The world is a dream. The dreamer is dying.
You are running toward the centre of it all.
An epic survival universe spanning a strategic board game and a procedural open-world RPG. Lead your Arcology across the shifting desert. Chase the impossible city. Discover what you truly are.
1–6 players. Lead your Arcology across modular hex terrain. Manage Crew, Plasma, Morale, and Hull. Endure the Yellow King. Reach the Gates.
Explore the Board GameAn open-world RPG with faction politics, Memory Worlds, and a living desert that shifts whether you play or not. Every journey is different.
Explore the Video GamePlasma storms reshape the terrain. Arcologies migrate. Factions rise and collapse. The world evolves even when you're not watching — because the dream never stops dreaming.
Reality fractures the closer you get to Zarkath. Time splits open. Ghosts of collapsed ages surface. The world is not just dangerous — it is philosophically unstable.
The hidden truth at Zarkath's core: the players are not servants of a dying god. They are the dying god. The Scattered Realms is not a world — it is a mind.
Zarkath is a survival board game for 1–6 players. Each player commands a massive mobile city — an Arcology — and must survive storms, enemies, resource scarcity, and the roaming corruption of the Yellow King to reach the Gates of Zarkath at the board's centre.
"Zarkath is a world under pressure. You do not conquer it. You endure it." — Ruleset v2.0
At the edge of the desert, you can see it. A city on the horizon, always distant, always drawing you forward. The Veiled Architects say the city is a dream. The Maw Tribes say the dream is a curse. The Cult of the Yellow King says both are true.
Lead your Arcology. Survive the Desert. Reach the Gates.
Zarkath is a survival board game for 1–6 players. Each player controls a massive, mobile city — an Arcology — carrying a Crew of four specialists across shifting desert terrain.
You must manage Plasma (fuel), Supplies, Morale, Hull Integrity, and Resonance while navigating 22 unique locations, surviving enemy encounters, and enduring the roaming existential threat of the Yellow King.
The goal: reach and enter the City of Zarkath at the board's center before your Arcology is destroyed — by damage, despair, or the corruption spreading from the King's passing.
Each turn follows nine sequential phases. The board rewards preparation and punishes complacency — every turn matters.
Flip the cycle token. Day abilities unlock different options than Night — timing matters.
Move your Arcology 1–2 hexes. Each ring (Outer, Middle, Inner) escalates in danger and reward.
Resolve the hex you occupy. 22 unique location types — from Crystal Fields to Temple of Cosmic Horrors.
Assign Crew. Build Settlements. Recruit. Trade. Use Resonance Interventions to bend the rules of reality.
Draw an Event card. The desert is never static — storms, ambushes, and cosmic disturbances arrive without warning.
If enemies are present, resolve up to 4 rounds of combat. Your Crew's Scars accumulate — and there's no easy healing.
Collect from Settlements. Pay upkeep. Falling to zero Supplies triggers Mutiny — your own Crew turns against you.
If Morale hits zero before Supplies: Mutiny. Your Captain must hold the crew together — or the game ends here.
Before the desert begins, you draft a Crew of four specialists. A valid Crew requires exactly one Captain and at least one Specialist. Choose carefully — Crew members who die are gone forever.
Decision-maker and the Arcology's anchor. Required for a valid Crew. If the Captain is Lost during a Mutiny, the Arcology collapses — the game ends immediately.
Navigators, Security Officers, Resonance Officers — each is highly efficient in one domain. At least one is required at game start.
Versatile and adaptable. No single specialization, but extraordinary flexibility across multiple situations. The glue that holds a Crew together.
Crew selection happens before board setup. Each player receives 6 cards, secretly keeps 2, passes the rest. Then keeps 2 more from received cards. The result: exactly 4 Crew, shaped by competition and anticipation.
"Your Crew is not just a set of stats. They are the people you are leading into the end of the world. Some of them won't come back."
The Yellow King is a roaming adversarial presence on the board — not controlled by any player, not moved by Event cards. He moves one hex at the end of every turn, and his adjacent hexes become Corrupted Zones.
Entering a Corrupted Zone costs Morale and triggers a roll on the Corruption Table — effects range from resource loss to immediate crew casualties to accelerated Mutiny checks.
Worse: if the Yellow King is within 2 hexes when you attempt entry to Zarkath, you roll twice and take the lower result.
"The Yellow King does not chase you. He wanders. But the desert is not large enough for you both."
Three rings of difficulty — Outer, Middle, Inner — building out from the Gates of Zarkath at the centre. Each game, a new layout.
Crew cards, Enemy decks (Easy / Intermediate / Hard by ring), Event deck, Location deck, and Loot deck — each with unique art and effects.
Corruption tokens, Scar tokens, Mutiny token, Settlement buildings, and full resource trackers for Plasma, Supplies, Morale, Hull, and Resonance.
Reaching the Gates is not enough. You must meet at least three of six conditions — Resonance, Morale, Crew count, Hull, a Silver Key, Crew health — then spend a Supply and roll 1d20 on the Final Trial table.
