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Invisible Sun: Electric and Indigo

Invisible Sun: Electric and Indigo

The legendary Invisible Sun roleplaying game in a re-envisioned presentation. Plus The Electric Sun, new content that expands the Actuality. The perfect jumping-in point for this acclaimed RPG, plus new realms for veteran vislae to explore!
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Back this project in the first 48 hours and get this exclusive wicked key with your pledge rewards. Lorcan made a gun out of demon; its bullets only harm possessed people. The weapon is proving useful, for the Enemies of Sleep appear determined to stop his quest to discover the long-forgotten (and perhaps forbidden) number between 12 and 13.  Duri’s face is a blur of swirling spiritforms, but she can sometimes manifest one to gain its appearance and memories. This makes her one of the greatest of the Vespertine infiltrators—perfectly suited to ferret out the Third Hand’s powerful new spell. If she keeps the new face too long, however, she risks losing her own identity. Rodir holds a collection of wicked keys that allow her to unlock any problem by creating a keyhole to insert a key, turn it, and see what happens. People don’t always appreciate it when she does this to them, but it’s the most efficient way to get information about the man who murdered her just last week. Invisible Sun is the legendary roleplaying game of surreal fantasy, secrets, and magic that is truly magical. Build rich characters, explore an astonishing world, and experience RPG stories as exciting and satisfying as they are memorable. STRETCH GOALS: Locked: 999 backers: Indigo upgrade! We’ll add for bookmarks—one each for The Key, The Way, The Path, and The Gate—to Invisible Sun: Indigo.
Quote: I could easily spend a thousand worlds or two talking about Invisible Sun and probably still wouldn't feel like I had captured it properly for a review. –En World
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Header: Do You Think You Live in the Real World?

You don’t. This world you see around you right now—the computer or phone you're reading this on; the room you sit in; your job—it's all Shadow; a world illuminated only by the Grey Sun. You came here, long ago, for shelter, but now it has sapped your real memories and become your prison.

Awaken, and discover your true self. Return to the Actuality and to Satyrine, the city under the Indigo Sun. You are a vislae, a wielder of magic; a shaper of reality; a student of secrets and the real truths that lay hidden within the Actuality. You hid in Shadow to escape the War, but the War is now over and your home has called you back.

Invisible Sun is a tabletop roleplaying game of surreal fantasy, magic that truly feels magical in play, and deep and complex characters enmeshed in compelling, powerful stories.

The player characters are vislae—wielders of magical power—recently returned to their true home: the Actuality, a world that seems like a surreal dream to those of us toiling aimlessly in the boring, grey realm you and I falsely believe is the real world. These characters face incredible challenges, visit breathtaking places, and discover secrets so astonishing that the only ones who can cope with them are those who understand the truth that powers the universe: Magic.

Download the Free Primer



Subheader: Break Your Chains and Escape

When exiled to Shadow, you probably believed there was just one sun—but there are, in fact, eight. (Nine, actually—but even many learned people don’t know that, for the ninth is the secret sun. The Invisible Sun.)

Each sun illuminates a different realm along the Path of Suns—the Red Sun lights the realm of destruction and demons; the Blue the realm of dreams; Silver the realm of creation. Eight dimensions of existence; eight major realms your adventures might take you to. Each realm is guarded by wardens and peopled by creatures great and terrible, mysterious and, very often, dangerous. Magical power flows like a rushing river from the Invisible Sun through the other suns. (Although the main current follows the Path of Suns, not all do.)

But of course there is also the Nightside Path, leading to a darker reflection of each sun’s realm. (Some call the Nightside Path “evil,” but that's far too simplistic.) And the many half-worlds. Not to mention the Dark; the space between realms that is literal nothingness—but not precisely empty. The universe is so much bigger, so much wilder, and so much more amazing than our world here under the Grey Sun.

