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Sparuh

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A member registered Jul 25, 2022 · View creator page →

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Hi forgottenmaster!

Thank you so much for the thoughtful post — and your dwarf character sounds wonderful. I also answered your questions by email, but I wanted to reply here too so other players who may have similar questions can follow along.

A mountain-colony dwarf who grew up surrounded by mining, singing, drinking, and tradition, but slowly starts wondering what all of it is actually for, is a really strong Solitaria setup. It gives her a cosy change-of-pace journey on the surface, while still keeping a deeper mystery waiting in the background.

Also, thank you for giving the game a chance as your entry into solo journaling RPGs. Solitaria is meant to give structure while still leaving room for personal interpretation, so several of your rulings are absolutely playable. I’ll explain the intended reading for the current edition below.


1. Dream vs. Big Why

This is a very good question, because Dream and Big Why can look almost identical at first.

The easiest way to separate them is:

Your Dream is what your character deeply longs for. Your Big Why is why this Solitaria journey begins now.

Your Dream is your character’s inner north star. It might be something they want to discover, become, heal, prove, recover, or understand.

Your Big Why is the active reason they are here in Solitaria and the purpose that organizes their goals.

For your dwarf:

Dream: “To uncover the truth of what my dwarven society is mining for.”

That works very well as a Dream.

But the Big Why can explain what pushed her to Solitaria and what she needs from this journey before she can face that truth.

For example:

Family version: “I came to Solitaria because my family has mined for generations without knowing why, and I need enough distance from home to question what we were taught.”

Promise version: “I promised someone back home that I would find out what lies beneath the mountain, but I am not ready to return until I have courage, knowledge, and perspective.”

Disillusionment version: “I came to Solitaria because I could no longer keep living a life of mining, singing, and drinking without knowing what any of it was for.”

Curiosity version: “I came to Solitaria because every answer back home led to silence, and I believe this place may give me a new way to understand old mysteries.”

The Big Why does not have to be grand or poetic either. It can be very simple or practical.

For example:

Dream: “To become brave enough to live freely.”

Big Why: “I fell asleep on a ship, woke up in Solitaria, and now I have no way to get home because I have nothing valuable enough to pay for the journey back.”

That Big Why is not a lifelong dream. It is just the situation that starts the character’s current journey.

So yes, your Dream and Big Why can overlap. There is no harm in that. But if you want them to feel more distinct, try this:

Dream: “What do I truly want?” Big Why: “Why am I here in Solitaria now?” Goals: “What steps do I take because of that Why?”

For your dwarf, her Dream may be the truth beneath the mountain. Her Big Why may be that she needed to leave the mountain before she could even understand what questions to ask.


2. Attribute scores, -1 traits, and the Red Trait / Weakness

You are reading the setup correctly: you assign -1, 0, +1, and +2 across the four suits, and the Red Trait / Weakness receives an additional +2. So yes, depending on where you place it, the Red Trait can become a very strong modifier, such as +4.

The important part is that trait modifiers are not automatic.

When a Fate Card is drawn, its suit points to the trait that may apply. You only apply that modifier if you weave that trait into the narration or journal entry for that action.

Why would someone use a -1 trait?

You do not have to use a -1 trait every time it appears. If it does not fit the scene, you can leave it out and resolve the Fate Step without that modifier.

But there are good reasons to use it.

Sometimes it is simply the most honest fit for the scene. Solitaria is a journaling game, so the best moment is not always the one with the highest bonus. Sometimes it is the moment that best reveals who your character is.

For example:

A Brave -1 character rushes across an unstable bridge before checking the ropes. Their bravery is real, but here it becomes recklessness.

A Curious -1 character gets distracted by strange carvings during a dangerous ruin exploration.

A Calm -1 character tries to stay composed during an emotional conversation, but comes across as distant.

An Independent -1 character refuses help and makes the task harder than it needed to be.

A Helpful -1 character tries to assist everyone at once during a festival and ends up overextended.

The Fate Card also matters. You are not freely choosing from all four traits every time. If the card points to your -1 trait, the choice is usually:

Use that trait and take the -1 because it fits the scene, or leave it out and take no trait modifier.

Using a -1 trait can also be a nice way to show growth over time. If that difficult trait keeps appearing in your journal, then later improvement or mastery of that trait feels more meaningful.

Why does the Weakness give such a strong bonus?

Your interpretation is very close to the intent: we want the Red Trait / Weakness to appear in the story instead of being avoided.

The Red Trait bonus does not mean the weakness stops being a weakness. It means that when the weakness enters the scene, it creates a very specific way for the character to act. The character might succeed because of it, despite it, or while paying an emotional cost.

Examples:

A Distrustful character catches a lie because they ask one more question, but the scene still shows that they are guarded and tense.

A character with Fear of Darkness moves slowly through a ruin, one hand against the wall, paying attention to every sound. Because of that fear, they notice a hidden seam in the stone.

A Perfectionist character creates a beautiful lantern because they obsess over every detail, but the journal can still show the stress, frustration, and difficulty knowing when to stop.

A Socially Anxious character notices subtle body language because they are carefully watching the room before speaking.

A Homesick character receives a letter from home and feels the ache of it, but that feeling reminds them why they came to Solitaria and helps them continue.

So the weakness can help the character succeed, but it should still feel like a weakness in the story.

Your house rule of forcing the Weakness to be -1 and always applying it is a valid “harder mode” if that gives you the feeling you want. It makes the weakness more punishing. The intended default is a little gentler: the weakness is encouraged by giving it a strong bonus, not by forcing it to make every scene harder.


3. Returning home, Windwhistle Summit, and camping

For the current edition, the safest default is that your Home Island remains the center of the daily loop. When the day ends, or especially when Energy reaches 0, returning home is the cleanest reading.

The current main gamebook does not yet have a full camping system. So there are not currently full rules for setting up camp, sleeping away from home, managing supplies, or using camp actions.

However, some actions are written as ongoing activities. Summit Hike in Windwhistle Summit is one of those cases because it says the journey is ongoing as long as you remain in Windwhistle Summit, and that you may pause and resume the hike.

For that specific action, you may preserve the progress the action tells you to track, such as accumulated Heads, while your character remains involved in that Windwhistle Summit journey.

But I would not treat that as a general “camp anywhere” rule in the current edition.

So your conclusion, returning home at the end of each day as the default, is a good current-edition ruling.

We are also working on an expansion that explores travel, camping, and staying away from Home Island in more detail, but that system is still in progress and is not part of the current main gamebook yet.


4. Mailbox

The Mailbox can be used to send messages to anyone, anywhere, anytime in the world.

