Signet City: The Fungalpunk RPG That Dares to Be Different
In a tabletop RPG landscape crowded with high fantasy epics and dystopian science fiction, Signet City carves out a genuinely strange corner all its own. Designed by Gareth Damian Martin — the creative mind behind the critically acclaimed video game Citizen Sleeper — this new tabletop roleplaying game leans fully into a "fungalpunk" aesthetic that is as politically charged as it is visually striking. From the spore-soaked alleyways of its fictional metropolis to the thorny ideological questions it forces players to wrestle with, Signet City isn't just another RPG. It's a statement.
What Exactly Is Fungalpunk?
Before diving into what makes Signet City tick, it's worth understanding what the "fungalpunk" label actually means. Like cyberpunk, steampunk, or solarpunk before it, fungalpunk is a subgenre defined by a particular relationship between society, technology, and the natural world — except here, the dominant force isn't electricity or steam. It's fungi.
Imagine a city where mycelial networks thread through crumbling architecture, where spores drift through the air like snow, and where the boundary between organic life and urban infrastructure has become hopelessly blurred. That's the kind of world Signet City inhabits. It's grotesque, beautiful, and deeply unsettling all at once — and that's very much by design.
Gareth Damian Martin has spoken openly about drawing on a rich and eclectic range of inspirations to build this world. Horror manga, with its tradition of bodily transformation, creeping dread, and social commentary, provided an aesthetic foundation. But perhaps the most surprising touchstone is The Last Ship, a 2013 musical by Sting centered on working-class shipbuilders in northeast England fighting to save their livelihoods. That combination — grotesque body horror and gritty labor politics — tells you almost everything you need to know about what Signet City is going for.
The World of Signet City
Signet City itself is a dense, layered urban environment that feels like it has been lived in for centuries. The city is stratified — both literally and socially — with wealthy elites occupying upper levels untouched by fungal growth while the lower districts teem with working-class communities struggling to survive in increasingly inhospitable conditions. Sound familiar? It should.
The fungal infestation isn't just a visual motif or a source of monsters for players to fight. It functions as a metaphor, a living allegory for systemic decay, neglect, and exploitation. The spores don't discriminate, but the city's response to them absolutely does. Resources, treatment, and evacuation protocols flow upward, leaving the poorest residents to cope with the consequences of a crisis they didn't create. Martin has never been subtle about embedding political meaning into his work, and Signet City is no exception.
Gareth Damian Martin's Design Philosophy
Martin's background in video game design — particularly Citizen Sleeper, a narrative RPG about a fugitive living on a space station — gave him a strong foundation in building worlds that feel socially and emotionally authentic. That game was praised for its nuanced portrayal of precarious labor, found family, and survival under late capitalism, themes that translate directly into the tabletop format of Signet City.
In tabletop RPGs, the political dimension of a setting often gets lost once players get their hands on it. Players tend to optimize, strategize, and work around the intended mood. Martin appears to have designed Signet City's systems specifically to resist that tendency. The game is built to keep players embedded in the city's struggles rather than rising above them. Characters are not chosen heroes destined to save the world. They are residents, workers, and survivors navigating a broken system — which is a fundamentally different and far more grounded kind of story to tell.
Why Weird and Political RPGs Matter Right Now
It's easy to dismiss games like Signet City as niche, or to assume that "weird and political" equals inaccessible. But some of the most resonant creative works of the past decade have been exactly this: strange, difficult, and socially engaged. Tabletop RPGs in particular have seen a surge of interest in games that push beyond escapism into genuine reflection on the world we live in.
- Mörk Borg combined apocalyptic metal aesthetics with nihilistic commentary on institutional religion and power.
- Wanderhome offered a gentle but pointed meditation on rest, community, and chosen family outside of capitalist productivity.
- Ironsworn: Starforged explored themes of isolation, collective memory, and rebuilding society from scratch.
Signet City joins this lineage of games that refuse to be merely entertaining. It wants to make you uncomfortable, to make you think, and to make you feel the weight of the world it has constructed. That's a harder thing to pull off than it sounds, and the fact that Martin is attempting it with such a distinctive visual and tonal palette makes it one of the most exciting RPG releases in recent memory.
What Players Can Expect
While full details of Signet City's mechanics are still emerging, the game promises a system designed to keep the fictional and political stakes feeling real throughout play. Character creation is expected to ground players firmly in the social fabric of the city — your job, your community, your relationship to the fungal crisis all matter as much as any stat block. Combat, if it exists in a traditional sense, is unlikely to be the primary mode of engagement. Instead, negotiation, survival, solidarity, and compromise seem to be the game's core currencies.
For fans of narrative-heavy, socially conscious tabletop RPGs, Signet City looks set to be an essential addition to the shelf. For newcomers curious about what the medium can do when it stops playing it safe, it may be the perfect entry point into a stranger, richer kind of play.
Final Thoughts
Signet City represents exactly the kind of creative ambition that keeps the tabletop RPG hobby vital and evolving. By blending the visceral strangeness of horror manga, the working-class pathos of a Sting musical, and the slow creep of fungal metaphor into a fully realized urban world, Gareth Damian Martin has built something that feels genuinely new. It's weird. It's political. And it's not apologizing for either of those things — which, honestly, is exactly what the genre needs right now.

