Windwaker meets Waterworld in this rules light procedure-heavy TTRPG for solo and group play. Explore a near-future hazardous but hopeful world, smashing Corpo Schemes while discovering Monsters and Mecha lurking beneath the waves.
Nausicaa and Windwaker meet Waterworld on the psychedelic future seas.
Players set sail in this rules-light procedure-heavy TTRPG for solo and group play. Expanding on ECO MOFOS!!, Islands of Weirdhope is a self-contained game, with procedural generation perfect for solo and prep-free sessions, that can also be used as a way to spark ideas if you prefer to create the world before you play. Explore a near-future hazardous but hopeful world, smashing Corpo Schemes while discovering Monsters and Mecha lurking beneath the waves, guzzling ambergris to learn new spells. Explore an optimistic new world, weirdhope not grimdark, as you seek a new home in this waterbound domain.
Click here to download a preview PDF containing introductory material, basic rules, and how to create your punks for this setting. This preview is not final, and is subject to change. All backers at pdf level and above will have access to all the bundle contents as PDFs. Back a bundle or include them as an add-on to your pledge if you'd like the physical books- they’re all going to be awesome.
Islands of Weirdhope features rules-lite gameplay based on Into the Odd and Cairn, a tried and tested system perfect for rulings-driven OSR/NSR/FKR gameplay. It’s a science-fantasy tabletop RPG setting from David Blandy and Daniel Locke, The Award-winning duo who created ECO MOFOS!! and LONE EONS. Islands of Weirdhope takes inspiration from Miyazaki, Moebius, Chrono Trigger, Star Wars and Wizard of Earthsea. It’s a psychedelic but intensely human setting, a brave future where human melds with machine, the earth itself is sentient, and science and computers live alongside luck and magic.
Around two hundred years ago, everything went to crud. The wealthy, who created this mess, fracked off to Mars while the lucky ones hid in vast underground bunkers. We were left to fend for ourselves on the surface, eeking out an existence across the seas of the broken world they left behind, searching for remnants of a lost history to help us survive, searching for a place to call home.
Play as a group of misfits who have found each other on the seas and islands of the fallen world. The past is just a hazy legend, the story scattered over thousands of usb sticks and and hidden in silos in the deeps, but the future is there to be written.
Islands of Weirdhope will be accompanied by a book of specially written watery adventures, Four Fathoms Deep, by some of our favourite writers: Ennie-winning Leo Hunt (Vaults of Vaarn, The Shrike), Zedeck Siew (A Perfect Wife, Lorn Song of the Batchelor), Chris Air (Not Enough Scoundrels, 5 Million Worlds) and Alexander Jatscha-Zelt of Golem Productions.
Size A5
Page Count 148 (approx) Paper stock Natural recycled, hardcover
FEATURES RULES-LITE GAMEPLAY based on Into the Odd and Cairn, a tried and tested system perfect for rulings-driven OSR/NSR/FKR gameplay. The text is entirely CC-BY-4.0, so people can remix and hack the rules to make their own game.
NO-PREP SEA ADVENTURES Uses randomized maps and tables to create dynamic island-hopping scenarios as you play, so you can concentrate on following the story at the table, discovering the world together.
A GAME, A SETTING, AN INFINITE CAMPAIGN The game rules are lightweight, giving space for pages of generative tables of Natural, Artificial and Volcanic islands, d66 craft, d66 creatures of the land, d66 creatures of the sea, 20 adventure site islands, each a oneshot adventure, and 6 major adventure site islands, each a mini-campaign. Combine all the parts to create your own infinitely adaptable but flavourful content-rich campaign.
GUEST ADVENTURES We’re working with some of the finest adventure writers in the indie ttrpg scene to create unique modules for a companion book, Four Fathoms Deep. This book features brand new sea-faring adventures by:
Leo Hunt (Ennie-winning author of The Shrike and Vaults of Vaarn)
Zedeck Siew (Lorn Song of the Batchelor, A Perfect Wife)
Chris Air (Mothership module Not enough Scoundrels and the 5 Million Worlds game)
Alexander Jatscha-Zelt (writer of the acclaimed Ravaged by Storms adventure for Pirate Borg)
BURDENS Punks gain burdens when things get difficult, filling their inventory with emotional baggage that has specific requirements to be removed, leading to all sorts of new scenarios and high-jinx.
ADAPTATIONS No levels, just adaptations, body altering substances and devices that trigger new potentials. Search for Key Items like Orbs and implants, and revel in the visions brought forth as they meld with your character’s self. Find the weird substance Ambergris in Monster’s bodies to learn new spells.
