet when your Skip won't cut it.

Another area we hadn't spoken to in May but that still got a ton of updates was the Dangers chapter! This is largely due to everything we've been doing to get ready for Mega Sol (there are still some seats left on Thursday afternoon if you're going to be in Indianapolis). We still need to figure out exactly how many enemies we want to be in that chapter, but to give you some points of comparison...

  • The Frame:ZERO version you got earlier this year had 4 hostile Skips and 18 other enemy statblocks, for a total of 22.
  • We now have 44 statblocks (more than double the amount in CY_BORG), with 7 specific to Skip combat, and the rest spread out across numerous enemy types, including some that are designed to be "hybrid hostiles".

Inspired by some playtesting feedback we got on our Discord, we've added several hybrid statblocks to the game which account for the liklihood you'll want enemies that can threaten Skavs, follow them back to their Skip, and then engage in Skip Combat (or vice versa, flowing naturally from Skip to Skav). High tech station security robots, mining loader suits, and a scourge kraken that lives inside of asteroids, to name a few!

And finally, with both Sol Sector and The Being Aboard the Gamma Blackstar set to debut at GenCon, we've been hard at working developing those! The core mechanics and basic oracle tables for Sol Sector are done, being heavily based on Solitary Defilement with some tweaks to better fit the setting (and include some really fun solo Skip Combat). Blackstar still has plenty of character artwork to go, but the bones of the scenario are in place. We're stoked to see both of these in the hands of our cadre of GMs next week!

What's Left?

We know that it still looks like there's a ton left to do in both the Tables and Dangers chapters, but that's because we didn't know exactly how much either of those chapters should have. Now that the other three chapters are done, we have a much better idea of how many Dangers are needed to support folks, along with what sorts of Tables will be useful.

There's also that one bar in Ray of Light from Synthetic Dawn, the introductory charter that's part of the core book. That represents a small lift of updating Ray's lore and descriptions to account for the changes we made to the Setting: small details that could be confusing if they aren't consistent, but don't represent a huge lift.

An Editor!

With text complete getting closer each week, we decided it's time to lock in an editor. One thing we learned from Temperamental Upgrades is that layout is a heavy lift for a Borg. Even though we are anticipating Mörk Sol to be a little less artbook and more of a sci-fi manual vibe (think Death in Space), we still don't want to be doing layout against changing text. That's inviting errors to happen, and with this looking like a 200+ page book (because there will still be a ton of art and cool, Borg-y layout), we don't want to be hunting down typos forever.

So our internal goal is to fully hand off the text to Brian Yaksha by the start of September! Brian was not only CY_BORG's editor, but also worked with us on Temperamental Upgrades. We love working with them and know they understand the subject matter at the heart of Mörk Sol as good as anyone can. They'll make sure each bit of the text is properly contributing to setting, tone, and mechanics.

Physical Prototypes!

Our progress these last two months isn't limited to words on a screen. GenCon once again inspired us to go bigger so those who join us in Indianapolis see a far more mature, polished Mörk Sol than has ever existed.

So we started prototyping the physical add-ons!

GM Screens

Preview of the GM Screen contents; still a work in progress.
A home-made 5 panel GM screen blank.

We've been tinkering with what exactly should go on the GM Screen by comparing it to the screens of other Borgs. We couldn't find a print-on-demand option for 5-panels, so instead Conlin is constructing them by hand while Andrew fleshes out the design. You can see more of our GM Screen thoughts here.

Battlemats

A close-up view of our neoprene battlemat.

Neoprene mats are a much easier lift in the print-on-demand world, so we cooked up an initial version that embraces Mörk Sol's acid-green color scheme while keeping the computer terminal vibe of our original mockups.

Playtesting These Prototypes

The main reason we wanted to have these for GenCon, even if they aren't their final form, is because we want to see them in action. We're going to have over 100 people play Mörk Sol next week across 5 events. (And those are just the Mörk Sol games!)

That's a ton of eyes on these materials from both the player and GM sides of the screen. If the rule references are missing stuff, the fonts too hard to read, the graphics not right, or anything else, we want to know that now while the materials are small batch or hand-made one-offs. That way when it comes time to make the big fulfillment order, we know you're getting the best version possible!

Pre-Orders are Live!

We've had folks join our Discord or reach out on social media to find out when they can pre-order Mörk Sol. If that's you, or you know someone that missed the campaign, we have good news...