That includes:

Islanders you have met,

NPCs on other islands,

people from your character’s former life,

family and friends back home,

unknown or mysterious recipients,

or even someone you are not completely sure can receive the message yet.

So yes, it is absolutely appropriate to use the Mailbox to communicate with home or the outside world.

It is also still useful for Solitaria-based NPCs because letters can create a different kind of scene than direct travel: delayed replies, emotional distance, private thoughts, rumors, invitations, requests, or offscreen developments.

A simple rule is:

If a letter would enrich your story, the Mailbox can carry it.


5. Starting abilities and custom starter abilities

This is an area where the current text can definitely be clearer.

The intended flexible ruling is:

Template characters begin with one of their listed template abilities.

Custom characters may either begin with no ability, for a stricter progression path, or create one starter ability that is about as strong as a template ability.

For custom abilities, the main question is whether the ability is narrative-only or mechanical.

A narrative-only ability does not add numbers, skip actions, guarantee success, or bypass uncertainty. It simply gives your character permission to be described a certain way. These usually do not need a Power cost.

A mechanical ability changes the game in some way: adding a bonus, saving Time, restoring Energy, changing a Fate Step, revealing information, or improving rewards. These need clearer limits, and stronger ones should usually cost Power.

For your hidden passage idea, I would suggest one of these versions:

Narrative-only version: Secret-Keeper’s Instinct Your character is especially good at noticing signs of hidden construction: odd drafts, mismatched stones, old hinges, unusual echoes, worn floor patterns, or suspicious wall seams.

No Power cost is needed because it does not automatically reveal anything or add a bonus.

Starter mechanical version: Secret-Finder’s Eye Passive. No Power cost. When performing an Adventuring, Island Activity, or Investigate Search Fate Step specifically to find hidden passages, trapdoors, secret routes, or concealed architectural details, gain +1.

This is a good starter ability because it is useful but narrow. It does not apply to all exploration, all ruins, or every perception-related moment.

Stronger active version: Stone-Echo Sense Active. -1P. Before making a Fate Step related to ruins, caves, stonework, underground paths, hidden doors, or old architecture, ask one focused question such as “Is there a hidden route here?” or “What detail feels out of place?” Then gain +1 to the related Fate Step.

This version gives both information and a bonus, so it should cost Power.

As a general custom ability guide:

Small and narrow +1 bonus = usually okay as a starter passive.

Pure narrative permission = no Power cost needed.

Broad bonus, extra information, reroll, outcome change, or automatic discovery = should usually cost Power.

Guaranteed success or skipping major requirements = probably too strong for a starter ability.


6. “Can always do” actions

This is another good question.

Most of Solitaria’s gameplay is structured. When something matters mechanically, you usually choose an action, spend Energy or Power if required, advance Time if required, flip a coin or perform a Fate Step if instructed, resolve the result, and then journal what happened.

The “can always do” actions are different.

They are character-facing prompts that your character can always perform regardless of circumstances. They do not require a specific location, tool, Energy cost, Time cost, Fate Step, or special setup by default.

They are there to help you express your character’s personality even when you are not performing a full mechanical action.

Examples might include:

saying a familiar phrase,

asking a reflective question,

complimenting someone,

quietly observing,

writing a small note,

or reflecting during journaling.

These are not the only free things you can narrate. You can still narrate naturally and freely.

The distinction is:

If you want a mechanical result, such as gaining Favor, gathering resources, completing a Goal, discovering something, crafting an item, or changing the situation, use the proper action and pay its costs.

If you are expressing who your character is, adding flavor to a scene, or using one of the listed “can always do” prompts, you may do it freely.

So the list is not meant to say “only these things are free.” It is saying “these are things your character can always rely on, no matter where they are or what situation they are in.”


7. Rize Sprite and timing

Your instinct here is right.

Rize Sprite is best treated as a pre-day setup and guidance step, not as one of the main actions that consumes your limited daily clock.

So consulting Rize Sprite itself should not spend Time or Energy.

The Rize Sprite helps set the day: weather, mood, possible focus, prompts, or guidance. After that, you choose what your character actually does.

If the Rize Sprite points you toward an action, such as checking the Mailbox, going shopping, tending the garden, or investigating noises, that follow-up action uses its normal Time / Energy cost.

So:

Consulting Rize Sprite = no Time cost.

Following the prompt with a real action = use that action’s normal cost.

This keeps the 3TS day from feeling reduced before the player has had a chance to make meaningful choices.


About your current rulings

Your rulings are totally playable, especially for a first journey while learning the system.

I would summarize the intended version like this:

Having Dream and Big Why close together is fine, but adding “why now?” or “what pushed her here?” will make the Big Why more useful.

Forcing Weakness to -1 is a valid harder house rule, but the default Red Trait is meant to be a strong bonus that encourages vulnerability in the story.

Always applying Weakness when it appears is also a valid harder interpretation, but by default trait use is optional and narrative-based.

Returning home at the end of the day is the safest current-edition default.

Rize Sprite should not consume Time by itself; only the action you choose afterward should.

And thank you for mentioning the discrepancies and typos. We’re collecting these for a cleanup pass, especially around rules clarity, examples, and places where the wording leaves too much room for confusion.

I’m really glad you’re already journaling the invitation and arrival. Your dwarf’s story sounds like a lovely fit for Solitaria: cosy exploration on the surface, with a deeper question waiting beneath the stone.

Hi,

Thank you for reaching out, and thank you for thinking of Solitaria for your Girl Scouts TTRPG weekend. That sounds like such a meaningful and fun event, and we’d truly love to see how we can support it.

Could you please send us a little more information about the event, along with the best email address to reach you at?

Once we have that, we can review the request and see how best to provide a community copy for your group.

We really appreciate you getting in touch, and we’re happy to help however we can.

Warm regards, Sparuh Team

I’m really glad to hear that 😊

Thank you so much for taking the time to share this with us. We really appreciate you pointing it out.

To be completely honest, this is the first time we’ve received feedback specifically about the body font readability, and we’re sorry to hear that it’s made your experience more difficult. We absolutely understand how important clear, comfortable text is.

We don’t have an immediate promise or timeline right now, but we do hear you. We’ll be adding this feedback into our internal pipeline and taking a closer look at the font choices for future updates or versions.

Hello there!

First of all, please don’t apologize for asking questions! I actually love that you are diving deep into the rules—it shows you really care about the experience. It warms my heart to see someone paying such close attention to the mechanics we’ve built.

Let’s get these tracks aligned for you so you can enjoy your journey.

1. The Travel Discount Confusion

You have a very sharp eye, and I am going to be completely transparent with you: The example on page 44 is a ghost from an older version of the game. I am so sorry for that confusion!

