Night Shift: Devil Division Press Kit

Publisher

Slightly Reckless Games

System

Draw Steel (MCDM)

Release

Q4 2027

Funding

What's on offer

2 A4, 300+ page Books

Book 1 // Division
Book 2 // Devils

The Operative Starter Set

Large-format tactical maps
Pre-generated Operatives
Individual reference guides
Custom tokens
Dice and resource trackers

Add-Ons

DM Screen
Custom Dice Set
Chase Scene Card Deck

Digital

Book PDFs
Digital Handouts
Character Sheets

What is Night Shift: Devil Division?

Night Shift: Devil Division is a standalone TTRPG that uses the Draw Steel engine to deliver fast, punchy, grid-based combat built around combos, teamwork, positioning, and big signature techniques.

Triumphs build momentum across operations, so pushing deeper makes you stronger and risks more, exactly like the best shonen arcs: the longer the night runs, the more dangerous everyone becomes. Momentum is each Operative's individual resource -- earned through the pressure of a fight and spent on their most powerful techniques. Adrenaline is the Squad's shared pool, fuelling clutch saves, last-second tactics, and cinematic reversals when things get desperate.

Why 1990s Tokyo?

The bubble burst in 1991. A generation that organised its entire identity around institutional loyalty discovered the institution had lied. Tokyo compresses human spirit at a scale nothing else matches: millions of lives stacked in towers, packed into carriages, threaded through narrow schedules. The city teaches people to keep moving. The stronger the fear, the stronger the Devil. This is why Tokyo has a problem.

What Makes the Devils Different?

Every Devil is born from a fear, a negative emotion, or a piece of bad juju that Tokyo has been swallowing for decades. Common fears produce Mooks, disposable, pack-hunting threats that overwhelm through numbers.

Cultural and primal fears produce Grade B and above: city-level disasters with their own agendas, sapience, and factional affiliations. Some Devils talk, bargain, and lie. Some have been waiting in the UT ZONE for decades, watching the city above them get worse.

Detainment turns an enemy into an ongoing relationship, with demands, loopholes, and consequences. A devil in The Vault is worth more than a dead one. The Division expects it’s pets.

Why 'Powered by Draw Steel'?

Draw Steel is built for tactical, heroic, cinematic fantasy, and we are aiming that same tactical-cinematic core at a modern anime urban horror response unit. Expect clear combat roles, decisive movement on a grid, and abilities designed to create hard choices every round. No boring turns. No sloggy combat. You'll feel like a badass anime protagonist bashing devils through buildings, into ceilings and through the floor (leave them like Yamcha after the Saibamen).

VIDEO

Images

Inspired by Jujutsu Kaisen, Demon Slayer and Chainsaw Man

Five Operative classes

Endogenics (NDO’s)

Imprint Kegare into the body itself through Breath Styles: Water, Fire, Thunder, Wind, Stone, REDACTED, and the forms that branch from each; Serpent, Smoke, Sound, Mist and Metal to name a few.

Exokinetics (XO’s)

Project Kegare into external forms: Blood Arts, Shikigami summoning, Exchange Rhythm, Frame-Step manipulation and REDACTED.

Baseline

Baselines carry no Kegare, no pact, no
Devil pattern. Zero spiritual noise. Division gear, human conditioning, and the tactical advantage of being invisible to anything that hunts by Signature.

Hybrid

Hybrids carry a Devil pattern threaded through a human nervous system. Weapon forms, animal aspects, abstract manifestations of contained power and a contested claim on their own identity.

Contractor

Contractors build a roster of detained Devils through The Vault, trading payment in blood, labour, secrets, or worse for fragments of their pattern. Devil pact abilities embodying a range of phobias, fears, and bad juju.

Whichever class you pick, you'll feel like a badass shonen anime character kicking the piss out of grotesque Devils and Monsters in 199X Tokyo.

Main Differeneces from Draw Steel

We love Draw Steel and did extensive research on what people love about the system and books. We also looked hard at the sticking points (literally read every Reddit post and comment) and built something that addresses them.

  • Devils as recurring characters and assets, including Buddies -- detained Devils that fight alongside the squad
  • Rewards shift toward Vault Abilities, Division Loadouts, Commendations, and Clearance progression
  • SRG signature layout and design philosophy; stylish, dense, and easy to navigate
  • Unified class resource (Momentum) and shared squad meta-currency (Adrenaline) -- easier to track, more tactically interesting
  • Downtime as On Leave -- Training Arcs, Vault Visits, Leave Activities, and the world moving without you
  • Chase Sequences -- a full dedicated chapter so you can run, leap, and tear through Tokyo in pursuit or retreat
  • Simplified (optional) negotiation mechanics for Operatives who want a little more structure when dealing with sapient Devils and NPC contacts
  • Fear-typed damage and enemy weaknesses spread across the full devil roster
  • Banter between rounds: brief exchanges of taunts, threats, and probing dialogue keep the pace cinematic
  • When a powerful ability is used for the first time, hit your chosen 90s banger, trigger a flashback showing how it was earned

Available for interviews on request

hello@slightlyrecklessgames.com

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