The Path of Suns is more than a cosmology. It is a representation of the way magic works, the known levels of existence, the stages of a life, and the makeup of the mortal soul, all in one. It is a symbol. A metaphor. A diagram. A map. As a vislae, you might travel the Path of Suns, visiting these realms, parlaying with their wardens, encountering the glories and horrors within, and unlocking their secrets. Or your adventures might never take you beyond the borders of Satyrine, a surreal city rife with intrigue and conflict following the terrors of the recently concluded War.

Quote: Ideally this is a game where the character's desires and motivations are supposed to drive and even create the narrative to a substantial degree. –Bell of Lost Souls
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Header: Wield Magic That Is Truly Magical
Magic. A power that is fluid, unpredictable, and ever-nuanced in effect. Magic has its rules and methods—it can be pursued, studied, and even mastered—but it can never be completely understood or controlled. It is the true power of the universe. Its secrets are boundless, and its use always, in the truest sense of the word, magical.

Magic can be practiced many ways, with different methods, understandings, and philosophies. Most vislae belong to one of four orders, major schools of magical thought and training. Each order approaches magic differently, though there are of course overlaps and commonalities.

Vances study their spells carefully, believing they are, in their own way, intelligent in and of themselves. Makers, as the name suggests, imbue magic into powerful items. Weavers cast spells with a fluid and improvisational sort of sorcery. Goetics use their magical skills to summon angels, demons, and other creatures to do their bidding. Outside of the four orders, Apostates are vislae who find their own paths and methods for wielding the power of magic, rejecting the hierarchies of the orders.

Regardless of how you practice magic, all magic is subject to the ebbs and flows of the currents that power it. The Sooth Deck reveals how these currents may accentuate, suppress, or color magic. You may find that a particular spell will be more powerful than expected—or less so, or slightly different in effect, or simply impractical to cast—based on the flow of magic at a given moment. It pays to be creative—literally anything is possible—but also to remain attuned to magic’s currents.
Five round cards from the Sooth Deck, each with numbers, symbols, and keywords surrounding a central image: Hunter, Endless Maze, Messiah, Watcher, and Cat.

(The Sooth Deck is not simply a tool for measuring those currents! A careful reading can answer questions, provide insights, and reveal elements of the past and future. The 60 cards of this unique round deck, an integral part of Invisible Sun play, are as beautiful and alluring as they are useful.)

Quote: Invisible Sun seems to be a game that's taken some of the most original aspects of other games and said "How can we turn these up to eleven? Nay, twelve." –Bell of Lost Souls
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Header: Play a Vibrant, Unforgettable Character
Every aspect of the Actuality—the world and those who inhabit it—is detailed and dynamic. Characters are richly fleshed out, through creation and advancement systems that bring their motivations, desires, and backstories to the fore. 

Bonds, character arcs, echoes of your life in Shadow, a secret Soul, your role within your order, and your relationship to other player characters are all established in character creation through a fun, interactive process that engages the entire gaming group. And gives your character—and all of those in your party—a compelling backstory, rich inner life, powerful motivations, and very real relationships—along with a vast array of adventuring hooks.

It is a rare vislae who does not have a house. Your house is as integral to your being as your spells or character stats. The houses of vislae are often haunted, filled with mysterious unknown rooms, bigger on the inside, or possessed of their own intelligence. And in Satyrine, a house is defined as much by what goes on around it as by the contents of its walls (assuming, of course, that a vislae’s house even has walls). Local personalities, sites of interest (or danger), organizations or factions, and ongoing conflicts all affect a vislae’s house and life. These and other character-related setting details are fleshed out through a collaborative process that pulls the players' imaginations into their world like no other RPG experience.

Finally, for Invisible Sun characters, even death is not the end. For in the Actuality, death is simply the realm under the Pale Sun, another world along the Path of Suns.