You are absolutely correct to look at the Poker Table on page 32. Here is the correct rule: The “Credit” value listed on page 32 is the discount amount.

  • The Example: If you get a Pair, you apply a 4 Credit discount (not 1).
  • Better Hand: If you get a Full House, you apply a 9 Credit discount.

So, if your base travel cost was 14 credits and you drew a Pair, the final cost should be 10 credits (14 minus 4). We definitely want to reward you more for those lucky draws!


2. How Stops Work

This can be a little abstract since you are building the map as you go, so let me clarify:

“Each additional stop adds 2 credits”: Think of this as a distance tax. Usually, you travel from Point A to Point B (the immediate next settlement). However, if you decide narratively that you want to travel a long distance—skipping over the immediate next potential stop to get somewhere further away—you would add 2 credits to simulate that longer fuel burn.

“Missed Stops”: Since you create the world, “missing” a stop is usually a narrative consequence triggered by a specific event or a bad roll.

  • Example: You might draw a “Between Stops” event (like the Time Zone Tangle on page 21) or a specific Failure Consequence that says the train didn’t stop where you intended.
  • If the narrative dictates you slept through your stop or the train was diverted, you treat that location as “Missed.” You then generate a new, unexpected settlement where you actually landed.

3. Wanderlust Seeker: Hidden Gem (pg 27)

“Create 2 settlements with the same prompts.”

I love this ability because it highlights the interpretation aspect of the game. Imagine drawing cards that give you the prompts: [Ancient, Water, Magic].

  • Settlement A could be an ancient underwater city protected by a bubble.
  • Settlement B could be a floating village built on ancient magical fountains.

The purpose here is choice. By creating two different interpretations of the same prompts, you get to choose which “vibe” fits your current mood or story better. You pick the best one to visit, and discard the other. It represents locals giving you two different recommendations for the same area!


4. Wanderlust Seeker: Risk for Discovery (pg 27)

“Draw 2 cards… create another settlement you can travel to by foot.”

  • Timing: You are spot on—treat this as a Between Stops ability. You do this while in transit or just before arriving.
  • Which Tables?: Since you only have 2 cards, you aren’t building a full metropolis. You are building a “Side Quest” location. I recommend picking two columns from the Settlement Creation Table (pg 45) that interest you most (usually Geography and Atmosphere) to sketch out a rough idea of this small, off-the-grid location.
  • Cost: Because you travel “by foot,” there is no credit cost. You are hiking!
  • The “Risk”: The cost here is time and safety, not money. It’s a chance to see something rare without paying a train fare, but it’s a detour from the safety of the Express.

I hope this clears up the fog on your tracks! Please let me know if anything else pops up.

(1 edit)

Hello!

Oh my goodness, Spazzle sounds absolutely delightful. A baking squirrel named Spazzle who is haunted by a stolen (but replaced!) pie is exactly the kind of whimsical character depth we love to see in Tinyoji.

The scene you described is so vivid—I can just picture her poor furry head getting dripped on while she tries to be a responsible citizen and clean those muddy tracks. It’s such a “cozy tragedy”—trying to tidy up but getting distracted by a leak is a very relatable struggle!

To answer your question about a community hangout: We don’t have an official Discord server just yet, though it is something we are thinking about for the future. For now, the best place to chat with other players and share these wonderful stories is right here in our community thread on itch.io.

Thank you so much for sharing Spazzle with us. Please keep writing—I have a feeling she’ll eventually fix that leak (or at least bake a pie to make herself feel better about it).

Hi there — thank you so much for taking the time to point this out, and I’m really sorry for the confusion this caused. You’re absolutely right to question it, and we appreciate how carefully you’re reading the book.

You didn’t miss anything — this one’s on us. The Keepsake Prompts mentioned on page 14 are actually found on page 55, under the table titled “Margins & Moments.” Internally, keepsake prompts were always intended to live there as part of the margins system, but the naming didn’t carry through cleanly in the text. That mismatch understandably makes it feel like something is missing.

For the asset oracle referenced on page 11: you can use the tables on page 56. The inspiration tables there were designed to serve double duty — many of the entries can function as assets, and some can also be rolled or interpreted as keepsakes depending on how they show up in the fiction.

We fully acknowledge that these references weren’t as clear as they should have been. Because of feedback like yours, we’ve already made several edits with v.2.1.1 with the following improvements: quality-of-life improvements to clean this up and make navigation smoother, including clearer naming, better cross-referencing, and general editorial polish.

Thank you again for flagging this — questions like yours genuinely help make the game better for everyone. If anything else feels unclear or off as you play, please don’t hesitate to reach out. We’re always happy to help.

Warm regards, The Sparuh Team

(1 edit)

No problem.

Please don’t worry about it at all, there is no need to apologize. It is a very easy mistake to make with digital downloads.

We are just glad that we could clear it up and that you have the right files now.

Actually, we should be thanking you! Because of your comment, we realized we could be clearer, so we have added screenshots to the instructions to provide better visualization for everyone. ;)

Thank you for being so polite and for supporting us.

Have a great time playing!

(2 edits)

As outlined in the announcement under “Where to Get It”, here’s exactly how to download it from Tinyoji’s project page:

image.png Click Download

image.png Select “Pay nothing / Take me to downloads”

image.png Download Tinyoji-v2.1-character-sheet.pdf


You can also find it on this post: image.png


Regarding sparuh.com: Our website is currently outdated, and while we do have plans to refresh and update it, that work isn’t ready just yet. For now, the best and most reliable place to get Tinyoji (and future updates) is our itch.io page: 👉 https://sparuh.itch.io/tinyoji

Thanks for following up! You’re right — it was our mistake that the downloaded character sheet wasn’t updated; it must have slipped. Version 2.1 added the Margin of Victory points system, Star, and Vivid Keepsake. We’ve now updated the sheet as of Dec 24, 2025.

For full details, see our devlog: https://sparuh.itch.io/tinyoji/devlog/1189601/devlog-tinyoji-v21-character-sheet-update-clarification

Hi Lizscott (and bluefyr22), I’m really sorry for the late reply — and thank you for sticking with us. I completely understand how confusing and discouraging this must have been, especially when you’re trying to play Tinyoji for the first time and the character sheet doesn’t match the v2.1 book. That’s absolutely not the experience we want you to have, and I’m sorry for the frustration it caused.

You’re not imagining things — the character/villager sheet has just been updated to v2.1, and unfortunately the older version was not updated on this project page. That mismatch has tripped up more than one player, and we truly appreciate you calling it out.

The current, correct sheet is now available directly from us and doesn’t require signing up for Scribd or paying again. Here’s how to get it:

  1. Go to the Tinyoji download page
  2. Click Download
  3. When asked to pay, select “Pay nothing / Take me to downloads”
  4. Download “Tinyoji-v2.1-character-sheet.pdf”

That PDF is the fully updated character sheet and should now align perfectly with the v2.1 rules and examples.

