Nowhere Yet · a co-op sci-fi RPG you play by talking

One vault.
640 worlds.
Find it first.

You wake on a world you did not choose, with a ship you cannot afford. Say what you do; the dice decide how it goes. Somewhere out past the lanes is a vault nobody has opened.

Roll a character — free →How it plays
Worlds out there
~640
Roll to beat
8+
Careers
24
Deaths undone
0
Scroll — the survey is coming in
01 — Where you start

No quest log. No waypoint.

> The dice pick your world. You get a ship, a debt, and a bill every month whether you fly or not.

> So you take work. You say what you do; the referee says what happens.

> Work buys fuel. Fuel buys range. Range gets you to the half of the sector nobody has looked at.

> Most characters run out of money first. That is the job.

02 — The sector

A map nobody has read yet.

Every world is rolled, not designed. Fuel, work, trouble, or nothing at all — nobody picked the good ones, so nobody can be told where they are.

UWP
A867974
Hex
1423
Bases
N·S
Fuel
Refined
RiInHtGas giantPlanetoid belt
Example world — the real ones are rolled at season start.
03 — The loop

Land. Take work. Fly. Repeat until broke.

Money is the difficulty setting. Range is the reward.

01

Mint

Two dice, six times. Pick a career, serve as long as you survive it. Paying buys three rolls; you keep one.

02

Drop

The sector decides where you land. A busy starport, or a rock with no fuel.

03

Work

Say what you do. The referee asks for a roll, and the story follows the dice.

04

Travel

A week and a tank of fuel per jump, however far you go. Better ships reach further.

05

Go broke

The bills never stop. Miss one and the ship is gone. Nothing gets undone.

04 — Getting anywhere

A week in the dark, every time.

Clean fuel is expensive and safe. Skimming it off a gas giant is free, and occasionally puts you somewhere nobody meant to go.

Jump-1, one parsec7 days
Fuel, refinedCr500 / ton
Unrefined misjump riskDM −2
Life support, monthlyCr2,000 / stateroom
Mortgage, 200-ton traderCr145,538 / month
05 — Who decides

The referee tells the story. The dice decide it.

Two dice, add your skill, beat 8. How far past 8 you land is how well it went. Difficulty moves the roll, never the target. The referee reads the dice — it never picks the result.

Simple+6
Easy+4
Routine+2
Average+0
Difficult−2
Very difficult−4
Formidable−6
Untrained−3
Roll receipt · worked example
dice[5, 4] → 9
skill · Pilot-2+2
characteristic · DEX 10+1
difficulty · Difficult−2
circumstance · debris field−1
total9
target8
effect+1
degreesuccess
Every roll comes back like this — signed, stored, replayable.
06 — Your character

Roll a person. Live with them.

The dice are thrown and locked before you decide whether you want them. You end up with someone specific — good at three things, hopeless at the rest.

Roll one now — free →
07 — Try it

Roll a character.

Contract · not deployed yet

Six characteristics, rolled on the server and frozen before you see them. Then twenty-four services, and a life you walk rather than watch — which speciality you train, where an injury lands, whether you sign on for another four years.

Free. No wallet, no signup, no email. Every roll comes back with the seed that produced it, so you can recompute the lot.
This one is a sample and can never be minted.

Roll a character — free →

Characters on record

rolled, not yet minted

Free samples, rolled on the real engine. None of them carries a token — the registry of minted characters opens with the first mint.

08 — The vault

Nobody knows where it is. Us included.

One world out of roughly 640. The coordinate is not stored anywhere, because it does not exist yet: we publish a salt commitment first, then derive the location from a public random beacon nobody controls. The referee is never told where the vault is — there is nothing to tell it.

Salt commitment
— not yet published —
Publishes
before the beacon round · before mint #1

The hash goes in that box when it exists. A commitment published after the fact proves nothing, so it stays empty until it is real.

Clues surface on worlds nobody has a reason to visit. Nobody narrows it down alone — you need what other crews found, and they need yours.

09 — Phases

Five phases. You can roll a character today; the rest is being built.

P1
World & solo loop
One character, one shared sector, played through conversation.
In build
P2
Anomaly survey
Clues start turning up. The frontier gets a reason to exist.
Next
P3
Crews
One hull, several characters, and an argument about who gets paid.
Planned
P4
Mint contract & prize pool
The prize goes live, with a payout anyone can audit.
Planned
P5
Combat, trade, the rest of the book
Combat, trade, psionics, vehicles. Deliberately last.
Planned
10 — Questions

The obvious questions.

Is the AI making up the results?

No. It describes what happens; the dice decide it. Every roll comes back with a receipt you can re-run.

Do I need crypto to try it?

No. The first roll is free and needs no wallet — but it is a sample and can never be minted. Minting is paid, and the contract is not live yet.

Can my character die?

Yes — during character creation, and long after it. Nothing gets undone.

Is this a real RPG or a crypto thing?

A tabletop game first. The rules come from an open-licence SRD, transcribed table by table. The chain only proves your character is yours and the prize is real.

Can someone just read the code and win?

No. How the sector is built is no secret — and it tells you nothing about where the vault is, because the location is derived from a public beacon after the commitment is published. Nobody holds it in the meantime, us included.

Roll a character. See how far they get.

Most of the sector has never been looked at.

Roll a character — free →Crews meet on Discord — invite at launch
◇ Nowhere Yet · nowhereyet.ggRules transcribed from the SRD · Open Gaming ContentPhase I · in build · not financial advice