Quote: Treading the line 'twixt genius and madness. –Table Top Gaming News
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Header: Experience the Campaign You've Always Longed For

Invisible Sun is built from the ground up for gamers who long for campaigns with complex, satisfying narratives loaded with interlacing subplots and driven by deep, vibrant characters with vivid personalities and motivations. With hundreds of pages detailing the vast, rich, and mind-blowing setting, and mechanics focused on character motivation, experiences, and growth, GMs and players will never run out of fascinating discoveries or fresh ideas. Simply opening the box is an act of exploration—exploration that may reach satisfying conclusions, but never truly come to an end!

While conventional RPG game play, with everyone gathering for a few hours every week or two, is the centerpiece of Invisible Sun, the game also accommodates the barriers and realities of our lifestyles with mechanisms that keep the campaign alive even when the real world intrudes.

Development Mode lets players create between-session side-scenes covering actions their characters do in the background; flashbacks that might affect the current narrative; or things they want to accomplish in a session they might have to miss. There's even support for side-scenes on Discord, with a free bot you can easily install on your server to generate Sooth Deck results.

A guest player can be accommodated, joining the game briefly when your cousin shows up from out of town or one of the players is away for a session or three. And whether you’re an out-loud extrovert excited to tell the world your character's greatest secrets and goals, or a quieter player who keeps your character development mostly to yourself, the game is deliberately designed for you to get the most out of it.

Download the Free Primer
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Header: For Those New to the Game: Invisible Sun: Indigo


An image of the contents of Invisible Sun: Indigo. The full description is below.

Invisible Sun: Indigo re-envisions the presentation of the Invisible Sun roleplaying game, offering the core game in a new format. (It is not a new edition; if you already own the Black Cube, you do not need Indigo. See the FAQ for more information on how Indigo compares to the Black Cube.) Within, you'll find everything you need to enter this mind-bending universe, build and play amazing characters, and experience astonishing, memorable RPG narratives in an always-astonishing surreal fantasy universe. It contains:

  • Four corebooks—The Key, The Path, The Way, and The Gate—totaling over 600 pages of setting material, character options, magic and other mechanics, and game advice
  • Roughly 1,000 cards detailing spells, ephemera, items of power, and other elements of magic, equivalent to about 200 more pages of content that's not duplicated from the books
  • The Sooth Deck, a tarot-like deck of 60 round cards with stunning, unique art on every card—instrumental to the use of magic (along with other game functions)
  • The Path of Suns playmat, used with the Sooth Deck
  • A set of custom Invisible Sun dice that are as striking and unique as the game itself
  • Character tomes, handouts, GM secrets, and other play aids
  • The Thoughtform Discord bot, which brings the Sooth Deck to your Discord server for between-session activity

The volume of content is the equivalent of half a dozen or so typical RPG books—and it's all presented in a beautiful boxed set with incredible components and the amazing production values Monte Cook Games is famous for!

Quote: Unlike games where the surrealism is limited to the art but the adventures are more creepy than surreal, Invisible Sun bakes surrealism into every part of the game. –EN World
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Header: For Vislae Already in the Actuality

The Invisible Sun roleplaying game is already supported by a line of imaginative and useful supplements (available as add-ons). The Electric Sun is an all-new supplement that introduces new magic, new adventure, new characters, and new astonishments to the Actuality and to Invisible Sun itself.

An image of The Electric Sun book cover


The Tidal Stewards whisper of a disruption—a perturbation so subtle that even a close reading of the Sooth Deck might reveal it only under the most percipient eye. But though subtle, it is unique—a ripple unlike any in all of recorded history. It's as though there is an entirely new form of magic taking shape before our eyes. New ephemera, new spells, new secrets—even an entirely new order of vislae—are materializing, as if they had simply stepped out of a dream.

And strangely enough, that is exactly what those in the know claim happened.

What if magic dreamed of magic? The fundament of the Actuality has been shaken, and some truths long held dear may not be quite so true after all. From the angels of the Silver Sun to the demons of the Red, everyone across the Path of Suns must contend with what is to come. What of you, learned vislae? Will you fight this new tide—this so-called Electric Sun—or will you embrace it?