Thank you again for your patience and for sharing your experience — it genuinely helps us make Tinyoji better and clearer for everyone.

If you have any other questions, or if something still feels unclear as you play, please reach out anytime. We’re always here to help you find your cozy corner.

💛

Hello! Thanks for reaching out to us.

I completely understand where you’re coming from! The Barter system in Solitaria is unique because it moves away from traditional currency, and combining the “Worth” math with the mechanics can feel a little abstract at first.

Don’t worry—it’s actually quite straightforward once you break it down into a single flow. Here is a complete guide on how to calculate Worth, perform the Fate Draw, and frame it in your Story.


Part 1: The Math (Calculating Your Leverage)

In Solitaria, you are trying to perform an action and to determine that the trade is successful (or if it failed). The difference in value between what you have and what you want changes your luck.

The Formula:

[Your Item’s Worth] minus [Their Item’s Worth] = Your Modifier

Think of it like this: Scenario A: The Generous Offer (Positive Modifier)

  • If your item is worth MORE: You get a Positive (+) number. The trade is easier!
  • You have: A Rare Crystal (Worth 4).
  • You want: A Common Herb (Worth 2).
  • The Math: 4 (Yours) - 2 (Theirs) = +2.
  • The Application: Because you are offering something more valuable, you get a +2 bonus to your Fate Draw. This makes it much easier to get a Success or even a Critical Success!

Scenario B: The Risky Trade (Negative Modifier)

  • If your item is worth LESS: You get a Negative (-) number. The trade is harder!
  • You have: A Common Herb (Worth 2).
  • You want: A Rare Crystal (Worth 4).
  • The Math: 2 (Yours) - 4 (Theirs) = -2.
  • The Application: You are trying to “trade up,” which is harder to do. You must apply a -2 penalty to your Fate Draw. This lowers your final card value, making a Failure or Plot Twist much more likely unless you draw a very high card.

Part 2: The Action (Performing the Fate Step)

Now that you have your Modifier, here is how to use it during the card game portion (The Fate Step):

  1. Set the Stage (Base Range): Shuffle and draw two cards.
    • Example: You draw a 4 and a 10. Your “Success Zone” is between 4 and 10.
  2. The Effort (Fate Card): Draw a third card. This represents your attempt.
    • Example: You draw a 5.
  3. Apply the Math: Take the Modifier you calculated in Part 1 and add/subtract it from your Fate Card.
    • If you had a +2 Modifier: Your 5 becomes a 7. (Success!)
    • If you had a -2 Modifier: Your 5 becomes a 3. (Failure!)

Part 3: The Story (Scenarios & Journaling)

In Solitaria, you shouldn’t just roll the numbers alone. Before you draw the cards, write a “Narrative Question” in your journal. This helps you interpret the result.

Here are three common scenarios to help you visualize this:

Scenario A: The “Generous Offer” (Trading Down)

Context: You have a Rare Crystal (4 Worth) and want a simple Herb (2 Worth).

  • The Math: 4 (Yours) - 2 (Theirs) = +2 Modifier.
  • The Question: “I’m offering a valuable crystal for simple herbs. Does the merchant realize what a great deal they’re getting?”
  • The Outcome: Because you add +2 to your card draw, you are very likely to succeed.
    • Journal Result: “They practically snatched the crystal from my hand! Deal made.”

Scenario B: The “Desperate Deal” (Trading Up)

Context: You only have a Common Shell (1 Worth), but you really need a Tool (3 Worth).

  • The Math: 1 (Yours) - 3 (Theirs) = -2 Penalty.
  • The Question: “Can I convince the islander that this shell has sentimental value worth trading for?”
  • The Outcome: You must subtract -2 from your card draw. You will need to draw a very high card (like a King) to succeed.
    • Journal Result: “They looked at the shell and laughed. No trade today.”
    • Pro-Tip: If you have a Trait like Charismatic (Hearts), and you draw a Heart card, you can add your attribute bonus to help offset the penalty!

Scenario C: Trading for Information (Abstract Barter)

Context: You aren’t trading for an item, but for a secret rumor.

  • The Math: You treat the rumor as an item. Let’s say a Deep Secret is Worth 3. You offer a Tasty Meal (1 Worth) as a bribe.
    • 1 (Meal) - 3 (Secret) = -2 Penalty.
  • The Question: “Will this meal loosen the guard’s tongue enough to spill the secret?”
  • The Outcome: If you fail, maybe they just eat your food and say nothing!

Quick Summary

  1. Compare: Your Item Worth - Their Item Worth.
  2. Draw: Draw your Fate Card.
  3. Modify: Add/Subtract the difference to the card.
  4. Result: Check if the new number lands inside your Base Range.

(Note: If you are trading at a Shop, you usually just pay the fixed cost without needing to draw cards. This system is for bartering with people!)

I hope this helps you master the marketplace! Let me know if you need help with any specific trades.

Happy gaming!

It’s version 2.1

(3 edits)

Hi there!

First off—please be kind to yourself! You are absolutely not stupid.

Since you are looking at the Page 62 version (“Warm morning sun…”), this is what we call an Atmospheric Prompt. Instead of giving you a “chore,” it gives you a “vibe.”

When you get a quiet prompt like this, you have three great options to make it playable:

Option 1: Interpret the “Task” Yourself The prompt mentions “dust motes dancing.” You can decide the task is simply that your burrow is dusty and needs a Summer Clean!

  • The Goal: Clear out the dust and let the fresh air in.
  • Asset to Roll: Do you have a “Broom,” “Tidy Paws,” or maybe just “Home Pride”? If not, use an Untrained asset like “Cleaning.”
  • The Stakes: If you fail (Setback), maybe you sneeze and knock over a vase, or the dust settles right back down!

Option 2: Use a “Story Spark” (The Mechanics Way) If you feel stuck, the game has a tool specifically for this! Go to Page 54 to the “Story Sparks” table. These are designed to add a twist to boring situations.

  • The Example: Let’s say you roll a 3 on that table. The result is: “It’s stuck in a surprisingly stubborn way.”
  • The Scene: Now, combine that with your “Window” prompt. The sun is streaming in, it’s getting hot, and you want to open the window to let a breeze in… but it is stuck.
  • The Task: Force the old window open! Now you have a clear physical challenge to roll your dice against.

Option 3: Just Relax (The Sojourn) If you don’t want a conflict, you don’t have to force one. Page 40 describes a “Sojourn” (Taking a Rest).

