Editorial
English speakers, expand this section
Astrofork isn’t just a firehose of deep analysis — it’s also a small press publishing games in both Spanish and English, currently in the midst of its own growth.
Right now, our home base is on Itch.io, where you can find our catalog — mostly in English for the time being, though that may change soon.
As its main author, I see Astrofork as a publishing project committed to accessibility for casual players, and to inspiring fantastical worlds that pull you out of the everyday — or twist it out of shape. We’re not fond of routine, the status quo, or sacred cows.
We follow the trends of the hobby, but we’re not just chasing the avant-garde: we care deeply about accessibility and, just as importantly, about the soul of our creations. Our games are meant to be played, but they also have something to say about the world.
We’re a self-published label, but within our means, we give playtesting a central place in the design process. We don’t release unplayable pamphlets — and you can check my design journals to see for yourself.
Astrofork no es sólo una manguera a presión de análisis sesudos, también es una editorial que publica juegos en español e inglés, y que está en proceso de maduración.
En este momento, nuestra base de operaciones está en Itch.io, donde está nuestro catálogo, mayormente, por ahora, en inglés, aunque eso podría cambiar pronto.
Como su autor principal, Astrofork es una editorial comprometida con la accesibilidad para el rolero casual, la inspiración de mundos fantásticos que saquen de lo cotidiano o que lo desencajen: no nos gusta lo rutinario, el status quo, las vacas sagradas.
Seguimos las tendencias del hobby, pero no somos meros vanguardistas: queremos cuidar la accesibilidad e, igual de importante, el alma de nuestras creaciones, que son un instrumento de juego pero también tienen algo para decir sobre el mundo.
Somos una editorial autopublicada, pero dentro de la medida de nuestras posibilidades, le damos a las pruebas un lugar central dentro del proceso de diseño. No publicamos panfletos injugables, y pueden leer mis diarios de diseño para cerciorarse de ello.

Mis juegos
El susurro de las cosas
El Susurro de las cosas es un juego colaborativo, o story game, en el que construimos la historia de un sujeto arrojado a una crisis, a partir de la cual empieza a escuchar el clamor secreto de todo lo existente. Las ánimas vociferan al protagonista, intentan persuadirlo, seducirlo, arrastrarlo, según sus intereses. Y un espíritu particularmente poderoso hará todo lo posible para hundirlo en la miseria. Depende del protagonista su capacidad para conseguir el favor y la ayuda de las demás ánimas que observen este enfrentamiento.
Eternal Prometheus
Where there's divine fire, there are Promethei seeking to steal it for all of us, whatever the time, whatever shape humanity, the gods, and the fire take. Prometheus is an eternal figure, in representation of our ambitions and desire for self-governance. His quest is that of all of us, her actions shape our destiny, his punishment ours too.
Eternal Prometheus is a story game where one player takes on the quest for godly fire, while all other players channel the Moiras, the sisters that decide and weave everybody's fate, including the gods'. The will test and judge Prometheus' performance by placing obstacles in his way and voting what is he worthy of. Prometheus' vices and virtues will be appraised, and in the end Fate itself will determine the consequences for his defiance.
The Labyrinth of Verra
When the elder people arrived in Verra, they found a hostile world in a savage state, its rivers molten, its mountains vomiting ash and rock into the air, jungles reaching the clouds, matter itself constantly transformed. The source of all chaos, a young but terrible God and Goddess, Verra, dwelling in the underground.
They came to bring order to this world, and so the elder people went into Verra's lair and slaughtered them, scattering their pieces in a magic labyrinth. As centuries elapsed, Verra's pieces gained conciousness as mutant monsters, of their past oblivious, purposelessly crawling in circles.
Most monsters repeat cycles, a few awaken ones know single paths between locations or hold some memories of their past. Big monsters rule over smaller ones in their domains. All awaken monsters compete to eat each other and grow in size, power or memories.
How will you escape the labyrinth? Can you become Verra again? You'll play to find out.
The Blob
You're a blob in a world where everyone has their shape assigned. You're barely tolerated, but everyone wants you to find a stable shape.
This is a short game made for the index card game jam, about feeling different and under pressure to conform to society's mold.