LOOT There’s so much of it- a massive d666 table of it for random bits and bobs and flotsam and jetsam, sorted into sections so certain areas can have certain kinds of stuff. Who knows what they’ll find.
UNIQUE This setting is never the same twice, different islands forming different archipelagos on different tables. Your stories will be unique.
BUILT FOR SOLO PLAY Solo rules, based on Alfred Valley's ORACLE solo rules (as used in the excellent 1000 Empty Light) help you play Islands of Weirdhope alone, responding to prompts given to you by tables, navigating randomised maps to find your goal, an island with a Glade. You can just follow the procedural generation to explore this weird watery world, or pick up randomised jobs from characters you meet, to help them and their communities. Dynamic, exciting, evocative, unpredicable but satisfying, ECO MOFOS!! has one of the best integrated solo modes out there, and Islands of Weirdhope will be even better.
If you are a returning customer, first of all: thank you. ECO MOFOS!! wouldn’t exist in this form without all its supporters. If you already own and enjoy the original, you might wonder why this new setting is needed:
There is a whole world of setting that is only implied through some of the earlier adventures, of Mecha and Kaiju, which needed to be expanded. The idea of hope was woven into the text, but the Schemes give a far more direct way to do something about the situation, to change the world that you’re encountering. This book doesn’t supersede the original, it compliments it and refines it, adding new procedures and opening up new sites to imagine, that are different at every table.
The rules benefit from two more years of playtesting. I have clarified and expanded on several parts, and learnt more from our discord and feedback, so have introduced new mechanics like magic tattoos and ambergris as spell containers. The procedural maps have been overhauled and the variety of burdens increased.
The production value is going to be really good. You should see ECO MOFOS!! It’s beautiful in your hands, a lovely hardcover and ribbon, beautiful colours and paper. We're working to make sure that this book is going to be even better.
Ensure the future of the ECO MOFOS universe. If this book is successful, we will be able to keep working together on brand new material. Your support now makes future weird books viable.
On top of that, we're creating Four Fathoms Deep, a whole other book of adventures by some of the best writers (in our honest opinion) in the world. The world of Islands of Weirdhope will be explored in all its facets:
Leo Hunt is writing The Wreck of the Katabasis, a whalefall-crawl through the carcass of a recently deceased leviathan.
Zedeck Siew is writing a watery expansion to To Put Away A Sword, his dead-giant-mecha adventure. A sleeping godsoldier has reactivated, and is dragging its corpse to the sea! It has a belly full of biomechanical roe
Chris Air is writing Sinking Vesuvius, a corporate aerostat facility crawl.
Alexander Jatscha-Zelt is writing Neptun's Heartstone, an adventure landscape in the floating ruins of a fallen sky fortress, where three factions struggle over a fateful decision about what to do with the fading levitation crystal within the machinery.
Here are the Stretch goals for the campaign. We're excited to see if we can add all this great stuff to the book. So far we've funded Will Purves's adventure, and added the Bluestone Isle starter adventure.
STRETCH GOALS
£16500UNLOCKED! Ennie award winning Will Purves (Dodocahedron Games) is adding an adventure to Four Fathoms Deep: Quick Winds & A Quiet Palette Rival artists race island to island, risking dangerous crossings to create visionary works in the wilds of the Weirdhope Sea.
£18000 UNLOCKED! A starter adventure island, has been added to Islands of Weirdhope: Bluestone Isle, where weird things are happening in a quarry near a sleepy village. Now included in the Quickstart.
£20000 Extra adventure island for Islands of Weirdhope:Dino Island, pirates have taken over an old Jurassic- themed adventure park. ALSO Amanda Lee Franck will write Sand Trap- a rickety mobile resource extraction plant has inadvertently gathered a collection of people, animals, and junk in its interior.
£21000 All 12 Monsters (Kaiju) and Mecha will be illustrated in full colour in Islands of Weirdhope.
£22500 Solo Play Card added to all copies of Islands of Weirdhope and PDFs, an A5 gloss card packed with diagrams, procedures, tables and rules for your solo play to complement the solo rules in the book.
£25000 Extra adventure island for Islands of Weirdhope- Black Rock An imprisoned Monster Kaiju is infecting the sea with their sadness. Enter into its body to release its bonds.
£27500 A ribbon will be added to the specs for the hardback of Islands of Weirdhope.
£30000 TheIslands of Weirdhope Bestiary will now be fully illustrated by Daniel Locke in the Islands of Weirdhope hardback and pdf.