The Electric Sun is a new sourcebook for Invisible Sun, detailing the emergence of a new form of magic and its effects on the entire Actuality. It offers new magical praxis and even a nacent new order of vislae. We hope to see it grow in scale and scope through stretch goals during this campaign!

Quote: Invisible Sun has clear setting elements to relate to but also bizarre and challenging details, and its system is very simple but can escalate in complexity relatively quickly. –Mephit James Blog
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Header: Now Coming to VTT


In addition to the print and PDF versions of Invisible Sun: Indigo, this campaign also brings Invisible Sun to the virtual tabletop. Full support, including compendia, integrated character tomes, cards, and other resources is coming to the Roll20 and Alchemy VTTs. You get everything you need to play Invisible Sun online (you can play without also owning the game in print or PDF).

An image of Invisible Sun Indigo within a browser window.


There are two ways to get Invisible Sun: Indigo on VTT:

  • If that's all you want, there's a pledge level just for you. Pledge at the INVISIBLE SUN INDIGO (VTT ONLY) level.
  • If you want other items from this campaign, including Invisible Sun: Indigo or The Electric Sun in print or PDF, pledge at the level that includes those items. Then add the Invisible Sun on VTT add-on.

The add-on price gives you a substantial discount, so it's a better deal to add VTT support to other rewards. And for the best deal, back at THE BREADTH OF THE ACTUALITY (PRINT AND PDF) pledge level for a massive 50% discount when you add on the VTT.

Regardless of how you pledge for it, you can get the VTT package for either Roll20 or Alchemy. You'll tell us which one you want in the pledge manager after the campaign ends. (If you want both, simply purchase the add-on again.)

An illustration of a vislae with a tree for a head performing some kind of blood ritual.
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Header: The Key, The Vislae's Companion, and Other Extras

Header: The Key. Plus an image showing the cover of The Key and a Vislae playing magical music at a piano that he's becoming one with.
Of the four rulebooks included with Invisible Sun: Indigo, The Key is the title most referenced by every player around the table. A sort of “player’s handbook” for Invisible Sun, it contains the rules for creating and advancing characters. This add-on version of The Key is identical to the copy included in the Invisible Sun: Indigo box, except that it's a hardcover. It's for gaming groups that want a second copy, or players who want to explore character options without purchasing the entire Invisible Sun game.

Header: Vislae's Companion Plus an image showing the product, open, with several examples of the contents, including a copy of the Invisible Sun Primer. Also an image of many Vislae at a party.
A player companion to the Invisible Sun: Indigo RPG, the Vislae's Companion includes items an individual player may want: character tomes for each order, other consumables (such as grimoire pages) and references, and an introduction to the setting and basic game rules in the Invisible Sun Primer in print. All in a handy binder that keeps your materials organized between games, and, when opened on the table before you, is useful in play (especially if you also get the Token Set, or use your own tokens, to track pools).

Header: The Wellspring. Plus an image showing a copy of The Wellspring inside of a slipcase with a box of props. Also an image of a cyst guardian.
Invisible Sun is supported by a full line of supplements—but if you're launching a new campaign and can only choose one, The Wellspring is a great place to start. Invisible Sun narratives always take on a life of their own, based on the goals and character arcs of the PCs, but The Wellspring helps get things started with many sessions’ worth of material to draw from—detailed locations, NPCs, creatures, and organizations both new and familiar, each with interesting props and handouts to help create the full immersion for which Invisible Sun is legendary.

Header: Wicked Keys Set. Plus an image of the original Wicked Key Set, and an image of Satyrine during a Keyfall.
In Invisible Sun, wicked keys sometimes fall from the sky during intense, unusual storms called keyfalls. These rare, magical keys can, in the hands of a vislae, bypass any barrier. A locked door is a barrier. So is a wall with no door, but somehow a keyhole appears when a wicked key is deployed. A person can be a barrier—a guard who blocks your path or an official who won't answer questions—pull out a wicked key and that person suddenly has a keyhole in their flesh.