Roll a 20: The Gates Open. Automatic victory. Roll a 1: Collapse of Conviction. Hull −2, Morale −2. The dream pushes you back.
"The Gates of Zarkath do not measure strength. They measure recognition. They are the moment when the dying god looks inward clearly enough to see what it actually is."
An endless mythic desert. A city you cannot reach. A truth you cannot un-know.
Zarkath: The Video Game is an open-ended procedural RPG where every journey through the Scattered Realms is unique — shaped by faction politics, Memory Worlds, the Resonance system, and a living world that evolves with or without you.
Plasma storms reshape terrain. Arcologies migrate. Factions wage war and forge alliances. The world evolves through dynamic faction systems, procedural storytelling, and emergent events — even when you're not playing.
Reality is unstable. The closer players travel to Zarkath, the stranger physics becomes — time fractures, ghosts of past civilizations bleed into the present. The world is literally the dream of a dying god.
A metaphysical alignment meter that shapes NPC behavior, unlocks abilities, affects Sanity, and governs interactions with dream-fractures. Your resonance state changes how the world perceives — and responds to — you.
Be a wanderer, relic hunter, caravan trader, mercenary, faction leader, Arcology citizen, or cultist of the Yellow King. There is no forced path. The desert is yours to explore at any pace, in any direction.
Scattered across the desert are portals — a door standing alone in the sand, an arch of fused glass, a column of still air that smells like rain. These are Memory Worlds: pocket universes preserved in crystallized plasma, exactly as the Yellow King experienced them.
You fall in love with the people inside. The places feel real. The conflicts have weight. And then — because the god's memory is decaying — you watch it all dissolve to sand.
"A fantasy realm where you fall in love with the place, the main characters, the story — and then you watch as it disintegrates to sand."
There's a deeper truth: you entered the Memory World as a stranger. But the people inside knew you. Because you are the Yellow King. These are your memories. You are visiting your own past without knowing it.
Each Memory World is a self-contained, authored story — a complete experience with a beginning, emotional climax, and inevitable dissolution. Planned as $5.99 standalone DLC packs or bundled as "Memories of the King" expansions.
Factions act independently — waging wars, building alliances, controlling trade routes, and competing for Memory Stone deposits. Your standing with each shapes what's possible.
Believe Zarkath is a dream-reality sustained by the Yellow King. If the Dreamer dies, the world collapses. Politically neutral — but extraordinarily influential.
Control Memory Stone extraction. Because Memory Stones are both currency and power source, the Brotherhood wields massive economic leverage over the entire desert.
Attempt to map the unmappable — a desert that constantly shifts. Their maps are always obsolete. Their knowledge, however, is never wasted.
Desert nomads who reject city life entirely. They believe civilisation weakened humanity. Survival is purity. They raid caravans and destroy corrupted Arcologies.
Each mobile city-state is a kingdom. The Lords compete for territory, Memory Stones, and trade dominance across the Scattered Realms.
They worship the Dreamer. They believe the world is sacred precisely because it is his dream. When the Dream ends, the world ends. They intend to prevent that — whatever the cost.
"No reliable history survives. Records have crumbled, civilisations have collapsed, and the memories that remain are fragmented and contradictory."
The world is called the Scattered Realms — an endless desert of shifting dunes, fractured ruins, plasma storms, and wandering mobile cities. At its centre, always visible on the horizon, impossible to reach: the City of Zarkath.
No one knows how old the world is. History is not a resource to be studied. It is something excavated — in Memory Stones, in the architecture of ruins, in the behaviour of ghosts. Every fragment raises more questions than it answers.
And yet everything feels ancient and familiar. As if the player has been here before. As if the ruins were built by people not so different from those alive today. Whether this sense of familiarity is truth buried in plasma-memory, or simply the nature of a dream recycling its own imagery, is unknown.
The world is a dream. The dreamer is the Yellow King. The spiral galaxy visible in the night sky is said to be his Eye, slowly closing as he dies.
As the dreamer weakens, the world becomes unstable. Fragments of forgotten ages resurface — ruins appear, disappear, and move. The closer one travels to Zarkath, the more reality fractures.
All factions are, at the deepest level, fragments of the Dream itself — expressions of memory, fear, hope, and ambition inside the mind of the Yellow King. The Veiled Architects know this. Most others do not.
Memory Stones are crystallized plasma shards containing fragments of the Yellow King's mind — memories, emotions, identities of those who have passed through the Scattered Realms.
They are simultaneously currency, power source, crafting material, and lore artifact. Absorbing a Memory Stone can grant skills, unlock faction contacts, or reveal a piece of the dying god's history.
The Miners' Brotherhood treats them as resources. The Veiled Architects treat them as sacred relics. The Memory Keepers dedicate their lives to preserving the identities encoded within them. All three are correct.
The following contains the deepest truth of Zarkath's lore. It is revealed only at the end of the player's journey. You may wish to experience it in-game first.
The players are the Yellow King.
Not servants of the Yellow King. Not chosen by him. They are the Yellow King — a dying god whose consciousness is fracturing, playing out its final hours in a dream it can no longer fully control.
