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# Gareth Martin reveals Signet City, a first-person fungalpunk RPG
- URL: https://www.killscreen.com/gareth-martin-reveals-signet-city-a-first-person-fungalpunk-rpg/
- Published: 2026-08-04T22:16:03.000Z
- Updated: 2026-08-04T22:16:03.000Z
- Description: The Citizen Sleeper creator casts you as a parasite in a monochrome 1980s British industrial city, with dice checks swayed by your host's emotions.
- Author: Kill Screen Staff
- Tags: Signet City, Gareth Damian Martin, Citizen Sleeper, Jump Over the Age, Fellow Traveller, RPG, steam

Gareth Damian Martin's *Heterotopias*—the games-and-architecture project that grew into a magazine and then a design career—started as [a column here at Killscreen](https://www.killscreen.com/author/cap-gareth-damian-martin/). So watching Martin reveal *Signet City* at June's PC Gaming Show felt a little like watching the column grow a skyline.

*Signet City* is a first-person "fungalpunk" RPG from Martin's one-person studio Jump Over the Age, published by [Fellow Traveller](https://www.fellowtraveller.games/blog/something-is-growing-in-signet-city?ref=killscreen.com). You play a parasite born in the brackish water of a declining coastal city's bay, moving between human minds in a world where biological computing beat out the silicon chip. Underneath sits the tabletop-derived system *Citizen Sleeper* made famous, mutated: dice checks whose odds shift with your host's emotional state.

What holds me is the look and the history underneath it. The monochrome isn't a filter—Martin cites documentary photography, screentoned manga and pen-and-ink drawing—and the setting begins with the Winter of Discontent, the 1978-79 season when Britain's coldest winter in years collided with a national strike wave, which Martin [has described](https://www.engadget.com/2198793/fungalpunk-rpg-signet-city-isnt-afraid-to-be-weird-and-political/?ref=killscreen.com) as a labor struggle and an ecological event at once. Even the trailer keeps the register, cut to "Abandon" by the Irish garage-punk band SPRINTS.

Martin has spent a decade arguing that game spaces deserve to be read the way buildings are—in *In Other Waters*, in both *Citizen Sleeper* games, in [those early columns](https://www.killscreen.com/how-escape/) on imagined space. *Signet City* looks like the thesis stated as a city. No release date yet; you can [wishlist it on Steam](https://store.steampowered.com/app/4582880/Signet%5FCity/?ref=killscreen.com).

![Graffiti on a brick wall reading This City Is a Corpse in Signet City](https://storage.ghost.io/c/25/84/2584b75d-4bd6-4cce-8259-f1d1c65abbb5/content/images/2026/08/signet-city-screenshot-01.jpg)

![A hooded figure stands before a tower block as a swarm of birds passes in Signet City](https://storage.ghost.io/c/25/84/2584b75d-4bd6-4cce-8259-f1d1c65abbb5/content/images/2026/08/signet-city-screenshot-03.jpg)

![A creature crouches in a misty field of tall grass in Signet City](https://storage.ghost.io/c/25/84/2584b75d-4bd6-4cce-8259-f1d1c65abbb5/content/images/2026/08/signet-city-screenshot-04.jpg)

More of **Signet City*’s black-and-white streets (via [Steam](https://store.steampowered.com/app/4582880/Signet%5FCity/?ref=killscreen.com))