Rolling Coast by ManaDawn Tabletop Games, is an ambitious, interconnected, and beautifully illustrated setting for Mausritter, transforming an amusement park into a vast mouse-scale kingdom of peril, potential, and play. "Redwall meets Rollercoaster Tycoon (with a touch of danger and drama)"
You can back Manadawn’s Rolling Coast: A Mausritter Campaign Setting HERE!
If you do, and if we both fund - you will unlock a new module, Rolling Hope, that’Il serve as a cross-over between these two settings. Both games use Into the Odd as the base gaming mechanic and both settings are weird, post-apocalyptic... a match made in gonzo gaming heaven!
More on Whiskers & Wastelands:
You are a remnant band in a collapsed world with a shared vision of a peaceful Nest, hidden in the Scrap.
You call yourselves Punks. You are Mice.
Whiskers & Wastelands riffs on Mausritter and Eco Mofos, offering similar smooth gameplay, vibrant settings, and innovative world building.
Whiskers & Wastelands is a complete game in a series of easy to print and play pamphlets. It is compatible with both parent games, allowing you to draw from their rich communities and troves of resources.
The adventure Dodocahedron Games is creating for us is Rolling Hope, a limited edition collection of NPCs, items and more with exclusive art by Daniel Locke. Written by Will Purves for Whiskers & Wastelands, a Mausritter-EcoMofos crossover, everything in the pamphlet can be easily mixed at your table with the countless adventures inside both Rolling Coast and Islands Of Weirdhope.
All qualifying backers who back at a physical level will receive the tri-fold pamphlet with their Islands of Weirdhope bundle, along with a pdf as soon as the campaign ends.
Here are some nice things people have said about the series:
“Copy/Paste Co-op does it again! Islands of Weirdhope takes the mutated hopeful struggles of ECOMOFOS!! to the seas. Characters sail through the viscera of bad times past, confront remnant powers, and find their own island in the sun to rebuild a better future.” Chris Airiau/Chris Air of 5MW Press
“EcoMofos!! comes straight at you from the margin’s of some punk kid’s homework. It’s loud, lively, and infinitely clever with its design.” Clayton Notestein
“ECO MOFOS!! is a fantastic design. The masterful writing, psychedelic art, and embarrassment of content make for a game that feels like it explodes out of the book, drenching your game table in beautiful filth.” Chris McDowall, Creator of Mythic Bastionland and Into the Odd.
“I’ve been a fan of David’s work for a while now, and ECO MOFOS!! is filled with tables and procedures to generate interesting situations. I really like the setting, with the balance between post-apocalyptic and hopeful. I can’t wait to get a few solo games with it under my belt.” Emiel Boven, creator of Electrum Archive and DURF
“ECO MOFOS!! may be the only OSR-adjacent game i play this year” Marx Shepherd
“A super fun and lightweight system full of tables that’s easy to run solo!” Brandon Yu (Chaoclypse)
“This is as good as it gets for OSR, and the flavor is really just unbelievably good. If I’m going to play OSR, it’s going to be this.” Lady Tabletop
“It f**king slaps” Joe DeSimone, founder of The Awards
The main book is currently 80% drafted, and 30% illustrated. The remainder of the work is revision and editing of the text, and completing the illustrations. As soon as the campaign ends and funds have been collected, we will release a full preview PDF to all backers so you can begin playing immediately.
Projected Production Timeline
2nd December 2025: Backerkit campaign ends.
January 2026: pledges are collected, rough preview PDF released to all backers.
January 2026 - June 2026: book text is finalised and edited. Illustrations and layout are completed.
June 2026: polished preview PDF released to all backers. Indexing and document hyperlinking begins.
July 2026: contents finalised for print. Files sent to printer by end of month.
August 2026: We should receive proof copies from printer.
September 2026: If all goes well, we approve the full print run.
October- November 2026: fulfillment of finished books.
Challenges and Risks There are some potential challenges in bringing this project to life. However, Dan and I are dedicated to our art and writing, and have produced a a number of professional litho-printed productions before, working with established, reliable printers and excellent fulfillment. We have collectively been self-employed for over four decades, always finishing our projects on-time and in budget.However, in the case of severe unexpected delays relating to unforeseen life events such as illness or difficulties, we will update all backers as thoroughly as possible. Every project throws up its own issues, but we're confident any technical problems will be solved, and our timeline is generous. It's very possible we'll ship early.
Another risk is that international trade is currently quite volatile. Shipping and paper prices are fluctuating, and nobody is clear what the situation with US tariffs will be in a year from now. We are mitigating this by keeping all the campaign rewards simple (no t-shirts, special dice or fluffy socks) so that your final parcels are always classed as books (which, in general are exempt from tariffs and VAT - even Denmark has seen the light and is removing VAT on books next year). All we can ever do in the face of all these unknowns is minimise risk and reduce the number of things that can go wrong. This has been our approach.
