After The Rupture, the world went silent for hundreds of years. The magnificent structures our ancestors built were taken over by nature.
At one point long after that, our great grandparents woke up from their slumber. As they raised once again to the surface, they slowly but steadily uncovered towering overgrown ruins among inconceivable creatures and plants.
With no recollection of what happened before their time, they started a new world. A place of hope, peace, synergy and beauty.
Welcome to Ayera.
Ayera is a hopeful world built among the ruins of a long lost ancient civilization. It is a place of harmony and symbiosis, in which unimaginable flora and fauna is to be found by anyone who leaves their settlements and travels unexplored paths.
You are a Scrapper, an adventurer who devotes their life to exploring the land, finding special ingredients, bringing them back to their workshops, and crafting their wondrous personal and community projects.
Scraps is a feel-good game about sharing, about harmony with nature, about bewilderment and curiosity.
Some mechanics are inspired by Ironsworn, and it also uses polyominoes as part of the crafting aspect of it.
There are some cool Tetris and Battleship elements scattered throughout the rules.
Here's a look at the character sheet:
Strictly non-violent. There are perils, but they are never overcome with killing or harming anyone.
The projects you come up with do not imply expansion or "asserting dominance" over nature. There's no space for colonization or imperialism in this game. it is a world of symbiosis.
Gameplay works in phases. You generate a project to work on, plan your expedition, explore the wilderness in search of ingredients, bring them back home and craft your wondrous inventions. This is the loop.
You don't plan sessions or plots. Goals, terrain and obstacles are generated as you go.
The game relies on tables for random generation. You roll from 1d6 to 4d6 to get a random result.
The game relies on moves (move names are always underlined) to resolve what happens when your character takes action. Most moves are mandatory, and the text establishes that by saying "You must". Other moves are optional, as they read "You may".
If your character does something that is not covered by a move, there's no dice involved.
Your purchase includes:
Booklet version of the game, ready to print on A5 format
Character sheet and Project Blueprint sheets
Blank hex map for you to fill in your world as you play
Rules, tables, generators and everything you need to play
Oh wow! There is elegant complexity here: enough structure to keep the adventure going but not so much that it inhibits personal imagination. Every design decision aims & succeeds at creating a loving, engaging world. What a success!
As the other reviewer said, the rules layout is very logical and easy to follow (certainly now with the updates).
Highly recommend for people interested in the setting. I find it a great prompt for writing out pensive adventures that make me happy but can certainly still explore inner depths. The rules overhead never gets in the way. The visualisation of projects with polyomino shapes is a brilliant aide & a pleasant puzzly feeling.
Thank you Cezar!
This game is complete as is, but I would still love extra modules if there's anything brewing in your heart. The only thing that might be missing are some additional tables to generate flora, fauna, & natural phenomena (similar to the ingredients / NPC generator); nature is a key actor in Ayera but that part of the concocting is mostly in the hands of players at the moment.
I couldn’t add anything beyond False Idol’s extensive review but I do want to say this is a great game if you fancy something completely different and totally pacifistic. You don’t see that much in RPGs!
It has come to my attention via the dev log here that reviews on Itch are private, one-way conduits to creators! As such, I'm reposting my review here. I've since edited it to reflect the update Cezar published on 24 Aug.
An evocative and relaxing game. I'm new to solo games, so forgive any lack of conventional knowledge. So far, I greatly enjoyed exploring, crafting, and reflecting. I had some time to spend tonight, so this may be a bit long. TL;DR — 2 thumbs up, and more if I can remember where I put my spares.
The intro, gameplay examples, and the rules evoke tranquility. Given the contemplative nature of the game and the clear emphasis on envisioning (I think the term is used 30+ times), I suggest preparing materials for journaling alongside what the booklet recommends. The layout and imagery match the game's theme (calm and pretty). Subjects proceed logically. Rolling tables function intuitively. (If you have trouble on the larger ones: first role the black/horizontal die for a category, then roll again for the specific/vertical result.) Timely play excerpts do away with most potential ambiguity. I also appreciated the full gameplay example, which you can find as a post in the game's development log here on Itch.
An earlier version of this comment suggested hyperlinking or otherwise providing easy navigation between tables—Cezar was kind enough to respond to this feedback quickly, and the instructions are better than ever. I had no issues hitting the ground running with this ruleset, uncovering the secrets of my personal Ayera.
And run I did. The map-generating hex flower engine gives the world a sense of continuity without taking away the possibility of wild new landscapes down the line. The exploration process reminded me of the weeks I spent many years ago, rolling Minecraft seeds and marveling at impossible combinations. The dice generate settlements and NPCs often enough that traveling to them to offer your services can be an easy and functionally endless goal. The tabular appendices at the end of the booklet help make each entity interesting. For environmental character, the Peril oracle creates gentle tension, giving the world a feeling of power and danger to be respected without resorting to violence. The Opportunity mechanic provides the positive flipside. You never get hurt in Ayera. At most, some materials are altered.
The act of gathering, keeping in mind the values of our setting, was meditative. I had fun generating and situating ingredients within my world, and imagining how to respectfully interact with them. After collecting my scraps, I was jazzed to actually make something. I've never seen anything like this nifty tetrominos system, and like the hex flower, its simplicity belied its ability to capture my imagination. Working and finessing my materials into place to complete my project was just challenging enough to be interesting without being taxing. I completed my project after 2 journeys.
For my advancement activities, I shared some stories around a campfire and had a bittersweet heart-to-heart learning the life story of a cautious blacksmith. The concept of being rewarded with scenes of communal bonding really shines here. I intend to work on a personal project next. I like that you can design the shape of your project to be as difficult or as easy as you want.
An earlier version of this comment asked for a couple clarifications at this point, and Cezar was kind enough to clear those up for me. The game itself has also been tuned a bit regarding clarity. So those are no longer relevant.
Thank you for posting it here too! I'm so glad with your comments and feedback, so much so that the new iteration will address most of the things you pointed out.
Regarding the tainted backpack square: if it was a Provision, yes, it remains there forever as a "stain". If it was an Ingredient, you can put it in your workshop and in your projects as normal, respecting the restrictions of a tainted square: you can't "craft out" that square.
Please let me know if that clarifies your question and thanks again!
It's my pleasure to do so. I'll look forward to the update, and I appreciate you taking the extra time to polish—though I want to reiterate to anyone reading that they should 100% grab a copy (if they can), updated or no. And that does address my questions, thank you.