Godeaters of the Astral Sea

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Playtime Not Played
Last Activity Never
Added 2/10/2026 13:46:42
Modified 2/10/2026 13:48:20
Completion Status Not Played
Library Itch.io
Source itch.io
Platform Physical
Release Date 9/17/2025
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Description

Sail the astral sea.  Follow the astral waters to find the husks of dead gods.  Explore and loot their corpse for godsblood.  Get blindsided by astral bullshit.  Survive it and return to Harvesthome.  Use the godsblood for upgrades and profit.

You are a godeater, and this is your life.  You equip your leather armor, pick up your trusty sword, and use your cybernetic arm to pick up your laser rifle.  The quantum sights on it got a little beat-up when that astral leviathan ate you the other week, but they'll work for this.  You got a tip that there's a husk out in the astral rivers that might have the valuable, rare crystalline godsblood that you can use to unlock more personal power for yourself, without the need to practice.  That'd be good; your party doctor has been complaining that they need more power for their healing spells, the auto-med just isn't cutting it anymore.

You're a godeater, and you've got a tip about a husk to eat.  Time to get to it.


Godeaters of the Astral Sea is an entry to Minimalist Jam 4.  It is as close to plain text as possible, with no thought given to page breaks or other formatting tricks.

It is a TTRPG supplement, designed for the WOIN system by EN Publishing but mostly usable with any game or set of games that can support both sci-fi and fantasy.  Godeaters of the Astral Sea describes a setting of gaslamp fantasy meets sci-fi in the Astral Sea, with high-tech personal equipment but 19th century societal equipment; no computers, no internet, no long-range communication or electronic data storage, but plasma pistols and laser rifles are easy enough to find.  It has been described as "gaslamp spacepunk Moby Dick", which is definitely one vibe you can have with it; the casual mixing of fantasy tropes, sci-fi tropes, and tall sailing ships can interact to produce a variety of very strange combinations.  Or, if you prefer, you can just stick with one, pick a single setting type and run with it, and it'll still work just fine.

The core loop of Godeaters of the Astral Sea is travel out - find husk - scout husk - explore and loot husk - return and rest.  Tools are provided to support this, with a set of travel rules that will get you to your destination (though not necessarily in one piece) and a set of tools both to create all the information you need to scout a husk, and to inspire and assist the GM in creating the challenges players will face when exploring it.  You can generate anything from a nuclear fish to a four-dimensional dragon using the tables to generate a husk's Shape, Modifier, and Complication.  For challenges, another set of tables will give you Aspects, Challenges, and Tricks to combine in ways like Life Regenerating Horde or Death Earth River Unnatural.

And of course, twelve kinds of astral bullshit that you might run into out there are also included, each demonstrating both a danger and a draw to the situation to tempt players into engaging with them instead of just sailing away.  A cosmic ray is dangerous, but its five-dimensional stinger can pierce any three-dimensional matter, making it highly valuable if recovered.  A sidereal shifter might infiltrate your crew and start disappearing people with its shapeshifting abilities, but if you can confront it with a person whose form it took and get it to admit it's the duplicate, it will collapse into a pot of gold.  

There is much to see and to experience in the astral sea.  Go eat some gods.