A downloadable game

Buy Now$2.00 USD or more

You're a superhero in training, waiting for the call to save the world. You're also a high school senior in detention on the Saturday before graduation, but you've got more important things to do. How will you escape? Where will you go? Will you make unlikely friendships with the other seniors in super detention? Will you be the ones to save the day? 

This game is a one page RPG inspired by classic 80s teen movies, secret schools for superheroes, new wave music (which is old) and retrowave music (which is newer).

The Soundtrack:

No 80's game would be complete without it's own mixtape for your enjoyment. 

Click here to go to the playlist or start playing it here:

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Buy Now$2.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $2 USD. You will get access to the following files:

[OrpheusPress]-1PageRPG-SuperDetentionClub[Full-Color].pdf 484 kB

Development log


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Hello! I am wondering how your superpowers, personality and ability are meant to affect your roll in this game. Do they give you a bonus? An extra dice? Or do you just roll a single dice without modifiers every time?

(2 edits)

Hey Mint-Rabbit, thanks for your question, and sorry it took us a few to get back to you.

The various facets of your character should inform what your character would do, and what is possible for them. For instance, if you're playing a rebellious bad boy, you probably shouldn't roll to try to trick a teacher into thinking you're going to follow the rules and behave (even though there is nothing mechanically stopping you, and the only thing narratively stopping you is your character's self). Likewise, if you have superstrength, you can roll to punch down an adamantium wall, and don't need to roll to punch through a common masonry wall. If your power is teleportation instead, you'd have to roll for punching through drywall, and masonry is out of the question unless you have a sledgehammer and some time to kill.

It's a very light game, and the dice table produces a flat distribution. The further you get from 50/50 probabilities, the more likely it is you and the rest of the participants should just dictate the outcome that makes the most sense and tells the best story.

Hope that helps. If you have any other questions or need further clarity, we're here for you!