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 ↓
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. The game decides which ones remain.
At home, I could hear the old radiator knocking three times before it warmed. My safest place was the cupboard beneath the stairs, where the coats brushed the top of my head and no one ever thought to look for me.
Every Sunday, we made apple pancakes. Even when there were no apples, we still called them apple pancakes.
✦ the island takes — an entry, mid-game
What's in the box
Six small things, one story only you can write.
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.
One twelve-sided die
Each realm has its own d12 table. The card reveals what the island shows you; the die decides how the night turns.
Ten slips of paper
Your memories of home, written in your own hand. They do nothing — except decide how your story can end.
Two envelopes
One marked Remembered, the other Forgotten. Your memories begin in one and may end in the other. Slips move only one way. Almost.
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 night, one card and one memory at a time.
The signature rule
When the island takes,
you don't choose what you lose.
A blind draw from the Remembered envelope. Read the slip one last time, write it a final line, and seal it away. From that page forward, you may never write of it again — you write around the hole.
one player's chest, mid-game
"Ten slips. One of them is your name.
Yes — it can be lost."
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.
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.
-
BranchesThe Woods
Play, freedom, the Lost Boys. The honeymoon chapter, where adventure comes easily and the cost still feels far away.
-
ShellsThe Lagoon
Beauty, enchantment and longing. The loveliest place on the island — and the one that asks the most in return.
-
BladesThe Jolly Roger
Hook, danger and the sharp edge of adventure. Here, the game turns toward conflict, courage and the memory of home.
-
RootsThe Home Underground
Firelight, stories and a place at the table. A chapter about belonging, retelling and what remains when the night begins to end.
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.
When the main journey ends, open the envelope marked Remembered. The memories still inside are everything your character can carry back with them. You may return, and write your final entry using what remains.
Or you may stay, for one more adventure…
Launching on Kickstarter · Autumn 2026
Be the first through the window.
Sign up to be the first to know when we launch — and receive a special offer reserved for our earliest backers.
No noise. A handful of letters a year, each worth opening.