Final Light - A Zombie Survival Story TTRPG
Scavenge, stealth, and escape your way through a world of undead and hold on to whatever keeps you human.

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Final Light is a short-form survival RPG set after the world has fallen apart. You are not heroes trying to fix it. You are survivors trying to get through it.
The rules are familiar but rebuilt for tension: backgrounds that create emotional storytelling, an inventory that forces hard choices, and an adrenaline-fuelled encounter system designed around escape... hopefully.
Who this game is for
Final Light is for groups who want tense, nerve-wracking survival over heroic power fantasy:
- Fast encounters that burn through inventory, not 263 hit points
- Roleplay that matters mechanically
- Short campaigns with emotional weight
This isn't a game about mowing down enemies or levelling up. It's a game where tables lean into the humanity of horror, reaching for the will to survive, and wondering who will make it to the end of the story together.
Inside the Core Book — hardback & PDF
- The complete rule set — fast to learn, built for tension.
- Scavenging & Crafting mechanics and recipes - creative inventory rules that force hard choices about what you carry.
- Epic Items Compendium — 40 tools and weapons that can't be made, and might be found. Most definitely O.P.
- The Evolved Compendium — a bestiary of mutated horrors (10 zombie bosses).
- Unique Personal Stakes — instead of "classes", the driving force for every player character is Personal Stakes: a secret character burden/challenge that has its own unique mechanics to drive roleplay at the table.
- Local Anaesthetic - a single-session learn-as-you-play encounter

Four adventure zines
The apocalypse comes to places you know. Every adventure is set in a real place, reimagined after the fall—the movie-apocalypse fantasy of "what would it be like here?" Four zines (one unlocked as a stretch goal!), 3–5 sessions each, ready to run standalone or linked into one campaign.
Terminal Departure — Kansas City, USA. Planes, trains, and automobiles. A mid-America transportation hub is now the front line of a faction war. You hold precious cargo and must get it out, through the dead and the living.
Maid of the Mist — Niagara Falls, Canada. Winter is coming, and the hydro grid the settlement's medical center relies on has gone down. What went wrong? You'll have to travel to New Falls to find out... and you'll find far more than you bargained for.
No Place Like Home — Jasper National Park, Canada. Far from the cities, far from the people, there might be somewhere safe. But deep in the Rockies the world has changed too. Will you find what you're looking for—or will something else find you?
The Walls Around Us — Castillo de Ponferrada, Spain An old Templar castle, and the faction that turned it into the last safe place for miles. Getting inside requires rigorous search and vetting... but that might be the easy part. These walls keep a lot of things in.
100% human-made
Every page, every word, every sketch, designed by real people (not zombies). From first concept to final layout, no A.I. generated content anywhere in the book.
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I share some personal ramblings about Final Light in a post I made while it was still in pre-launch. If you're curious, check it out!