Echo in the Hangar Has Launched
“Fifteen minutes of terror. Twenty-three hours and forty-five minutes of waiting.”

That’s what they say about flying a mission.
But in Echo in the Hangar, it’s the waiting that matters.
This is a tabletop roleplaying game about what happens after the sortie. Not the explosions, but the silence. Not the kill count, but the comms glitch. Not the heroism, but the ritual—the way someone always taps the same three bolts before launch, and the way someone else stops saying goodbye.
You play the pilots, support crews, and eventual ghosts of a quiet war that never really ends. There are no initiative rolls, no health points, no mech loadouts. Just a shared spiral of memory, absence, and slow collapse.
Why Echo?
- It centers emotion over action.
This is a game where you earn Spiral Points not by winning, but by unraveling meaningfully. Where your Flaw is the most powerful mechanic. Where silence is a story beat. - It builds tension through structure, not stats.
The game runs on the Echo Cycle: Pre-Launch → Debrief → Hangar. It gives you a rhythm for storytelling while leaving space for contradiction, ritual, and tone drift. The mission is offscreen. The aftermath is the point. - It lets the lost speak.
When your character is gone, you're not benched—you become an Echo. A voice on the comms. A ghost in the machine. A memory someone can’t quite forget. Absence becomes narrative gravity.
What’s Next?
Echo in the Hangar is built on the Stack & Spiral Core Engine, which we’re continuing to expand. This game isn’t just about mechs—it’s about telling pre- and post-action stories across genres.
Because the spiral isn’t just a fall.
It’s a way to hold a story together when everything else is breaking.
