Nibiru
Designer: Federico E. Sohns
Can an entire game be carried by just one idea? Well, if that idea is as compelling, creative and exciting as Nibiru’s memory-building the answer might well be a “yes”. On a very broad level the game’s a scifi adventure that’s a little bogged down with beautiful but star-dense lore, but that description misses out the coolest part of the entire game. Where most RPGs ask you to start off adventures with a solid idea of your character already pinned down to the sheet, Nibiru instead sends you out into the world with something close to a blank slate.
You start as a vagabond somewhere in the steel hallways of a vast, planet-sized space station. You have with no stats, no gear and, most importantly, no memories.