  • The Action: You simply narrate your villager sitting in that warm sun, drinking tea, and watching the dust dance.
  • The Benefit: You don’t roll dice, but you recover Energy! It is a perfectly valid way to start the season.

My Recommendation: Since it’s your first turn, try Option 2. It teaches you how to use the Oracle tables on Page 54, which is a super useful skill for the rest of the game. Plus, a villager struggling to open a stuck window on a hot day is a very funny, cozy way to start a story and maybe get some help from other villagers.

I hope this helps you get unstuck! Enjoy your summer in Tinyoji! ☀️

No worries at all! It happens to the best of us. Glad we could help you out regardless!

:)

Hello! 👋

Thank you so much for reaching out. We absolutely love your enthusiasm for the game and your desire to have a complete collection!

Regarding the sample version cards, I’m afraid I have to be the bearer of a little bit of sad news. We actually don’t have a colored version of those specific cards available. Most of what was shown during the sample phase were actually digital mockups and early concepts, rather than finished files designed for printing in color.

I completely understand wanting everything to match perfectly for your set, and I am sorry we can’t provide those for you.

Hello there! 👋

Thank you so much for reaching out—that is a really great question. I can see how Step 9 might look a little contradictory at first glance compared to the Traveler Type pages!

You hit the nail on the head with your second guess. You absolutely have access to the full list of abilities for your Traveler Type.

Think of Step 9 as an optional step. It is simply there to prompt you to write down the ability you have access to, and note the page number where your abilities are listed. This way, you have a quick reference in your journal and don’t have to keep flipping back and forth in the rulebook while you’re in the “flow” of writing.

So, here is how it works in practice:

  1. The Toolkit: You have your whole list of special actions available to you (e.g., Beginner’s Luck, Unexpected Resource, etc.).
  2. The Choice: When you arrive at a Settlement, you pick one action from that list to use for that stay. (This is optional and you can skip this stage).
  3. The Record: In your journal (Step 9), you can quickly apply the effect of the abilities because you know where to look.

You are not locked into one ability forever; you can use a different one at the next Settlement.

I hope that clears it up! Let me know if you have any other questions.

Hello! It is wonderful to hear you are starting your journey in Tinyoji. Playing as a Finch is such a delightful choice—that Keen Observer ability is fantastic for filling up your Keepsake page!

You are interpreting the rules correctly, but let’s walk through it step-by-step to make sure the mechanics (and your story) are flowing perfectly.

Here is the breakdown of your situation:

  • The Initial Resolution: You rolled a Setback. You then correctly used the True Grit Focus Action (spending 3 Energy) to turn that Setback into a “Close Call.”
  • Result: You gain 1 Keepsake Fragment. The Moment is now considered “Resolved.”
  • The Finch Ability: Your Keen Observer ability triggers after the Moment is resolved. This is a special “second look” at the scene. Narratively, even though the task was hard, your sharp eyes noticed something everyone else missed!
  • The Reroll: You pick up your dice pool (the 2 Effort and 1 Challenge dice) and roll them again.
  • New Result: You mentioned you got a “Plot Twist.” According to the Outcome Table (Page 32), a Plot Twist awards 2 Keepsake Fragments.

The Verdict: Yes, you keep both!

Because the Finch’s ability specifically says it grants an “additional Keepsake chance” and happens “after a Moment is resolved,” it does not cancel out the previous result or reward. It stacks on top of it.

So in your example:

  • 1 Fragment (from the True Grit Close Call)
  • 2 Fragments (from the Keen Observer Plot Twist)
  • = 3 Keepsake Fragments total.

You would mark 3 spots on your tracking sheet (which effectively gives you one full Keepsake immediately!). A Quick Tip for your Journal:

When writing this entry, try to narrate why you found that extra loot.

Example: “I barely managed to fix the fence (The Close Call), but as I was packing up my tools, I noticed a strange glimmer inside the hollow post I just repaired (The Keen Observer roll)…”

Regards, Shimainen.

Thanks so much for your super helpful feedback on Tinyoji! We were really sorry to hear you got stuck trying to create a character—that’s definitely not the cozy experience we were going for.

You were spot on; the book needed better signposting. While we can’t completely rearrange the layout right now, your email was basically our to-do list for an immediate fix. Thanks to you, we’ve just rolled out version 1.2! Here’s what we changed to make navigating easier:

We added page numbers throughout the book, just like you suggested. There’s a new Table of Contents and a quick-reference Glossary. The section on creating Assets is now much clearer (no more guessing!). You can grab the updated PDF from your original download link.

We really hope this helps you dive in and enjoy the game.

Honestly, you’ve hit on the single biggest issue we found with the original version, and we’re so grateful you brought it up. That feeling of succeeding at a challenge but then failing the Keepsake Roll and getting nothing for your effort felt really punishing, and it’s the exact opposite of the “cozy” feeling we were aiming for. You’re not just imagining it; it was a core mechanical problem.

Your feedback is incredibly validating because it’s precisely why we created the v1.1 update. We completely overhauled that system, and it almost feels like you were reading our design notes!

Here’s what we changed, based on feedback just like yours:

The old Keepsake Roll is completely gone. There’s no “second roll” or second point of failure anymore. Your success and your reward are now determined by a single challenge roll.

Progress is now guaranteed on almost every outcome. We replaced the old system with a “Margin of Victory” table. Now, even a near-miss (Close Call) or a strange, mixed result (Plot Twist) rewards you with Memory Fragments.

These fragments build up to a full Keepsake. Collecting just three fragments gets you a full Keepsake. This is a bit like your homebrew rule, but built right into the core mechanic! It ensures that you’re always making progress towards the next upgrade, even when things don’t go perfectly.

You mentioned you’re tired of tweaking games, and we completely get that. That’s why we made these changes—to make the game feel rewarding and fair right out of the box.

If you ever feel a spark of curiosity, we’d be truly honored if you’d take a peek at the new v1.1 rules PDF. The progression system is a night-and-day difference, and we think it directly solves that “VERY long time to collect” feeling you mentioned.

No pressure at all, of course. We’re just so grateful for your sharp insights, which helped confirm we were heading in the right direction with the update. Thank you again for being part of the journey, even for a little while! :)

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Hey there!

That’s an excellent question, and you’ve actually pinpointed a key area we’ve streamlined in v1.1 to make the game more intuitive. You’re not missing anything—we’ve just changed how it all works!

Let’s break it down.

1. Simplifying Landmarks: No More Level 0!

You are correct that “Level 0” was a bit confusing. Based on feedback, we’ve removed that term entirely. The system is now much simpler: a Landmark is either Locked or Unlocked.

