I've had a few requests to provide copies of my game, Simulacrum, and sometimes I've posted drafts in the comments section or to /osrg. Overall though I've been reluctant to put it out in a main post. In part that's because I wanted to continue to write about the process of development, and putting out a near-final release would seem to detract from charting its creation. And I've not been in any hurry because this project has always been for myself, rather than based on any delusion that the world breathlessly awaits another OSR game.
But a lot of my reluctance has to do with wanting it to be the best that it can be before really releasing it to the wider world. I'm currently running a playtest campaign with it; after a year in my players have hit 7th level and I'm looking forward to their exploration of the game's higher levels and the inevitable tweaks that will produce. I like to edit things as much as possible, tweaking individual words, moving elements a few mm, and so on, and not to no effect: I think the benefits overall have been clear, looking back at older drafts.
Still, I think it's time. So, without further ado, here's the beta for my humble game. I'll be continuing to run my campaign, read blogs and other games, and take into account feedback, all of which will lead me to tweak things here and there, and eventually I'll put it up on DriveThru and make it "final", but for now you should find this perfectly playable.
The Player's Manual is entirely self-contained, and should be everything a player needs. The GM's Manual completes the game; it has some cross-referencing, in that it expands and comments on Player's Manual material, but is GM-only. The Designer Notes are bonus material, made simply because I'm tired of downloading OSR games and having no idea what they did to depart from the TSR baseline, let alone why they did so. Everything I've done has been for a reason, and I imagine at least a few of you reading a history/theory/game design blog are going to be interested in that kind of inside baseball, as I am. By reading it, those on the fence can decide if a given change has a basis that makes sense for them. Lastly, the Playing Aids PDF consists of a few simple squares you can print and cut out to give to players so that they can announce their stances each round by throwing down their choice on the table, aiding the GM in running fights quicker. They're not necessary at all: ever since I switched to Zoom I've been just handling that verbally, but in person I've found that it speeds things up. The PDF also has a GM's sheet that I print off a copy of each session to track key session elements.
The only thing that I feel is missing is a character sheet. I created one for my own use, but it uses graphical elements I stole from other works and so wouldn't be right to share. Characters are pretty simple, as they are in most OSR games, and so this shouldn't be a major hindrance.
I would welcome any questions or comments. I'd only note first that between the GM's Manual and the Designer Notes that a lot of the "why" as to what I did is covered. Still, if I missed something or are not clear there, by all means let me know.
I hope this is of some use to you out there, either as a full game or as a collection of plunderable elements for you to steal for your own OSR game, as is right and proper. For those of you who commented on earlier drafts or run playtest games, thanks for your feedback over the years: it's been invaluable. Happy adventuring. Go forth and plunder!