We've opened up the pre-order store on BackerKit!

This is also your reminder to fill out those pledge surveys! We just sent a reminder email via BackerKit. Please reach out if you have any questions or concerns.

Production Schedule Estimates

Perhaps the most relevant question to our backers: when will you be getting your pledge rewards?

The truest answer is "we aren't sure". We still have several zines to write, art to make, and physical products to test. There's a long road ahead, and we don't want to over promise. But there are two things we can say:

May 2027 is still looking very, very good. That was our original estimate when we launched the Kickstarter, and so far all signs point to us being able to start the first waves of shipments by then.

The Core Rulebook will be text complete by PaxU (first week of December). That means all the writing and editing will be done. That also means we'll be able to release a fully formed Mörk Sol Frame:ZERO PDF to everyone! Previous versions have always lacked some material, so this will be a full release of the rules in a "bare bones", easily printed & accessible format. Every core rulebook skip module+weapon, enemy, mechanic, etc. that we've teased on Patreon will be in your hands before the end of 2026.

We'll be back in August to share everything that happened at GenCon along with what we hope will be more good news about production. Until then, follow us on social media, Patreon, or join our Discord to see everything we've got going on as it happens.

May Update
about 2 months ago – Tue, May 26, 2026 at 08:54:51 AM

We're nearing the end of May, so time to show you what's been happening in the world of Mörk Sol development!

As we anticipated in the last update, we did not get a huge amount of Mörk Sol (core book) progress made. Our focus has been on other projects, some Mörk Sol related, others not. Of course we still think you'll enjoy what we have to share: we have some exciting manuscript progress, more information about our GenCon events, and a new Kickstarter.

New Kickstarter

We're going to go in reverse order since the latter two are much shorter, simpler announcements.

The Beckoning Dream, by Infinite Citadel, coming soon to Kickstarter. A mockup of the book cover is on the left of a burning wordmark, all above a surrealist background.

The Beckoning Dream is a surrealist tarot deck building TTRPG of interpretation, cartomancy, and dreams. Instead of dice, tarot card dueling is used to determine what happens next in the story. Be sure to follow the campaign for updates on exactly when it will launch.

MEGA SOL @ GenCon

Among our many GenCon events are 5 Mörk Sol events. We obviously have more intro sessions of Ray of Light from Synthetic Dawn, but brand new to this year is our first public playtests of The Being Aboard the Gamma Blackstar, and MEGA SOL!

Mega Sol is our foray into the world of mega gaming. 5 tables (and some solo players) will play in a single 4-hour event. A massive dreadnought has suddenly arrived in a sector of The Brink, using unknown technology to prevent skip drives from working. A CoreSys administrator is imposing martial law on the sector until all either die or bend the knee to the Authority's most aggressive expansion yet. Multiple skav crews will need to work together to blast into the dreadnought, shut down the skip jammers, and get out of this mess alive. The various factions are there too, offering open charters to crews able to complete specific objectives; they'll help you if you can help them.

We're extremely excited to bring this epic event to life. There are still spots open for both Mega Sol games! Unfortunately, as of this writing, all of the other Mörk Sol events are sold out. If you're going to be in Indy and want a spot at those tables, be sure to check back every so often as spots will often open up as we get closer to the convention. We will also shout those openings out whenever we notice them in the #events channel of our Discord.

Manuscript Progress

This update won't have a progress chart. That's not because nothing was done, but none of the pieces we're working on were completed. Most of the book's elements only have one cell left, and we don't want to fill those in until we feel they are truly done.

However the progress we have made is extremely important for the other pieces we've been working on (like Mega Sol). This past month we've worked on...

Balancing The Math

We've done a complete numerical evaluation of skip modules, skip weapons, and skav weapons. We want to make sure that these pieces of tech make sense with how much you are gaining for how expensive they are to acquire. How much damage does a d4 cargo die buy? A d6? What should a Grade II Kinetic weapon do versus a Grade II Energy or Targeted? And how does it upgrade into Grade III? Do our assumptions about weapon lethality hold across the full spectrum of skip customization?

It also let us look for gaps in the progression. Do ranged weapons have reasonable options for each die size, both damage and cargo? Are there fun, aspirational options for both melee and technical? Are consumable weapons providing cool alternatives without becoming optimal?