  • Locked Landmark: If a Landmark has no circles filled in, it’s Locked. You cannot choose a Locked Landmark for a scenario. Think of it as a location that isn’t part of your regular routine yet.
  • Unlocked Level 1: To unlock a Landmark, you spend the required number of Keepsakes (as seen on Page 17). When you do, you fill in the very first circle. This Landmark immediately becomes Unlocked at Level 1. It is now available to choose for your scenarios and has a Challenge Dice of 1d6.

So, in short: There is no playable “Level 0.” The moment a Landmark is unlocked, it’s ready for adventure at Level 1. From there, each additional circle you fill in represents the next level (Level 2, Level 3, etc.).

2. The New Way to Earn Keepsakes: No More Targets!

This is the other big improvement in v1.1. The old system of “Keepsake Thresholds” and separate target numbers is completely gone. We wanted to make earning memories more direct and rewarding.

Now, it’s all handled by the new Margin of Victory system, which you can find on the Gameplay Quick Guide (Page 8) and detailed on Page 16.

Here’s the simple, two-step process:

  1. Find Your Margin of Victory: After you roll, subtract the Challenge Total from your Effort Total (Effort Total - Challenge Total).
  2. Find Your Result: Compare that single number to the outcome table. Your reward is listed right there—no other rolls or targets needed!

| Margin of Victory | Outcome: Reward |

| +8 or more | Triumph: Gain 1 Vivid Keepsake (★) |

| +6 to +7 | Success: Gain 1 full Keepsake |

| +4 to +5 | Plot Twist: Gain 2 Keepsake Fragments |

| +2 to +3 | Close Call: Gain 1 Keepsake Fragment |

| +1 or less | Setback: No reward |

This way, even on a near-miss (Close Call), you still earn a Keepsake Fragment, ensuring you are always making progress toward your next cherished memory.

Hope that makes everything crystal clear! Thanks for asking—it’s a crucial clarification that helps everyone understand the new, smoother flow of the game.

Hey, no problem at all! We totally get how pricey shipping can be from Canada.

We’ve just uploaded a single-page version of the PDF—should make printing at home way easier. Thanks so much for the kind words and support!

Thank you so much for pointing this out, and I’m really sorry for the mix-up. You’re completely right—the printable version should have been single pages, and that was our oversight when putting together version 2.2. We’ll be fixing that shortly and updating the file so you can print it in the correct single-page format without any hassle.

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First and foremost, please let me offer my sincerest apologies for this incredibly late reply. I just saw that your message was from 59 days ago, and I am genuinely so sorry that it was missed. We’re a small team and your question completely slipped through the cracks, and I feel terrible that you were left waiting for an answer. I will personally make sure we are more diligent going forward.

That is an excellent question about filling out the Traits and Attributes section! It’s a really core part of bringing your character to life, and it can feel a little abstract at first. I would be more than happy to walk you through it step-by-step.

Think of it as matching your character’s personality quirks to the four core Attributes, which are represented by the card suits: ♦ (Diamonds), ♣ (Clubs), ♥ (Hearts), and ♠ (Spades).

You’ve already done the fun part by picking your traits!

Green: Out of the Box, Problem Solver, Innovative

Red: Perfectionist


Now, let’s assign the numbers. At the start of the game, you get four bonus values to distribute: -1, 0, +1, and +2.

Here’s a simple breakdown of how to put it all together:

Step 1: Assign Your Weakness (Red Trait)

The rules give your Red Trait—your character’s beautiful flaw—a special role. Your chosen “Perfectionist” trait is a Weakness and comes with a fixed +2 bonus. The reason for this high bonus is that this trait represents a core vulnerability that will often be challenged in the story, making those moments more impactful!

First, choose which of the four suits feels right for “Perfectionist.” There’s no wrong answer; it’s all about your story. For example, maybe you feel like Spades (♠) represents that sharp, critical eye of a perfectionist. On your character sheet, next to the ♠ symbol, you would write “Perfectionist” and fill in the number value as “+2”.

Step 2: Assign Your Strengths (Green Traits)

Now you’re left with your three wonderful Green Traits and the remaining three bonuses: -1, 0, and +1. Simply assign each of your Green Traits (“Out of the Box,” “Problem Solver,” “Innovative”) to one of the remaining three suits (in our example, ♦, ♣, and ♥).

Then, distribute the remaining bonuses (-1, 0, +1) among them in any way you like. What do you want your character to be best at? What are they just okay at? What’s a minor struggle?


An Example Setup: Following the steps above, your final Attributes section might look something like this:

Diamonds: Innovative (+1) (Your character is pretty good at coming up with new ideas.)

Clubs: Problem Solver (0) (They are neutrally skilled at solving practical problems.)

Hearts: Out of the Box (-1) (Thinking unconventionally might be a slight challenge for them sometimes, which is an interesting contrast for an Artist!)

Spades: Perfectionist (+2) (Their perfectionism is a major, defining trait.)

And that’s it! You’ve just added a huge layer of personality to your Artist.

I truly hope this clears things up and helps you feel more connected to your character. Thank you again for your patience and understanding.

First of all, thank you for sharing this with us — and for having a first edition copy of Solitaria! That’s such a thoughtful birthday gift, and I love hearing that you’ve been diving into it.

I completely understand how confusing it must be to read about prebuilt characters and then not be able to find them. You’re not doing anything wrong — those prebuilt characters were actually added directly into the newer version of the gamebook, so they aren’t available with the first edition. I’m really sorry that wasn’t clearer in the copy you have.

Regarding the trouble with our website’s spam check, thank you for letting us know. The most reliable way to reach us is by email at sparuh.com@gmail.com . If you’ve already tried writing us there, no worries — we just got back from vacation and are carefully working through the messages we missed. It may take a few extra days, but we’re aiming to have everything answered by the end of this week.

We’re truly grateful for your patience and for being part of the Solitaria community. If you email us directly, we’ll make sure your question is taken care of. And in the meantime, thank you again for playing the game — it means a lot.

Thank you so, so much for reaching out and sharing your thoughts on Tinyoji! It honestly makes our day to hear from players who are diving in.

And can I just say, Kiri the Shy Sparrow sounds absolutely adorable! When you described her, I got such a clear and wonderful picture in my head. A shy, Soft Spoken sparrow who is also an expert with her Nimble Wings and a Gifted Weaver? I love her already. I’m already imagining her quietly creating the most beautiful weavings from things she finds on her journeys, all tucked away in her little Foraging Pouch. Thank you for bringing her to life and sharing her with us!

And thank you so, so much for sharing your artwork with us. We immediately gathered around to look at it—you’ve captured her absolutely perfectly! The way you’ve drawn her big, expressive eyes gives her so much personality, and seeing the little foraging pouch tied around her, full of seeds, just melted our hearts. It’s exactly how we’d picture a tiny adventurer in the world of Tinyoji.

