This is a short-term bundle for Shadows Over Sol, a conspiracy-horror Science Fiction RPG from Tab Creations, available for one week only.
https://bundleofholding.com/presents/ShadowsOverSol

I've had a fast look at this and I'm quite impressed - the first 95 pages of the rulebook, of 237, are all world-building, the history and cultures of the system's imagined future with no mention of the rules at all. Text is well-organized with a good "words per page" count and the artwork is relevant and I don't think AI generated, although a few of the pictures do edge towards the "uncanny valley." There's even an index, which is always a plus.
The system looks OK - the mechanic uses playing cards, with a deck of poker cards (I assume this means 52 cards with 2 jokers) needed for each of the players and the GM. There are enough complications in the system to keep players happy, I think, without it being so complicated that nobody will understand it. As with most systems it gets more complicated when combat is involved. On the whole I think that it should work reasonably well, although I'm not convinced there are huge advantages over the other systems used for this sort of campaign. GMs may want to get it to strip-mine the setting and use their own rules, and it's cheap enough that this is not going to break the bank. Recommended, subject to all of the usual caveats - most notably, I haven't had to pay for this, and my opinion might be different if I had.
https://bundleofholding.com/presents/ShadowsOverSol

I've had a fast look at this and I'm quite impressed - the first 95 pages of the rulebook, of 237, are all world-building, the history and cultures of the system's imagined future with no mention of the rules at all. Text is well-organized with a good "words per page" count and the artwork is relevant and I don't think AI generated, although a few of the pictures do edge towards the "uncanny valley." There's even an index, which is always a plus.
The system looks OK - the mechanic uses playing cards, with a deck of poker cards (I assume this means 52 cards with 2 jokers) needed for each of the players and the GM. There are enough complications in the system to keep players happy, I think, without it being so complicated that nobody will understand it. As with most systems it gets more complicated when combat is involved. On the whole I think that it should work reasonably well, although I'm not convinced there are huge advantages over the other systems used for this sort of campaign. GMs may want to get it to strip-mine the setting and use their own rules, and it's cheap enough that this is not going to break the bank. Recommended, subject to all of the usual caveats - most notably, I haven't had to pay for this, and my opinion might be different if I had.