Often OSR gives mechanical balance a pass, but since we've designed Mörk Sol to support long campaigns, where character & equipment progression are important, we want to make sure the full breadth of that progression spectrum makes sense.

Lore Enhancements

We want the setting of Mörk Sol to be as compelling for you as it is for us. Previous versions of the text have given just enough to get folks started, but we felt like some of the setting details could use some love.

A couple of things really sparked these revisits:

  • Conlin and Matt have been ingesting a lot of material that speaks to the dystopia we want to portray in Mörk Sol: More Everything Forever, Andor, and The Last Question to name a few.
  • As we iterate on certain mechanics - like the Limited Liability Corpse origin - we need to answer important questions about life in the Span, particularly "synthetic life". This is an area sci-fi often gets very wrong from a sensitivity perspective. We're going to be finding a sensitivity editor to make sure we do this properly, but we're also putting a lot of thought and research into it now so we can bring them a good foundation.
  • Our convention prep is inspiring us to dig deeper into the Galactic Contenders, providing more story hooks and motivations for the galaxy's largest movers & shakers. We want this setting to provide compelling antagonists and patrons (not mutually exclusive) for not just our own materials, but for your home games.

Entropic Decay

This is our Calendar of Nechrubel and/or Miserable Headlines. However, the playtest document and Frame:ZERO were very sparse by comparison, with only the same 6 possibilities leading up to the final 7th Null Incursion that would end the galaxy/campaign.

We want to change that.

So far we've made some edits to the surrounding text to help clarify its lore and function (some of the setting changes we described above needed matching changes). Now begins the work of fleshing out a full d66 table of Null Incursions.

An internal goal for this work is to make them feel as religious and catastrophic as the Calendar of Nechrubel. We're approaching each entry as if it is a piece of prophecy from The Church of the Pattern - a religion that spawned from the discovery of the Shev-Ekman Recurrence Pattern, seeing this scientific marvel as proof of divine intervention on humanity's behalf. We're hoping each entry will feel suitably BIG, warping the sandbox of The Span to make play more interesting (and potentially complicated) for Skavs.

What Comes Next?

Mega Sol preparation is well under way. If you'd like to see some post-playtest analysis, we've started talking about it in depth over on the IC Patreon.

However, there's still a long way to go. Mega Sol is already helping contribute new enemies, lore refinements, and mechanical clarity to the core rulebook. As we said in April, our focus will likely be there until July, meaning manuscript progress will be slower. We're hoping that next month's update will be able to show the combined effects of this month and the next on that progress chart, with several critical pieces of the manuscript crossing the finish line.

There are other pieces of completing this Kickstarter - like the creation and fulfillment of non-book physical rewards - that we haven't been talking about. GenCon is a great opportunity to show off the progress we've been making there, and we hope to have some sneak peeks for you in either June or July.

As always, thank you for your continued support and enthusiasm for this project. We'll see you in the next update!

April Progress
3 months ago – Fri, Apr 24, 2026 at 01:21:27 PM

The work continues! Bit by bit we're tearing through what remains of the core book's manuscript. This was an exciting month of work since we got to hone in on one of our favorite areas: skip modules & weapons.

Progress bar chart for Mörk Sol development. Cargo - Die & Tags, Module Manifest, Weapon Manifest, (Skip) Combat, Other Vehicles (moved from Skip to Skav chapter), (Skav) Combat, Complications, and Survival had progress in their text.

And now to explain all those pretty little bar chart segments.

Skip Modules & Weapons

The largest bit of work we did was expanding the module and weapon options. Not only did this involve adding brand new options - like Medbays and planetary lander systems - but it also had us creating more advanced versions of the basic modules. Thanks to folks voting on our Patreon, it looks like the majority prefer each Grade of a given family of modules to have its own row with stats. Feedback could always change that, but for now we agree that the readability is worth the added space.

That's also freed us up to create really interesting progression in certain modules, like how Grade II and III Life Support modules have special crew actions that can be used offensively against boarders.

Overall this represents an immense amount of new content. (It's a shame it only shows up as single ticks in that chart.) The first version of Frame:ZERO had 21 Skip Modules and 11 Skip Weapons. Our current manuscript has a whopping 64 Skip Modules & 48 Skip Weapons. Some of those are looking like they will make a lot of sense in the various zines (particularly Harbinger's Codex), but the vast majority are all in the core book.

