
The galaxy is unstable. The jobs are dangerous.
A narrative sci-fi TTRPG about a crew, their fragile ship, risky jobs, debt, reputation, faction pressure, and consequences that carry forward.
We build worlds worth exploring, systems worth playing, and tabletop experiences that carry players to a whole new level.

A narrative sci-fi TTRPG about a crew, their fragile ship, risky jobs, debt, reputation, faction pressure, and consequences that carry forward.

A school-based horror-comedy TTRPG where exhausted educators, staff, and campus employees face literal supernatural threats inside a public high school.

The crew is the heart of Awake in the Black: talking through the next move, trading jokes, nursing coffee, and facing tomorrow's risks together. Between runs and between worlds, shipboard life is where the setting becomes personal.
Define characters by role, approach, trait, problem, and pressure.
The ship is a shared character, asset, problem, and record of survival.
Contracts create pressure, profit, faction exposure, and hard trade-offs.
Success and failure both reshape the situation and follow the crew forward.
The table lives through coordinated risk, role tension, and shared survival decisions.
The ship takes damage, gains history, strains under pressure, and matters mechanically.
Every job changes reputation, resources, heat, enemies, obligations, or the ship itself.
Start with the Player Handbook, use the Crew Creation Guide to define the table’s shared identity, then keep the Core Rulebook close once the job goes sideways.
Not every job stays manageable. When the hull shakes, alarms hit, and the corridor turns into a kill zone, the crew survives by discipline, grit, and covering each other under pressure.
Selected visual details from the void: survival gear, cockpit comforts, and the equipment that stays close when things go wrong.

Helmets, seals, and patched-together kit are part identity marker and part survival promise.

When the job gets ugly, compact medkits and practical gear matter more than polish or comfort.

Even out in the black, the crew keeps small habits alive: battered mugs, routine checks, and a place to breathe.

When the hallways collapse into chaos, teachers and staff become the campus response team—protecting students, improvising under pressure, and pushing back against the monsters loose on school grounds.
Start with the Player Handbook or the core rulebook.
Build a campus employee using Personas, roles, and attributes.
Use Session Zero: Before the First Bell to define tone and boundaries.
Investigate, improvise, protect students, and stop the ritual.
Familiar routines collide with supernatural danger, broken systems, and educator absurdity.
Teachers and staff solve impossible problems with exhausted competence and improvised tools.
Zombies are zombies. Demons are demons. Clues should produce action, not confusion.
Ordinary school objects become clues, survival tools, and recurring symbols inside the nightmare.

Coffee, stress, and strange signs—sometimes the first clue is sitting in the mug beside the copier.

Master keys, restricted doors, and access to the rooms where the district would rather nobody look too closely.