Now, onto your feedback about the Keepsakes – you’ve completely keyed into something we spent a lot of time chatting about during development! We were going back and forth on it. We totally get that feeling of “oh, so close!” when you pass the checks but miss the final roll.

Our thinking was that making those first Keepsakes a bit of a challenge would make them feel like a really special treasure when you finally earn one. We were also a little worried that if you could collect them too quickly, you might breeze through the seasons and the game would feel too short. We wanted to make sure there was a gentle, steady pace to the village’s growth.

It’s so interesting that you mentioned the difficulty, because we actually kicked around the idea of different “difficulty levels” that could tweak the Keepsake roll! In the end, we decided not to implement it because we were worried it might add a layer of complexity that took away from the simple, cozy feel of the game.

But now, thinking back on it and hearing your experience, it’s definitely something we’re reconsidering. This is where your feedback is incredibly helpful for us. As you continue to play, we would be really curious to know: does it continue to feel like a steep climb, or does it start to feel much easier later in the game? Knowing how the pacing feels over a whole year would be a huge help as we think about future updates.

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Hi, please drop an email to sparuh.com@gmail.com. (Replied via email)

First off, thank you so much for taking the time to flag the blurry image on page 98. We really appreciate it — details like this can easily slip past us, and your sharp eye makes a real difference.

Until your message, we honestly weren’t aware of the issue. After digging in further, we discovered that a handful of other pages were also affected (98, 162, 180, 182, 202, 225, 244, and 354). So your note didn’t just catch one problem — it actually helped us uncover a bigger one, and we’re really grateful for that.

Right now, we’re not entirely sure what went wrong. It may have been a formatting hiccup in the app we use to export the PDF or possibly some file corruption along the way. Either way, please rest assured we’re already working on correcting it so the affected images will appear crisp and clear in the updated version.

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My sincerest apologies for the delayed reply; I was away on vacation and am only just catching up on messages now. These are all fantastic questions that get to the heart of character creation.

Let’s break down your questions.

Trait Types (CYBN and TLNT)

On the top right of the Trait Cards, the abbreviations stand for the Type of trait you have acquired. While the document doesn’t provide a direct acronym list, based on the game’s context and rules, we can clarify them for you.

  • CYBN: This stands for Cybernetic, representing the advanced technology and cybernetic enhancements central to the iXe world.
  • TLNT: This stands for Talent, which covers the innate talents and special abilities of your Avatar.

Traits can come in many forms under CYBN/TLNY, as:

  • Culture
  • Gear
  • Innate Talent
  • Abilities

So, “CYBN” would fall under the broader category of Gear/Technology, while “TLNT” would be an Innate Talent or Ability.

Assigning Traits and the Meaning of Suits

This is where the creative freedom of iXe truly shines. The four poker suits (♠, ♥, ♦, ♣) on your Avatar Sheet do not have predefined, universal meanings. Instead, you, the player, get to decide what each suit represents for your character. This is a core part of crafting a unique Avatar. For example, you might decide that ♠ represents your Avatar’s combat prowess, while ♥ represents their social skills or relationships.

Therefore, to answer your other questions:

  • Unless a Trait card explicitly states where it should be placed, you can add it under any of the four feature suits you feel is most appropriate for your character’s story.
  • It does not matter what suit you assign a custom character trait to. The choice is entirely yours! The goal is to build a character that is narratively consistent and compelling to you.
  • For more guidance on this process, we highly recommend reviewing “Crafting Your Avatar” on page 11. Step 8, in particular, encourages you to “give your digital Avatar some flair!” by filling the attribute boxes with features that make your character unique.

We hope this clears things up and empowers you to build an amazing Avatar. The system is designed to be a flexible and creative tool for your storytelling journey.

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Great news—it’s ready! 🎉 The Australia-friendly version of the Solitaria softcover is now live and available to order directly through Amazon AU. You can find it right here: 👉 https://www.amazon.com.au/dp/B0FJLKY4K5

Might take a few days for it to start stocking, so you might see it as no stock available. Check-in the next couple of days if that happens.

image.png

Thank you so much for taking the time to write in—and for your incredibly kind words about Solitaria! It truly warms our hearts to know the game has brought you a cozy experience, and we’re so glad it’s found its way into your hands. 💛

You’re absolutely right—ordering the updated v2.2 softcover from Amazon US has been a bit tricky for our friends in Australia (and Japan too!). We’ve recently learned that Amazon doesn’t support “standard color” printing in those regions. That caught us by surprise, as we originally expected Amazon to handle global distribution for us seamlessly. Unfortunately, this limitation meant the book couldn’t be shipped there unless we switched to “premium color” printing, which usually comes with higher costs.

To make sure you and others can still access Solitaria affordably and without hassle, we’ve created a special new version using Amazon’s premium color option—just for Australia and Japan. This version is currently under Amazon’s review process (we’ve attached a screenshot for transparency), and all going well, it should be available by the end of this week!

We’ll make an announcement once it’s live, so you can grab your copy easily through your local Amazon marketplace.

Thank you again for your patience and continued support—it truly means the world to us, especially as a small indie team trying to bring a bit of magic and comfort to your table.

Hi there,

Thank you so much for reaching out—and for catching that detail. You’re absolutely right: the reference to the “Reward Oracle” under Goal Success isn’t matched clearly in the Oraclepedia or indexed under that name, and that can definitely cause some confusion. We’re really sorry about that.

What you’re looking for is in the book—just not under the exact term “Reward Oracle.” It’s actually titled “Rewards” and appears on page 263, right above the “Request 1” table. It’s a single-row table with five columns, meant to quickly help determine fitting rewards after a successful goal or request. We originally meant for it to be part of the Oracle system, but in layout and final naming, it slipped through under a simpler label.

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Hi there! Thank you so much for reaching out—and welcome to Solitaria!

At the moment, we don’t have a completed sample sheet available (I know that would be super handy!), and I’m really sorry about that. But not to worry—the playkit is designed to guide you step-by-step using the instructions in the Gamebook. If you’re ever unsure, we’re always here to help!

To give you a quick glimpse of how to fill things out:

🌀 Character Sheet Basics

  • Energy starts at 3, Power at 2, and your Ability Cap is the sum of those—so it begins at 5.

  • Race is drawn from a deck—each suit points to a different group (♥ = Fleshlings, ♣ = Aviankin, etc.).

  • Date of Birth comes from two cards: one for the suit/number (e.g., Q♠), and one for the season.

  • Traits & Attributes: Assign -1, 0, +1, +2 to the suits. Choose 3 green traits and 1 red trait (your Weakness), which also links to bonuses in gameplay.