We're planning on including these in an updated Frame:ZERO for release later this year. But if you can't stand the wait, we've been sharing early previews with our patrons.

Other Areas of Progress

Here's a quick rundown of all the other pieces that have been fleshed out alongside the skip parts.

  • Updated both Cargo Die and Cargo Tag usage throughout the book to provide more clarity. Primarily focused on edge cases, like NIL Cargo Dice and what you can or can't buy with that (Free equipment vs equipment that costs NIL▣).
  • Added the final piece to Skip Combat: Cover! Technically this is referencing cover rules that are described in the Skav Combat section since they apply to both. However this also included verbiage changes and clarifications surrounding Crew Actions that interacted with cover.
  • Fleshed out the section on Other Vehicles, such as those specifically for navigating planets and other celestial bodies when a skip isn't appropriate. We saw a lot of feedback where people wanted to have good mechanics around what other modes of transport exist in the Span. We're modeling these stats after our Vehicular rules for CY_BORG, giving you enough information to run these confidently without filling pages upon pages with every possible variant. We also moved this section to the Skav chapter. We're treating non-skip vehicles as another type of Equipment: things that skavs can buy or rent in order to achieve things that their skip or current gear couldn't.
  • Our work on vehicles also included some work in the Skip Modules section regarding hangars. How these two subsystems interact is now better codified, although this area of the rules still needs plenty of play testing.
  • We love the CY_BORG combat rules, and we've seen the feedback that you do as well (and that you've been wondering if / how much of them we're going to incorporate). In that vein, we added some new rules to Skav Combat: Cover and Hold Down The Trigger. Both of these borrow heavily from CY_BORG, but we've tweaked them to better fit with our vision of sci-fi combat in the Span.
    + Cover is exactly what it sounds like, granting bonuses to your defense so long as you get behind something. Cover can be destroyed, but it's not guaranteed. An old satellite won't stand up to turret fire as well as a massive asteroid, for example.
    + Hold Down the Trigger is a new way of shooting ranged weapons inspired by CY_BORG's Autofire and Optional Combat Rules. You can stand there and hold the trigger, spraying and praying to Our Lady of the Hull that you'll last long enough to make everything on the other end of your barrel very, very dead. This allows you to get some bigger bang for your buck at the cost of exposing yourself (you're easier to hit) and stressing your ammo supplies (interacting with the cargo tag system).
  • The Complications section got restructured to match some of our changes with Cargo Tags. Specifically the [Radioactive] tag is no longer enumerated in the "common tags" section. We're changing this because we want to communicate how one might add new Cargo Tags to your game. This "homebrew by example" method has similarly been done for the [Scourge] tag.
  • The Survival section received a full-team read-through and edit to make sure it...
    1. Makes sense. I.e. the text reads well and conveys our intentions.
    2. Fulfills its purpose as an introduction to "away missions".
    3. Works with the Skips chapter to codify certain assumptions about skip capabilities.
    4. Properly interacts with the cargo system.
    5. Is fun, rules-lite, and properly stresses your skavs' resources.
    6. Combines several other sections in the book to keep the details in one place.

Next Month

This progress has been incredibly exciting, but we want to give a slight warning about the updates to follow: we're anticipating a slow-down in manuscript progress for at least the next two months. Why?

Some of it has to do with other projects we have at Infinite Citadel needing our attention. Several other games are part way through the pipeline and need to get the same attention Mörk Sol's been getting so they can cross the finish line, or at least transition into slower, "management" states of their development.

More exciting for you, it also has to do with convention season. We've got some really fun surprises in store, and while we're hoping that a lot of this work will translate directly into more progress on Mörk Sol's manuscript & art, we suspect that not everything will so readily fit into the core book or one of the zines. We're expecting the next progress update will still have new bars on that chart, but it won't feel as substantial.

We know that sounds cryptic as Null, but we don't want to get out ahead of ourselves while things are still getting approved. If all goes accordingly, May's update is going to be Grade III material.

Until then, keep play testing, keep giving us feedback (either here or on Discord), keep filling out those Backerkit surveys, and, most importantly, keep surviving. <3

March Progress
4 months ago – Mon, Mar 23, 2026 at 11:30:26 AM

It's been a big month already with the launch of the BackerKit pledge manager and the release of backer access to Frame:ZERO, but we know that y'all also want to hear about what we've been up to regarding the Kickstarter content itself.

The Book!    The Zines!    The Art!

