Living solo dark-fantasy role-playing game on the fifth edition rules (SRD 5.2.1)
Developer
Henrik, one person
Based in
Sweden
Platform
The browser, on a computer. It is made for a desktop screen, not for phones.
Open beta
Tuesday 3 November 2026. Chapter 1, A Roof for the Night, is free to play from that day.
Kickstarter
Tuesday 19 January to Thursday 18 February 2027
Act I
Thursday 18 February 2027, the day the Kickstarter ends
Acts II to IV
About a month apart after that: about March, April and May 2027
Campaign
Four acts for levels 1 to 5, with four to six adventures in each act
Chapter 1
A Roof for the Night, at a goblin barrow in the oak wood above a widow's farm. It takes about 60 to 90 minutes at level 1.
Price
Chapter 1 is free. The Red Crown is SEK 149 for backers (early bird SEK 119, for the first 48 hours or the first 100 backers), and US$19 in the shop after the Kickstarter.
What you need
A computer with a current browser, and your own AI key from OpenAI, Anthropic or Google. A full playthrough of chapter 1 cost about US$0.35 on GPT-6 Luna, the model we recommend. Narration read aloud is optional.
The Support form at intotheunwritten.com/support, topic Press. The form opens with the game on this address on 3 November 2026; until then, the address at the foot of this page reaches Henrik.
The animated logo
Texts
Free to quote, shorten or reuse. Each one has a copy button.
The game in about 50 words
52 words
Into The Unwritten is a living solo dark-fantasy RPG on the fifth edition rules, played in the browser on a computer. In its first campaign, The Red Crown, you and three old friends walk east into a fallen kingdom while everyone else runs west. Chapter 1 is free from 3 November 2026.
The game in about 150 words
156 words
Into The Unwritten is a living solo role-playing game on the fifth edition rules, played in the browser on a computer. Every campaign and adventure is written by hand and set in one dark world, Valdren, and new ones keep coming, the way a living card game grows with each cycle. Your hero, their gear and their story carry on into each one.
The first campaign, The Red Crown, runs in four acts for levels 1 to 5. The east of Valdren has fallen to the Red Queen, and while everyone runs west, you and three old friends walk the other way.
The Game Master is an AI, so you can try anything and no two playthroughs are the same. The game's own rules engine rolls every die and keeps every number.
Chapter 1, A Roof for the Night, is free from 3 November 2026, and The Red Crown comes to Kickstarter on 19 January 2027.
The game in about 300 words
313 words
Into The Unwritten is a living solo role-playing game on the fifth edition rules, played in the browser on a computer. It is set in one dark world, Valdren. Every campaign and adventure is written, mapped and playtested by hand, as much work as a tabletop adventure takes, and new ones keep coming, the way a living card game grows with each cycle. Your hero, their gear and their story carry on into each one.
The first campaign is The Red Crown, four acts for levels 1 to 5. The east of Valdren has fallen to the Red Queen, and the roads west are full of people running from her. You and three old friends are walking the other way, from a goblin barrow in the Salt March to the mountain where the Red Queen waits.
You make one hero from twelve classes with the full creation rules. On each page you pick a written choice or type what you do, and the Game Master answers inside the story. The Game Master is an AI, so you can try anything and no two playthroughs are the same. The game's own engine builds the frame around it: the rules roll every die in the tray in front of you and keep every number, and the world and its secrets stay the author's.
Branna, Luna and Nim fight at your side, and each of them has opinions about your plans. Between adventures the company lives at the Salt House, where you plan the days, gather what the marsh gives, make things at the bench and trade in the market town of Brackford. Every adventure also comes as a printable tabletop book.
Chapter 1, A Roof for the Night, is free from 3 November 2026. The Red Crown is on Kickstarter from 19 January to 18 February 2027, and Act I arrives the day it ends.