🌱 Goal Sheet

Begin by writing your “Why?”—your character’s main motivation.

Then add goals in three categories:

  • Give Your Word (GYW) – Small promises (1–4 pts)

  • Make a Promise (MAP) – More serious commitments (5–8 pts)

  • Take an Oath (TAO) – Deep, game-shaping oaths (9–12 pts)

Example: MAP (5) – Help rebuild the collapsed footbridge before the festival.

All of this is covered in more detail in the Gamebook, especially around pages 20–33 and 28–31.

But if any of it feels tricky, or you’re unsure how to write som-ething down, just message us! We love helping, and we’d be more than happy to walk through any part with you.

Wishing you beautiful adventures on Solitaria 🌺

Unfortunately, we don’t have any immediate plans to release additional copies in the very near future.

Oh, it absolutely warms our hearts to hear you’ve dived back into the world of Solitaria after a break!

We genuinely love seeing how players experience the game, the stories they weave, and the discoveries they make. You’ve got a 2 spots where you can share both your old and new adventures:

  1. Our primary place for these kinds of wonderful narratives is https://storys.sparuh.com/submit-storys/. We’re really excited about building this into a rich library of player experiences, and your journals would be an amazing addition. We know it’s a little on the newer side and might look a bit sparse right now, but contributions like yours are exactly what will help it blossom!
  2. Alternatively, you can certainly share them on this Solitaria community page on itch.io

While the itch.io community is always there, we’re especially keen to nurture our storys.sparuh.com space with detailed playthroughs like the ones you’re creating.

Thank you so much for reaching out — and more importantly, thank you for joining us on Patreon and for your kind support after playing Tinyoji! I’m really sorry for the radio silence so far, and even more so for the frustrating experience you’ve had trying to get in touch. That’s never what we want for our supporters.

To be totally honest, we’re currently out of office and haven’t had eyes on Patreon as closely as we should — and it’s clear now that some of our settings may not be working as intended. The post you mentioned, “A Long Overdue Update & A Special Thank You, Nancy!”, should absolutely be viewable at the $5 tier, and it’s concerning to hear that it’s not showing up properly. We’re going to dig into the backend of our Patreon settings to figure out what’s gone wrong and make sure everything’s working the way it should.

As for the digital downloads and early access benefits — thank you for flagging this. We’ll take a closer look at how these are being delivered and make sure you’re not missing anything. We’ll follow up with a clear update in the next few days once we’ve reviewed everything.

Lastly, you’re right — the page has been quieter than usual. That’s on us. The truth is, we sometimes dive so deep into building new games that our social media updates goes right out the window.

[Released] Tinyoji - A Cozy Solo Journaling RPG of Miniature Folk

Hello Itch.io Community!

I’m absolutely delighted to announce the release of Tinyoji, our cozy solo journaling RPG! After a lot of quiet work and dreaming, it’s finally ready for you to explore.

Find Tinyoji Here: https://sparuh.itch.io/tinyoji

Instructions: Upload an image (like the cover art below) to your post or link to one hosted online. Use Markdown: ![Tinyoji Cover Art](YOUR_IMAGE_URL_HERE) Tinyoji Cover Art Example (Replace this whole line with your actual embedded image!)

What is Tinyoji?

Tinyoji is a gentle, narrative-focused tabletop roleplaying game designed primarily for solo play, though easily shared with a couple of friends. Forget epic quests; this game invites you into a charming miniature world inhabited by tiny folk (mice, otters, humans, etc.). It’s all about experiencing the simple wonders of everyday life through the changing seasons.

You’ll spend your time tending gardens, helping neighbours, exploring leafy paths, and reflecting on your experiences through journaling. The core loop involves encountering gentle challenges and prompts from Seasonal Trails, using light d6 mechanics and your character’s unique Assets and Gifts to navigate them, and collecting precious Keepsakes – memories of significant moments that you record (and maybe even draw!) in your journal. These Keepsakes also help you nurture and improve landmarks within your growing village community.

Key Features:

  • Cozy & Wholesome: Focuses on slice-of-life stories, community, nature, and finding joy in small things. No combat, low stress.
  • Solo Journaling Focused: Designed for reflective solo play, using your journal as the primary record and creative space.
  • Evocative Miniature World: Explore a unique setting where blades of grass are like trees and a leaf can be a boat!
  • Rich Seasonal Gameplay: Four distinct seasons, each with over 100 unique prompts and weather effects via the Seasonal Trails.
  • Meaningful Keepsake System: Collect memories that serve both narrative and mechanical purposes, helping your village grow.
  • Light & Accessible: Simple d6 mechanics that support the story without getting in the way. Easy to pick up and play!

We poured a lot of love into creating a peaceful, imaginative space with Tinyoji, inspired by things like Hakumei to Mikochi, Studio Ghibli’s Arrietty, and the feeling of other cozy games. We hope it offers a relaxing and creative escape for you.

You can learn more and grab the PDF (and find links to the paperback version) on the game page!

Check out Tinyoji here: https://sparuh.itch.io/tinyoji

Thanks so much for reading, and happy journaling!

Regarding Beyond Solo, I’m really sorry to share that we won’t be releasing any additional community copies right now. We’re in the middle of an exciting overhaul for the gamebook, and we’re putting a lot of effort into upgrading its mechanics, adding new features, and expanding what it offers for solo gamers. Once that’s all completed, we do plan to release it with some fresh community copies. 🎉

That being said, we’re currently tackling several revamps across our games, so it might take us a little longer than usual to finish. But don’t worry—our team is hard at work, and we’re aiming to have everything ready around mid-year.

Thank you so much for your patience, understanding, and continued support. It’s people like you who make this journey so rewarding for us. 🙌

All the best, Sparuh

Dear teldon3,

Thank you for reaching out and for your continued dedication to our updates. I sincerely apologize for any confusion caused by our lack of a Valentine’s Day update on our itch page. We truly regret not keeping you informed.

We had been excited to roll out a Valentine Expansion featuring a fresh “love island” concept. However, as we moved forward, we encountered challenges that exceeded our expectations—particularly with the artwork and the significant development work needed for the new actions and locations. Our team was understandably dejected by these setbacks, and we’ve taken the necessary time to regroup our resources to ensure we can deliver the quality you deserve. As a result, we’ve had to delay the release by about a month or two.

Please rest assured that we are fully committed to perfecting this expansion. We will be updating our project page soon with a new release date and additional details that go beyond what’s currently available.

Thank you for your patience, understanding, and continued support of Solitaria. Your feedback is invaluable, and we look forward to delivering an experience that exceeds your expectations.

Warm regards,

  • Sparuh

Hi, we’ve replied your email. :D