Well here's the latest progress chart for your enjoyment and knowledge.

Progress bar chart for Mörk Sol development. Weapon Manifest, Other Vehicles, Skip Jobs, Origins, Services, Chemical Fixes, Null's Influence, Tailing Layby, and Sol Sector have all had progress in their text. A new section has been added called "Survival", which is 2/3 done in text. One section - Hazards - is now called Environmental Dangers and has 1/3 progrss marked. There has also been progress in Equipment and On Foot Dangers for Art & Layout.

Reminder: Orange cells represent new progress, with all the electric green-yellow bars representing stuff that was done the last time we showed you this chart.

The writing is really coming along. There's still plenty of blank space on this chart, but it feels so much more "done" to us because we're reaching a critical stage where the core systems are being defined alongside the necessary subsystems. We know this because we've actually written material that we then realize would fit better as a new zine or separate product later down the line (more on that later in this update). Once the boundaries of this core book are defined, filling in that space will go very quickly.

Core Systems & Necessary Subsystems

What are those? Let's dive in to some of the progress we made this month to explain.

Character Creation

A big part of our progress was finishing both Skip Jobs and Origins. These were two fundamental areas of character creation that needed to be fully designed for us to know what sorts of things PCs are capable of, and thus what things equipment, modules, and enemies should do to interact with those capabilities.

If you've downloaded Frame:ZERO, you've already seen the bulk of this work. Frame:ZERO has all four of our Origins in there, along with 10 of the planned 12 Skip Jobs. Why only 10? Well we are still thinking about two things...

  • What we want those last two jobs to be.
  • If we want there to be a full d20 jobs.

So when we say we've finished all 12 Skip Jobs, what we've actually written are 20 jobs for us to pick from. Some of them are heavily cargo-based, and we're thinking about putting those in Tailing Layby where there's already going to be an emphasis on specific cargo interactions. This all depends on how "core" those jobs feel.

(By the way, if you want to get early access to those other 10 Skip Jobs, read the Patreon section later in this update.)

Other Vehicles, Services, & Survival

One area we've seen big demand from y'all is in Other Vehicles. Landers, drones, small single-pilot fighter ships, all terrain vehicles, etc. etc. etc. Basically all the other cool stuff one expects to find in a sci-fi setting!

It was always the plan to include those sorts of things in the final book, but we didn't anticipate them being so sought after so quickly. We also didn't know for sure how we wanted to spec them out. We could write them using the same module system as skips (an all terrain vehicle is just a skip with no skip drive, life support, and wheels instead of subluminal engines). OR we could give them their own stat blocks similar to how we write enemy skips.

Right now we've decided on the latter, and this is because we've written enough of this book to make a clear decision about its identity: this is a game about surviving space in your own spaceship.

Going down to planets, traversing alien worlds, navigating large space stations in vehicles, or getting into big space battles with dozens of ships on both sides are possible in Mörk Sol, but they are not the primary thing that makes this game what it is. Therefore we're treating those modes of play as necessary subsystems: things we need to codify enough to facilitate the core game play loop of...

Fly -> Fight -> Salvage -> Upgrade -> Repeat!

Hence what we focused on this month:

  • We've created a section called Survival that makes clear all the assumptions we are making about the life of skavs in the Span. It also includes the necessary rules for tables to arbitrate situations where skavs deviate from those assumptions, like when they leave their skip for prolonged periods or need to survive on alien worlds. This section is designed to feel very OSR, emphasizing Rulings over Rules and specifically guiding those rulings towards utilizing the game's core systems (Cargo Dice and Tags).
  • We're enumerating the Vehicles (stuff you can ride/drive) and Services (stuff you pay other people to do for you) that make the most sense for skavs to encounter. These aren't meant to take the place of your skip or skav abilities, but rather work in concert with them to make the Span feel full and provide meaningful ways to spend your precious Cargo. They also cover situations when the core assumption of "in space + near your skip" gets broken and needs fixing. For example, there are rules for how much it costs to salvage your skip after it's been stranded somewhere that you can't get it back from.
  • In those moments where we feel like getting super specific, we put that content in one of two places: narrative-forward tables, similar to CY_BORG's Data chapter; and draft documents for new zines. We could see someone wanting to play a sci-fi campaign that emphasizes "away missions", and so we want to facilitate that game play... eventually. Again, right now the core game is our focus (and folks in BackerKit have been saying they want another Mörk Sol Kickstarter with more content, so we see this as a win-win).

