Tiny Cyberpunk - GKG (Finally!)

This has been a long time coming. The KickStarter was mid-November 2023 to early December 2023, with estimated delivery being July 2024 (a little off, but it being GKG, he kept us in the loop as much as possible). Finally got it 11/6/2025. Communication, as always, was great, so I didn’t mind waiting. It’s not on the Gallant Knight Games website as of yet and on DTRPG the pdf is $14.99. I did the $50 buy-in, which got me a physical and pdf version of the rules, a storage bag (last time it was going to be offered), a GM Screen, and a character sheet pad. (The step down was a $30 price point, and got you the rules in physical and pdf, albeit in hardbound, like the $50 tier). Also included were a handful of cards. The first 3 have the Kickbacks listed (something in the rules) and the others are the 8 drones listed in the rules. I count 25 character sheets and the GM Screen is your typical super-useful Screen (don’t know if any of the extras will be available to the public or are KS exclusives). On to the book.
The book starts with the usual introduction to Tiny D6 and by extension all RPGs. It then talks about hacking, firewalls, and kickbacks, as this is a cyberpunk game. Then more about the system rules as well as armor, downtime, and downtime actions, as well as examples of each, as well as some available vehicles.
Character creation comes next. There are 7 archetypes, including: streetpunk, smoker, burnout, and rager. Traits, as usual, are included, as are some cyberware traits. Up next is running the game. There are some broad strokes here. You get some thoughts on what the author considers the cyberpunk genre to be. It goes into running adventures and some enemies, law enforcement, and corporate actions. Corporate actions affect PCs and what they can and can’t get away with during a session.
While it is a rules lite system and there’s no “set” setting, they do include the city of Neodinium. It does take up a significant portion of the book, from page 73 to page 111. There’s a bit to unpack, so we’ll go over at least some of it. All information is pretty general, so you can adapt it to your campaign. WW IV happened for reasons. The city board is voted for on by the corporations. Transit takes many forms: airlines, subways, and hover rails, among them. Music plays a big part in the city’s life, as does food. Street food culture is a big thing here. There are several districts, including: Nexus (the corporate district); Saltwest (the docks district); and arcade, the entertainment district. Popular places are listed, as are some adventure hooks. Lastly are 5 megacorps and some history about them. Last is rules about solo play and an oracles list of charts to assist in solo play.
It was well worth the wait. I don’t have many cyberpunk games in my collection (can only think of one other off-hand) so it was a no-brainer for that reason alone. But also, it’s Tiny D6, therefore it’s easy to teach.