This is an all-new set of nine wicked keys, cast in metal with varying finishes so that no two keys are alike, for use as props in Invisible Sun—or anywhere you have a barrier you need to pass through. Each key is about three inches (8 cm) long. (The pictured keys are from the original Wicked Key set, now out of print. We'll show off some of the new designs during this campaign!)

Header: Token Set. Plus an image of a bunch of bene and vex tokens, and an image of a Maker admiring some potion he's created.
Character stats in Invisible Sun are called "pools," and points from characters' pools are spent and replenished frequently. You track of your pools in pencil, but the frequent adding and erasing can take a toll on a character sheet. Fortunately, the pool spaces on the character sheets are designed for an alternative method: using tokens to represent the points. This set of 220 custom tokens, representing bene and vex (points and penalties), provides enough for the whole gaming group to track pools without wearing holes in their character tomes. (Standard character tomes work with the tokens, but the Vislae's Companion is designed to particularly take advantage of them.)

Header: Testament of Suns. Plus an image of the Testament of Suns—a resin hand sculpture designed to hold Sooth cards. Also an image of a Vislae with a birdcage for a head, next to some kind of buzzard and other birds.
Vislae draw their magical power from the Invisible Sun. Indeed, the very word vislae is derived from Visla, the guardian of the Invisible Sun. A vislae’s very nature is inexorably linked to this connection, and one of the ways that all vislae (excepting Apostates, not surprisingly) reflect this connection is by carrying a Testament of Suns—a talisman in the shape of a stylized hand with six fingers.

This resin-cast Testament of Suns stands over 9 inches (23 cm) tall and is beautifully sculpted with a bronze-gold finish. Place it on the Path of Suns playmat, and it elevates the Sooth card that is placed on the Invisible Sun, holding that card above the others and keeping it in play even as new Sooth cards are dealt.

Header: Prop Set. Plus an image that shows examples of various props included in the original prop set. Also an image of several Vislae at a party, and all of them have books for heads.
Bring the Actuality to your game table! This large, thick envelope is stuffed with props and handouts—little bits of Satyrine and the Actuality to share at your game table. Menus, business cards, signs, handbills, posters, train and theatre tickets, letterhead, brochures, postcards . . . the list goes on. Few things draw players into a game world, and make their eyes light up at the game table, like well-crafted props!

Header: The Other Supplements. Plus an image of various books, including: Teratology, Secrets of Silent Streets, Enchiridion of the Path, Book M, The Threshold, and The Nightside.
Invisible Sun is supported by an existing line of supplements that take your campaign to even more fascinating places. Encounter scores of mind-bending creatures in Teratology. Walk the alleys of Satyrine with Secrets of Silent Streets, or explore more of the Path of Suns with Enchiridion of the Path, a book designed for you to tear its pages out. Discover new magic in Book M, which comes with 200 new magic cards and a slipcase for storing your supplements. You might even consider The Nightside—a book so dangerous it comes in a special warded bag to protect your other tomes. These and other titles are available as add-ons.

Quote: I truly enjoyed this game. It's a bit more work to run as opposed to traditional Cypher, such as Numenera, but still easier to run than Dungeons and Dragons. –Ministry of Intrigue
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Header: Pledge Levels
Special Retailer-Only Level in Print. This includes 2x copies of The Electric Sun and 2x copies of Invisible Sun Indigo. $234.

An illustration of a Moon Witch with a black cat.
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Header: Add-Ons. The Key: $49. Vislae's Companion: $23. Spell Cards Set: $45. VTT: $60/$40. Testament of Suns: $23. Wicked Keys Set: $17. Token Set: $17. Invisible Sun Dice Set: $17. Prop Set: $29. The Darkest Art: $63. The Wellspring: $54. Book M: $54. Secrets of Silent Streets: $49. Enchiridion of the Path: $49. Teratology: $49. The Nightside: $54. The Threshold: $49.

