Congratulations. You're dead. However, you seem to have not ended up in heaven, hell, or... really anywhere. Well, not -not- anywhere. You've managed to end up in an endless desert filled with portals. By traversing said portals, you'll hopefully come across parts of your previous life and you can figure out who you are (or, were) and just what you're doing here. That's the story behind Afterlife: Wandering Souls, a new RPG that's up on Kickstarter now.
From the campaign:
Afterlife: Wandering Souls is a macabre fantasy game set in surreal plane known as the Tenebris. You take on the role of a Wanderer—someone who died, but didn’t end up in Heaven, Hell, or any other traditional afterlife. Devoid of any memories of your life on earth, you find yourself in an endless desert filled with gateways. Search different planes of existence for clues of your former life - or a semblance of one. Along the way you'll encounter strange inhabitants, alien cultures, and other humans who’ve lost all hope and are bent on destroying you.
Afterlife is Alice in Wonderland meets What Dreams May Come set in a world inspired by the works of Guillermo del Torro, Hayao Miyazaki, and surrealist artists.
Find lost memories, come to terms with how you died, and discover who you truly are.
Stepping onto the Tenebris for the first time you realize you're in an outlandish world full of creatures, cities, and customs you don't recognize. A city built atop a giant skeleton, a roadside diner in the middle of the desert, a vast dark pool of inky water. Nothing here is truly human and you're the alien here, far from home with no hopes of return. Salvation lies in the memories you've lost so you travel and search - you are a Wanderer.
As a Wanderer your ultimate goal is to regain your memories and find your Requiem—a true end in a place known as the Beyond. In order to do this, a Wanderer must do what their title implies and travel. By travelling into different Limbos—different gateways to the Beyond—you find memory fragments. These glimpses of memories summoned forth by your unconscious give you Resonance. Gain enough Resonance to experience a Break, a full blown memory of your past life, bringing you closer to your Requiem. Each Break creates an opportunity to heal, to strive to remember, to fight for your personality - and your soul.
Limbos may be cities, forests, or even entire worlds. Each Limbo is populated with its own unique inhabitants who have no idea of any realm beyond their own, much like humans on earth. Wanderers enter (and exit) Limbos through the Tenebris, but consider Limbos their own realms. A Limbo may appear like a person’s version of Heaven, or it may appear totally alien—it all depends on the Limbo.
The campaign is up and over its funding goal with 29 days left to go.