An emergent narrative RPG with a fantastic realism universe, inspired by Eastern and Northern Europe in a post-WWII landscape.

The crown jewel of the Kingdom of Kralev, lies in ruins. For a total of three hundred days and twenty hours, the city was devastated by bombs and firefights. The troops from the commonwealth besieged the city, blocking all things from entering. When all hope was almost lost, the 3rd army of Kralev successfully broke into the city, opening up the "corridor of life".
Then came the ceasefire. The ruined city became a hub for all kinds of criminal activities. Armies from both sides desperately try to maintain the fragile peace and order. The factory workers in the Northern Industrial district have been making demands to the Kralev authority. Worse still, the Commonwealth has turned a senior official in the district to be a spy. Possibly plotting to exploit a weakness until they finally break the ceasefire.
The stars are out. The sky is burning.

We are huge tabletop RPG fans and we are taking a lot of inspirations from the globally acclaimed Blades in the Dark. It represents a completely different school of philosophy in TTRPG design. There has not been an attempt in adapting it into a video game, where we see there is a golden opportunity. We are adapting the core rules (which is under the creative common license) with our original mechanical twist and world-building. We believe this will pioneer the next generation of role-play games.
A Song of Solitude is a game about stories, stories of war, of trauma, of human struggle. The audience experiences the stories through a bespoke game system in which they make difficult choices. The world and the characters are simulated dynamically, so that no players would have the same experience. The world in the game is desolate and melancholic. The city, where the game takes place, Ostrograd is a mixture of Stalingrad, 18-century Stockholm and Tokyo after the allied firebombing. The player plays as El, a military chaplain who is someone between a political police and a spy.

You play as El, a chaplain adjunct who has to replace the disappeared chaplain in charged of the Northern Factory district of Ostrograd. Her past, present and future are up to you to define. Each choice you make will have an everlasting impact on the story and characters.

Wander Ostrograd's districts — from the grand Opera Quarter to the industrial Docklands. Every corner hides stories, dangers, and opportunities.
Gather information through conversation, observation, and investigation. Piece together the truth from fragments, rumors, and lies.
Make decisions that matter. Forge alliances, betray confidences, trade favors, and navigate the city's web of power and corruption.
Each day in Ostrograd brings new events, shifting allegiances, and consequences of your past actions. The city moves with or without you.
Our unique system(Operation, Mole) and narrative design allow us to design the meta-progression into an episodic and seasonal structure. This benefits both our gameplay and potential business model.
We have a deep literary ambition for our game, but we realize that is inherently in conflict with a systematic design. That's why we design the game in a way that play with player psychology, so that we don't sacrifice the gameplay depth for our narrative quality.
The game's experience centers around failures. Players have to keep making the best out of a worsening situation. Failure doesn't mean defeat. Our narrative is built like a roller coaster, full of unexpected turns and exciting downfalls.
DnD inspired games such as Baldur's Gate 3 (20 million copies+) and Disco Elysium (5 million copies+) are hugely successful, precisely because they stay true to the Tabletop-rpg design. Blades in the Dark is widely regarded as the next generation of tabletop-rpg design, and we are following the same philosophy by faithfully adapting the core mechanic of Blades in the Dark with our own unique twist and world.
No game currently occupies this space. We intend to fill it.
Narrative-driven RPGs are heading into an extremely competitive space, where only the best of the best can survive. A key reason is that most players are tired of the similar design patterns offered by smaller RPG titles. They feel underserved by the market and actively seek out ambitious independent titles.
| Market Size (Narrative RPG) | $2.1B (2024) |
| CAGR | 8.4% |
| Comparable Units Sold | 5M+ (Disco Elysium) |
| Target Price Point | €29.99 |
Dispatch proved that there is still a huge potential for episodic and seasonal business model. Our unique game design inspired by Blades in the Dark truly utilizes that. We allow players to keep exploring the undiscovered secrets and stories during each window between the episodes and seasons releases.

2028 Q4 Release Target
We are aiming for a two-year production plan for the first episode, in which we establish the pipelines and scalable technology. For the subsequent episodes, we are planning to release each one within a three-month window.
The first season of A Song of Solitude will comprise of five episodes.
| System | Status |
|---|---|
| Dialogue System | 100% |
| Core Gameplay Loop | 80% |
| Visual Identity | 70% |
| NPC AI & Scheduling | 30% |
| World Building (Demo Area) | 25% |
| Audio & Music | 10% |

| Phase | Timeline | Milestone |
|---|---|---|
| 1 | Q2–Q3 2026 | Investment Set-up |
| 2 | Q1–Q3 2026 | Demo Development |
| 3 | Q4 2026 – Q3 2027 | Pre-alpha Development |
| 4 | Q4 2027 | Public Announcement |
| 5 | Q3 2027 – Q3 2028 | Early Access Development |
| 6 | Q4 2028 | Steam Launch |
| Category | Amount |
|---|---|
| Development Salaries | €600,000 |
| Art & Audio Outsourcing | €140,000 |
| Marketing & PR | €100,000 |
| QA & Localization | €50,000 |
| Tools & Licenses | €40,000 |
| Legal & Admin | €30,000 |
| Contingency (3%) | €30,000 |
| Total | €990,000 |
Our team comprises of Tencent and Nordcurrent veterans. Our designer and writer is responsible for Arena Breakout, which has a 30-day average player count of 3 million.

Design / Writing

Business / Production

Art

Production / Writing

Engineering

Level Designer

Animator

Environment Artist
Game
A Song of Solitude
Genre
Emergent Narrative RPG
Status
Pre-production / Demo
INITIAL Release Target
Q4 2028
Price Point
€29.99
Budget
€990,000
Interested in publishing A Song of Solitude? We'd love to hear from you.
info@inactiveerror.com