Shipping Estimates Shipping will be charged separately through Backerkit before fulfillment. We cannot guarantee that shipping prices will remain static between the campaign ending and fulfillment, but we always work hard to keep shipping as low as possible. One day teleportation will be possible. Or maybe the world will become more stable. We live in hope.
We will be shipping through Peregrine Coast Press, who recently handled fulfillment for our project A perfect Wife, and did a great job. They are fully EU compliant and handle VAT so you will get your parcels faster, cheaper, and without any unexpected fees, and uses a mixture of IOSS and DDP shipping methods. You should not be charged extra fees or VAT.
These estimates are given in GBP. These estimates assume a single copy of Islands of Weirdhope, sent via tracked mail. Larger orders may cost a bit more.
* UK - £5.99 * EU - £9 * US - £16 * Canada - £17 * Australia / New Zealand - £22 * Rest of World - £19
THE TEAM - COPY/PASTE CO-OP David Blandy is a TTRPG designer who has produced ECO MOFOS!! and a number of acclaimed zines, Lost Eons (Boxed set), Lone Eons (solo supplement), Gathering Storm (post-colonial mapmaking game) and Kickstarter-funded The World After among many others.
David’s work is focused on social and environmental justice, while highlighting accessible and procedural play.
Daniel Locke is a celebrated graphic novelist and illustrator, with several internationally published works through NoBrow and Bloomsbury in the UK and Scribner in the US. Daniel recently funded Helms of the Multiverse through Kickstarter. Daniel is renowned for his clear, colourful and visionary work.
Daniel Locke and David Blandy have been friends and TTRPG gamers in the UK for over 20 years and formed their TTRPG collaboration, COPY/PASTE Co-Op. For their third co-production, they are creating a Deluxe hardback physical version of Islands of Weirdhope filled with Daniel’s incredible art, through Backerkit.
In addition, for this project David and Daniel welcome the contributions of the following brilliant people:
Copy Editor - Zedeck Siew
Module writer - Zedeck Siew (Author of Lorn Song of a Batchelor and A Perfect Wife)
Module writer - Leo Hunt (Ennie-winning author of The Shrike and Vaults of Vaarn),
Module writer - Chris Air (Mothership module Not enough Scoundrels and the 5 Million Worlds game)
Module writer - Alexander Jatscha-Zelt (Golem Productions, writer of the acclaimed Ravaged by Storms adventure for Pirate Borg)
FROM DAVID
Islands of Weirdhope started as a series of interlinked locations, an emergent story, that then grew into an entire setting for the ECO MOFOS!! world, a world I’ve got to know through so many sessions over the past three years. It also came from an image that got stuck in my head, of a sailboat gliding through the tips of submerged skyscrapers, of a gang of happy pirates investigating a sunken world.
ECO MOFOS!! came out of wanting to bring together several of my passions- simple rulesets, procedural play, and climate justice and awareness. I’ve made a couple of other games that thought about a similar world, in the deep future, trying to make a space to live in a post-climate change world, but ECO MOFOS!! was the first to capture the anarchism, weird and wondrous possibilities of this space.
I was inspired by Into the Odd and Cairn, both their simplicity and depth, but also procedures. In terms of worldbuilding, Le Guin and Octavia Butler were the starting point, along with films like Nausicaa Valley of the Wind, Mad Max and Bladerunner.
I gave it a big dumb name to go with its big dumb attitude. The game’s a snarling but hopeful vision of the future, not shying away from the fact that work has to be done and changes have to be made. It’s had a surprisingly enthusiastic reception, people doing actual plays, designing adventures and making art, and it felt like this game could be something more.
FROM DANIEL
Working on the ECO MOFOS!! series is a total joy. I immediately fell in love with its setting and its attitude when David showed me one of the game’s earliest drafts. The job of designing and illustrating it offers the chance to summon and explore a visual world full of character and colour. I’ve spent much of the past 10 years using illustration and comics to help promote progressive social issues or communicate new academic research.
This work presents a chance to imaginatively explore some of the ideas I’ve encountered in that time.
I’m drawing inspiration for this work from many of my favourite artists; people like Taiyo Matsumoto, Moebius, and Tillie Walden, as well as from the front covers of the mid-1980’s 2000ad and the films of Studio Ghibli. I hope you enjoy this little preview and I can’t wait to share the finished book with everyone.