Strange Is the Light
| Expected release date is Jun 8th 2027 |
- Availability: Confirm prior to ordering
- Branding: minimum 50 pieces (add’l costs below)
- Check Freight Rates (branded products only)
Branding Options (v), Availability & Lead Times
- 1-Color Imprint: $2.00 ea.
- Promo-Page Insert: $2.50 ea. (full-color printed, single-sided page)
- Belly-Band Wrap: $2.50 ea. (full-color printed)
- Set-Up Charge: $45 per decoration
- Availability: Product availability changes daily, so please confirm your quantity is available prior to placing an order.
- Branded Products: allow 10 business days from proof approval for production. Branding options may be limited or unavailable based on product design or cover artwork.
- Unbranded Products: allow 3-5 business days for shipping. All Unbranded items receive FREE ground shipping in the US. Inquire for international shipping.
- RETURNS/CANCELLATIONS: All orders, branded or unbranded, are NON-CANCELLABLE and NON-RETURNABLE once a purchase order has been received.
Product Details
Overview
For fans of Stranger Things, Piranesi, and Kelly Link, Strange is the Light follows a group of estranged childhood friends as they are called back to the island where they spent their summers; it's time to play the next round of an uncanny tabletop RPG with a mind of it's own...and a dangerously real cost to losing.
Daphne McSharry was forever waiting for the summer as a child–an escape from a dreary Dublin council estate to the wild freedom of the coastal village Valentia, where she and her inseparable friends ran gloriously feral…
As an adult, Daphne hasn’t returned to Valentia for nearly 20 years, nor seen the faces she once knew better than her own. Back then, an off-season visit that began with an invitation to test a tabletop RPG—one set in the secretive, cherished imaginary world they’d created as children.
Unbeknownst to them, they’d been playing not just with each other, but with something much stranger at the table, too…and each roll further tore apart the fabric of time and space, warping their perception and bleeding into the real world.
When Daphne’s final turn was played, she made a choice she could not reverse—and her defiance had a terrible cost.
Now, the four remaining players must return to Valentia to face the secrets and betrayals of the past to decide who, if any of them, will be allowed to have a future.