The Scattered Realms is not a world with a dying god at its centre. It IS the dying god. The desert is the dying god's psyche. Zarkath is what remains of the god's self — the last coherent image at the centre of a dissolving mind.
Portals appear scattered across the desert — a door standing alone in the sand, an arch of fused glass, a column of still air that smells like rain. These are Memory Worlds: portals into a memory of the Yellow King, preserved in crystallized plasma.
Each is a self-contained story from the Yellow King's past — a village, a fortress, a ship, a single night at a feast. The intimacy is the point. The player falls in love with the place and its people.
And then, because the god's memory is decaying, they watch it all dissolve. The player returns to the desert with a Memory Stone and a fragment of knowledge. The portal is gone.
Elyna is the only consciousness in the dream who experiences both the collapse and the reconstitution in real time. She exists at the Staircase Sites — the thinnest points of the dream's fabric — because that is where she can feel attention arriving and withdrawing.
At deep Sanity erosion, her presence becomes audible. Not words — presence. A quality in the silence between other sounds. Players who have encountered Elyna directly will recognise it. Players who haven't will feel it as something they cannot name.
The Seven Stairs are the mechanism by which the dream recognises those worthy of reaching its centre. Each Stair is a threshold — a question the dream asks, and waits for an honest answer.
Zarkath features a fully developed constructed language — Zha-Keth — spoken by certain factions and inscribed in ancient ruins. Learning fragments of it is not cosmetic: some doors only open to those who know what to say.
Campaign Not Live Yet — This page is a preview. The Kickstarter will launch soon.
The desert is calling. The dream is real. Help us bring it to life.
This Kickstarter funds the production of Zarkath: The Board Game — a survival strategy experience for 1–6 players, featuring a modular hex board, four card decks, premium miniatures, and full rules for solo, competitive, and cooperative play.
Stretch goals unlock the Zarkath: Video Game development, Memory World DLC packs, the Zha-Keth language expansion, and premium component upgrades including neoprene mats and sculpted Yellow King miniatures.
"Each location in Zarkath is a fragment of a dying dream. What you find there won't last. Take what you can, and don't assume it will be there when you return." — Location Codex, v2.0
Full board game production. All card decks. Standard miniatures. Physical rulebook and Location Codex.
Deluxe hand-sculpted Yellow King miniature replaces standard token. Custom artwork on inner ring hex tiles.
Official greenlight for Zarkath: The Video Game. Early backer access to alpha build. Exclusive in-game cosmetics for all $65+ backers.
Three fully authored Memory World DLC packs added to digital game. Each one a complete self-contained story from the Yellow King's past — before he was a god.
Full constructed language expansion — pronunciation guide, vocabulary, in-game inscriptions, and a 24-page Zha-Keth Primer for the most dedicated lore explorers.
Estimated fulfillment is Q4 2026 for all physical tiers. Digital rewards will be distributed within 30 days of campaign close.
Zarkath is a medium-weight game — more accessible than Spirit Island, lighter than Arkham Horror. Most players are playing confidently after one turn. The depth comes from decisions, not rules complexity.
Yes — the video game is a separate release currently in early development. Kickstarter backers at $65+ receive early access and exclusive digital cosmetics when stretch goals are reached.
Yes — Solo Mode is a fully supported, mechanically distinct experience. The Yellow King moves twice per turn. Resonance Interventions are repurposed for a single player. It's not an afterthought — it's a design priority.
We build worlds worth getting lost in.
Fuzzy Gaming Logic is an independent game development studio building Zarkath — a universe that spans tabletop strategy and open-world RPG. We believe the best games are the ones that stay with you: not just as mechanics you mastered, but as worlds you lived in.
Zarkath began as a board game concept and evolved into something larger — a living lore system with a constructed language, factions with genuine political depth, and a narrative twist that recontextualizes everything the player thought they understood.
We're a small team with a big vision, using AI-assisted design tools transparently alongside traditional development to move faster without compromising creative integrity.
"The best worlds are the ones that feel like they existed before you arrived — and will continue after you leave."
The architect of Zarkath's world systems, faction politics, and the economic soul of the Scattered Realms. Allan drives the production vision and the Kickstarter strategy.
James builds the emotional core of Zarkath — Memory Worlds, Elyna, the hidden truth of the Yellow King, and the Kingdom Hearts-level emotional register the team aims for.
We're looking for passionate artists, developers, and worldbuilders who want to help bring the Scattered Realms to life. Reach out through our contact page.
All narrative content — dialogue, quests, Memory Worlds, faction lore — is written by the development team. We use AI tools to accelerate production, never to replace authorship.
Our design documents are living systems — updated continuously as we learn from playtesting. The ruleset you'll back has been through two major revisions already.
Backers shape Zarkath through direct feedback, Discord discussions, and the Yellow King tier which lets pledgers design a Memory World alongside the team.
Whether you're press, a potential collaborator, a backer with a question, or just someone who got lost in the lore and needs to talk about it — we want to hear from you.