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

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 "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.

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.

Gather information through conversation, observation, and investigation. Piece together the truth from fragments, rumors, and lies.
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.
Each day in Ostrograd brings new events, shifting allegiances, and consequences of your past actions. The city moves with or without you.
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.
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.
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 |

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.
| 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
Fiction-first 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