Zero Prep, Maximum Terror: Graham Walmsley's Cosmic Dark Goes Interstellar

It's the final week for Graham Walmsley's Cosmic Dark Kickstarter, and like any good space horror, the final countdown is tense. What started as a modest £10,000 funding goal has exploded past 500%! The tabletop community is seemingly gasping for horror like a ginger NPC with a punctured lung. Does it all boil down to a base desire for horror games that don't require three hours of prep and a passion for spreadsheets?

Kickstarter: Escape velocity

The numbers tell a story: funded within three hours, over 1,000 backers, and climbing toward stretch goals where each writer produces a two page story. The lineup already reads like a fantastically creepy dinner party guest list:

Alyssa Griffiths - “Chorister”

Kieron Gillen - "Umbilical"

Julian Simpson - “Haumea"

Jeeyon Shim - “Crush”

Thomas M. - “Silenced Land”

Bridget Jeffries - “Periphery”

And if the goals continue to be smashed we can expect two more:

Jon Ingold from Inkle Studios explores alien languages in "All Mind."

Grant Howitt of Rowan, Rook &amp; Decard fame contributes "Incursion 7"

This is my dream cast of authors, with some of my personal heroes

What Cosmic Dark actually is (and why you should care)

Cosmic Dark has a compelling mechanic: open the book and start playing immediately. No character sheets, no equipment lists, no discussions about optimal party composition. Player characters develop organically through a "Psych Assessment" system; using the fertile land of personal fear to pollinate stories that take on form and branch reactively to play. And then you mutate and forget/die/go mad. A story as old as time itself.

The "Changed" system replaces trad ‘sanity’ scores; space may physically corrupt your characters body with horrifying extrusions, but there’s an easy remedy - simply cut off that mutated limb! Or for maladies of the mind, take advantage of corporate healthcare plans and use Extracsa Conglomerates "memory anaesthetic" to erase traumatic experiences. There’s no place for historic class exploitation in Extracsa’s corporate memory.

Corporate malevolence is a more real and familiar threat than cosmic indifference. Employees are expendable resources to Extracsa, the mining conglomerate - creating new resource extraction opportunities in deep space. This is less "Elder Gods beyond comprehension" and more "billionaire bosses bathing in the blood and sweat of sharecroppers". This stuff reads like Newsnight. When you stare into the abyss of current affairs, do the current affairs also stare back at you?

Graham Walmsley: The necessary immediacy of horror

Walmsley's brand of horror thrives in an open-environment only vaguely encumbered by rules. His breakthrough Cthulhu Dark distilled Lovecraftian terror into two pages and three dice. No stat blocks, no inventory, just psychological dread, served neat. The approach was as welcome as Christopher Eccleston turning up in a leather jacket - different, brilliant, and exactly what the genre needed, spawning many streamlined systems and inspiring the Trophy series by Jesse Ross.

In Cthulhu Dark, investigators are genuinely powerless against unknowable forces The game's philosophy prioritises atmosphere, narrative improvisation and inevitable doom, with no point and little room for physical heroism and problem solving.

... quietly one of the most influential games of the last decade

Why this matters right now

The tabletop RPG industry is experiencing explosive growth - nearly $2 billion in 2024 with projections hitting $5 billion by 2033. Space horror is particularly thriving, following Mothership's $1 million Kickstarter. But where some authors and game designers might chase familiarity in a hand-me-down universe of ill fitting, but lucrative, tie-ins, Walmsley pursues artistic ambition and cites surrealist art, David Lynch, and Stanislaw Lem as influences.

In an industry nearly dominated by nostalgia and franchise adaptations, Cosmic Dark proves original vision can still find enthusiastic audiences. It's horror that's both artistically ambitious and immediately accessible. Zero prep body horror games - democratising access to existential dread.

Back the Kickstarter before it disappears into the void. Though Extracsa will probably make you forget you ever supported it anyway.

Images courtesy of Graham Walmsley.