A Song of Solitude

A "Fiction-first" role-play experience about lies, set in an original universe inspired by the European interwar period.

A Song of Solitude — title art depicting a burning city

The City of Ostrograd

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.

Ostrograd city concept art — a snowy war-torn cityscape

What Is This Game?

We are huge tabletop RPG fans and we are taking a lot of inspirations from the globally acclaimed Blades in the Dark. It represents "Fiction-first" , a drastically different school of philosophy in TTRPG design, in which mechanics are always provided under an escalating narrative context. 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 lies, lies within lies, lies within lies within lies. It is an unconventional role-play experience that forces the players to really think about what they see and what they read. We are blending the player-driven choices and consequences from RPG with the contextual puzzle solving gameplay from mystery games. Players are not archeologists in this game, their goal is not to figure out what really happened. Instead, their goal is to decide, from incomplete or false information, the destines of everyone around them based on their judgement.

Game screenshot — palace scene with characters

Who Do You Play As?

You play as a public defense attorney who has to question El, a military chaplain that has been accused of high treason. Your job is to reexamine what she had done that led up to her final arrest. The entire game revolves around your conversation with her, and the events that she had participated in. You are rediscovering what may or may not happened.

Character art — Pavel

What Do You Do?

Research

Gather information through conversation, observation, and investigation. Piece together the truth from fragments, rumors, and lies.

Operate

Discover what may or may not happened with El. Make decisions that seem the most plausible and rewarding. But beware the lies, they could come from anyone.

Repeat

Each day in Ostrograd brings new events, shifting allegiances, and consequences of your past actions. The city moves with or without you.

Core Pillars

Contextual mysteries

The puzzles in the game are deeply embedded in the narrative. They are not 'things' for players to find but dynamic and diegetic. Players are not forced to discover them to progress the story. However, they will most certainly make a terrible choice if they are not careful.

Electric Reactivity

Every operation is a memory being reconstructed from the audiovisual and texts. Both play into the role-play and mystery-solving experience of the game. We aim to create a highly reactive audiovisual experience that leverages the writing and vice versa.

Fail Upwards

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.

Filling the Gap

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.

Who Is Listening?

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 Opportunity

Market Size (Narrative RPG)$2.1B (2024)
CAGR8.4%
Comparable Units Sold5M+ (Disco Elysium)
Target Price Point€29.99
Exploration concept art — aerial view of Ostrograd

Development Status

We are aiming for a tightly-controlled scope that can be finished within 2-3 years. Currently we are planning to showcase our technical demo at the end of June 2026.

Exploring Demo — Development Status

SystemStatus
Dialogue System100%
Core Gameplay Loop80%
Visual Identity70%
NPC AI & Scheduling30%
World Building (Demo Area)25%
Audio & Music10%

To Be Explored

Demo screenshot — interior scene concept art

Roadmap

PhaseTimelineMilestone
1Q2–Q3 2026Investment Set-up
2Q1–Q3 2026Demo Development
3Q4 2026 – Q3 2027Pre-alpha Development
4Q4 2027Public Announcement
5Q3 2027 – Q3 2028Early Access Development
6Q4 2028Steam Launch

Budget

CategoryAmount
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

The Team

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.

Yixin Song

Yixin Song

Design / Writing

Simon Fagergren Ekholm

Simon Fagergren Ekholm

Business / Production

Gediminas Skyrius

Gediminas Skyrius

Art

Alekh Chapman

Alekh Chapman

Production / Writing

Shuwen Yang

Shuwen Yang

Engineering

Kasper Sandin

Kasper Sandin

Level Designer

Joachim Cedervall

Joachim Cedervall

Animator

Linnea Wik

Linnea Wik

Environment Artist

At a Glance

Game

A Song of Solitude

Genre

Fiction-first RPG

Status

Pre-production / Demo

INITIAL Release Target

Q4 2028

Price Point

€29.99

Budget

€990,000

Let's Talk

Interested in publishing A Song of Solitude? We'd love to hear from you.

info@inactiveerror.com
Closing art — burning city of Ostrograd