I've chatted with folks the past year that have played more than a hundred sessions of this game. They adore it, they love the puzzles, they haunt Discord servers to pick apart the game's mysteries. –The Indie Game Reading Club
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Header: What About Tariffs?

The current tariff situation is fraught with uncertainty, and none of us can predict what tariff rates will apply to games produced outside of the United States when Invisible Sun: Indigo and the other products funded by this campaign are manufactured. Because there is no meaningful industrial capacity to produce tabletop games in the US, Invisible Sun: Indigo will largely be manufactured in other countries. That said, we have taken a number of steps to minimize tariff impacts.

First and foremost, we are decentralizing production of Invisible Sun: Indigo. Components will be manufactured in countries with (currently) low or no tariffs on the sorts of items being made. For example, we will print the books in Canada, with a vendor we have worked with for many years. (Books manufactured in Canada are not currently subject to tariffs.) We are working with vendors in Europe for other components. We may not be able to escape producing some components in China (where tariffs are currently very high), but we can ensure they are limited to a small part of the overall cost.

Second, we will assemble the games here in the US, so the assembly portion of the cost is protected from tariffs.

And third, we have accounted for tariff costs, including some risk that tariffs may increase in the months to come, in the prices charged through this campaign. (If the tariffs are rescinded or reduced before we manufacture your rewards, we'll pass the savings back to you in the form of credit on the MCG Shop (our online store) to all backers at non-digital-only pledge levels. The amount of the credit will depend on the items you've pledged for and the tariff rate at the time we manufacture these products.)

It's possible we'll have to adjust these plans as the tariff landscape evolves (as it did the very morning this campaign launched). Fortunately, we're a nimble team with fantastic production skills, a wealth of resources, and a proven history of delivering complex rewards. We can't guarantee with absolute certainty that tariffs will not impact the manufacturing of these products. But we've built a production plan designed to limit impacts to, at worst, delays, and ensure we can deliver Invisible Sun: Indigo, The Electric Sun, and every product we've promised backers.

An illustration of a street in Satyrine that is experiencing a keyfall - where keys fall from the sky like rain.
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Header: Timeline

Summer 2025 (as soon as we close the pledge manager): existing supplements and add-ons, stock permitting (The Darkest Art, The Wellspring, Book M, Secrets of Silent Streets, Enchiridion of the Path, Teratology, The Nightside, The Threshold). Spring 2026: Invisible Sun: Indigo, Vislae's Companion, The Key, Prop Set, Spell Card Set, Token Set, Invisible Sun Dice Set, Testament of Suns, Wicked Keys Set, any supplement reprints. Second half of 2026: The Electric Sun, Invisible Sun Indigo on VTT.


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Header: Monte Cook and the Amazing MCG Team. Monte Cook Games has been publishing highly praised, award-winning, innovative RPGs since 2012, including lines such as Numenera and the Cypher System; our family RPG No Thank You, Evil!; the zero-prep Stealing Stories for the Devil; the Old Gods of Appalachia Roleplaying Game; The Magnus Archives Roleplaying Game; and of course Invisible Sun. We pride ourselves on works that are imaginative, fun, easy to play and GM, and beautiful—and crowdfunding campaigns that, for over a decade now, have consistently delivered big and on time.  Legendary TTPRG designer Monte Cook (he/them) has written or contributed to literally hundreds of products. He was a codesigner of D&D 3rd Edition, and designer of HeroClix, Return to the Temple of Elemental Evil, Ptolus, Arcana Evolved, a number of Planescape products, Numenera, Invisible Sun, The Darkest House, the Cypher System, Stealing Stories for the Devil, Call of Cthulhu d20, Monte Cook’s World of Darkness, a whole bunch of d20 stuff, and—going way back—products for Rolemaster and Champions. He’s also written fiction, comics, and non-fiction, including Your Best Game Ever, a guide for RPG players for making every game session awesome!  With decades of design experience, Sean K. Reynolds (he/him) has worked on a couple hundred books for half a dozen RPGs (including Invisible Sun, Numenera, and three editions of D&D), designed videogames, taught classes on game design, written plays and musicals, run online game conventions, judged international talent-search contests, and had bit parts in geeky movies like Gamers: Dorkness Rising and Attacking the Darkness.  MCG's Art Director Bear Weiter has worked in the design and graphics world for over 30 years, doing layout, graphic design, interactive design and development, illustration, animation, video production, and amazing physical productions such as Invisible Sun. He's responsible for the beautiful physical design and high production values of well over 100 Monte Cook Games titles, including an amazing range of Invisible Sun items—coins and medallions, miniatures, dice, resin-cast sculptures, newspaper clippings, cloth maps, wax seals, unusual boxes, and, of course, books and cards in both conventional and unconventional formats. With the help of the many artists he wrangles, he brings Monte's visions to life faithfully and creatively.  Bruce R. Cordell (he/him) and Shanna Germain (she/her) round out MCG’s design group. Our mighty team also includes Graphic Designer Javier P. Beltrán (he/him), who makes our products beautiful. Managing Editor Teri Litorco (she/her) wrangles the words and projects with the help of Associate Editor Dominique Dickey (they/them). Kate Evans (she/her), Jennifer Walls (she/her), Tammie Ryan (she/her), Olivia Ryan (she/her), and Charles Ryan (he/him) interact with our fans and customers and keep the business rolling along smoothly.  Our team is small, but we deliver big!