Lesson plans, old records, and half-forgotten texts help piece together what the school has been hiding.
Begin with the Player Handbook, print a character sheet, and keep the core rulebook close once the campus starts going sideways.
A working archive of browser-based character sheets and interface studies developed for existing tabletop games.
Each project preserves the identity and workflow of its source system while applying the same priorities used across Apogee tools: readable hierarchy, practical table use, responsive layout, and self-contained deployment.
A dense, systems-oriented browser character sheet for Tab Creations’ hard science-fiction horror RPG, with multiple visual themes, integrated play utilities, and local data handling.
A widescreen player sheet for Adam Boman’s corporate horror game, translating personnel files, attributes, actions, and workplace absurdity into a focused operational interface.
A responsive pilot and mech sheet for Parable Games’ solo exploration RPG, with approachable visual hierarchy, adaptable themes, integrated rolling tools, and local campaign support.
The Apogee Games store is not active yet. Future commercial releases are planned through DriveThruRPG.
Apogee Games is an independent tabletop roleplaying publisher created by Brandon Sligh.
Its games are built around focused premises, readable rules, strong table procedures, and digital tools that help groups get playing faster.
The goal is to make games that know exactly what they are, support the people running them, and create memorable sessions through pressure, consequence, and player choice.
Questions, playtest feedback, support requests, and future newsletter links will be handled here once public contact is enabled.
Public contact link coming soon.
Each game maintains its own copyright, attribution, and license notes inside the relevant rulebook and support files.
Cultists & Classrooms includes third-party license information in its rulebook and legal resources. Consult the current license file before redistribution, publication, or commercial use.
Awake in the Black is an original Apogee Games TTRPG created by Brandon Sligh. Full copyright, attribution, and licensing notes should remain with the current rulebook and any public release package.
The Design Archive contains independent interface adaptations and unofficial digital tools for third-party games. The source games, rulebooks, artwork, names, and trademarks remain the property of their respective creators and publishers.
A standalone bonus game co-developed by Brandon Sligh and Ethan Silva.
The current v4.1.1 HTML build is now bundled directly with the Apogee Games site. It opens as its own single-page game file, while the original project package is also available as a download for archive and deployment use.
Added a collapsed Design Archive between Cultists & Classrooms and Store, bundling digital character sheets and source rulebooks for Shadows Over Sol 2e, Cultists & Cubicles, and ION Heart with clear third-party attribution.
Updated Golf: It’s a Good Game from v4.1.0 to v4.1.1, replacing the bundled playable HTML file and downloadable project ZIP while preserving the existing Bonus section structure.
Added Golf: It’s a Good Game v4.1.1 as a bundled bonus HTML game page, replaced the pending Bonus placeholders with live links, and included the uploaded project ZIP as a downloadable archive.
Expanded the global site container so the layout flexes more naturally across wider browser windows while preserving readable text widths, existing breakpoints, and the established Apogee page structure.
Moved the Bonus navigation item between Legal and Changelog and reordered the page so the Bonus section appears before the Changelog section.
Bundled the latest uploaded Awake in the Black and Cultists & Classrooms PDFs, added local HTML digital sheet tools, and updated resource cards plus start-here links to use relative site paths instead of external placeholders.
Updated the Apogee mission line and added a collapsed bonus section for Golf: It’s a Good Game, co-developed by Brandon Sligh and Ethan Silva, with public HTML linking pending.
Added styled state indicators to the Collapse/Expand All controls so visitors can see whether the related sections are expanded, collapsed, or partially open.
Kept Game Lines and Publisher expanded by default while leaving the remaining main sections collapsed, and replaced the View AI Tools buttons with Collapse/Expand All controls for cleaner navigation.
Extended the collapsible interface to the primary page sections and game-level subsections, including Current Titles, Awake in the Black, Cultists & Classrooms, Publisher, Contact, resource lists, and AI-assisted tool lists.
Made Store, Legal, and Changelog collapsible and collapsed by default, adding styled disclosure controls that fit the Apogee interface language while reducing scroll length for visitors.
Replaced the secondary Awake in the Black support collage with a new shipboard action scene, giving the section a stronger contrast between crew downtime at the top and high-pressure action further down the page.
Replaced the Awake featured team action shot with a crew lounge scene that better emphasizes the human side of the game: shipboard life, camaraderie, and the lived-in texture of a crew trying to survive one more job.
Replaced the top Awake in the Black featured collage with a stronger single team action shot to give the section a more immediate, high-pressure first impression while keeping the supporting Awake artwork intact.
Integrated selected Awake in the Black artwork into the page, adding a featured crew collage, a shipboard work panel, and a curated set of void-life spot illustrations so the Awake section now presents its identity with the same level of visual support as Cultists & Classrooms.
Updated the Awake in the Black Core Rulebook link and added public links for the Player Handbook and Crew Creation Guide. Updated the Awake Start Here flow and resource list to make these current player-facing files easier to find.
Integrated selected Cultists & Classrooms artwork into the game section, added featured art and district artifact panels, created Start Here onboarding callouts for both games, added social preview metadata and preview asset support, labeled external file links more clearly, and expanded the package with the new bundled site artwork.
Updated the homepage supporting mission line to describe tabletop experiences that carry players to a whole new level.
Added the scroll-activated mission trajectory, sticky section indicator, transmission-lock entry animation, game logo reveal treatment, Awake starfield parallax, Cultists & Classrooms containment-breach edges, C&C faculty stamp styling, stronger button micro-interactions, improved coming-soon treatment, status ribbons, and the Launch Console hero readout.
Replaced the prior designer-facing homepage tagline and brief with a clearer public-facing mission statement: bold original games for strange new worlds, with worlds worth exploring and systems worth playing.
Standardized resource, game, and AI tool card layouts so Open File, Coming Soon, GPT Link Coming Soon, Resources, and Details buttons align cleanly regardless of description or metadata length.
Added public Google Drive links for the provided Awake in the Black and Cultists & Classrooms rulebooks, sheets, and current PDF resources. Digital sheets and game-specific GPTs remain clearly marked as coming soon.
Increased the size and visual weight of game taglines, section descriptions, game-card summaries, resource descriptions, and AI tool descriptions for better denotation, attention, and readability.
Aligned headings, subheadings, labels, game cards, resource cards, AI tool cards, and modal titles with their associated brand identity: Apogee uses a Radley-style serif, Awake in the Black uses a Montserrat-style sci-fi sans, and Cultists & Classrooms uses Graduate-style school lettering.
Externalized CSS, JavaScript, logos, favicons, and site assets into a cleaner package structure. Preserved the approved layout, game-specific resource organization, embedded section flow, and single-page publisher hub behavior.
Removed the header version label and menu button, enlarged the Apogee Games header wordmark to align with the icon, and reorganized the post-store sections into Publisher, Contact, Legal, and Changelog order.
Increased the Apogee glow intensity, restored the game-section banner layout, updated game and resource copy to speak directly to players, and kept the Awake transition as a clean black starfield.
Removed the blue and gold glow from the Awake in the Black transition so the section resolves into a cleaner black starfield before shifting into the Cultists & Classrooms crimson atmosphere.
Restored the v0.1.5 scroll-background atmosphere while preserving the v0.1.6 typography and layout updates.
Increased secondary label visibility, switched body text to a console-style face, aligned heading fonts by brand and game line, removed the publisher roadmap placeholder, and made the Apogee-to-Awake transition more dramatic.
Removed proprietary GM instruction files, relocated game tools into their relevant game sections, balanced game logo sizing, and simplified the About section around the publisher story.
Embedded optimized logo and favicon assets directly into the single index page so brand marks render reliably in standalone preview and hosted use.
Moved resources under their relevant game sections, replaced CSS logo approximations with optimized image assets, added favicon support, and kept the single-page structure.
Added smooth background transitions across Apogee, Awake, Cultists, and publisher support sections.
Improved the Apogee Games logo treatment and dark-background contrast.
Built the first single-page publisher hub with games, resources, tools, store placeholder, updates, about, legal, and contact sections.