A survival video game and a lightweight tabletop RPG sharing one world —
Fuzzies defending their village from crashed aliens. Grown from drawings I made as a kid, 3D modelled in
Blender, and then designed into a video game in Unreal
Engine.
Currently forgingUnreal Engine 5.7Blender 5.1Tabletop · Video game · Classroom
The Fuzzies were minding their own business until something fell out of the sky. Now aliens spill from a
wreck in the north, and the only thing standing in their way to build a new home is a handful of fuzzy
creatures who refuse to
run.
Underneath the cute creatures is an older, darker myth — a lid that should have stayed shut, a stolen
spark, the price
of reaching too far. The infestation reads it back to you on the ground itself:
blue, carnivorous plants creeping outward from the crash site, swallowing
the map one tile at a time.
[ the alien · Blender ][ the village ]
Three ways to play
One world, three tables.
The same story, told in whatever medium you've got in front of you — a controller, a fistful of dice, or a
classroom of kids who've never rolled initiative before.
🎮
The video game
Survive the night
A third-person survival game built in Unreal Engine. Defend the village, gather, craft, and hold the
line as the aliens push in.
Pick up, carry, and use whatever you find
Aliens that wander, hunt, and grow bolder
Strange blue plants that take over the world as you play
In active development
🎲
The tabletop RPG
Run it at your table
A rules-light system that fits in a backpack. Simple stats, one coin, a few dice, and characters who grow
into who you imagine yourself being.
One kind of coin — Shinies — and no formulas to memorise
A few special moves you earn as your hero grows
Your moves recharge each fight and your hero gets tougher
Play kit in progress
🏫
The classroom edition
A campaign in 90 minutes
A whole adventure that fits in a single class period. Built so a room of 40 students can build a world
together and reach
a real ending before the bell.
One shared dice set per group
FATE points to reroll or hold on
A boss-battle finale the teacher runs
Pitching to school divisions
The same story, anywhere
A controller or a fistful of dice.
How can a video game and a dice game both be Fuzzy World? Two things always stay the same — and
everything else is free to be different.
Always the same
The world
Who the Fuzzies are, what fell from the sky, the old myth underneath it all. None of that changes no
matter how you're playing — it's the heart of the whole thing.
Always the same
The feeling
The pressure that builds as the aliens close in. Losing a moment and watching the story bend instead of
ending. Friends you earn rather than start with. That's what makes it feel like Fuzzy World.
★ shared everywhere you play
Free to differ
The playing
A controller and a handful of dice work in completely different ways, and that's fine. Each version can
play however suits it best, as long as the world and the feeling come through.
The build log
Forged in the open.
No grand reveal — just the work, in order, as it happens. Some of it shipped, some of it's on the anvil
right now, and some is still just a line on a to-do list.
Done Making it now Up next
Long ago · where it began
It started in a 10-year-old's sketchbook
A ten-year-old's drawing: fuzzy creatures, a crashed spaceship, a little village worth protecting.
Most impotantly, a mom who loved these creations so much that she held onto them until her son was well into adulthood. Now these
illustrations are the inspirations for a video game, a TTRPG, and classroom game that teaches creativity and cooperation
DoneThe drawing
[ the sketchbook ]
May 2025
The first Fuzzy left the page
I taught myself to sculpt on a computer using Blender so these little fuzzy creatures could become something real — a model
you can turn around and look at from every side, straight off the childhood drawing.
DoneThe art
[ the Fuzzy ]
September 2025
The world became a place
The drawing turned into somewhere you can actually walk around — a first patch of village with ground
under your feet and a sky overhead.
DoneThe game
[ the Fuzzy ]
April 2026
The Fuzzies learned to hold things
Now they can pick things up, carry them, and use what they find. It sounds small, but it's the moment it
stopped being a diorama and started being a game.
DoneThe game
[ the Fuzzy ]
Right now
The aliens are learning to think
I'm giving the aliens a mind of their own, so they wander, notice you, give chase — and grow bolder the
longer a fight drags on. The danger builds on its own now, instead of waiting for you.
Making it nowThe game
Right now · the dice version
The same world, around a table
Building the version you play with friends, no computer required — one kind of coin to keep things
simple, a few special moves, and a tiny shop for spending what you find between adventures.
Making it nowThe table
[ the Fuzzy ]
Right now · the classroom version
A whole adventure before the bell
A version a teacher can run in a single class — do-over tokens for when luck turns cruel, a final
showdown the teacher plays, and a workshop I'm offering to schools.