

Welcome to the dying world of

You should not walk this road in silence.
It began as a smell. A foulness rising out of the earth itself, clinging to the air, spoiling the harvest in the ground. The livestock fell and rotted where they lay.
With the thaw came The Creeping Death. Low at first, pooling in the hollows, carrying the scent of decay. It rose inch by inch, creeping ever higher.

Whole cities went under. The forests stand black and skeletal. The rivers run thick as sludge.
Weapons rust in their scabbards, and the air itself turns against the lungs that draw it.

Only the high places hold. Castles. Ruins. Towers.
And there is not enough room in them for everyone.

YOUR ORDERS
HOLD THE TOWER.
Two Doom Companies. One tower.
You and your opponent take turns moving, fighting, and climbing, each trying to scavenge for scarce resources, engaging in brutal combat, and getting control the high ground before the other does.
Early turns are about position. Later turns are about survival. The Creeping Death waits patiently to claim the fallen.
2+ PLAYERS
SETUP IN 3 MINUTES
30-45 MINUTES OF BRUTAL
GAMEPLAY
CLIMB OR DIE

THE ARSENAL
EVERYTHING YOU NEED TO SURVIVE
THE RULES

The Core Rulebook, the law of the fog written plain: how to move, how to fight, how to fall, how to die.
THE DOOM WARRIORS
Doom Warriors are the miniatures at the heart of 1490 DOOM. Each one is a soul with a name, a past, and a reason to climb. You lead them. The Creeping Death decides who comes home.

The Scavenger cannot hold a battle line. He does not need to. In the world of 1490, what he scavenges keeps a Doom Company alive.


Each Doom Company is composed of 3 unique Doom Warriors. These battle-tested warriors are ready to CLIMB or DIE.












TERRAIN

Manmade structures are the only safe havens from the Creeping Death. Unfortunately you aren't the only one seeking refuge from the fog.

THE OUTPOST AT MEERBRIDGE
STARTER SET - COMING SOON
The Outpost at Meerbridge. A tower on the causeway, half fallen, still standing above the mire. Two players. Four Doom Warriors. Everything you need to learn the rules, hold the tower, and fight your first battle.
Learn More
THE ROAD ALONE
SOLO & CO-OP ADVENTURES
Some companies don't fight for the tower. They fight to survive what's already lost. 1490 DOOM offers full narrative campaigns, playable alone or alongside a friend, no opponent required.
Each one is a branching story shaped by your choices, with new warriors and a world that remembers what you did. Two roads. Choose where you begin.
THE FALL OF ROTHENBURG
A city dies slowly. Wilhelm and his dog Berengar are what's left to face it, plague in the streets, shadows that don't behave like shadows, and a fall no one is coming to stop. This is a story about loyalty when loyalty costs everything.



THE GATES OF RENNES
Rennes is not dying. It's being ruled to death. Adrian, Father Gregor, and Simon slip into a city held by the Bishop's tyranny, to rescue who they can and answer for who they can't. Five scenarios, branching on what you did in the last.




SEE WHAT YOU'RE WALKING INTO

WHO ARE YOU IN THE FOG?
The Creeping Death does not care what you were before 1490.
Only what you become.
The sharpest turn Scout, first up every ladder.
The most cunning turn Scavenger, adept at finding what others missed.
Some turn Brute, strength enough to break a door or a man.
Some turn Fighter, steady when everyone else breaks.
A rare few turn Assassin, and you learn not to ask what they did before the fog.
Before you climb, learn who you are.
DISCOVER YOUR DOOM COMPANY
What type of Doom Company will you lead?
TAKE THE QUIZTwo minutes. The Creeping Death will wait.

THE ONES WHO CAME BACK

"Very few games center themselves on throwing your opponent to their death."
— AV CLUB
Critics called it stripped-down and brutal, "the wargame version of an atmosphere game."
— TOUCHÉ CRITIQUE
"A skirmish miniatures game jam packed with lore, vibes, and ultimately accessible to anyone." — GAMING TREND

THE WORLD BEYOND THE TABLE
THE FOG HAS A SOUND. THE DEAD HAVE VOICES.
1490 DOOM does not end when the game does.
The Book of Adrian carries the lore forward, alongside The Drowning of Mateo Sanz, Murmurs of Macroom, and The Drowned Road, voices from the dying world, told between games.
The Official Soundtrack scores every climb, every fall, every company that didn't make it.
And on YouTube, the world moves.

ABOVE THE DEATH
WHAT YOU NEED TO PLAY
The climb asks little of you. Gather these and begin:
- The rules
-Three miniatures per player
-Two six-sided dice
- A measuring tool
- A 24 inch cricular area to play on
- Terrain worth climbing
NOW CLAIM YOUR ARSENAL
SHOP 1490 DOOM - PHYSICALSHOP 1490 DOOM - STLS and PDFSSIGN THE MUSTER ROLL
Dispatches from the dying world. Nothing more.





















