Coming Soon From Monte Cook Games!
We’ve never been ones to sit back and rest when we’ve finished with one project. There are too many incredible ideas to pursue. Here’s a sneak peek at new products and publications being worked on by Monte Cook Games for future release!
Please note that due to tariff, supply chain, and freight issues, release plans are constantly subject to adjustment.

THE DARKEST WOODS
April
A mega-adventure that takes you into a unique realm of horror, made for the game you’re playing right now. The Darkest Woods will chill and frighten your players not just through terrifying creatures and challenging situations (though there are plenty of those!) but also by tapping into a deep, primal fear of the wilderness. Along the way, their characters will have experiences that make them deeper, richer, and more powerfully bonded as a party.
Whether you game face-to-face or online, The Darkest Woods makes the GM’s job easy with its unique GM-friendly product design, while providing an amazingly immersive experience for the players through an astounding amount of art, maps, and handouts to share with them—all just a click away.

MAKE YOUR STATEMENT
April
Delve into the Archives with ten ready-made investigations! Explore an observatory infected by its astronomer’s obsession with the dark void in “What Sits Between the Stars.” Venture into the thirteenth floor of a building that only has twelve in “There Is No Thirteenth Floor.” Face cultists so devoted to darkness that they cannot be seen except when revealed by a very special “light”—which is actually darkness itself—in “Hidden Hosts.” And find yourselves tangled in a feud between two rival Fears in “Contingent Liability.”
Includes adventures written by The Magnus Archives podcast co-creator (and voice of The Archivist) Jonathan Sims.

COME HELL OR HIGH WATER
May
You know the rule of three, don’t you? Well, following this rule, this book brings you three additions to your game: an in-depth look at a few of the places you know and love from the Old Gods of Appalachia podcast, a handful of new places to be added to any adventure or campaign, and several complete adventures you can easily pick up and run. And, like all rules of three, there’s a little something surprising tucked in: a short chapter all about crafting your own adventures for Old Gods.
Each of these sections is full of dangers and delights, sure to entrance and enthrall your players—and maybe, possibly (dare we say almost certainly) give them a scare or four!

SANCARA SITES DECK
Spring
Sancara—the world of the Gunslinger Knights setting—is filled with vistas unlike any game you’ve ever experienced. Bring it to life—and share it with your players—with the Sancara Sites Deck. Each of these twenty oversized cards (6” x 9” (15cm x 23cm)) features stunning imagery of the places, people, and creatures of this world on one side, with info about the image on the other. Fantastic for GMs wanting to understand and portray this amazing setting, the Sancara Sites Deck pulls you into the unique world of Gunslinger Knights.

INVISIBLE SUN: INDIGO
Summer
The legendary RPG of surreal fantasy, secrets, and magic that is truly magic returns in an amazing new format!
This world you see around you right now—the computer or phone you’re reading this on; the room you sit in; your job—it’s all Shadow; a world illuminated only by the Grey Sun. You came here, long ago, for shelter, but now it has sapped your real memories and become your prison.
Awaken, and discover your true self. Return to the Actuality and to Satyrine, the city under the Indigo Sun. You are a vislae, a wielder of magic; a shaper of reality; a student of secrets and the real truths that lay hidden within the Actuality. You hid in Shadow to escape the War, but the War is now over and your home has called you back.

VISLAE’S COMPANION
Summer
Invisible Sun characters—vislae—are as unique, vibrant, and sophisticated as the game itself. Invisible Sun: Indigo contains character tomes, grimoire pages, and other consumables sufficient for the whole group. But what if you need more, or the GM wants to keep their copy of Indigo from being used up?
Vislae’s Companion includes items an individual player may want for themselves: character tomes for each order, other consumables (such as grimoire pages) and references, and an introduction to the setting and basic game rules in the Invisible Sun Primer. It’s all in a useful folio that keeps materials organized between games, and, when opened on the table, makes a handy pool tracker.

SPELL CARD SET
Summer
Magic is the very heart of Invisible Sun, and there is so much magic in the game! And it’s all on cards—not just spells, but also ephemera, objects of power, incantations, and more. These cards are where the magic lives—they’re are critical to how the game is played (and they don’t duplicate text from the books).
Even with 1000 magic cards in Invisible Sun: Indigo, it can very handy to have a second set. This box includes all the magic cards from Indigo—spell cards, ephemera, objects of power, even Vance spell cards and Weaver aggregates. They’re all stored in a sturdy and beautiful deck box that leaves room to add your cards from supplements such as Book M or The Wellspring.

CYPHER
Summer
Faster. Easier. And better! Cypher is getting a new edition that builds on everything you love about this fast-paced, narrative-focused RPG.
The award-winning Cypher is perfect for forging the stories YOU want to play. Lightning-quick character generation. Super easy to GM. Unique and imaginative campaigns. And all the flexibility, story focus, and fast-paced play Cypher is famous for!
The new Cypher launches with the Cypher Character Rulebook and Cypher GM’s Guide—or get both in a handsome slipcase!

DIVINATION DECK
Summer
The 50 oversized cards of this deck each feature a divinatory image that inspires all sorts of ideas on the fly. Draw the Raven? It’s a bad omen in the game, but the accompanying booklet also ties it to a cypher, a manifest cypher, a GM intrusion idea, an NPC, a creature, an asset for a player, a trait for an NPC, an interesting event, and even the upcoming weather. Tarot-sized and packaged in a durable, attractive box, this deck can be used as an in-game prop, an aid for the GM, or both at once. It’s an awesome source of inspiration and ideas while running or in prep—yet another way Cypher helps you make the most of your imagination!

FACE YOUR FEARS
2026
A book specifically for the GM, Face Your Fears offers new monsters, artefacts, and more. Learn of the Burned Ones, who hate you for your uncharred flesh, or the Insidious Clock that marks out precisely how much time you have left—unless you go mad from its inexorable progression. And as a bonus: a detailed layout of both the Magnus Institute itself and Salesa’s Storage where the dealer of cursed objects keeps all his horrible goods and the protocols for keeping them safe (or rather, keeping him safe from them)—both written by Jonathan Sims. They’re coming right out of the world of the podcast, for you to use them as you see fit in your own campaign.

THE ELECTRIC SUN
2026
New magic, new adventure, new characters, and new astonishments to the Actuality and to Invisible Sun itself!
The Tidal Stewards whisper of a disruption—a perturbation so subtle that even a close reading of the Sooth Deck might reveal it only under the most percipient eye. But though subtle, it is unique—a ripple unlike any in all of recorded history. It’s as though there is an entirely new form of magic taking shape before our eyes. New ephemera, new spells, new secrets—even an entirely new order of vislae—are materializing, as if they had simply stepped out of a dream.
And strangely enough, that is exactly what those in the know claim happened.