Key features
206 words
Hand-written campaigns and adventures in one world, Valdren, with new ones released in cycles, the way a living card game grows. Your hero, their gear and their story carry on into each one.
The fifth edition rules (SRD 5.2.1), with twelve classes and the full character creation steps.
The Red Crown, the first campaign: four acts of four to six adventures each, for levels 1 to 5.
Pick a written choice or type anything you can think of, and the Game Master answers inside the story.
The rules engine rolls every die in the tray in front of you, with its rule and its target, and keeps every number.
Branna, Luna and Nim take their own turns, speak in their own voices and have opinions about your plans.
The Salt House, home between adventures: the long table, the war table, the workbench and the market town of Brackford.
A binder for your sheet, spells, gear, journal and map, and a Chronicle of every choice, scar and companion lost.
Every adventure is also a printable tabletop book in Letter and A4, with keyed maps, handouts and stat blocks.
Chapter 1 is free. You play on your own AI key from OpenAI, Anthropic or Google, with no subscription.
Who makes it
An open book of maps by a candle, the picture beside Henrik's story on the Kickstarter page.
About the creator in about 50 words
54 words
I'm Henrik, 43, and I make Into The Unwritten on my own in Sweden. I grew up with tabletop roleplaying games. A friend had a loft above his family's garage that we turned into our own dungeon, with maps on the walls, and one summer we fell asleep up there mid-game night after night.
About the creator in about 150 words
156 words
I'm Henrik. I'm 43, and I make Into The Unwritten on my own, here in Sweden. I write the campaigns, curate the art and build the rules engine, which rolls every die and shows you the numbers.
I grew up at the table. Through the eighties and nineties my friends and I played tabletop roleplaying games for countless long nights. One friend had a loft above his family's garage, and we turned it into our own dungeon, with maps on the walls and heaps of drawings of our characters and monsters. One summer we slept up there night after night, and more than once we fell asleep in the middle of a game.
Into The Unwritten goes back to the roots of that loft, with real rules, real dice and adventures written by hand. It's made for people like me, who love the table but can't sit down with a group as often as they'd like.
Logos
Three logos and the campaign’s title lockups, each for light and dark grounds. Use them as they come: no recolouring, stretching or cropping.
Ink wordmark
The pen-drawn wordmark, used in the header of the game and the site, on the tabletop books, in the newsletter and on the Kickstarter page. It has one colour, ink on parchment and chalk on soot.
Clear space: The height of “Into The” on every side.Smallest: 120 px or 30 mm wide.
The script wordmark on the films’ end cards, the campaign box and the social banners. It has its own colours, so it comes as it is: on dark grounds, or on its smoke on light ones.
Clear space: The height of the U on every side.Smallest: 140 px or 35 mm wide.
The game’s loading U, used for the app icon, profile pictures, favicons and the films’ opening, where it writes itself. Cream to copper on dark grounds, ink to copper on light ones, and the teal tile for avatars.
Clear space: A quarter of its height on every side.Smallest: 24 px or 8 mm tall (the tile down to 16 px).
The first campaign’s title with the logo. The Kickstarter page’s header is for light grounds and the films’ end card for dark ones. Use them as they are.
Clear space: Built into each file, which holds the wordmark’s own.Smallest: 300 px wide.
The palette and the faces of the game, the site and the films, taken from their code. The whole guide, with clear space and sizes for each logo, is one PDF: the style guide2.0 MB.
Ink and paper
Ink#1F1C19 · RGB 31 28 25Text and line work on parchment, the ink wordmark.
Ink, second#4A443D · RGB 74 68 61Quieter text on parchment: captions, labels.
Parchment#E4DAC6 · RGB 228 218 198The page of the game and the site. Use it where others use white.
Parchment, second#D6CBB3 · RGB 214 203 179Panels and hovers on the page.
Parchment ground#D1BEA5 · RGB 209 190 165The older paper behind the game’s information pages.
