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THE COMPANY - corporate survival horror

3-6 players. 2-3 hours. Recommended for mature audiences.

LIMITED EDITION PHYSICAL COPIES AVAILABLE NOW

Inspired by stories like ALIEN,  Annihilation, Half-Life, and the works of Michael Critchton, The Company lets you play as employees of a multi-national corporation responding to industrial accidents and experiments gone wrong.

Employees choose from five Careers (Solider, Medic, Scientist, Engineer or Technician), each with their own skill sets and perks, and form squads to tackle any obstacles that may come up in the field using a simple d10 system. But be careful, during missions employees can rack up Stress, which can become detrimental to their success, as well as Drive, which can be used to bolster their abilities or, if they survive, obtain Promotions.

Download includes  two volumes in both digital and print ready pdf:

Employee Handbook - Rules of play and career profiles

Management Manual - Rules for running games and an introductory mission - "Eurydice Incident"

Also includes:

+The “Mission Parameters Memo” includes guidelines for designing new missions.

+Fillable .pdf character sheet

Purchase

Buy Now$13.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $13 USD. You will get access to the following files:

The Company v1.32.zip 31 MB

Physical Copies

Support this game at or above a special price point to receive something exclusive.

The Company Alpha Edition - NORTH AMERICAN DELIVERY

A physical bundle of both books, handmade by the author and packaged with an exclusive ARC division sticker.   Includes a digital copy of the game. 

Please be sure to fill out your shipping information in the checkout

**SHIPPING WITHIN  NORTH AMERICA INCLUDED IN PRICE. FOR INTERNATIONAL ORDERS SEE BELOW**

The Company Alpha Edition - INTERNATIONAL DELIVERY

The Company bundle w/ ARC sticker

** INTERNATIONAL SHIPPING INCLUDED IN PRICE**

Development log

Comments

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I'm reading through this and can't wait to run it! This looks fantastic! One quick question: when reading the Employee Handbook, the Overview page list a critical success as +1 Success, -1 Stress, but the Introduction page lists it as +2 Success, -1 Stress. Could you clarify which it should be? Thanks so much!

It should be +1 Success, -1 Stress. Which version are you reading? If it’s a digital file I can fix it up! 

Great, thanks for the clarification! I have the zip folder of V1.31. The EH singles file and spreads file have the =+2 Success, -1 Stress on the Introduction page. The Zine Spread file lists it correctly.

Thanks!

Thanks for the catch. I’ll update those and push a fix. 

Just wanted to loop back and let you know I pushed the fix. Thanks again!

(+1)

The Company is a corporate dystopian survival horror RPG in the broad style of SCP, Resident Evil, or The Belko Experiment.

It's 48 pages, split across a player-facing Employee's Handbook and a GM-facing Management Manual. It's also got solid, evocative art, and a pretty clean, readable layout---although some pages can be a little densely packed sometimes.

Mechanically, The Company is pretty compact, but it packs a decent crunch. You roll small d10 pools with the individual dice tipped towards failure, but tools or help swing the odds way back towards success, and there's a distinct feeling of being less vulnerable when you're in a group.

There's a sanity/attrition system called Burnout, where you accumulate Stress, and your Stress determines the odds of you suffering penalties or loss of control at certain junctures.

There's also mechanics for pushing your luck, rerolling failed dice, and rolling over successes into new rolls, giving you ways to grit your teeth and try to fight your way out of a bad situation---or make it worse.

Characters are supposed to be pretty disposable in this system, and your +Dice currency (Drive) is also your exp, so it's on you to balance buying character advances against banking Drive to avoid getting torpedoed by a low dice pool in a bad situation. That said, Drive doesn't add a lot of dice per point spent, so it feels more like a last line of defense than something you have to consider using on the regular.

There's quite a good range of perks and items to dress up and customize your character, and the books do a good job of building and maintaining a tense but engaging atmosphere. It's pretty easy to see The Company being run as a one-shot or mini-campaign, but I think it can hold its own in regular play too. A lot of how it runs is going to depend on the GM's scenario-writing, but the game's basic premise makes it easy to write for.

Which brings us to the Management Manual.

The MM pulls back the curtain on what the setting looks and feels like, it gives some great GMing advice, and it contains a ready-made scenario to intro teams to the game.

The scenario starts pretty abruptly on page 6, but it's a very nice high stakes creature feature with a slow burn at the beginning and a lot of gunfire at the end. If you're a GM who likes to build tension, there's *lots* of opportunities for that, and if you're a group that likes tactics and combat, there's plenty of that in the scenario as well.

Overall, if you like pulpy action survival horror, you should add this to your library. It's easy to learn. It's got its own distinct flavor. It does a very good job of balancing player agency with growing danger and risk. And it lets you shift back and forth between being heroic and being scared as your resources wax and wane. This game page feels very blank, but the books are absolutely the opposite, rich with cool art and content. This is a sleeper hit. Don't sleep on it.


Minor Issues:

-EH, page 5, Resting, the text here says "spend loyalty" but the text for Drive suggests that you should be spending Drive instead. I also couldn't find any text that indicated what loyalty points were or how you accumulated them.

-EH, page 6, the formatting of the right sidebar makes it hard to read.

(+1)

Thank you for this! I’m glad you found so much in these little books.

The ‘loyalty’ error was holdover from a previous iteration and has been swapped to ‘Drive’ in the latest update. 

I’ll take a look at that formatting you mentioned and post a fix. Thanks for the catch!

(+1)

Will there be any more print editions for this? I hate to say I found this after the crowd funding had ended.

Yes! I am going to be making more books soon. I took a little break after finishing all the kickstarter books but I anticipate I'll have more soon. I'll update this thread when they are available.

Thanks for the update! Look forward to picking up a physical book!

Checking in to let you know I’ve listed more physical copies for purchase. 

(+1)

How many players do you recommend it for? Does it require a GM?  

it is designed for 2-5 players and a GM although I have run as a one-on-one with just a GM and one player which was an enjoyable experience. The rules are meant to be easy to pick up fast for both players and GMs. 

Thanks :)