A solo journey through Neverland

Second Star

A game about the memories we trade for one more adventure. Your journal remembers what you no longer can.

Launching on Kickstarter · Autumn 2026

straight on till morning ↓

Second Star box: the flight over London to Neverland in watercolour, with the title in gold foil lettering
Box mockup — final design may vary

The premise

Neverland doesn't steal your memories.
It simply has no room for them.

You are a child who has just flown out of the nursery window. The island is everything you were promised: mermaid lagoons, pirate ships and a home beneath the ground. But every new wonder needs somewhere to live, and little by little, it begins to crowd out what came before.

Before you begin, you write ten memories of home on ten slips of paper. When the island takes, you don't choose what you lose: a blind draw from the Remembered envelope, one last read, a final line — and the slip is sealed away. From that page forward, you may never write of it again. You write around the hole.

The old radiator knocked three times before it warmed my room.
My mother always sang the wrong words while she washed the dishes.
Every Sunday, we made apple pancakes — even when there were no apples.
My full name is Thomas Alder Finch.
I kept a blue glass marble in the smallest pocket of my coat because my brother said it was lucky.
The way home went past the bakery, across the little bridge and through the gate with the missing latch.

one player's chest, mid-game

"Ten slips. One of them is your name.
Yes — it can be lost."

What's in the box

Everything you need for one story only you can write.

The Second Star box, open: the 78-card Neverland deck, rulebook, journal, velvet dice bag, twelve-sided die, memory slips, envelopes, quill and compass
Box mockup — final components may vary

78 tarot cards

A full, hand-illustrated Neverland deck. The Major Arcana guides the mythic encounters, while four suits lead you through four realms of the island.

d12

One twelve-sided die

Each realm has its own d12 table. The card reveals what the island shows you; the die decides how the encounter turns.

The memory set

Ten handwritten memories move between two envelopes: Remembered and Forgotten. They do nothing — except decide how your story can end.

A journal

The book you keep so you do not forget. By the end, it will remember things about you that you no longer can.

The rulebook

Encounters, prompts and rituals that guide your journey through Neverland — one entry, one card and one memory at a time.

The Neverland deck fanned out face up, ending on the Ten of Shells
The Neverland deck — 78 hand-illustrated cards

Easy to begin

Anyone can play — no experience required.

You don't need to have played a roleplaying game or kept a journal before. The rulebook guides you through every step: read a short passage, draw a card, roll the die and follow the prompts to write what happens next.

A hand holding three cards from the deck: Branches, Shells and Blades
25–30 minone sitting, one entry — played at your own pace
5 chapterstwenty-five entries — or more, if the island tempts you to linger
1 playerjust you, a pen, and the second star to the right

Launching on Kickstarter · Autumn 2026

The journey

Five chapters, one island.

It begins at the window. You leave home carrying ten memories, and follow Peter into Neverland. From there, each suit leads you deeper into the island — and further from the child who first arrived.

Peter at the open nursery window, reaching toward the night sky over London
  1. Lost Boys sparring with sticks in a sunlit wood

    BranchesThe Woods

    Play, freedom and the Lost Boys — while the cost still feels far away.

  2. A boy on a raft holding a glowing shell over night water

    ShellsThe Lagoon

    The most beautiful place on the island, and the one that asks the most in return.

  3. Hook falling from the Jolly Roger toward the crocodile

    BladesThe Jolly Roger

    Danger, courage and the sharp return of home.

  4. A boy carving wooden coins by lantern light in the home under the ground

    RootsThe Home Underground

    Firelight, belonging and the temptation to remain.

And when all four lie behind you, one chapter remains:
the lit doorway, and the choice it asks of you.

The ending

Go home — or stay for one more adventure.

Everything you still remember will shape your answer.

Choose carefully. The island keeps what it's taken.

Launching on Kickstarter · Autumn 2026

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Occasional letters from Neverland — artwork, development updates and launch news. No noise.