Chalk#E2D8C4 · RGB 226 216 196Text and the chalk wordmark on soot.
Ivory#ECE2D0 · RGB 236 226 208Names and captions in the films.
The crown and the metal
Crown red#B8392C · RGB 184 57 44The crown, the campaign’s title and emphasis. Nothing else.
Rust#7A2A24 · RGB 122 42 36The game’s ink red: wounds, seals, the lit tab, small details.
Rust, film#9C2F24 · RGB 156 47 36The rules either side of the title on the films’ end card.
Bronze#C5A684 · RGB 197 166 132Focus and the active seal in the game; small capitals on soot in the films.
Copper#DBA276 · RGB 219 162 118The tail of the U mark, fading from cream #F2E4CC.
Ash#A9A397 · RGB 169 163 151Quiet labels on soot.
Soot, never black
Soot#171310 · RGB 23 19 16The dark brown of the game’s bars and the films’ dips and end cards. Use it where others use black.
Soot, second#1F1A16 · RGB 31 26 22Dark panels and the one dark sheet.
Soot, third#29231E · RGB 41 35 30Raised panels on soot.
Hairline#3D352E · RGB 61 53 46Rules and borders on soot.
Tile teal#102027 · RGB 16 32 39Only the U mark’s app icon and profile tile.
Cormorant Garamond
Everyone is running west. Your company walks the other way.
Titles and body text in the game and on the site. The italic for captions, quotes and the films’ subtitles. Google Fonts
Cormorant SC
THE RED CROWN
Small capitals for labels, names, buttons and the campaign’s title, widely spaced. Google Fonts
EB Garamond
Every adventure you own also comes as a tabletop edition, in Letter and A4.
The body text of the tabletop books, the printable edition of every adventure. Google Fonts
IM Fell English
A Roof for the Night
An old printer’s hand for a few in-world headings, in the books and the binder. Google Fonts
Courier Prime
Persuasion: 14 + 3 = 17 against DC 15.
The referee’s typewriter in the game, for rulings, dice arithmetic and rules notes. Google Fonts
Nanum Pen Script
Maren, druid of the Salt March
The player’s pencil, for the hero’s name and the numbers they change. Google Fonts
All six faces are free under the SIL Open Font License.
Do
Give every logo its clear space and keep it above its smallest size.
Put the light versions on dark grounds and the ink versions on light ones.
Use parchment (#E4DAC6) where you would use white and soot (#171310) where you would use black.
Use the files as they come, scaled evenly from a corner.
Keep the crown red for the crown, the campaign’s title and the odd word of emphasis.
Don’t
Recolour, stretch, squeeze, rotate, outline or add effects to a logo.
Set the wordmarks again in a font, or crop them.
Put a logo on pure white or pure black, or on busy art without a ground.
Use the crown red for large fills, body text or buttons.
Mix two logos side by side, except in the campaign’s title lockups.
Art
The art is curated AI art: Henrik makes every picture with image generation tools, then chooses, re-prompts and retouches it.
The Red Crown, the campaign cover The Red Queen and her four captains, the cover of the first campaign.
A tour of the whole game in 2 minutes 50 seconds: the campaign, play, the company, the Salt House, the binder and the tabletop book. Every gameplay shot is recorded from the game. The narration and the music are made with ElevenLabs.
Every zip also holds the fact sheet, the texts and the style guide.
How the game uses AI
The Game Master is an AI, running on the player's own key. It plays the people you meet and rules on whatever you try. It never invents a number: the game's rules engine rolls every die and keeps every hit point, spell slot, item and coin. Henrik writes the adventures, the characters and the world.
The art is curated AI art. Henrik makes every picture with image generation tools, then chooses, re-prompts and retouches it, often many times over, until it fits the world and the game.
The narration and the music in the videos are made with ElevenLabs.
Rules and trademarks
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.
Into The Unwritten is not affiliated with or endorsed by Wizards of the Coast.