Tap into the streaming community for Invisible Sun and other MCG games at The Anywhere Door.

Join the incredible community of Invisible Sun gamers on the Cypher Unlimited Discord.

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Header: Shipping

DIGITAL REWARDS AND ADD-ONS

Your digital rewards (PDFs) will be delivered using BackerKit’s Digital Distribution feature. When a digital reward is ready for you, you will receive a message via BackerKit with a link to download your digital reward. We will also deliver digital rewards through our online store and on DriveThruRPG, since many backers prefer to maintain their libraries of PDFs on one of those platforms. (You can use any or all of these platforms to download your PDFs; the files will be identical.)

PHYSICAL REWARDS AND ADD-ONS

Your physical rewards and add-ons will be delivered through our online store, the MCG Shop. When a physical reward is ready for you, you will receive a message sent through BackerKit with a link that will take you to the MCG Shop to pay for shipping and redeem your reward for free.

We offer a variety of domestic and international shipping methods from which you can choose. As of this writing, basic domestic shipping is $9 per shipment, but we do not control future postal rates, so that cost is subject to change. International shipping is calculated by destination and shipment weight.

For detailed information on shipping and our fulfillment process, visit our Crowdfunding Reward Fulfillment page.

This project is customs friendly. No extra custom charges! Rewards bound for the UK, EU, US, AUS, and NZ will be delivered duty free or duty paid.

ABOUT OUR FULFILLMENT CENTERS, TAXES, AND DUTIES

We operate our own warehouse in the U.S. and work with trusted global fulfillment partners in Europe and Australia. We do everything in our power to get your rewards into your hands as quickly, reliably, and affordably as possible.

United States: Your rewards will be fulfilled by our shipping center in the United States.

Canada: Your rewards will be fulfilled by our shipping center in the United States. You will be responsible for import duties, taxes, and brokerage fees (if applicable). Please note that our books are printed in Canada, and thus they are not subject to import duties; however, they are subject to GST. Items not manufactured in Canada, such as dice and decks of cards, are subject to import duties and GST.

South America, the South Pacific, and Asia: Your rewards will ship from our shipping center in the United States. You will be responsible for import duties, taxes, and brokerage fees (if applicable).

The EU and UK: Your rewards will be filled by our shipping center in England and will ship DDP (Deliver Duty Paid). UK and EU backers will not pay import duties, but will pay VAT where applicable.

Australia and New Zealand: Your rewards will be filled by our shipping center in Australia. Backers in Australia and New Zealand will not pay import duties and taxes.

An illustration of a party of vislae and creatures, all dancing away.
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