Zines!

Everything but Harbinger's Codex has begun. As we flesh out the core rules, things that feel too specific or specialized are finding homes in these other manuscripts. We've now reached a stage where we can start developing those initial seed ideas into the fully scoped versions of those products.

However, in some ways even Harbinger's Codex work has begun since...

Art!

Andrew Beauman (check out his posts for some WIPs) has been starting to dive in and get comfortable with more of the Span's lore. That exploration has started in two areas: Equipment and The Scourge.

You'll notice there are two cells of progress in Art & Layout right now. Those coincide with this explorative art process. While we don't have super specific ideas like "this is the art for a Tier 1 space suit", we do know that the artwork he's made is helping us to define that visual language for the types of equipment and suits one would see in Mörk Sol. 

i.e. we don't know which page a piece of art will land on, but we have artwork that will be in the book while also helping to define what else we need to make.

So whether or not a single image becomes part of the art in the core rule book's Dangers chapter, or if it winds up in Harbinger's Codex as a brand new scourge enemy, it's all part of the process, and we've got a very strong start.

A human has been warped by NULL energies into an abomination of ossified flesh and screaming tendons, merged with what remains of a heavy space suit.
Those warped by scourge inhabit this reality only to destroy it.

The Infinite Citadel Patreon

In previous updates, we've mentioned our Patreon as being a part of our exploratory development process. It's a place for us to share our work early and exclusively with those who want to provide that extra level of support that helps us build this business.

For example, as we continue to iterate on which Skip Jobs should be "core" (i.e. part of the Mörk Sol core rule book), we want folks to be able to play test those jobs and give us feedback on which do or do not belong in the core experience. That's why we've released those to our Mage+ patrons as a standalone PDF that works in concert with the publicly available Google Doc or Frame:ZERO.

So why would you want to subscribe to our Patreon when you've already backed us and will be getting all this content eventually?

  • You like what Infinite Citadel is doing - creating anti-ordinary games in a way that defies the expectations of capitalism and supports independent creators - and want to support us above and beyond individual crowdfunding campaigns or purchases.
  • You want early access to things as they are developed. There is no guarantee as to how well balanced, perfected, or permanent anything on Patreon is in the long term. We've posted a ton of Mörk Sol content there, but it's always been a "play ground" of sorts; a way to get stuff out there to be tested without having the burden of being an Official Release.
  • You want more than just Mörk Sol. We make a lot of games, so Patreon is a one-stop-shop for seeing the latest developments and announcements across all our pursuits. We've deep-dived the lore of our surrealist tarot deck builder TTRPG, and also provided early access to CY_BORG funnel rules.

If any of that sounds appealing, check out our Patreon. Even if you only sign up as a free member, that's still a huge deal for us! We make sure every post comes with free content, providing a weekly blog of game design insights that are directly relevant to the games you want from us.

Infinite Citadel - Anti-ordinary games of infinite expression.

This was a long one, so if you're still reading, thanks for hanging in there! We'll be back next month with more progress updates and some stats regarding the pledge manager.

Surveys For All!
4 months ago – Mon, Mar 09, 2026 at 01:59:10 PM

Matt here with a quick one - all backers should be receiving links to your BackerKit Surveys!

Give it a few hours to make sure BackerKit has time to get to everyone. Also check those spam folders. If you still don't see it by tomorrow, reach out to [email protected] and we'll get you sorted.

Digital Backers & Incentive Patches

As part of the smoke test, we realized that backers only receiving digital rewards will be prompted to input shipping information if they are receiving one of thetwo promotional patches: the First 48 hour Skorchers patch; and the Temperamental Upgrades return backers CyAOS patch.

Two things on that...

1. We are not charging shipping yet. Shipping and taxes are the most up-in-the-air elements these days, and so we aren't going to charge them until we are much much closer to fulfillment. So even if the survey is asking for your shipping information, fret not, you won't be charged.

2. We are looking into shipping those incentives for free. We need to see where the total numbers fall, but our inclination is to eat the shipping costs for the incentive patches when it comes to pledges that don't have any other physical rewards. If this ends up not being the case, there will be an opportunity to remove the incentives from your pledge rather than have shipping charged.

Let us know either via email, the comments on this post, or on Discord if you have any other questions or concerns.